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Diffstat (limited to 'src/d3d/rwd3d.h')
| -rw-r--r-- | src/d3d/rwd3d.h | 421 |
1 files changed, 421 insertions, 0 deletions
diff --git a/src/d3d/rwd3d.h b/src/d3d/rwd3d.h new file mode 100644 index 0000000..cabfeff --- /dev/null +++ b/src/d3d/rwd3d.h @@ -0,0 +1,421 @@ +#ifdef RW_D3D9 +#ifdef WITH_D3D +#include <d3d9.h> +#endif +#endif + +namespace rw { + +#ifdef RW_D3D9 + +#ifdef _WINDOWS_ +struct EngineOpenParams +{ + HWND window; +}; +#else +struct EngineOpenParams +{ + uint32 please_include_windows_h; +}; +#endif +#else +#ifdef _D3D9_H_ +#error "please don't include d3d9.h for non-d3d9 platforms" +#endif +#endif + +namespace d3d { + +extern bool32 isP8supported; + +extern Device renderdevice; + +#ifdef RW_D3D9 +#ifdef _D3D9_H_ +extern IDirect3DDevice9 *d3ddevice; +void setD3dMaterial(D3DMATERIAL9 *mat9); +#endif + +#define COLOR_ARGB(a, r, g, b) ((rw::uint32)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) + +struct Im3DVertex +{ + V3d position; + V3d normal; // librw extension + uint32 color; + float32 u, v; + + void setX(float32 x) { this->position.x = x; } + void setY(float32 y) { this->position.y = y; } + void setZ(float32 z) { this->position.z = z; } + void setNormalX(float32 x) { this->normal.x = x; } + void setNormalY(float32 y) { this->normal.y = y; } + void setNormalZ(float32 z) { this->normal.z = z; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->color = COLOR_ARGB(a, r, g, b); } + void setU(float32 u) { this->u = u; } + void setV(float32 v) { this->v = v; } + + float getX(void) { return this->position.x; } + float getY(void) { return this->position.y; } + float getZ(void) { return this->position.z; } + float getNormalX(void) { return this->normal.x; } + float getNormalY(void) { return this->normal.y; } + float getNormalZ(void) { return this->normal.z; } + RGBA getColor(void) { return makeRGBA(this->color>>16 & 0xFF, this->color>>8 & 0xFF, + this->color & 0xFF, this->color>>24 & 0xFF); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; +extern RGBA im3dMaterialColor; +extern SurfaceProperties im3dSurfaceProps; + +struct Im2DVertex +{ + float32 x, y, z; + //float32 q; // recipz no longer used because we have a vertex stage now + float32 w; + uint32 color; + float32 u, v; + + void setScreenX(float32 x) { this->x = x; } + void setScreenY(float32 y) { this->y = y; } + void setScreenZ(float32 z) { this->z = z; } + void setCameraZ(float32 z) { this->w = z; } +// void setRecipCameraZ(float32 recipz) { this->q = recipz; } + void setRecipCameraZ(float32 recipz) { this->w = 1.0f/recipz; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { this->color = COLOR_ARGB(a, r, g, b); } + void setU(float32 u, float recipZ) { this->u = u; } + void setV(float32 v, float recipZ) { this->v = v; } + + float getScreenX(void) { return this->x; } + float getScreenY(void) { return this->y; } + float getScreenZ(void) { return this->z; } +// float getCameraZ(void) { return 1.0f/this->q; } +// float getRecipCameraZ(void) { return this->q; } + float getCameraZ(void) { return this->w; } + float getRecipCameraZ(void) { return 1.0f/this->w; } + RGBA getColor(void) { return makeRGBA(this->color>>16 & 0xFF, this->color>>8 & 0xFF, + this->color & 0xFF, this->color>>24 & 0xFF); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; + +#else +#ifndef MAKEFOURCC +#define MAKEFOURCC(ch0, ch1, ch2, ch3) \ + ((uint32)(uint8)(ch0) | ((uint32)(uint8)(ch1) << 8) | \ + ((uint32)(uint8)(ch2) << 16) | ((uint32)(uint8)(ch3) << 24 )) +#endif +enum { + D3DFMT_UNKNOWN = 0, + + D3DFMT_R8G8B8 = 20, + D3DFMT_A8R8G8B8 = 21, + D3DFMT_X8R8G8B8 = 22, + D3DFMT_R5G6B5 = 23, + D3DFMT_X1R5G5B5 = 24, + D3DFMT_A1R5G5B5 = 25, + D3DFMT_A4R4G4B4 = 26, + D3DFMT_R3G3B2 = 27, + D3DFMT_A8 = 28, + D3DFMT_A8R3G3B2 = 29, + D3DFMT_X4R4G4B4 = 30, + D3DFMT_A2B10G10R10 = 31, + D3DFMT_A8B8G8R8 = 32, + D3DFMT_X8B8G8R8 = 33, + D3DFMT_G16R16 = 34, + D3DFMT_A2R10G10B10 = 35, + D3DFMT_A16B16G16R16 = 36, + + D3DFMT_A8P8 = 40, + D3DFMT_P8 = 41, + + D3DFMT_L8 = 50, + D3DFMT_A8L8 = 51, + D3DFMT_A4L4 = 52, + + D3DFMT_V8U8 = 60, + D3DFMT_L6V5U5 = 61, + D3DFMT_X8L8V8U8 = 62, + D3DFMT_Q8W8V8U8 = 63, + D3DFMT_V16U16 = 64, + D3DFMT_A2W10V10U10 = 67, + + D3DFMT_UYVY = MAKEFOURCC('U', 'Y', 'V', 'Y'), + D3DFMT_R8G8_B8G8 = MAKEFOURCC('R', 'G', 'B', 'G'), + D3DFMT_YUY2 = MAKEFOURCC('Y', 'U', 'Y', '2'), + D3DFMT_G8R8_G8B8 = MAKEFOURCC('G', 'R', 'G', 'B'), + D3DFMT_DXT1 = MAKEFOURCC('D', 'X', 'T', '1'), + D3DFMT_DXT2 = MAKEFOURCC('D', 'X', 'T', '2'), + D3DFMT_DXT3 = MAKEFOURCC('D', 'X', 'T', '3'), + D3DFMT_DXT4 = MAKEFOURCC('D', 'X', 'T', '4'), + D3DFMT_DXT5 = MAKEFOURCC('D', 'X', 'T', '5'), + + D3DFMT_D16_LOCKABLE = 70, + D3DFMT_D32 = 71, + D3DFMT_D15S1 = 73, + D3DFMT_D24S8 = 75, + D3DFMT_D24X8 = 77, + D3DFMT_D24X4S4 = 79, + D3DFMT_D16 = 80, + + D3DFMT_D32F_LOCKABLE = 82, + D3DFMT_D24FS8 = 83, + + // d3d9ex only + /* Z-Stencil formats valid for CPU access */ + D3DFMT_D32_LOCKABLE = 84, + D3DFMT_S8_LOCKABLE = 85, + + D3DFMT_L16 = 81, + + D3DFMT_VERTEXDATA =100, + D3DFMT_INDEX16 =101, + D3DFMT_INDEX32 =102, + + D3DFMT_Q16W16V16U16 =110, + + D3DFMT_MULTI2_ARGB8 = MAKEFOURCC('M','E','T','1'), + + // Floating point surface formats + + // s10e5 formats (16-bits per channel) + D3DFMT_R16F = 111, + D3DFMT_G16R16F = 112, + D3DFMT_A16B16G16R16F = 113, + + // IEEE s23e8 formats (32-bits per channel) + D3DFMT_R32F = 114, + D3DFMT_G32R32F = 115, + D3DFMT_A32B32G32R32F = 116, + + D3DFMT_CxV8U8 = 117, + + // d3d9ex only + // Monochrome 1 bit per pixel format + D3DFMT_A1 = 118, + // 2.8 biased fixed point + D3DFMT_A2B10G10R10_XR_BIAS = 119, + // Binary format indicating that the data has no inherent type + D3DFMT_BINARYBUFFER = 199 +}; + +enum { + D3DLOCK_NOSYSLOCK = 0, // ignored + D3DPOOL_MANAGED = 0, // ignored + D3DPT_TRIANGLELIST = 4, + D3DPT_TRIANGLESTRIP = 5, + + + D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.) + D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.) + D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.) + D3DDECLTYPE_FLOAT4 = 3, // 4D float + D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range + // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A) + D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte + D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.) + D3DDECLTYPE_SHORT4 = 7, // 4D signed short + + D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0 + D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1) + D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0) + D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1) + D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0) + D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1) + D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1) + D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1) + D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values + D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused. + + + D3DDECLMETHOD_DEFAULT = 0, + + + D3DDECLUSAGE_POSITION = 0, + D3DDECLUSAGE_BLENDWEIGHT, // 1 + D3DDECLUSAGE_BLENDINDICES, // 2 + D3DDECLUSAGE_NORMAL, // 3 + D3DDECLUSAGE_PSIZE, // 4 + D3DDECLUSAGE_TEXCOORD, // 5 + D3DDECLUSAGE_TANGENT, // 6 + D3DDECLUSAGE_BINORMAL, // 7 + D3DDECLUSAGE_TESSFACTOR, // 8 + D3DDECLUSAGE_POSITIONT, // 9 + D3DDECLUSAGE_COLOR, // 10 + D3DDECLUSAGE_FOG, // 11 + D3DDECLUSAGE_DEPTH, // 12 + D3DDECLUSAGE_SAMPLE // 13 + , + + D3DUSAGE_AUTOGENMIPMAP = 0x400 +}; +#endif + +extern int vertFormatMap[]; + +void *createIndexBuffer(uint32 length, bool dynamic); +void destroyIndexBuffer(void *indexBuffer); +uint16 *lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags); +void unlockIndices(void *indexBuffer); + +void *createVertexBuffer(uint32 length, uint32 fvf, bool dynamic); +void destroyVertexBuffer(void *vertexBuffer); +uint8 *lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags); +void unlockVertices(void *vertexBuffer); + +void *createTexture(int32 width, int32 height, int32 levels, uint32 usage, uint32 format); +void destroyTexture(void *texture); +uint8 *lockTexture(void *texture, int32 level); +void unlockTexture(void *texture, int32 level); + +// Native Texture and Raster + +struct D3dRaster +{ + void *texture; + void *palette; + void *lockedSurf; + uint32 format; + uint32 bpp; // bytes per pixel + bool hasAlpha; + bool customFormat; + bool autogenMipmap; +}; + +int32 getLevelSize(Raster *raster, int32 level); +void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha); +void setPalette(Raster *raster, void *palette, int32 size); +void setTexels(Raster *raster, void *texels, int32 level); + +extern int32 nativeRasterOffset; +void registerNativeRaster(void); +#define GETD3DRASTEREXT(raster) PLUGINOFFSET(rw::d3d::D3dRaster, raster, rw::d3d::nativeRasterOffset) + +// Rendering + +void setRenderState(uint32 state, uint32 value); +void getRenderState(uint32 state, uint32 *value); +void setTextureStageState(uint32 stage, uint32 type, uint32 value); +void getTextureStageState(uint32 stage, uint32 type, uint32 *value); +void setSamplerState(uint32 stage, uint32 type, uint32 value); +void getSamplerState(uint32 stage, uint32 type, uint32 *value); +void flushCache(void); + +void setTexture(uint32 stage, Texture *tex); +void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f); +inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f) +{ + static RGBA white = { 255, 255, 255, 255 }; + if(flags & Geometry::MODULATE) + setMaterial(color, surfaceprops, extraSurfProp); + else + setMaterial(white, surfaceprops, extraSurfProp); +} + +void setVertexShader(void *vs); +void setPixelShader(void *ps); +void setIndices(void *indexBuffer); +void setStreamSource(int n, void *buffer, uint32 offset, uint32 stride); +void setVertexDeclaration(void *declaration); + +void *createVertexShader(void *csosrc); +void *createPixelShader(void *csosrc); +void destroyVertexShader(void *shader); +void destroyPixelShader(void *shader); + + +/* + * Vertex shaders and common pipeline stuff + */ + +// This data will be available in vertex stream 2 +struct VertexConstantData +{ + V3d normal; + RGBA color; + TexCoords texCoors[8]; +}; +extern void *constantVertexStream; + +// TODO: figure out why this even still exists... +struct D3dShaderState +{ + // for VS + struct { + float32 start; + float32 end; + float32 range; // 1/(start-end) + float32 disable; // lower clamp + } fogData, fogDisable; + RGBA matColor; + SurfaceProperties surfProps; + float extraSurfProp; + float lightOffset[3]; + int32 numDir, numPoint, numSpot; + RGBAf ambient; + // for PS + RGBAf fogColor; + + bool fogDirty; +}; +extern D3dShaderState d3dShaderState; + +// Standard Vertex shader locations +enum +{ + VSLOC_combined = 0, + VSLOC_world = 4, + VSLOC_normal = 8, + VSLOC_matColor = 12, + VSLOC_surfProps = 13, + VSLOC_fogData = 14, + VSLOC_ambLight = 15, + VSLOC_lightOffset = 16, + VSLOC_lights = 17, + VSLOC_afterLights = VSLOC_lights + 8*3, + + VSLOC_numLights = 0, + + PSLOC_fogColor = 0 +}; + +// Vertex shader bits +enum +{ + // These should be low so they could be used as indices + VSLIGHT_DIRECT = 1, + VSLIGHT_POINT = 2, + VSLIGHT_SPOT = 4, + VSLIGHT_MASK = 7, // all the above + // less critical + VSLIGHT_AMBIENT = 8, +}; + +void lightingCB_Fix(Atomic *atomic); +int32 lightingCB_Shader(Atomic *atomic); +int32 lightingCB_Shader(void); +// for VS +void uploadMatrices(void); // no world transform +void uploadMatrices(Matrix *worldMat); +void setAmbient(const RGBAf &color); +void setNumLights(int numDir, int numPoint, int numSpot); +int32 uploadLights(WorldLights *lightData); // called by lightingCB_Shader + +extern void *im2dOverridePS; + +extern void *default_amb_VS; +extern void *default_amb_dir_VS; +extern void *default_all_VS; +extern void *default_PS; +extern void *default_tex_PS; +extern void *im2d_VS; +extern void *im2d_PS; +extern void *im2d_tex_PS; +void createDefaultShaders(void); +void destroyDefaultShaders(void); + + +} +} |
