feat: better cmake support (#21)
* feat: CMakeSettings.json * chore: remove visual studio stuff chore: move .clang-format to main directory * feat: new file structure, easier to implement as a submodule within existing projects * chore: we actually include some code now... * chore: remove prebuilt libraries (oops) * feat: new shader building script using cmake * chore: add debug postfix specifier * fix: forgot that windows builds use 4J_Render_PC for the render library * fix: didn't add the output directory (where shaders are saved to) to the include directories of 4J_Render
This commit is contained in:
@@ -0,0 +1,494 @@
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#pragma once
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/*
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MIT License
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Copyright (c) 2026 Patoke
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "4J_Render.h"
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#include "Profiler.h"
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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#define MATRIX_MODE_MODELVIEW 0
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#define MATRIX_MODE_MODELVIEW_PROJECTION 1
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#define MATRIX_MODE_MODELVIEW_TEXTURE 2
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#define MATRIX_MODE_MODELVIEW_CBUFF 3
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#define MATRIX_MODE_MODELVIEW_MAX 4
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#define STACK_TYPES 4
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#define STACK_SIZE 16
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#define MAX_TEXTURES 512
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#define NUM_THUMBNAIL_DOWNSAMPLES 4 // the amount of downsamples we do to the thumbnail texture
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#define THUMBNAIL_MAX_QUALITY 0 // 1920x1080
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#define THUMBNAIL_DOWNSAMPLE_QUALITY_1 1 // 512x512
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#define THUMBNAIL_DOWNSAMPLE_QUALITY_2 2 // 256x256
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#define THUMBNAIL_DOWNSAMPLE_QUALITY_3 3 // 128x128
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#define THUMBNAIL_DOWNSAMPLE_TARGET 4 // 64x64
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#define NUM_COMMAND_HANDLES 0x800000
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#define MAX_COMMAND_BUFFERS 16000
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class Renderer
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{
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public:
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struct Context;
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struct CommandBuffer;
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void UpdateGamma(unsigned short usGamma);
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void MatrixMode(int type);
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void MatrixSetIdentity();
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void MatrixTranslate(float x, float y, float z);
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void MatrixRotate(float angle, float x, float y, float z);
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void MatrixScale(float x, float y, float z);
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void MatrixPerspective(float fovy, float aspect, float zNear, float zFar);
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void MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar);
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void MatrixPop();
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void MatrixPush();
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void MatrixMult(float *mat);
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const float *MatrixGet(int type);
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void Set_matrixDirty();
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void Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain);
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ID3D11DeviceContext *InitialiseContext(bool fromPresent);
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void StartFrame();
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void DoScreenGrabOnNextPresent();
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void Present();
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void Clear(int flags, D3D11_RECT *pRect);
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void SetClearColour(const float colourRGBA[4]);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(ImageFileBuffer *pngOut);
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void CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut);
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void BeginConditionalSurvey(int identifier);
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void EndConditionalSurvey();
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void BeginConditionalRendering(int identifier);
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void EndConditionalRendering();
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void DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void *dataIn, C4JRender::eVertexType vType,
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C4JRender::ePixelShaderType psType);
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void DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer *buffer, C4JRender::eVertexType vType,
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C4JRender::ePixelShaderType psType);
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void CBuffLockStaticCreations();
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int CBuffCreate(int count);
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void CBuffDelete(int first, int count);
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void CBuffStart(int index, bool full);
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void CBuffClear(int index);
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int CBuffSize(int index);
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void CBuffEnd();
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bool CBuffCall(int index, bool full);
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void CBuffTick();
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void CBuffDeferredModeStart();
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void CBuffDeferredModeEnd();
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int TextureCreate();
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void TextureFree(int idx);
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void TextureBind(int idx);
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void TextureBindVertex(int idx);
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void TextureSetTextureLevels(int levels);
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int TextureGetTextureLevels();
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void TextureSetParam(int param, int value);
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void TextureDynamicUpdateStart();
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void TextureDynamicUpdateEnd();
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void TextureData(int width, int height, void *data, int level, C4JRender::eTextureFormat format);
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void TextureDataUpdate(int xoffset, int yoffset, int width, int height, void *data, int level);
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HRESULT LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut);
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HRESULT LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut);
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HRESULT SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int *ppDataOut);
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HRESULT SaveTextureDataToMemory(void *pOutput, int outputCapacity, int *outputLength, int width, int height, int *ppDataIn);
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void TextureGetStats();
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ID3D11ShaderResourceView *TextureGetTexture(int idx);
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void StateSetColour(float r, float g, float b, float a);
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void StateSetDepthMask(bool enable);
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void StateSetBlendEnable(bool enable);
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void StateSetBlendFunc(int src, int dst);
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void StateSetBlendFactor(unsigned int colour);
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void StateSetAlphaFunc(int func, float param);
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void StateSetDepthFunc(int func);
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void StateSetFaceCull(bool enable);
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void StateSetFaceCullCW(bool enable);
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void StateSetLineWidth(float width);
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void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha);
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void StateSetDepthTestEnable(bool enable);
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void StateSetAlphaTestEnable(bool enable);
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void StateSetDepthSlopeAndBias(float slope, float bias);
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void StateSetFogEnable(bool enable);
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void StateSetFogMode(int mode);
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void StateSetFogNearDistance(float dist);
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void StateSetFogFarDistance(float dist);
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void StateSetFogDensity(float density);
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void StateSetFogColour(float red, float green, float blue);
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void StateSetLightingEnable(bool enable);
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void StateSetVertexTextureUV(float u, float v);
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void StateSetLightColour(int light, float red, float green, float blue);
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void StateSetLightAmbientColour(float red, float green, float blue);
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void StateSetLightDirection(int light, float x, float y, float z);
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void StateSetLightEnable(int light, bool enable);
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void StateSetViewport(C4JRender::eViewportType viewportType);
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void StateSetEnableViewportClipPlanes(bool enable);
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void StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace);
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void StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask);
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void StateSetForceLOD(int LOD);
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void BeginEvent(LPCWSTR eventName);
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void EndEvent();
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void Suspend();
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bool Suspended();
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void Resume();
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void StateUpdate();
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private:
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void SetupShaders();
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void ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linearData, unsigned int width, unsigned int height);
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void DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType primitiveType, int *count,
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bool *drawIndexed);
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void UpdateTexGenState();
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void UpdateLightingState();
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void UpdateViewportState();
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void UpdateFogState();
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void UpdateTextureState(bool vertexSampler);
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void MultWithStack(DirectX::XMMATRIX matrix);
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ID3D11DepthStencilState *GetManagedDepthStencilState();
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ID3D11BlendState *GetManagedBlendState();
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ID3D11RasterizerState *GetManagedRasterizerState();
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ID3D11SamplerState *GetManagedSamplerState();
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void DeleteInternalBuffer(int index);
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Renderer::Context &getContext();
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public:
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enum eTextureSamplerFlags
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{
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SAMPLER_PARAM_CLAMP_U = 1 << 0,
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SAMPLER_PARAM_CLAMP_V = 1 << 1,
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SAMPLER_PARAM_LINEAR_FILTER = 1 << 2,
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SAMPLER_PARAM_LINEAR_MIPS = 1 << 3,
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};
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struct Texture
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{
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bool allocated;
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ID3D11Texture2D *texture;
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ID3D11ShaderResourceView *view;
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DWORD textureFlags;
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DWORD mipLevels;
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DWORD textureFormat;
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DWORD samplerParams;
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};
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struct TexgenCBuffer
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{
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DirectX::XMMATRIX unk0;
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DirectX::XMMATRIX unk1;
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};
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enum eCommandType
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{
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COMMAND_ADD_MATRIX,
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COMMAND_ADD_VERTICES,
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COMMAND_BIND_TEXTURE,
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COMMAND_SET_COLOR,
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COMMAND_SET_DEPTH_FUNC,
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COMMAND_SET_DEPTH_MASK,
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COMMAND_SET_DEPTH_TEST,
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COMMAND_SET_LIGHTING_ENABLE,
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COMMAND_SET_LIGHT_ENABLE,
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COMMAND_SET_LIGHT_DIRECTION,
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COMMAND_SET_LIGHT_COLOUR,
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COMMAND_SET_LIGHT_AMBIENT_COLOUR,
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COMMAND_SET_BLEND_ENABLE,
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COMMAND_SET_BLEND_FUNC,
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COMMAND_SET_BLEND_FACTOR,
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COMMAND_SET_FACE_CULL,
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};
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struct CommandBuffer
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{
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CommandBuffer(bool full);
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~CommandBuffer();
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void StartRecording();
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void EndRecording(ID3D11Device *device);
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std::uint64_t GetAllocated();
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bool IsBusy();
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void AddMatrix(const float *matrix);
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void AddVertices(unsigned int stride, unsigned int count, void *dataIn, Renderer::Context &c);
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void BindTexture(int idx);
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void SetColor(float r, float g, float b, float a);
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void SetDepthFunc(int func);
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void SetDepthMask(bool enable);
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void SetDepthTestEnable(bool enable);
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void SetLightingEnable(bool enable);
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void SetLightEnable(int light, bool enable);
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void SetLightDirection(int light, float x, float y, float z);
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void SetLightColour(int light, float r, float g, float b);
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void SetLightAmbientColour(float r, float g, float b);
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void SetBlendEnable(bool enable);
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void SetBlendFunc(int src, int dst);
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void SetBlendFactor(unsigned int factor);
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void SetFaceCull(bool enable);
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void Render(C4JRender::eVertexType vType, Renderer::Context &c, int primitiveType);
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struct Command
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{
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Renderer::eCommandType m_command_type;
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BYTE commandPadding[12];
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union
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{
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BYTE data[64];
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struct
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{
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float m_matrix[16];
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// DirectX::XMMATRIX m_matrix;
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} add_matrix;
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struct
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{
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unsigned int m_vertex_index_start;
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unsigned int m_vertex_count;
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} add_vertices;
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struct
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{
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unsigned int m_texture_index;
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} bind_texture;
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struct
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{
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float m_color[4];
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} set_color;
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struct
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{
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int m_depth_func;
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} set_depth_func;
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struct
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{
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bool m_enable;
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} set_depth_mask;
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struct
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{
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bool m_enable;
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} set_depth_test;
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struct
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{
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bool m_enable;
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} set_lighting_enable;
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struct
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{
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int m_light_index;
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bool m_enable;
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} set_light_enable;
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struct
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{
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int m_light_index;
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float padding[3];
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float m_direction[4];
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} set_light_direction;
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struct
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{
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int m_light_index;
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float m_color[3];
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} set_light_colour;
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struct
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{
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BYTE padding;
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float m_color[3];
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} set_light_ambient_colour;
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struct
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{
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bool m_enable;
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} set_blend_enable;
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struct
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{
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int m_src;
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int m_dst;
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} set_blend_func;
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struct
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{
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unsigned int m_blend_factor;
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} set_blend_factor;
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struct
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{
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bool m_enable;
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} set_face_cull;
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};
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};
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ID3D11Buffer *m_vertexBuffer;
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void *m_vertexData;
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std::uint64_t m_vertexDataLength;
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std::vector<Command> m_commands;
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std::uint64_t m_allocated;
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BYTE isActive;
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};
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struct DeferredCBuff
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{
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Renderer::CommandBuffer *m_command_buf;
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int m_vertex_index;
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int m_vertex_type;
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int m_primitive_type;
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DirectX::XMMATRIX m_matrix;
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};
|
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|
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struct Context
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||||
{
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static const unsigned int VERTEX_BUFFER_SIZE = 0x100000;
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Context(ID3D11Device *device, ID3D11DeviceContext *deviceContext);
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|
||||
ID3D11DeviceContext *m_pDeviceContext;
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||||
ID3DUserDefinedAnnotation *userAnnotation;
|
||||
int annotateDepth;
|
||||
DirectX::XMMATRIX matrixStacks[MATRIX_MODE_MODELVIEW_MAX][STACK_SIZE];
|
||||
bool matrixDirty[MATRIX_MODE_MODELVIEW_MAX];
|
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DWORD stackPos[MATRIX_MODE_MODELVIEW_MAX];
|
||||
DWORD stackType;
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||||
DWORD textureIdx;
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bool faceCullEnabled;
|
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bool depthTestEnabled;
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bool alphaTestEnabled;
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float alphaReference;
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bool depthWriteEnabled;
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bool fogEnabled;
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float fogNearDistance;
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float fogFarDistance;
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float fogDensity;
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float fogColourRed;
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||||
float fogColourBlue;
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||||
float fogColourGreen;
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||||
DWORD fogMode;
|
||||
bool lightingEnabled;
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||||
bool lightEnabled[2];
|
||||
bool lightingDirty;
|
||||
DWORD forcedLOD;
|
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BYTE paddingAfterForceLOD[4];
|
||||
DirectX::XMFLOAT4 lightDirection[2];
|
||||
DirectX::XMFLOAT4 lightColour[2];
|
||||
DirectX::XMFLOAT4 lightAmbientColour;
|
||||
ID3D11Buffer *m_modelViewMatrix;
|
||||
ID3D11Buffer *m_localTransformMatrix;
|
||||
ID3D11Buffer *m_projectionMatrix;
|
||||
ID3D11Buffer *m_textureMatrix;
|
||||
ID3D11Buffer *m_vertexTexcoordBuffer;
|
||||
ID3D11Buffer *m_fogParamsBuffer;
|
||||
ID3D11Buffer *m_lightingStateBuffer;
|
||||
ID3D11Buffer *m_texGenMatricesBuffer;
|
||||
ID3D11Buffer *m_compressedTranslationBuffer;
|
||||
ID3D11Buffer *m_thumbnailBoundsBuffer;
|
||||
ID3D11Buffer *m_tintColorBuffer;
|
||||
ID3D11Buffer *m_fogColourBuffer;
|
||||
ID3D11Buffer *m_unkColorBuffer;
|
||||
ID3D11Buffer *m_alphaTestBuffer;
|
||||
ID3D11Buffer *m_clearColorBuffer;
|
||||
ID3D11Buffer *m_forcedLODBuffer;
|
||||
uint64_t dynamicVertexBase;
|
||||
DWORD dynamicVertexOffset;
|
||||
ID3D11Buffer *dynamicVertexBuffer;
|
||||
DirectX::XMMATRIX texGenMatrices[2];
|
||||
Renderer::CommandBuffer *commandBuffer;
|
||||
DWORD recordingBufferIndex;
|
||||
DWORD recordingVertexType;
|
||||
DWORD recordingPrimitiveType;
|
||||
bool deferredModeEnabled;
|
||||
std::vector<DeferredCBuff> deferredBuffers;
|
||||
D3D11_BLEND_DESC blendDesc;
|
||||
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
|
||||
D3D11_RASTERIZER_DESC rasterizerDesc;
|
||||
float blendFactor[4];
|
||||
};
|
||||
|
||||
static DWORD tlsIdx;
|
||||
static _RTL_CRITICAL_SECTION totalAllocCS;
|
||||
static DWORD s_auiWidths[];
|
||||
static DWORD s_auiHeights[];
|
||||
static DXGI_FORMAT textureFormats[];
|
||||
static D3D_PRIMITIVE_TOPOLOGY g_topologies[];
|
||||
static int totalAlloc;
|
||||
static const float PI;
|
||||
|
||||
float m_fClearColor[4];
|
||||
ID3D11Device *m_pDevice;
|
||||
ID3D11DeviceContext *m_pDeviceContext;
|
||||
IDXGISwapChain *m_pSwapChain;
|
||||
ID3D11RenderTargetView *mainRenderTargetView;
|
||||
ID3D11RenderTargetView *downSampleRenderTargetViews[NUM_THUMBNAIL_DOWNSAMPLES];
|
||||
ID3D11ShaderResourceView *mainShaderResourceView;
|
||||
ID3D11ShaderResourceView *downSampleShaderResourceViews[NUM_THUMBNAIL_DOWNSAMPLES];
|
||||
ID3D11Texture2D *downSampleTextures[NUM_THUMBNAIL_DOWNSAMPLES];
|
||||
ID3D11DepthStencilView *depthStencilView;
|
||||
ID3D11VertexShader **vertexShaderTable;
|
||||
ID3D11VertexShader *screenSpaceVertexShader;
|
||||
ID3D11VertexShader *screenClearVertexShader;
|
||||
ID3D11PixelShader **pixelShaderTable;
|
||||
ID3D11PixelShader *screenSpacePixelShader;
|
||||
ID3D11PixelShader *screenClearPixelShader;
|
||||
unsigned int *vertexStrideTable;
|
||||
ID3D11InputLayout **inputLayoutTable;
|
||||
ID3D11Buffer *quadIndexBuffer;
|
||||
ID3D11Buffer *fanIndexBuffer;
|
||||
DWORD defaultTextureIndex;
|
||||
WORD reservedRendererWord0;
|
||||
BYTE paddingAfterRendererWord0[2];
|
||||
DWORD presentCount;
|
||||
BYTE rendererFlag0;
|
||||
BYTE paddingAfterRendererFlag0[3];
|
||||
_RTL_CRITICAL_SECTION m_commandBufferCS;
|
||||
DWORD activeVertexType;
|
||||
DWORD activePixelType;
|
||||
C4JRender::eViewportType m_ViewportType;
|
||||
BYTE reservedRendererByte0;
|
||||
BYTE paddingAfterViewportType[3];
|
||||
Renderer::Texture m_textures[512];
|
||||
DWORD backBufferWidth;
|
||||
DWORD backBufferHeight;
|
||||
BYTE reservedRendererByte1;
|
||||
BYTE paddingAfterRendererByte1[3];
|
||||
DWORD reservedRendererDword1;
|
||||
int16_t *m_vertexIdxToBufferIdx;
|
||||
CommandBuffer **m_commandBuffers;
|
||||
DirectX::XMMATRIX *m_commandMatrices;
|
||||
int *m_bufferIdxToVertexIdx;
|
||||
uint8_t *m_commandPrimitiveTypes;
|
||||
uint8_t *m_commandVertexTypes;
|
||||
DWORD m_currentCommandBuffer;
|
||||
DWORD m_numBuffersToDeallocate;
|
||||
std::unordered_map<int, ID3D11BlendState *> managedBlendStates;
|
||||
std::unordered_map<int, ID3D11DepthStencilState *> managedDepthStencilStates;
|
||||
std::unordered_map<int, ID3D11SamplerState *> managedSamplerStates;
|
||||
std::unordered_map<int, ID3D11RasterizerState *> managedRasterizerStates;
|
||||
bool m_bShouldScreenGrabNextFrame;
|
||||
bool m_bSuspended;
|
||||
|
||||
// @Patoke add
|
||||
ID3D11Texture2D *m_backBufferTexture;
|
||||
};
|
||||
|
||||
// Singleton
|
||||
extern Renderer InternalRenderManager;
|
||||
Reference in New Issue
Block a user