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authorclaude-bot <[email protected]>2026-07-13 12:40:03 +0000
committerclaude-bot <[email protected]>2026-07-13 12:40:03 +0000
commit847962910f0bff071f3bf07c9abb87764fb6cac3 (patch)
treeddcd429e134c7fd5f72ddc97ced175de8d66fcd0 /src/d3d/d3drender.cpp
downloadlibrw-847962910f0bff071f3bf07c9abb87764fb6cac3.tar.gz
librw-847962910f0bff071f3bf07c9abb87764fb6cac3.zip
Import aap/librw @ masterHEADmaster
Snapshot for re3/reVC vendoring, per @lzcnt. Source: https://github.com/aap/librw (master).
Diffstat (limited to 'src/d3d/d3drender.cpp')
-rw-r--r--src/d3d/d3drender.cpp424
1 files changed, 424 insertions, 0 deletions
diff --git a/src/d3d/d3drender.cpp b/src/d3d/d3drender.cpp
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+++ b/src/d3d/d3drender.cpp
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+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#define WITH_D3D
+#include "../rwbase.h"
+#include "../rwplg.h"
+#include "../rwpipeline.h"
+#include "../rwobjects.h"
+#include "../rwengine.h"
+#include "rwd3d.h"
+
+namespace rw {
+namespace d3d {
+
+#ifdef RW_D3D9
+IDirect3DDevice9 *d3ddevice = nil;
+
+#define MAX_LIGHTS 8
+
+
+#define VS_NAME g_vs20_main
+#define PS_NAME g_ps20_main
+void *default_amb_VS;
+void *default_amb_dir_VS;
+void *default_all_VS;
+void *default_PS;
+void *default_tex_PS;
+void *im2d_VS;
+void *im2d_PS;
+void *im2d_tex_PS;
+
+
+void
+createDefaultShaders(void)
+{
+ {
+ static
+#include "shaders/default_amb_VS.h"
+ default_amb_VS = createVertexShader((void*)VS_NAME);
+ assert(default_amb_VS);
+ }
+ {
+ static
+#include "shaders/default_amb_dir_VS.h"
+ default_amb_dir_VS = createVertexShader((void*)VS_NAME);
+ assert(default_amb_dir_VS);
+ }
+ {
+ static
+#include "shaders/default_all_VS.h"
+ default_all_VS = createVertexShader((void*)VS_NAME);
+ assert(default_all_VS);
+ }
+
+ {
+ static
+#include "shaders/default_PS.h"
+ default_PS = createPixelShader((void*)PS_NAME);
+ assert(default_PS);
+ }
+ {
+ static
+#include "shaders/default_tex_PS.h"
+ default_tex_PS = createPixelShader((void*)PS_NAME);
+ assert(default_tex_PS);
+ }
+
+ {
+ static
+#include "shaders/im2d_VS.h"
+ im2d_VS = createVertexShader((void*)VS_NAME);
+ assert(im2d_VS);
+ }
+ {
+ static
+#include "shaders/im2d_PS.h"
+ im2d_PS = createPixelShader((void*)PS_NAME);
+ assert(im2d_PS);
+ }
+ {
+ static
+#include "shaders/im2d_tex_PS.h"
+ im2d_tex_PS = createPixelShader((void*)PS_NAME);
+ assert(im2d_tex_PS);
+ }
+}
+
+void
+destroyDefaultShaders(void)
+{
+ destroyVertexShader(default_amb_VS);
+ default_amb_VS = nil;
+ destroyVertexShader(default_amb_dir_VS);
+ default_amb_dir_VS = nil;
+ destroyVertexShader(default_all_VS);
+ default_all_VS = nil;
+
+ destroyPixelShader(default_PS);
+ default_PS = nil;
+ destroyPixelShader(default_tex_PS);
+ default_tex_PS = nil;
+
+ destroyVertexShader(im2d_VS);
+ im2d_VS = nil;
+ destroyPixelShader(im2d_PS);
+ im2d_PS = nil;
+ destroyPixelShader(im2d_tex_PS);
+ im2d_tex_PS = nil;
+}
+
+
+void
+lightingCB_Fix(Atomic *atomic)
+{
+ WorldLights lightData;
+ Light *directionals[8];
+ Light *locals[8];
+ lightData.directionals = directionals;
+ lightData.numDirectionals = 8;
+ lightData.locals = locals;
+ lightData.numLocals = 8;
+
+ ((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
+
+ int i, n;
+ RGBA amb;
+ D3DLIGHT9 light;
+ light.Type = D3DLIGHT_DIRECTIONAL;
+ //light.Diffuse = { 0.8f, 0.8f, 0.8f, 1.0f };
+ light.Specular = { 0.0f, 0.0f, 0.0f, 0.0f };
+ light.Ambient = { 0.0f, 0.0f, 0.0f, 0.0f };
+ light.Position = { 0.0f, 0.0f, 0.0f };
+ //light.Direction = { 0.0f, 0.0f, -1.0f };
+ light.Range = 0.0f;
+ light.Falloff = 0.0f;
+ light.Attenuation0 = 0.0f;
+ light.Attenuation1 = 0.0f;
+ light.Attenuation2 = 0.0f;
+ light.Theta = 0.0f;
+ light.Phi = 0.0f;
+
+ convColor(&amb, &lightData.ambient);
+ d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_RGBA(amb.red, amb.green, amb.blue, amb.alpha));
+
+ n = 0;
+ for(i = 0; i < lightData.numDirectionals; i++){
+ if(n >= MAX_LIGHTS)
+ return;
+ Light *l = lightData.directionals[i];
+ light.Type = D3DLIGHT_DIRECTIONAL;
+ light.Diffuse = *(D3DCOLORVALUE*)&l->color;
+ light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
+ d3ddevice->SetLight(n, &light);
+ d3ddevice->LightEnable(n, TRUE);
+ n++;
+ }
+
+ for(i = 0; i < lightData.numLocals; i++){
+ if(n >= MAX_LIGHTS)
+ return;
+ Light *l = lightData.locals[i];
+ switch(l->getType()){
+ case Light::POINT:
+ light.Type = D3DLIGHT_POINT;
+ light.Diffuse = *(D3DCOLORVALUE*)&l->color;
+ light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
+ light.Direction.x = 0.0f;
+ light.Direction.y = 0.0f;
+ light.Direction.z = 0.0f;
+ light.Range = l->radius;
+ light.Falloff = 1.0f;
+ light.Attenuation0 = 1.0f;
+ light.Attenuation1 = 0.0f/l->radius;
+ light.Attenuation2 = 5.0f/(l->radius*l->radius);
+ d3ddevice->SetLight(n, &light);
+ d3ddevice->LightEnable(n, TRUE);
+ n++;
+ break;
+
+ case Light::SPOT:
+ light.Type = D3DLIGHT_SPOT;
+ light.Diffuse = *(D3DCOLORVALUE*)&l->color;
+ light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
+ light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
+ light.Range = l->radius;
+ light.Falloff = 1.0f;
+ light.Attenuation0 = 1.0f;
+ light.Attenuation1 = 0.0f/l->radius;
+ light.Attenuation2 = 5.0f/(l->radius*l->radius);
+ light.Theta = l->getAngle()*2.0f;
+ light.Phi = light.Theta;
+ d3ddevice->SetLight(n, &light);
+ d3ddevice->LightEnable(n, TRUE);
+ n++;
+ break;
+
+ case Light::SOFTSPOT:
+ light.Type = D3DLIGHT_SPOT;
+ light.Diffuse = *(D3DCOLORVALUE*)&l->color;
+ light.Position = *(D3DVECTOR*)&l->getFrame()->getLTM()->pos;
+ light.Direction = *(D3DVECTOR*)&l->getFrame()->getLTM()->at;
+ light.Range = l->radius;
+ light.Falloff = 1.0f;
+ light.Attenuation0 = 1.0f;
+ light.Attenuation1 = 0.0f/l->radius;
+ light.Attenuation2 = 5.0f/(l->radius*l->radius);
+ light.Theta = 0.0f;
+ light.Phi = l->getAngle()*2.0f;
+ d3ddevice->SetLight(n, &light);
+ d3ddevice->LightEnable(n, TRUE);
+ n++;
+ break;
+ }
+ }
+
+ for(; n < MAX_LIGHTS; n++)
+ d3ddevice->LightEnable(n, FALSE);
+}
+
+
+struct LightVS
+{
+ V3d color; float param0;
+ V3d position; float param1;
+ V3d direction; float param2;
+};
+
+void
+setAmbient(const RGBAf &color)
+{
+ if(!equal(d3dShaderState.ambient, color)){
+ d3dShaderState.ambient = color;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_ambLight, (float*)&color, 1);
+ }
+}
+
+void
+setNumLights(int numDir, int numPoint, int numSpot)
+{
+ static int32 numLights[4*3];
+ if(d3dShaderState.numDir != numDir ||
+ d3dShaderState.numPoint != numPoint ||
+ d3dShaderState.numSpot != numSpot){
+ numLights[0] = d3dShaderState.numDir = numDir;
+ numLights[4] = d3dShaderState.numPoint = numPoint;
+ numLights[8] = d3dShaderState.numSpot = numSpot;
+ d3ddevice->SetVertexShaderConstantI(VSLOC_numLights, numLights, 3);
+ }
+}
+
+int32
+uploadLights(WorldLights *lightData)
+{
+ int i;
+ int bits = 0;
+ float32 firstLight[4];
+ firstLight[0] = 0; // directional
+ firstLight[1] = 0; // point
+ firstLight[2] = 0; // spot
+ firstLight[3] = 0;
+
+ if(lightData->numAmbients)
+ bits |= VSLIGHT_AMBIENT;
+
+ LightVS directionals[8];
+ LightVS points[8];
+ LightVS spots[8];
+ for(i = 0; i < lightData->numDirectionals; i++){
+ Light *l = lightData->directionals[i];
+ directionals[i].color.x = l->color.red;
+ directionals[i].color.y = l->color.green;
+ directionals[i].color.z = l->color.blue;
+ directionals[i].direction = l->getFrame()->getLTM()->at;
+ bits |= VSLIGHT_DIRECT;
+ }
+
+ int np = 0;
+ int ns = 0;
+ for(i = 0; i < lightData->numLocals; i++){
+ Light *l = lightData->locals[i];
+
+ switch(l->getType()){
+ case Light::POINT:
+ points[np].color.x = l->color.red;
+ points[np].color.y = l->color.green;
+ points[np].color.z = l->color.blue;
+ points[np].param0 = l->radius;
+ points[np].position = l->getFrame()->getLTM()->pos;
+ np++;
+ bits |= VSLIGHT_POINT;
+ break;
+ case Light::SPOT:
+ case Light::SOFTSPOT:
+ spots[ns].color.x = l->color.red;
+ spots[ns].color.y = l->color.green;
+ spots[ns].color.z = l->color.blue;
+ spots[ns].param0 = l->radius;
+ spots[ns].position = l->getFrame()->getLTM()->pos;
+ spots[ns].direction = l->getFrame()->getLTM()->at;
+ spots[ns].param1 = l->minusCosAngle;
+ // lower bound of falloff
+ if(l->getType() == Light::SOFTSPOT)
+ spots[ns].param2 = 0.0f;
+ else
+ spots[ns].param2 = 1.0f;
+ bits |= VSLIGHT_SPOT;
+ ns++;
+ break;
+ }
+ }
+
+ firstLight[0] = 0;
+ int numDir = lightData->numDirectionals;
+ firstLight[1] = numDir + firstLight[0];
+ int numPoint = np;
+ firstLight[2] = numPoint + firstLight[1];
+ int numSpot = ns;
+
+ setNumLights(numDir, numPoint, numSpot);
+ if(d3dShaderState.lightOffset[0] != firstLight[0] ||
+ d3dShaderState.lightOffset[1] != firstLight[1] ||
+ d3dShaderState.lightOffset[2] != firstLight[2]){
+ d3dShaderState.lightOffset[0] = firstLight[0];
+ d3dShaderState.lightOffset[1] = firstLight[1];
+ d3dShaderState.lightOffset[2] = firstLight[2];
+ d3ddevice->SetVertexShaderConstantF(VSLOC_lightOffset, firstLight, 1);
+ }
+
+ int32 off = VSLOC_lights;
+ if(numDir)
+ d3ddevice->SetVertexShaderConstantF(off, (float*)&directionals, numDir*3);
+ off += numDir*3;
+
+ if(numPoint)
+ d3ddevice->SetVertexShaderConstantF(off, (float*)&points, numPoint*3);
+ off += numPoint*3;
+
+ if(numSpot)
+ d3ddevice->SetVertexShaderConstantF(off, (float*)&spots, numSpot*3);
+
+ return bits;
+}
+
+int32
+lightingCB_Shader(Atomic *atomic)
+{
+ WorldLights lightData;
+ Light *directionals[8];
+ Light *locals[8];
+ lightData.directionals = directionals;
+ lightData.numDirectionals = 8;
+ lightData.locals = locals;
+ lightData.numLocals = 8;
+
+ if(atomic->geometry->flags & rw::Geometry::LIGHT){
+ ((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
+ setAmbient(lightData.ambient);
+ return uploadLights(&lightData);
+ }else{
+ static const RGBAf black = { 0.0f, 0.0f, 0.0f, 0.0f };
+ setAmbient(black);
+ setNumLights(0, 0, 0);
+ return 0;
+ }
+}
+
+int32
+lightingCB_Shader(void)
+{
+ WorldLights lightData;
+ Light *directionals[8];
+ Light *locals[8];
+ lightData.directionals = directionals;
+ lightData.numDirectionals = 8;
+ lightData.locals = locals;
+ lightData.numLocals = 8;
+
+ ((World*)engine->currentWorld)->enumerateLights(&lightData);
+ setAmbient(lightData.ambient);
+ return uploadLights(&lightData);
+}
+
+static RawMatrix identityXform = {
+ { 1.0f, 0.0f, 0.0f }, 0.0f,
+ { 0.0f, 1.0f, 0.0f }, 0.0f,
+ { 0.0f, 0.0f, 1.0f }, 0.0f,
+ { 0.0f, 0.0f, 0.0f }, 1.0f
+};
+
+void
+uploadMatrices(void)
+{
+ RawMatrix combined;
+ Camera *cam = engine->currentCamera;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_world, (float*)&identityXform, 4);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_normal, (float*)&identityXform, 4);
+
+ RawMatrix::mult(&combined, &cam->devView, &cam->devProj);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&combined, 4);
+}
+
+void
+uploadMatrices(Matrix *worldMat)
+{
+ RawMatrix combined, world, worldview;
+ Camera *cam = engine->currentCamera;
+ convMatrix(&world, worldMat);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_world, (float*)&world, 4);
+ // TODO: inverse transpose
+ d3ddevice->SetVertexShaderConstantF(VSLOC_normal, (float*)&world, 4);
+
+ RawMatrix::mult(&worldview, &world, &cam->devView);
+ RawMatrix::mult(&combined, &worldview, &cam->devProj);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&combined, 4);
+}
+
+
+
+#endif
+
+}
+}