Merge pull request #12 from 3UR/pr-1-dxfiscool

make 4J_Render_PC accurate
This commit is contained in:
gsds
2026-03-03 22:29:48 -03:00
committed by GitHub
28 changed files with 2021 additions and 4015 deletions
+14
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@@ -427,9 +427,23 @@ FodyWeavers.xsd
*.msm
*.msp
# special headers
4J_Input.h
4J_Storage.h
4J_Render.h
4J_Profile.h
extraX64.h
# generated shader headers
VS_PF3_TF2_CB4_NB4_XW1.h
VS_Compressed.h
VS_PF3_TF2_CB4_NB4_XW1_LIGHTING.h
VS_PF3_TF2_CB4_NB4_XW1_TEXGEN.h
VS_ScreenSpace.h
VS_ScreenClear.h
PS_Standard.h
PS_TextureProjection.h
PS_ForceLOD.h
PS_ScreenSpace.h
PS_ScreenClear.h
+7 -7
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@@ -24,16 +24,16 @@ SOFTWARE.
*/
// Vertex shaders
#include "VS_PF3_TF2_CB4_NB4_XW1.h"
#include "VS_PF3_TF2_CB4_NB4_XW1_Lighting.h"
#include "VS_PF3_TF2_CB4_NB4_XW1_TexGen.h"
#include "VS_Compressed.h"
#include "VS_PF3_TF2_CB4_NB4_XW1.h"
#include "VS_PF3_TF2_CB4_NB4_XW1_LIGHTING.h"
#include "VS_PF3_TF2_CB4_NB4_XW1_TEXGEN.h"
#include "VS_ScreenClear.h"
#include "VS_ScreenSpace.h"
// Pixel shaders
#include "PS_ForceLOD.h"
#include "PS_ScreenClear.h"
#include "PS_ScreenSpace.h"
#include "PS_Standard.h"
#include "PS_TextureProjection.h"
#include "PS_TextureProjection.h"
#include "PS_ForceLOD.h"
#include "PS_ScreenSpace.h"
#include "PS_ScreenClear.h"
-187
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@@ -1,187 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : SV_POSITION0,
float4 vCol : COLOR0,
linear centroid float4 vTex : TEXCOORD0,
out float4 oCol : SV_TARGET0)
{
float4 texColor = diffuse_texture.SampleLevel(diffuse_sampler_s, vTex.xy, forcedLod.x);
texColor *= diffuse_colour;
texColor.w *= vCol.w;
if (texColor.w < alphaTestRef.w) discard;
float3 finalColor = texColor.xyz * vCol.xyz;
oCol.xyz = lerp(fog_colour.xyz, finalColor, vTex.z);
oCol.w = texColor.w;
}
*/
static unsigned char g_main_PS_ForceLOD[] =
{
0x44, 0x58, 0x42, 0x43, 0x8A, 0x1E, 0x45, 0x87, 0xE0, 0xB2,
0xDE, 0x2C, 0x00, 0x06, 0x9B, 0x08, 0x7F, 0x92, 0xEA, 0xE6,
0x01, 0x00, 0x00, 0x00, 0x54, 0x05, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x94, 0x02, 0x00, 0x00,
0x08, 0x03, 0x00, 0x00, 0x3C, 0x03, 0x00, 0x00, 0xD8, 0x04,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x58, 0x02, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x1C, 0x01, 0x00, 0x00, 0x06, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFF, 0xFF,
0x00, 0x01, 0x00, 0x00, 0x22, 0x02, 0x00, 0x00, 0xDC, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0D, 0x00,
0x00, 0x00, 0xFC, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x01, 0x00, 0x00,
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0x65, 0x73, 0x74, 0x00, 0x66, 0x6F, 0x72, 0x63, 0x65, 0x64,
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0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xB4, 0x01, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x08, 0x01, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0xD8, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x01, 0x00, 0x00,
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0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0xA4, 0x01, 0x00, 0x00,
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0x49, 0x53, 0x47, 0x4E, 0x6C, 0x00, 0x00, 0x00, 0x03, 0x00,
0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00,
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0x5C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x0F, 0x07, 0x00, 0x00, 0x53, 0x56,
0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54, 0x49, 0x4F, 0x4E, 0x00,
0x43, 0x4F, 0x4C, 0x4F, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43,
0x4F, 0x4F, 0x52, 0x44, 0x00, 0xAB, 0x4F, 0x53, 0x47, 0x4E,
0x2C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00,
0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x54,
0x41, 0x52, 0x47, 0x45, 0x54, 0x00, 0xAB, 0xAB, 0x53, 0x48,
0x44, 0x52, 0x94, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00,
0x65, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8E,
0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x59, 0x00, 0x00, 0x04, 0x46, 0x8E, 0x20, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04,
0x46, 0x8E, 0x20, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00,
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0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00,
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0x46, 0x7E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x80, 0x20, 0x00,
0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00,
0x00, 0x08, 0xF2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x0E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8E,
0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x38, 0x00, 0x00, 0x07, 0x82, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x3A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x3A, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x31, 0x00,
0x00, 0x08, 0x12, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x3A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3A, 0x80,
0x20, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0D, 0x00, 0x04, 0x03, 0x0A, 0x00, 0x10, 0x00, 0x01, 0x00,
0x00, 0x00, 0x32, 0x00, 0x00, 0x0B, 0x72, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x02, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x46, 0x12, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x46, 0x82, 0x20, 0x80, 0x41, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0A,
0x72, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0xA6, 0x1A,
0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x02, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x46, 0x82, 0x20, 0x00, 0x01, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05,
0x82, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3A, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01,
0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x09, 0x00,
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00
};
-95
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@@ -1,95 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : SV_POSITION0,
out float4 oCol : SV_TARGET0)
{
oCol = clear_colour;
}
*/
static unsigned char g_main_PS_ScreenClear[] =
{
0x44, 0x58, 0x42, 0x43, 0xF5, 0xD0, 0x7D, 0x98, 0xF4, 0x78,
0x62, 0xB1, 0x25, 0x1A, 0x74, 0x57, 0xF0, 0x48, 0x57, 0x90,
0x01, 0x00, 0x00, 0x00, 0x30, 0x02, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x04, 0x01, 0x00, 0x00,
0x38, 0x01, 0x00, 0x00, 0x6C, 0x01, 0x00, 0x00, 0xB4, 0x01,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xC8, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFF, 0xFF,
0x00, 0x01, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x3C, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x63, 0x62, 0x75, 0x66, 0x66, 0x00, 0xAB, 0xAB, 0x3C, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x84, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6C, 0x65, 0x61,
0x72, 0x5F, 0x63, 0x6F, 0x6C, 0x6F, 0x75, 0x72, 0x00, 0xAB,
0xAB, 0xAB, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4D, 0x69,
0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52,
0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61,
0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C,
0x65, 0x72, 0x20, 0x39, 0x2E, 0x33, 0x30, 0x2E, 0x39, 0x32,
0x30, 0x30, 0x2E, 0x31, 0x36, 0x33, 0x38, 0x34, 0x00, 0xAB,
0x49, 0x53, 0x47, 0x4E, 0x2C, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00,
0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54, 0x49, 0x4F,
0x4E, 0x00, 0x4F, 0x53, 0x47, 0x4E, 0x2C, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00,
0x00, 0x00, 0x53, 0x56, 0x5F, 0x54, 0x41, 0x52, 0x47, 0x45,
0x54, 0x00, 0xAB, 0xAB, 0x53, 0x48, 0x44, 0x52, 0x40, 0x00,
0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x59, 0x00, 0x00, 0x04, 0x46, 0x8E, 0x20, 0x00, 0x04, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03,
0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00,
0x00, 0x06, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x46, 0x8E, 0x20, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54,
0x74, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
-101
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@@ -1,101 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : SV_POSITION0,
float2 vTex : TEXCOORD0,
out float4 oCol : SV_TARGET0)
{
oCol = screen_texture.Sample(screen_sampler_s, vTex);
}
*/
static unsigned char g_main_PS_ScreenSpace[] =
{
0x44, 0x58, 0x42, 0x43, 0xB8, 0xC0, 0x6E, 0x7D, 0xDE, 0x9F,
0x85, 0xBA, 0x86, 0xB9, 0x41, 0xAB, 0xCA, 0x09, 0x13, 0x95,
0x01, 0x00, 0x00, 0x00, 0x60, 0x02, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0xEC, 0x00, 0x00, 0x00,
0x44, 0x01, 0x00, 0x00, 0x78, 0x01, 0x00, 0x00, 0xE4, 0x01,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xB0, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFF, 0xFF,
0x00, 0x01, 0x00, 0x00, 0x7A, 0x00, 0x00, 0x00, 0x5C, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x6B, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0D, 0x00,
0x00, 0x00, 0x73, 0x63, 0x72, 0x65, 0x65, 0x6E, 0x5F, 0x73,
0x61, 0x6D, 0x70, 0x6C, 0x65, 0x72, 0x00, 0x73, 0x63, 0x72,
0x65, 0x65, 0x6E, 0x5F, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72,
0x65, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66,
0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C,
0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F,
0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39, 0x2E, 0x33,
0x30, 0x2E, 0x39, 0x32, 0x30, 0x30, 0x2E, 0x31, 0x36, 0x33,
0x38, 0x34, 0x00, 0xAB, 0xAB, 0xAB, 0x49, 0x53, 0x47, 0x4E,
0x50, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x08, 0x00,
0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00,
0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54, 0x49, 0x4F,
0x4E, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F, 0x52, 0x44,
0x00, 0xAB, 0xAB, 0xAB, 0x4F, 0x53, 0x47, 0x4E, 0x2C, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0F, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x54, 0x41, 0x52,
0x47, 0x45, 0x54, 0x00, 0xAB, 0xAB, 0x53, 0x48, 0x44, 0x52,
0x64, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x19, 0x00,
0x00, 0x00, 0x5A, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00,
0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x01, 0x00,
0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xF2, 0x20,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00,
0x01, 0x00, 0x00, 0x00, 0x46, 0x7E, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00,
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
-191
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@@ -1,191 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : SV_POSITION0,
float4 vCol : COLOR0,
linear centroid float4 vTex : TEXCOORD0,
out float4 oCol : SV_TARGET0)
{
float4 texColor;
if (vTex.x > 1.0) {
texColor = diffuse_texture.SampleLevel(diffuse_sampler_s, vTex.xy, 0);
} else {
texColor = diffuse_texture.Sample(diffuse_sampler_s, vTex.xy);
}
texColor *= diffuse_colour;
texColor.w *= vCol.w;
if (texColor.w < alphaTestRef.w) discard;
float3 finalColor = texColor.xyz * vCol.xyz;
// Fog lerping: vTex.z contains the fog blend factor
oCol.xyz = lerp(fog_colour.xyz, finalColor, vTex.z);
oCol.w = texColor.w;
}
*/
static unsigned char g_main_PS_Standard[] =
{
0x44, 0x58, 0x42, 0x43, 0x3E, 0xD7, 0x47, 0x3D, 0x43, 0x30,
0xB0, 0x7E, 0x8F, 0xF4, 0xBD, 0xA7, 0xCA, 0xCF, 0x70, 0x12,
0x01, 0x00, 0x00, 0x00, 0x2C, 0x05, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x2C, 0x02, 0x00, 0x00,
0xA0, 0x02, 0x00, 0x00, 0xD4, 0x02, 0x00, 0x00, 0xB0, 0x04,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xF0, 0x01, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0xF4, 0x00, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFF, 0xFF,
0x00, 0x01, 0x00, 0x00, 0xBD, 0x01, 0x00, 0x00, 0xBC, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0xCC, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0D, 0x00,
0x00, 0x00, 0xDC, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0xE4, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xE8, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x64, 0x69,
0x66, 0x66, 0x75, 0x73, 0x65, 0x5F, 0x73, 0x61, 0x6D, 0x70,
0x6C, 0x65, 0x72, 0x00, 0x64, 0x69, 0x66, 0x66, 0x75, 0x73,
0x65, 0x5F, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x00,
0x64, 0x69, 0x66, 0x66, 0x75, 0x73, 0x65, 0x00, 0x66, 0x6F,
0x67, 0x00, 0x61, 0x6C, 0x70, 0x68, 0x61, 0x54, 0x65, 0x73,
0x74, 0x00, 0xAB, 0xAB, 0xDC, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x3C, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xE4, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x74, 0x01, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0xE8, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x98, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x54, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x02, 0x00,
0x00, 0x00, 0x64, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x64, 0x69, 0x66, 0x66, 0x75, 0x73, 0x65, 0x5F, 0x63, 0x6F,
0x6C, 0x6F, 0x75, 0x72, 0x00, 0xAB, 0x01, 0x00, 0x03, 0x00,
0x01, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x8C, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x64, 0x01,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6F, 0x67, 0x5F,
0x63, 0x6F, 0x6C, 0x6F, 0x75, 0x72, 0x00, 0xAB, 0xB0, 0x01,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x64, 0x01, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x61, 0x6C, 0x70, 0x68, 0x61, 0x54, 0x65, 0x73,
0x74, 0x52, 0x65, 0x66, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F,
0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48,
0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72,
0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20,
0x39, 0x2E, 0x33, 0x30, 0x2E, 0x39, 0x32, 0x30, 0x30, 0x2E,
0x31, 0x36, 0x33, 0x38, 0x34, 0x00, 0x49, 0x53, 0x47, 0x4E,
0x6C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00,
0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00,
0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x0F, 0x07, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53,
0x49, 0x54, 0x49, 0x4F, 0x4E, 0x00, 0x43, 0x4F, 0x4C, 0x4F,
0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F, 0x52, 0x44,
0x00, 0xAB, 0x4F, 0x53, 0x47, 0x4E, 0x2C, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00,
0x00, 0x00, 0x53, 0x56, 0x5F, 0x54, 0x41, 0x52, 0x47, 0x45,
0x54, 0x00, 0xAB, 0xAB, 0x53, 0x48, 0x44, 0x52, 0xD4, 0x01,
0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x75, 0x00, 0x00, 0x00,
0x59, 0x00, 0x00, 0x04, 0x46, 0x8E, 0x20, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04,
0x46, 0x8E, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8E, 0x20, 0x00,
0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5A, 0x00,
0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03,
0xF2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x18,
0x00, 0x03, 0x72, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00,
0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x02, 0x00, 0x00, 0x00,
0x31, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F,
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0x04, 0x03, 0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x48, 0x00, 0x00, 0x0B, 0xF2, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00,
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0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7E,
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0x0D, 0x00, 0x04, 0x03, 0x0A, 0x00, 0x10, 0x00, 0x01, 0x00,
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0x00, 0x00, 0x46, 0x12, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x46, 0x82, 0x20, 0x80, 0x41, 0x00, 0x00, 0x00, 0x01, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x46, 0x82, 0x20, 0x00, 0x01, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00
};
@@ -1,177 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : SV_POSITION0,
float4 vCol : COLOR0,
linear centroid float4 vTex : TEXCOORD0,
out float4 oCol : SV_TARGET0)
{
float2 projUV = vTex.xy / vTex.ww;
float4 texColor = diffuse_texture.Sample(diffuse_sampler_s, projUV);
texColor *= diffuse_colour;
texColor.w *= vCol.w;
if (texColor.w < alphaTestRef.w) discard;
float3 finalColor = texColor.xyz * vCol.xyz;
oCol.xyz = lerp(fog_colour.xyz, finalColor, vTex.z);
oCol.w = texColor.w;
}
*/
static unsigned char g_main_PS_TextureProjection[] =
{
0x44, 0x58, 0x42, 0x43, 0x31, 0x2E, 0x38, 0xEB, 0x1E, 0x13,
0x9F, 0xFA, 0xC3, 0x6B, 0xC2, 0x09, 0xD6, 0xCC, 0xBF, 0x4E,
0x01, 0x00, 0x00, 0x00, 0xEC, 0x04, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x2C, 0x02, 0x00, 0x00,
0xA0, 0x02, 0x00, 0x00, 0xD4, 0x02, 0x00, 0x00, 0x70, 0x04,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xF0, 0x01, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0xF4, 0x00, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFF, 0xFF,
0x00, 0x01, 0x00, 0x00, 0xBD, 0x01, 0x00, 0x00, 0xBC, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0xCC, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0D, 0x00,
0x00, 0x00, 0xDC, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xE8, 0x00, 0x00, 0x00,
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0x63, 0x6F, 0x6C, 0x6F, 0x75, 0x72, 0x00, 0xAB, 0xB0, 0x01,
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0x74, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x02, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
+10 -1
View File
@@ -31,7 +31,16 @@ SOFTWARE.
#ifdef ENABLE_PROFILING
#include "microprofile/microprofile.h"
#define PROFILER_INIT() \
do \
{ \
MicroProfileOnThreadCreate("MainRenderThread"); \
MicroProfileSetEnableAllGroups(true); \
} while (0)
#define PROFILER_FLIP() MicroProfileFlip(NULL);
#define PROFILER_SCOPE(group, name, color) MICROPROFILE_SCOPEI(group, name, color);
#else
#define PROFILER_INIT() ((void)0);
#define PROFILER_FLIP() ((void)0);
#define PROFILER_SCOPE(group, name, color) ((void)0);
#endif
#endif
+12 -2
View File
@@ -133,6 +133,10 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib />
<PreBuildEvent>
<Command>cd shaders &amp;&amp; build.bat</Command>
<Message>Build Shaders</Message>
</PreBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
@@ -156,6 +160,12 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib />
<PreBuildEvent>
<Command>cd shaders &amp;&amp; build.bat</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Build Shaders</Message>
</PreBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="4J_Render.h" />
@@ -179,8 +189,8 @@
<ClInclude Include="Renderer.h" />
<ClInclude Include="VS_Compressed.h" />
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1.h" />
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_Lighting.h" />
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_Texgen.h" />
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_LIGHTING.h" />
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_TEXGEN.h" />
<ClInclude Include="VS_ScreenClear.h" />
<ClInclude Include="VS_ScreenSpace.h" />
<ClInclude Include="zlib\zconf.h" />
+36 -33
View File
@@ -24,6 +24,9 @@
<Filter Include="Header Files\microprofile">
<UniqueIdentifier>{6cbd8b95-ff51-42d2-a66f-282d3a11c042}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\generated">
<UniqueIdentifier>{3b83a35a-3f4e-4ae3-b7fa-17a84f509af5}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="stdafx.h">
@@ -35,42 +38,9 @@
<ClInclude Include="Renderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PS_Standard.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PS_TextureProjection.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PS_ForceLOD.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VS_ScreenClear.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VS_ScreenSpace.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_Lighting.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_Texgen.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VS_Compressed.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="CompiledShaders.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PS_ScreenClear.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PS_ScreenSpace.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="zlib\zconf.h">
<Filter>Header Files\zlib</Filter>
</ClInclude>
@@ -110,6 +80,39 @@
<ClInclude Include="Profiler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PS_ForceLOD.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="PS_ScreenClear.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="PS_ScreenSpace.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="PS_Standard.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="PS_TextureProjection.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="VS_Compressed.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_LIGHTING.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="VS_PF3_TF2_CB4_NB4_XW1_TEXGEN.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="VS_ScreenClear.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
<ClInclude Include="VS_ScreenSpace.h">
<Filter>Header Files\generated</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="stdafx.cpp">
+3 -2
View File
@@ -350,7 +350,7 @@ public:
ID3D11DeviceContext *m_pDeviceContext;
ID3DUserDefinedAnnotation *userAnnotation;
DWORD annotateDepth;
int annotateDepth;
DirectX::XMMATRIX matrixStacks[MATRIX_MODE_MODELVIEW_MAX][STACK_SIZE];
bool matrixDirty[MATRIX_MODE_MODELVIEW_MAX];
DWORD stackPos[MATRIX_MODE_MODELVIEW_MAX];
@@ -416,6 +416,7 @@ public:
static DXGI_FORMAT textureFormats[];
static D3D_PRIMITIVE_TOPOLOGY g_topologies[];
static int totalAlloc;
static const float PI;
float m_fClearColor[4];
ID3D11Device *m_pDevice;
@@ -457,9 +458,9 @@ public:
DWORD reservedRendererDword1;
int16_t *m_commandHandleToIndex;
CommandBuffer **m_commandBuffers;
uint8_t *m_commandPrimitiveTypes;
DirectX::XMMATRIX *m_commandMatrices;
int *m_commandIndexToHandle;
uint8_t *m_commandPrimitiveTypes;
uint8_t *m_commandVertexTypes;
DWORD reservedRendererDword2;
DWORD reservedRendererDword3;
+412 -399
View File
@@ -37,7 +37,7 @@ Renderer::CommandBuffer::CommandBuffer(bool full)
, m_allocated(0x1000)
, isActive(full ? 1 : 0)
{
m_vertexData = malloc(m_allocated);
m_vertexData = std::malloc(m_allocated);
EnterCriticalSection(&Renderer::totalAllocCS);
Renderer::totalAlloc += static_cast<int>(m_allocated);
LeaveCriticalSection(&Renderer::totalAllocCS);
@@ -48,54 +48,24 @@ Renderer::CommandBuffer::~CommandBuffer()
if (m_vertexBuffer)
m_vertexBuffer->Release();
free(m_vertexData);
std::free(m_vertexData);
EnterCriticalSection(&Renderer::totalAllocCS);
Renderer::totalAlloc -= static_cast<int>(m_allocated);
LeaveCriticalSection(&Renderer::totalAllocCS);
}
void Renderer::CommandBuffer::StartRecording() {}
void Renderer::CommandBuffer::EndRecording(ID3D11Device *device)
{
if (m_vertexDataLength != 0)
{
D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = static_cast<UINT>(m_vertexDataLength);
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA data = {};
data.pSysMem = m_vertexData;
device->CreateBuffer(&desc, &data, &m_vertexBuffer);
}
free(m_vertexData);
m_vertexData = NULL;
}
std::uint64_t Renderer::CommandBuffer::GetAllocated()
{
return m_allocated;
}
bool Renderer::CommandBuffer::IsBusy()
{
return false;
}
void Renderer::CommandBuffer::AddMatrix(const float *matrix)
{
Command command = {};
command.m_command_type = COMMAND_ADD_MATRIX;
memcpy(command.add_matrix.m_matrix, matrix, sizeof(command.add_matrix.m_matrix));
std::memcpy(command.add_matrix.m_matrix, matrix, sizeof(command.add_matrix.m_matrix));
m_commands.push_back(command);
}
void Renderer::CommandBuffer::AddVertices(unsigned int stride, unsigned int count, void *dataIn, Renderer::Context &c)
{
PROFILER_SCOPE("Renderer::CommandBuffer::AddVertices", "AddVertices", MP_ORANGE)
PROFILER_SCOPE("Renderer::CommandBuffer::AddVertices", "AddVertices", MP_ORANGE);
if (c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF])
{
@@ -108,7 +78,7 @@ void Renderer::CommandBuffer::AddVertices(unsigned int stride, unsigned int coun
Command command = {};
command.m_command_type = COMMAND_ADD_VERTICES;
command.add_vertices.m_vertex_index_start = (unsigned int)vertexOffset;
command.add_vertices.m_vertex_index_start = static_cast<unsigned int>(vertexOffset);
command.add_vertices.m_vertex_count = count;
m_vertexDataLength = vertexOffset + copySize;
@@ -127,7 +97,7 @@ void Renderer::CommandBuffer::AddVertices(unsigned int stride, unsigned int coun
}
const std::size_t byteCount = std::size_t(stride) * std::size_t(count);
memcpy(static_cast<std::uint8_t *>(m_vertexData) + vertexOffset, dataIn, byteCount);
std::memcpy(static_cast<std::uint8_t*>(m_vertexData) + vertexOffset, dataIn, byteCount);
m_commands.push_back(command);
}
@@ -139,356 +109,6 @@ void Renderer::CommandBuffer::BindTexture(int idx)
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetColor(float r, float g, float b, float a)
{
Command command = {};
command.m_command_type = COMMAND_SET_COLOR;
command.set_color.m_color[0] = r;
command.set_color.m_color[1] = g;
command.set_color.m_color[2] = b;
command.set_color.m_color[3] = a;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetDepthFunc(int func)
{
Command command = {};
command.m_command_type = COMMAND_SET_DEPTH_FUNC;
command.set_depth_func.m_depth_func = func;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetDepthMask(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_DEPTH_MASK;
command.set_depth_mask.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetDepthTestEnable(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_DEPTH_TEST;
command.set_depth_test.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightingEnable(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHTING_ENABLE;
command.set_lighting_enable.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightEnable(int light, bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_ENABLE;
command.set_light_enable.m_light_index = light;
command.set_light_enable.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightDirection(int light, float x, float y, float z)
{
Renderer::Context &c = InternalRenderManager.getContext();
const std::uint32_t depth = c.stackPos[MATRIX_MODE_MODELVIEW_CBUFF];
const DirectX::XMMATRIX &matrix = c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][depth];
DirectX::XMVECTOR direction = DirectX::XMVectorSet(x, y, z, 0.0f);
direction = DirectX::XMVector3TransformNormal(direction, matrix);
direction = DirectX::XMVector3Normalize(direction);
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_DIRECTION;
command.set_light_direction.m_light_index = light;
DirectX::XMFLOAT4 outDirection;
DirectX::XMStoreFloat4(&outDirection, direction);
command.set_light_direction.m_direction[0] = outDirection.x;
command.set_light_direction.m_direction[1] = outDirection.y;
command.set_light_direction.m_direction[2] = outDirection.z;
command.set_light_direction.m_direction[3] = outDirection.w;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightColour(int light, float r, float g, float b)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_COLOUR;
command.set_light_colour.m_light_index = light;
command.set_light_colour.m_color[0] = r;
command.set_light_colour.m_color[1] = g;
command.set_light_colour.m_color[2] = b;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightAmbientColour(float r, float g, float b)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_AMBIENT_COLOUR;
command.set_light_ambient_colour.m_color[0] = r;
command.set_light_ambient_colour.m_color[1] = g;
command.set_light_ambient_colour.m_color[2] = b;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetBlendEnable(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_BLEND_ENABLE;
command.set_blend_enable.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetBlendFunc(int src, int dst)
{
Command command = {};
command.m_command_type = COMMAND_SET_BLEND_FUNC;
command.set_blend_func.m_src = src;
command.set_blend_func.m_dst = dst;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetBlendFactor(unsigned int factor)
{
Command command = {};
command.m_command_type = COMMAND_SET_BLEND_FACTOR;
command.set_blend_factor.m_blend_factor = factor;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetFaceCull(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_FACE_CULL;
command.set_face_cull.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Context &c, int primitiveType)
{
PROFILER_SCOPE("Renderer::CommandBuffer::Render", "Render", MP_ORANGE)
if (!m_vertexBuffer)
return;
int drawVertexType = vType;
int shaderVertexType = drawVertexType;
bool matrixOverride = false;
for (const Command &command : m_commands)
{
PROFILER_SCOPE("Renderer::CommandBuffer::Render", "ProcessCommand", MP_ORANGE)
switch (command.m_command_type)
{
case COMMAND_ADD_MATRIX:
{
if (drawVertexType == C4JRender::VERTEX_TYPE_COMPRESSED)
{
const float row[4] = {
command.add_matrix.m_matrix[12], command.add_matrix.m_matrix[13],
command.add_matrix.m_matrix[14], command.add_matrix.m_matrix[15]
};
D3D11_MAPPED_SUBRESOURCE mappedAux0 = {};
c.m_pDeviceContext->Map(c.m_compressedTranslationBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux0);
memcpy(mappedAux0.pData, row, sizeof(row));
c.m_pDeviceContext->Unmap(c.m_compressedTranslationBuffer, 0);
}
else
{
D3D11_MAPPED_SUBRESOURCE mappedMatrix1 = {};
c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix1);
memcpy(mappedMatrix1.pData, command.add_matrix.m_matrix, sizeof(command.add_matrix.m_matrix));
c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
matrixOverride = true;
}
break;
}
case COMMAND_ADD_VERTICES:
{
if (isActive)
{
InternalRenderManager.UpdateLightingState();
if (drawVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1)
{
if (c.lightingEnabled)
{
drawVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
shaderVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
}
}
else if (drawVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT && !c.lightingEnabled)
{
drawVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1;
shaderVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1;
}
if (static_cast<DWORD>(drawVertexType) != InternalRenderManager.activeVertexType)
{
c.m_pDeviceContext->VSSetShader(InternalRenderManager.vertexShaderTable[shaderVertexType], NULL, 0);
c.m_pDeviceContext->IASetInputLayout(InternalRenderManager.inputLayoutTable[shaderVertexType]);
InternalRenderManager.activeVertexType = drawVertexType;
}
}
unsigned int drawCount = command.add_vertices.m_vertex_count;
bool drawIndexed = false;
if (primitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
{
drawCount = (drawCount * 6) / 4;
drawIndexed = true;
}
else if (primitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN)
{
drawCount = (drawCount - 2) * 3;
drawIndexed = true;
}
ID3D11Buffer *buffer = m_vertexBuffer;
const UINT stride = InternalRenderManager.vertexStrideTable[drawVertexType];
const UINT offset = command.add_vertices.m_vertex_index_start;
c.m_pDeviceContext->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
if (drawIndexed)
c.m_pDeviceContext->DrawIndexed(drawCount, 0, 0);
else
c.m_pDeviceContext->Draw(drawCount, 0);
break;
}
case COMMAND_BIND_TEXTURE:
{
c.textureIdx = command.bind_texture.m_texture_index;
ID3D11ShaderResourceView *view = InternalRenderManager.m_textures[c.textureIdx].view;
c.m_pDeviceContext->PSSetShaderResources(0, 1, &view);
InternalRenderManager.UpdateTextureState(false);
break;
}
case COMMAND_SET_COLOR:
{
D3D11_MAPPED_SUBRESOURCE mappedColour = {};
c.m_pDeviceContext->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedColour);
memcpy(mappedColour.pData, command.set_color.m_color, sizeof(command.set_color.m_color));
c.m_pDeviceContext->Unmap(c.m_tintColorBuffer, 0);
break;
}
case COMMAND_SET_DEPTH_FUNC:
{
c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(command.set_depth_func.m_depth_func);
c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
break;
}
case COMMAND_SET_DEPTH_MASK:
{
c.depthWriteEnabled = command.set_depth_mask.m_enable;
c.depthStencilDesc.DepthWriteMask = command.set_depth_mask.m_enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
break;
}
case COMMAND_SET_DEPTH_TEST:
{
c.depthTestEnabled = command.set_depth_test.m_enable;
c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable;
c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
break;
}
case COMMAND_SET_LIGHTING_ENABLE:
{
c.lightingEnabled = command.set_lighting_enable.m_enable;
break;
}
case COMMAND_SET_LIGHT_ENABLE:
{
const int light = command.set_light_enable.m_light_index;
if (light >= 0 && light < 2)
{
c.lightEnabled[light] = command.set_light_enable.m_enable;
c.lightingDirty = true;
}
break;
}
case COMMAND_SET_LIGHT_DIRECTION:
{
const int light = command.set_light_direction.m_light_index;
if (light >= 0 && light < 2)
{
c.lightDirection[light].x = command.set_light_direction.m_direction[0];
c.lightDirection[light].y = command.set_light_direction.m_direction[1];
c.lightDirection[light].z = command.set_light_direction.m_direction[2];
c.lightDirection[light].w = command.set_light_direction.m_direction[3];
c.lightingDirty = true;
}
break;
}
case COMMAND_SET_LIGHT_COLOUR:
{
const int light = command.set_light_colour.m_light_index;
if (light >= 0 && light < 2)
{
c.lightColour[light].x = command.set_light_colour.m_color[0];
c.lightColour[light].y = command.set_light_colour.m_color[1];
c.lightColour[light].z = command.set_light_colour.m_color[2];
c.lightColour[light].w = 1.0f;
c.lightingDirty = true;
}
break;
}
case COMMAND_SET_LIGHT_AMBIENT_COLOUR:
{
c.lightAmbientColour.x = command.set_light_ambient_colour.m_color[0];
c.lightAmbientColour.y = command.set_light_ambient_colour.m_color[1];
c.lightAmbientColour.z = command.set_light_ambient_colour.m_color[2];
c.lightAmbientColour.w = 1.0f;
c.lightingDirty = true;
break;
}
case COMMAND_SET_BLEND_ENABLE:
{
c.blendDesc.RenderTarget[0].BlendEnable = command.set_blend_enable.m_enable;
break;
}
case COMMAND_SET_BLEND_FUNC:
{
c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_src);
c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_dst);
c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
break;
}
case COMMAND_SET_BLEND_FACTOR:
{
const unsigned int factor = command.set_blend_factor.m_blend_factor;
c.blendFactor[0] = float((factor >> 0) & 0xFF) / 255.0f;
c.blendFactor[1] = float((factor >> 8) & 0xFF) / 255.0f;
c.blendFactor[2] = float((factor >> 16) & 0xFF) / 255.0f;
c.blendFactor[3] = float((factor >> 24) & 0xFF) / 255.0f;
c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
break;
}
case COMMAND_SET_FACE_CULL:
{
c.rasterizerDesc.CullMode = command.set_face_cull.m_enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
c.m_pDeviceContext->RSSetState(InternalRenderManager.GetManagedRasterizerState());
c.faceCullEnabled = command.set_face_cull.m_enable;
break;
}
default:
break;
}
}
if (matrixOverride)
{
const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
D3D11_MAPPED_SUBRESOURCE mappedIdentity = {};
c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedIdentity);
memcpy(mappedIdentity.pData, &identity, sizeof(identity));
c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
}
}
bool Renderer::CBuffCall(int index, bool full)
{
EnterCriticalSection(&m_commandBufferCS);
@@ -507,7 +127,7 @@ bool Renderer::CBuffCall(int index, bool full)
{
D3D11_MAPPED_SUBRESOURCE mappedMatrix0 = {};
c.m_pDeviceContext->Map(c.m_modelViewMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix0);
memcpy(mappedMatrix0.pData, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX));
std::memcpy(mappedMatrix0.pData, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(DirectX::XMMATRIX));
c.m_pDeviceContext->Unmap(c.m_modelViewMatrix, 0);
c.matrixDirty[MATRIX_MODE_MODELVIEW] = false;
}
@@ -516,7 +136,7 @@ bool Renderer::CBuffCall(int index, bool full)
{
D3D11_MAPPED_SUBRESOURCE mappedMatrix2 = {};
c.m_pDeviceContext->Map(c.m_projectionMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix2);
memcpy(mappedMatrix2.pData, MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX));
std::memcpy(mappedMatrix2.pData, MatrixGet(MATRIX_MODE_MODELVIEW_PROJECTION), sizeof(DirectX::XMMATRIX));
c.m_pDeviceContext->Unmap(c.m_projectionMatrix, 0);
c.matrixDirty[MATRIX_MODE_MODELVIEW_PROJECTION] = false;
}
@@ -525,7 +145,7 @@ bool Renderer::CBuffCall(int index, bool full)
{
D3D11_MAPPED_SUBRESOURCE mappedMatrix3 = {};
c.m_pDeviceContext->Map(c.m_textureMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix3);
memcpy(mappedMatrix3.pData, MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX));
std::memcpy(mappedMatrix3.pData, MatrixGet(MATRIX_MODE_MODELVIEW_TEXTURE), sizeof(DirectX::XMMATRIX));
c.m_pDeviceContext->Unmap(c.m_textureMatrix, 0);
c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE] = false;
}
@@ -548,7 +168,7 @@ bool Renderer::CBuffCall(int index, bool full)
const float forcedLod[4] = {static_cast<float>(static_cast<int>(c.forcedLOD)), 0.0f, 0.0f, 0.0f};
D3D11_MAPPED_SUBRESOURCE mappedAux4 = {};
c.m_pDeviceContext->Map(c.m_forcedLODBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux4);
memcpy(mappedAux4.pData, forcedLod, sizeof(forcedLod));
std::memcpy(mappedAux4.pData, forcedLod, sizeof(forcedLod));
c.m_pDeviceContext->Unmap(c.m_forcedLODBuffer, 0);
pixelType = C4JRender::PIXEL_SHADER_TYPE_FORCELOD;
}
@@ -590,7 +210,7 @@ void Renderer::CBuffClear(int index)
{
EnterCriticalSection(&m_commandBufferCS);
std::int16_t *externalToInternal = static_cast<std::int16_t *>(m_commandHandleToIndex);
std::int16_t *externalToInternal = static_cast<std::int16_t*>(m_commandHandleToIndex);
const int internalIndex = externalToInternal[index];
if (internalIndex >= 0)
{
@@ -791,16 +411,29 @@ void Renderer::CBuffTick()
{
EnterCriticalSection(&m_commandBufferCS);
const int firstPending = MAX_COMMAND_BUFFERS - static_cast<int>(reservedRendererDword3);
for (int i = firstPending; i < MAX_COMMAND_BUFFERS; ++i)
int completedDeletes = 0;
if (reservedRendererDword3 > 0)
{
Renderer::CommandBuffer *buffer = m_commandBuffers[i];
if (buffer)
delete buffer;
m_commandBuffers[i] = NULL;
int tailSlot = MAX_COMMAND_BUFFERS - 1;
do
{
Renderer::CommandBuffer *buffer = m_commandBuffers[tailSlot];
if (buffer)
delete buffer;
m_commandBuffers[tailSlot] = NULL;
if (--reservedRendererDword3 == 0)
{
++completedDeletes;
--tailSlot;
}
else
{
m_commandBuffers[tailSlot] = m_commandBuffers[(MAX_COMMAND_BUFFERS - 1) - static_cast<int>(reservedRendererDword3)];
}
} while (completedDeletes < static_cast<int>(reservedRendererDword3));
}
reservedRendererDword3 = 0;
LeaveCriticalSection(&m_commandBufferCS);
}
@@ -829,4 +462,384 @@ void Renderer::DeleteInternalBuffer(int index)
}
LeaveCriticalSection(&m_commandBufferCS);
}
}
void Renderer::CommandBuffer::EndRecording(ID3D11Device *device)
{
if (m_vertexDataLength != 0)
{
D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = static_cast<UINT>(m_vertexDataLength);
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA data = {};
data.pSysMem = m_vertexData;
device->CreateBuffer(&desc, &data, &m_vertexBuffer);
}
std::free(m_vertexData);
m_vertexData = NULL;
}
std::uint64_t Renderer::CommandBuffer::GetAllocated()
{
return m_allocated;
}
bool Renderer::CommandBuffer::IsBusy()
{
return false;
}
void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Context &c, int primitiveType)
{
PROFILER_SCOPE("Renderer::CommandBuffer::Render", "Render", MP_ORANGE);
if (!m_vertexBuffer)
return;
int drawVertexType = vType;
int shaderVertexType = drawVertexType;
bool matrixOverride = false;
for (const Command &command : m_commands)
{
PROFILER_SCOPE("Renderer::CommandBuffer::Render", "ProcessCommand", MP_ORANGE);
switch (command.m_command_type)
{
case COMMAND_ADD_MATRIX:
{
if (drawVertexType == C4JRender::VERTEX_TYPE_COMPRESSED)
{
const float row[4] = {
command.add_matrix.m_matrix[12], command.add_matrix.m_matrix[13],
command.add_matrix.m_matrix[14], command.add_matrix.m_matrix[15]
};
D3D11_MAPPED_SUBRESOURCE mappedAux0 = {};
c.m_pDeviceContext->Map(c.m_compressedTranslationBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux0);
std::memcpy(mappedAux0.pData, row, sizeof(row));
c.m_pDeviceContext->Unmap(c.m_compressedTranslationBuffer, 0);
}
else
{
D3D11_MAPPED_SUBRESOURCE mappedMatrix1 = {};
c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedMatrix1);
std::memcpy(mappedMatrix1.pData, command.add_matrix.m_matrix, sizeof(command.add_matrix.m_matrix));
c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
matrixOverride = true;
}
break;
}
case COMMAND_ADD_VERTICES:
{
if (isActive)
{
InternalRenderManager.UpdateLightingState();
if (drawVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1)
{
if (c.lightingEnabled)
{
drawVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
shaderVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT;
}
}
else if (drawVertexType == C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1_LIT && !c.lightingEnabled)
{
drawVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1;
shaderVertexType = C4JRender::VERTEX_TYPE_PF3_TF2_CB4_NB4_XW1;
}
if (static_cast<DWORD>(drawVertexType) != InternalRenderManager.activeVertexType)
{
c.m_pDeviceContext->VSSetShader(InternalRenderManager.vertexShaderTable[shaderVertexType], NULL, 0);
c.m_pDeviceContext->IASetInputLayout(InternalRenderManager.inputLayoutTable[shaderVertexType]);
InternalRenderManager.activeVertexType = drawVertexType;
}
}
unsigned int drawCount = command.add_vertices.m_vertex_count;
bool drawIndexed = false;
if (primitiveType == C4JRender::PRIMITIVE_TYPE_QUAD_LIST)
{
drawCount = (drawCount * 6) / 4;
drawIndexed = true;
}
else if (primitiveType == C4JRender::PRIMITIVE_TYPE_TRIANGLE_FAN)
{
drawCount = (drawCount - 2) * 3;
drawIndexed = true;
}
ID3D11Buffer *buffer = m_vertexBuffer;
const UINT stride = InternalRenderManager.vertexStrideTable[drawVertexType];
const UINT offset = command.add_vertices.m_vertex_index_start;
c.m_pDeviceContext->IASetVertexBuffers(0, 1, &buffer, &stride, &offset);
if (drawIndexed)
c.m_pDeviceContext->DrawIndexed(drawCount, 0, 0);
else
c.m_pDeviceContext->Draw(drawCount, 0);
break;
}
case COMMAND_BIND_TEXTURE:
{
c.textureIdx = command.bind_texture.m_texture_index;
ID3D11ShaderResourceView *view = InternalRenderManager.m_textures[c.textureIdx].view;
c.m_pDeviceContext->PSSetShaderResources(0, 1, &view);
InternalRenderManager.UpdateTextureState(false);
break;
}
case COMMAND_SET_COLOR:
{
D3D11_MAPPED_SUBRESOURCE mappedColour = {};
c.m_pDeviceContext->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedColour);
std::memcpy(mappedColour.pData, command.set_color.m_color, sizeof(command.set_color.m_color));
c.m_pDeviceContext->Unmap(c.m_tintColorBuffer, 0);
break;
}
case COMMAND_SET_DEPTH_FUNC:
{
c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(command.set_depth_func.m_depth_func);
c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
break;
}
case COMMAND_SET_DEPTH_MASK:
{
c.depthWriteEnabled = command.set_depth_mask.m_enable;
c.depthStencilDesc.DepthWriteMask = command.set_depth_mask.m_enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
break;
}
case COMMAND_SET_DEPTH_TEST:
{
c.depthTestEnabled = command.set_depth_test.m_enable;
c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable;
c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
break;
}
case COMMAND_SET_LIGHTING_ENABLE:
{
c.lightingEnabled = command.set_lighting_enable.m_enable;
break;
}
case COMMAND_SET_LIGHT_ENABLE:
{
const int light = command.set_light_enable.m_light_index;
if (light >= 0 && light < 2)
{
c.lightEnabled[light] = command.set_light_enable.m_enable;
c.lightingDirty = true;
}
break;
}
case COMMAND_SET_LIGHT_DIRECTION:
{
const int light = command.set_light_direction.m_light_index;
if (light >= 0 && light < 2)
{
c.lightDirection[light].x = command.set_light_direction.m_direction[0];
c.lightDirection[light].y = command.set_light_direction.m_direction[1];
c.lightDirection[light].z = command.set_light_direction.m_direction[2];
c.lightDirection[light].w = command.set_light_direction.m_direction[3];
c.lightingDirty = true;
}
break;
}
case COMMAND_SET_LIGHT_COLOUR:
{
const int light = command.set_light_colour.m_light_index;
if (light >= 0 && light < 2)
{
c.lightColour[light].x = command.set_light_colour.m_color[0];
c.lightColour[light].y = command.set_light_colour.m_color[1];
c.lightColour[light].z = command.set_light_colour.m_color[2];
c.lightColour[light].w = 1.0f;
c.lightingDirty = true;
}
break;
}
case COMMAND_SET_LIGHT_AMBIENT_COLOUR:
{
c.lightAmbientColour.x = command.set_light_ambient_colour.m_color[0];
c.lightAmbientColour.y = command.set_light_ambient_colour.m_color[1];
c.lightAmbientColour.z = command.set_light_ambient_colour.m_color[2];
c.lightAmbientColour.w = 1.0f;
c.lightingDirty = true;
break;
}
case COMMAND_SET_BLEND_ENABLE:
{
c.blendDesc.RenderTarget[0].BlendEnable = command.set_blend_enable.m_enable;
break;
}
case COMMAND_SET_BLEND_FUNC:
{
c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_src);
c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_dst);
c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
break;
}
case COMMAND_SET_BLEND_FACTOR:
{
const unsigned int factor = command.set_blend_factor.m_blend_factor;
c.blendFactor[0] = float((factor >> 0) & 0xFF) / 255.0f;
c.blendFactor[1] = float((factor >> 8) & 0xFF) / 255.0f;
c.blendFactor[2] = float((factor >> 16) & 0xFF) / 255.0f;
c.blendFactor[3] = float((factor >> 24) & 0xFF) / 255.0f;
c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
break;
}
case COMMAND_SET_FACE_CULL:
{
c.rasterizerDesc.CullMode = command.set_face_cull.m_enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
c.m_pDeviceContext->RSSetState(InternalRenderManager.GetManagedRasterizerState());
c.faceCullEnabled = command.set_face_cull.m_enable;
break;
}
default:
break;
}
}
if (matrixOverride)
{
const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
D3D11_MAPPED_SUBRESOURCE mappedIdentity = {};
c.m_pDeviceContext->Map(c.m_localTransformMatrix, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedIdentity);
std::memcpy(mappedIdentity.pData, &identity, sizeof(identity));
c.m_pDeviceContext->Unmap(c.m_localTransformMatrix, 0);
}
}
void Renderer::CommandBuffer::SetBlendEnable(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_BLEND_ENABLE;
command.set_blend_enable.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetBlendFactor(unsigned int factor)
{
Command command = {};
command.m_command_type = COMMAND_SET_BLEND_FACTOR;
command.set_blend_factor.m_blend_factor = factor;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetBlendFunc(int src, int dst)
{
Command command = {};
command.m_command_type = COMMAND_SET_BLEND_FUNC;
command.set_blend_func.m_src = src;
command.set_blend_func.m_dst = dst;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetColor(float r, float g, float b, float a)
{
Command command = {};
command.m_command_type = COMMAND_SET_COLOR;
command.set_color.m_color[0] = r;
command.set_color.m_color[1] = g;
command.set_color.m_color[2] = b;
command.set_color.m_color[3] = a;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetDepthFunc(int func)
{
Command command = {};
command.m_command_type = COMMAND_SET_DEPTH_FUNC;
command.set_depth_func.m_depth_func = func;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetDepthMask(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_DEPTH_MASK;
command.set_depth_mask.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetDepthTestEnable(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_DEPTH_TEST;
command.set_depth_test.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetFaceCull(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_FACE_CULL;
command.set_face_cull.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightAmbientColour(float r, float g, float b)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_AMBIENT_COLOUR;
command.set_light_ambient_colour.m_color[0] = r;
command.set_light_ambient_colour.m_color[1] = g;
command.set_light_ambient_colour.m_color[2] = b;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightColour(int light, float r, float g, float b)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_COLOUR;
command.set_light_colour.m_light_index = light;
command.set_light_colour.m_color[0] = r;
command.set_light_colour.m_color[1] = g;
command.set_light_colour.m_color[2] = b;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightDirection(int light, float x, float y, float z)
{
Renderer::Context &c = InternalRenderManager.getContext();
const std::uint32_t depth = c.stackPos[MATRIX_MODE_MODELVIEW_CBUFF];
const DirectX::XMMATRIX &matrix = c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][depth];
DirectX::XMVECTOR direction = DirectX::XMVectorSet(x, y, z, 0.0f);
direction = DirectX::XMVector3TransformNormal(direction, matrix);
direction = DirectX::XMVector3Normalize(direction);
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_DIRECTION;
command.set_light_direction.m_light_index = light;
DirectX::XMFLOAT4 outDirection;
DirectX::XMStoreFloat4(&outDirection, direction);
command.set_light_direction.m_direction[0] = outDirection.x;
command.set_light_direction.m_direction[1] = outDirection.y;
command.set_light_direction.m_direction[2] = outDirection.z;
command.set_light_direction.m_direction[3] = outDirection.w;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightEnable(int light, bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHT_ENABLE;
command.set_light_enable.m_light_index = light;
command.set_light_enable.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::SetLightingEnable(bool enable)
{
Command command = {};
command.m_command_type = COMMAND_SET_LIGHTING_ENABLE;
command.set_lighting_enable.m_enable = enable;
m_commands.push_back(command);
}
void Renderer::CommandBuffer::StartRecording() {}
File diff suppressed because it is too large Load Diff
+3 -2
View File
@@ -31,7 +31,8 @@ const float *Renderer::MatrixGet(int type)
{
Context &c = getContext();
const int depth = c.stackPos[type];
return reinterpret_cast<const float *>(&c.matrixStacks[type][depth]);
const DirectX::XMMATRIX &matrix = c.matrixStacks[type][depth];
return &matrix.r[0].m128_f32[0];
}
void Renderer::MatrixMode(int type)
@@ -57,7 +58,7 @@ void Renderer::MatrixOrthogonal(float left, float right, float bottom, float top
void Renderer::MatrixPerspective(float fovy, float aspect, float zNear, float zFar)
{
const float fovRadians = fovy * (3.14159274f / 180.0f);
const float fovRadians = fovy * (PI / 180.0f);
const DirectX::XMMATRIX matrix = DirectX::XMMatrixPerspectiveFovRH(fovRadians, aspect, zNear, zFar);
MultWithStack(matrix);
}
+408 -369
View File
@@ -28,9 +28,10 @@ SOFTWARE.
#include <cstring>
#include <limits>
ID3D11BlendState *Renderer::GetManagedBlendState()
{
PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedBlendState", MP_ORCHID1)
PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedBlendState", MP_ORCHID1);
Context &c = getContext();
const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = c.blendDesc.RenderTarget[0];
@@ -47,9 +48,10 @@ ID3D11BlendState *Renderer::GetManagedBlendState()
return state;
}
ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
{
PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedDepthStencilState", MP_ORCHID1)
PROFILER_SCOPE("Renderer::GetManagedBlendState", "GetManagedDepthStencilState", MP_ORCHID1);
Context &c = getContext();
const int key = (c.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast<int>(c.depthStencilDesc.DepthFunc) & 0x0F) << 2) |
@@ -65,9 +67,10 @@ ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
return state;
}
ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
{
PROFILER_SCOPE("Renderer::GetManagedRasterizerState", "GetManagedRasterizerState", MP_ORCHID1)
PROFILER_SCOPE("Renderer::GetManagedRasterizerState", "GetManagedRasterizerState", MP_ORCHID1);
Context &c = getContext();
const int key = (static_cast<std::uint8_t>(c.rasterizerDesc.DepthBias)) |
@@ -84,9 +87,10 @@ ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
return state;
}
ID3D11SamplerState *Renderer::GetManagedSamplerState()
{
PROFILER_SCOPE("Renderer::GetManagedSamplerState", "GetManagedSamplerState", MP_ORCHID1)
PROFILER_SCOPE("Renderer::GetManagedSamplerState", "GetManagedSamplerState", MP_ORCHID1);
Context &c = getContext();
const int key = m_textures[c.textureIdx].samplerParams;
@@ -104,10 +108,10 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState()
desc.Filter = static_cast<D3D11_FILTER>(filterBits >> 1);
desc.AddressU = clampU ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = clampV ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = static_cast<D3D11_TEXTURE_ADDRESS_MODE>(3);
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.0f;
desc.MaxAnisotropy = 16;
desc.ComparisonFunc = static_cast<D3D11_COMPARISON_FUNC>(1);
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
desc.BorderColor[0] = 0.0f;
desc.BorderColor[1] = 0.0f;
desc.BorderColor[2] = 0.0f;
@@ -121,36 +125,184 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState()
return state;
}
void Renderer::StateSetFogEnable(bool enable)
void Renderer::StateSetAlphaFunc(int, float param)
{
Context &c = getContext();
c.fogEnabled = enable;
c.alphaReference = param;
const float alpha[4] = {0.0f, 0.0f, 0.0f, c.alphaTestEnabled ? c.alphaReference : 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, alpha, sizeof(alpha));
c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0);
}
void Renderer::StateSetFogMode(int mode)
void Renderer::StateSetAlphaTestEnable(bool enable)
{
Context &c = getContext();
c.fogMode = mode;
c.alphaTestEnabled = enable;
const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, alpha, sizeof(alpha));
c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0);
}
void Renderer::StateSetFogNearDistance(float dist)
void Renderer::StateSetBlendEnable(bool enable)
{
Context &c = getContext();
c.fogNearDistance = dist;
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetBlendEnable(enable);
return;
}
c.blendDesc.RenderTarget[0].BlendEnable = enable;
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetFogFarDistance(float dist)
void Renderer::StateSetBlendFactor(unsigned int colour)
{
Context &c = getContext();
c.fogFarDistance = dist;
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetBlendFactor(colour);
return;
}
const float scale = 255.0f;
c.blendFactor[0] = static_cast<float>((colour >> 0) & 0xFF) / scale;
c.blendFactor[1] = static_cast<float>((colour >> 8) & 0xFF) / scale;
c.blendFactor[2] = static_cast<float>((colour >> 16) & 0xFF) / scale;
c.blendFactor[3] = static_cast<float>((colour >> 24) & 0xFF) / scale;
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetFogDensity(float density)
void Renderer::StateSetBlendFunc(int src, int dst)
{
Context &c = getContext();
c.fogDensity = density;
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetBlendFunc(src, dst);
return;
}
c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(src);
c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(dst);
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetColour(float r, float g, float b, float a)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetColor(r, g, b, a);
return;
}
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
const float colour[4] = {r, g, b, a};
D3D11_MAPPED_SUBRESOURCE mapped = {};
d3d11->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, colour, sizeof(colour));
d3d11->Unmap(c.m_tintColorBuffer, 0);
}
void Renderer::StateSetDepthFunc(int func)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetDepthFunc(func);
return;
}
c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(func);
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
}
void Renderer::StateSetDepthMask(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetDepthMask(enable);
return;
}
c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
c.depthWriteEnabled = enable;
}
void Renderer::StateSetDepthSlopeAndBias(float slope, float bias)
{
Context &c = getContext();
const float scale = 65536.0f;
c.rasterizerDesc.DepthBias = static_cast<int>(bias * scale);
c.rasterizerDesc.SlopeScaledDepthBias = slope * scale;
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
}
void Renderer::StateSetDepthTestEnable(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetDepthTestEnable(enable);
return;
}
c.depthStencilDesc.DepthEnable = enable;
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
c.depthTestEnabled = enable;
}
void Renderer::StateSetEnableViewportClipPlanes(bool) {}
void Renderer::StateSetFaceCull(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetFaceCull(enable);
return;
}
c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
c.faceCullEnabled = enable;
}
void Renderer::StateSetFaceCullCW(bool enable)
{
Context &c = getContext();
if (c.faceCullEnabled)
c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT;
else
c.rasterizerDesc.CullMode = D3D11_CULL_NONE;
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
}
void Renderer::StateSetFogColour(float red, float green, float blue)
{
Context &c = getContext();
@@ -159,20 +311,66 @@ void Renderer::StateSetFogColour(float red, float green, float blue)
c.fogColourGreen = green;
}
void Renderer::UpdateViewportState() {}
void Renderer::StateSetLightingEnable(bool enable)
void Renderer::StateSetFogDensity(float density)
{
Context &c = getContext();
c.fogDensity = density;
}
void Renderer::StateSetFogEnable(bool enable)
{
Context &c = getContext();
c.fogEnabled = enable;
}
void Renderer::StateSetFogFarDistance(float dist)
{
Context &c = getContext();
c.fogFarDistance = dist;
}
void Renderer::StateSetFogMode(int mode)
{
Context &c = getContext();
c.fogMode = mode;
}
void Renderer::StateSetFogNearDistance(float dist)
{
Context &c = getContext();
c.fogNearDistance = dist;
}
void Renderer::StateSetForceLOD(int LOD)
{
Context &c = getContext();
c.forcedLOD = LOD;
}
void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetLightingEnable(enable);
c.commandBuffer->SetLightAmbientColour(red, green, blue);
return;
}
c.lightingEnabled = enable;
c.lightAmbientColour.x = red;
c.lightAmbientColour.y = green;
c.lightAmbientColour.z = blue;
c.lightAmbientColour.w = 1.0f;
c.lightingDirty = true;
}
void Renderer::StateSetLightColour(int light, float red, float green, float blue)
{
if (light >= 2)
@@ -192,301 +390,6 @@ void Renderer::StateSetLightColour(int light, float red, float green, float blue
c.lightingDirty = true;
}
void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetLightAmbientColour(red, green, blue);
return;
}
c.lightAmbientColour.x = red;
c.lightAmbientColour.y = green;
c.lightAmbientColour.z = blue;
c.lightAmbientColour.w = 1.0f;
c.lightingDirty = true;
}
void Renderer::StateSetLightEnable(int light, bool enable)
{
if (light >= 2)
return;
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetLightEnable(light, enable);
return;
}
c.lightEnabled[light] = enable;
c.lightingDirty = true;
}
void Renderer::StateSetColour(float r, float g, float b, float a)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetColor(r, g, b, a);
return;
}
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
const float colour[4] = {r, g, b, a};
D3D11_MAPPED_SUBRESOURCE mapped = {};
d3d11->Map(c.m_tintColorBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, colour, sizeof(colour));
d3d11->Unmap(c.m_tintColorBuffer, 0);
}
void Renderer::StateSetDepthMask(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetDepthMask(enable);
return;
}
c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
c.depthWriteEnabled = enable;
}
void Renderer::StateSetBlendEnable(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetBlendEnable(enable);
return;
}
c.blendDesc.RenderTarget[0].BlendEnable = enable;
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetBlendFunc(int src, int dst)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetBlendFunc(src, dst);
return;
}
c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(src);
c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(dst);
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetBlendFactor(unsigned int colour)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetBlendFactor(colour);
return;
}
const float scale = 255.0f;
c.blendFactor[0] = static_cast<float>((colour >> 0) & 0xFF) / scale;
c.blendFactor[1] = static_cast<float>((colour >> 8) & 0xFF) / scale;
c.blendFactor[2] = static_cast<float>((colour >> 16) & 0xFF) / scale;
c.blendFactor[3] = static_cast<float>((colour >> 24) & 0xFF) / scale;
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetAlphaFunc(int, float param)
{
Context &c = getContext();
c.alphaReference = param;
const float alpha[4] = {0.0f, 0.0f, 0.0f, c.alphaTestEnabled ? c.alphaReference : 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, alpha, sizeof(alpha));
c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0);
}
void Renderer::StateSetDepthFunc(int func)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetDepthFunc(func);
return;
}
c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(func);
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
}
void Renderer::StateSetFaceCull(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetFaceCull(enable);
return;
}
c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
c.faceCullEnabled = enable;
}
void Renderer::StateSetFaceCullCW(bool enable)
{
Context &c = getContext();
if (c.faceCullEnabled)
c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT;
else
c.rasterizerDesc.CullMode = D3D11_CULL_NONE;
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
}
void Renderer::StateSetLineWidth(float) {}
void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
{
Context &c = getContext();
std::uint8_t mask = 0;
mask |= red ? 0x1 : 0;
mask |= green ? 0x2 : 0;
mask |= blue ? 0x4 : 0;
mask |= alpha ? 0x8 : 0;
c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask;
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetDepthTestEnable(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetDepthTestEnable(enable);
return;
}
c.depthStencilDesc.DepthEnable = enable;
c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
c.depthTestEnabled = enable;
}
void Renderer::StateSetAlphaTestEnable(bool enable)
{
Context &c = getContext();
c.alphaTestEnabled = enable;
const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_alphaTestBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, alpha, sizeof(alpha));
c.m_pDeviceContext->Unmap(c.m_alphaTestBuffer, 0);
}
void Renderer::StateSetDepthSlopeAndBias(float slope, float bias)
{
Context &c = getContext();
const float scale = 65536.0f;
c.rasterizerDesc.DepthBias = static_cast<int>(bias * scale);
c.rasterizerDesc.SlopeScaledDepthBias = slope * scale;
c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
}
void Renderer::UpdateFogState()
{
PROFILER_SCOPE("Renderer::UpdateFogState", "UpdateFogState", MP_ORCHID1)
Context &c = getContext();
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
float fogParams[4] = {};
if (c.fogEnabled)
{
if (c.fogMode == 1)
{
fogParams[0] = c.fogFarDistance;
fogParams[1] = 1.0f / (c.fogFarDistance - c.fogNearDistance);
fogParams[2] = 1.0f;
}
else
{
fogParams[0] = c.fogDensity;
fogParams[2] = 2.0f;
}
}
const float fogColour[4] = {c.fogColourRed, c.fogColourGreen, c.fogColourBlue, 1.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
d3d11->Map(c.m_fogParamsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, fogParams, sizeof(fogParams));
d3d11->Unmap(c.m_fogParamsBuffer, 0);
d3d11->Map(c.m_fogColourBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, fogColour, sizeof(fogColour));
d3d11->Unmap(c.m_fogColourBuffer, 0);
}
void Renderer::StateSetVertexTextureUV(float u, float v)
{
Context &c = getContext();
const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_vertexTexcoordBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, texgen, sizeof(texgen));
c.m_pDeviceContext->Unmap(c.m_vertexTexcoordBuffer, 0);
}
void Renderer::UpdateTexGenState()
{
PROFILER_SCOPE("Renderer::UpdateTexGenState", "UpdateTexGenState", MP_ORCHID1)
Context &c = getContext();
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_texGenMatricesBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, c.texGenMatrices, sizeof(c.texGenMatrices));
c.m_pDeviceContext->Unmap(c.m_texGenMatricesBuffer, 0);
}
void Renderer::UpdateLightingState()
{
PROFILER_SCOPE("Renderer::UpdateLightingState", "UpdateLightingState", MP_ORCHID1)
Context &c = getContext();
if (!c.lightingDirty || !c.lightingEnabled)
{
return;
}
if (!c.lightEnabled[0])
{
std::memset(&c.lightDirection[0], 0, sizeof(c.lightDirection[0]));
std::memset(&c.lightColour[0], 0, sizeof(c.lightColour[0]));
}
if (!c.lightEnabled[1])
{
std::memset(&c.lightDirection[1], 0, sizeof(c.lightDirection[1]));
std::memset(&c.lightColour[1], 0, sizeof(c.lightColour[1]));
}
const std::size_t lightingBytes = sizeof(c.lightDirection) + sizeof(c.lightColour) + sizeof(c.lightAmbientColour);
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_lightingStateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, c.lightDirection, lightingBytes);
c.m_pDeviceContext->Unmap(c.m_lightingStateBuffer, 0);
c.lightingDirty = false;
}
void Renderer::StateSetLightDirection(int light, float x, float y, float z)
{
@@ -510,6 +413,106 @@ void Renderer::StateSetLightDirection(int light, float x, float y, float z)
c.lightingDirty = true;
}
void Renderer::StateSetLightEnable(int light, bool enable)
{
if (light >= 2)
return;
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetLightEnable(light, enable);
return;
}
c.lightEnabled[light] = enable;
c.lightingDirty = true;
}
void Renderer::StateSetLightingEnable(bool enable)
{
Context &c = getContext();
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
{
c.commandBuffer->SetLightingEnable(enable);
return;
}
c.lightingEnabled = enable;
}
void Renderer::StateSetLineWidth(float) {}
void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask)
{
Context &c = getContext();
D3D11_DEPTH_STENCIL_DESC desc = c.depthStencilDesc;
desc.StencilEnable = true;
desc.StencilReadMask = stencil_func_mask;
desc.StencilWriteMask = stencil_write_mask;
desc.FrontFace.StencilFunc = function;
desc.BackFace.StencilFunc = function;
ID3D11DepthStencilState *state = NULL;
m_pDevice->CreateDepthStencilState(&desc, &state);
m_pDeviceContext->OMSetDepthStencilState(state, stencil_ref);
if (state != NULL) state->Release();
}
void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace)
{
Context &c = getContext();
DirectX::XMVECTOR plane = DirectX::XMVectorSet(x, y, z, w);
if (eyeSpace)
{
DirectX::XMFLOAT4X4 modelView;
std::memset(&modelView, 0, sizeof(modelView));
std::memcpy(&modelView, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView));
DirectX::XMVECTOR determinant = DirectX::XMVectorZero();
const DirectX::XMMATRIX inverse = DirectX::XMMatrixInverse(&determinant, DirectX::XMLoadFloat4x4(&modelView));
plane = DirectX::XMVector4Transform(plane, inverse);
}
DirectX::XMFLOAT4 transformed;
DirectX::XMStoreFloat4(&transformed, plane);
const int activeSet = eyeSpace ? 0 : 1;
const int inactiveSet = eyeSpace ? 1 : 0;
float *active = reinterpret_cast<float *>(&c.texGenMatrices[activeSet]);
active[col + 0] = transformed.x;
active[col + 4] = transformed.y;
active[col + 8] = transformed.z;
active[col + 12] = transformed.w;
float *inactive = reinterpret_cast<float *>(&c.texGenMatrices[inactiveSet]);
inactive[col + 0] = 0.0f;
inactive[col + 4] = 0.0f;
inactive[col + 8] = 0.0f;
inactive[col + 12] = 0.0f;
}
void Renderer::StateSetVertexTextureUV(float u, float v)
{
Context &c = getContext();
const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_vertexTexcoordBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, texgen, sizeof(texgen));
c.m_pDeviceContext->Unmap(c.m_vertexTexcoordBuffer, 0);
}
void Renderer::StateSetViewport(C4JRender::eViewportType viewportType)
{
getContext();
@@ -528,10 +531,10 @@ void Renderer::StateSetViewport(C4JRender::eViewportType viewportType)
case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_TOP:
y = fullHeight * 0.5f;
height = fullHeight * 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
y = fullHeight * 0.5f;
height = fullHeight * 0.5f;
break;
case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
@@ -577,72 +580,108 @@ void Renderer::StateSetViewport(C4JRender::eViewportType viewportType)
m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
}
void Renderer::StateSetEnableViewportClipPlanes(bool) {}
void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace)
void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
{
Context &c = getContext();
DirectX::XMVECTOR plane = DirectX::XMVectorSet(x, y, z, w);
if (eyeSpace)
{
DirectX::XMFLOAT4X4 modelView;
std::memset(&modelView, 0, sizeof(modelView));
std::memcpy(&modelView, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView));
std::uint8_t mask = 0;
mask |= red ? 0x1 : 0;
mask |= green ? 0x2 : 0;
mask |= blue ? 0x4 : 0;
mask |= alpha ? 0x8 : 0;
DirectX::XMVECTOR determinant = DirectX::XMVectorZero();
const DirectX::XMMATRIX inverse = DirectX::XMMatrixInverse(&determinant, DirectX::XMLoadFloat4x4(&modelView));
plane = DirectX::XMVector4Transform(plane, inverse);
}
DirectX::XMFLOAT4 transformed;
DirectX::XMStoreFloat4(&transformed, plane);
const int activeSet = eyeSpace ? 0 : 1;
const int inactiveSet = eyeSpace ? 1 : 0;
float *active = reinterpret_cast<float *>(&c.texGenMatrices[activeSet]);
active[col + 0] = transformed.x;
active[col + 4] = transformed.y;
active[col + 8] = transformed.z;
active[col + 12] = transformed.w;
float *inactive = reinterpret_cast<float *>(&c.texGenMatrices[inactiveSet]);
inactive[col + 0] = 0.0f;
inactive[col + 4] = 0.0f;
inactive[col + 8] = 0.0f;
inactive[col + 12] = 0.0f;
c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask;
c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
}
void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask)
{
Context &c = getContext();
D3D11_DEPTH_STENCIL_DESC desc = c.depthStencilDesc;
desc.StencilEnable = true;
desc.StencilReadMask = stencil_func_mask;
desc.StencilWriteMask = stencil_write_mask;
desc.FrontFace.StencilFunc = function;
desc.BackFace.StencilFunc = function;
ID3D11DepthStencilState *state = NULL;
m_pDevice->CreateDepthStencilState(&desc, &state);
m_pDeviceContext->OMSetDepthStencilState(state, stencil_ref);
if (state != NULL) state->Release();
}
void Renderer::StateSetForceLOD(int LOD)
{
Context &c = getContext();
c.forcedLOD = LOD;
}
void Renderer::StateUpdate()
{
PROFILER_SCOPE("Renderer::StateUpdate", "StateUpdate", MP_ORCHID1)
PROFILER_SCOPE("Renderer::StateUpdate", "StateUpdate", MP_ORCHID1);
Context &c = getContext();
StateSetFaceCull(c.faceCullEnabled);
StateSetDepthMask(c.depthWriteEnabled);
StateSetDepthTestEnable(c.depthTestEnabled);
StateSetAlphaTestEnable(c.alphaTestEnabled);
}
void Renderer::UpdateFogState()
{
PROFILER_SCOPE("Renderer::UpdateFogState", "UpdateFogState", MP_ORCHID1);
Context &c = getContext();
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
float fogParams[4] = {};
if (c.fogEnabled)
{
if (c.fogMode == 1)
{
fogParams[0] = c.fogFarDistance;
fogParams[1] = 1.0f / (c.fogFarDistance - c.fogNearDistance);
fogParams[2] = 1.0f;
}
else
{
fogParams[0] = c.fogDensity;
fogParams[2] = 2.0f;
}
}
const float fogColour[4] = {c.fogColourRed, c.fogColourGreen, c.fogColourBlue, 1.0f};
D3D11_MAPPED_SUBRESOURCE mapped = {};
d3d11->Map(c.m_fogParamsBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, fogParams, sizeof(fogParams));
d3d11->Unmap(c.m_fogParamsBuffer, 0);
d3d11->Map(c.m_fogColourBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, fogColour, sizeof(fogColour));
d3d11->Unmap(c.m_fogColourBuffer, 0);
}
void Renderer::UpdateLightingState()
{
PROFILER_SCOPE("Renderer::UpdateLightingState", "UpdateLightingState", MP_ORCHID1);
Context &c = getContext();
if (!c.lightingDirty || !c.lightingEnabled)
{
return;
}
if (!c.lightEnabled[0])
{
std::memset(&c.lightDirection[0], 0, sizeof(c.lightDirection[0]));
std::memset(&c.lightColour[0], 0, sizeof(c.lightColour[0]));
}
if (!c.lightEnabled[1])
{
std::memset(&c.lightDirection[1], 0, sizeof(c.lightDirection[1]));
std::memset(&c.lightColour[1], 0, sizeof(c.lightColour[1]));
}
const std::size_t lightingBytes = sizeof(c.lightDirection) + sizeof(c.lightColour) + sizeof(c.lightAmbientColour);
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_lightingStateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
std::memcpy(mapped.pData, c.lightDirection, lightingBytes);
c.m_pDeviceContext->Unmap(c.m_lightingStateBuffer, 0);
c.lightingDirty = false;
}
void Renderer::UpdateTexGenState()
{
PROFILER_SCOPE("Renderer::UpdateTexGenState", "UpdateTexGenState", MP_ORCHID1);
Context &c = getContext();
D3D11_MAPPED_SUBRESOURCE mapped = {};
c.m_pDeviceContext->Map(c.m_texGenMatricesBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
c.m_pDeviceContext->Unmap(c.m_texGenMatricesBuffer, 0);
std::memcpy(mapped.pData, c.texGenMatrices, sizeof(c.texGenMatrices));
}
void Renderer::UpdateViewportState() {}
+144 -161
View File
@@ -30,71 +30,100 @@ unsigned char* dataStart;
unsigned char *dataCurr;
unsigned char *dataEnd;
DXGI_FORMAT Renderer::textureFormats[] = { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN };
DXGI_FORMAT Renderer::textureFormats[] = {
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_UNKNOWN
};
void user_write_data_init(unsigned char* pBuffer, int size)
// these are here because they are used before they are defined
// its fine like that and the order of everything matches ida so we have to put these here
void user_flush_data(png_struct_def *png_ptr);
void user_write_data(png_struct_def *png_ptr, unsigned char *src, size_t length);
HRESULT Renderer::LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
{
dataStart = pBuffer;
dataCurr = pBuffer;
dataEnd = pBuffer + size;
PROFILER_SCOPE("Renderer::LoadTextureData_Memory", "LoadTextureData_Memory", MP_PURPLE4);
png_image image;
memset(&image, 0, sizeof(image));
image.version = PNG_IMAGE_VERSION;
png_image_begin_read_from_memory(&image, pbData, dwBytes);
if (PNG_IMAGE_FAILED(image))
return E_FAIL;
image.format = PNG_FORMAT_BGRA;
*ppDataOut = new int[image.width * image.height];
if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, NULL, NULL))
return E_FAIL;
pSrcInfo->Width = image.width;
pSrcInfo->Height = image.height;
return S_OK;
}
int user_write_data_bytes_written()
HRESULT Renderer::LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
{
return static_cast<int>(dataCurr - dataStart);
PROFILER_SCOPE("Renderer::LoadTextureData_File", "LoadTextureData_File", MP_PURPLE4);
png_image image;
memset(&image, 0, sizeof(image));
image.version = PNG_IMAGE_VERSION;
png_image_begin_read_from_file(&image, szFilename);
if (PNG_IMAGE_FAILED(image))
return E_FAIL;
image.format = PNG_FORMAT_BGRA;
*ppDataOut = new int[image.width * image.height];
if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, NULL, NULL))
return E_FAIL;
pSrcInfo->Width = image.width;
pSrcInfo->Height = image.height;
return S_OK;
}
void user_write_data(png_struct_def* png_ptr, unsigned char* src, size_t length)
HRESULT Renderer::SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut)
{
int bytesToWrite = static_cast<int>(dataEnd - dataCurr);
if (static_cast<int>(length) < bytesToWrite)
bytesToWrite = static_cast<int>(length);
PROFILER_SCOPE("Renderer::SaveTextureData", "SaveTextureData", MP_PURPLE4);
png_image image;
memset(&image, 0, sizeof(image));
memcpy(dataCurr, src, bytesToWrite);
dataCurr += bytesToWrite;
image.width = pSrcInfo->Width;
image.height = pSrcInfo->Height;
image.version = PNG_IMAGE_VERSION;
image.format = PNG_FORMAT_BGRA;
png_image_write_to_file(&image, szFilename, NULL, ppDataOut, NULL, NULL);
return S_OK;
}
void user_flush_data(png_struct_def* png_ptr)
HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn)
{
// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
}
PROFILER_SCOPE("Renderer::SaveTextureDataToMemory", "SaveTextureDataToMemory", MP_PURPLE4);
png_image image;
memset(&image, 0, sizeof(image));
int Renderer::TextureCreate()
{
PROFILER_SCOPE("Renderer::TextureCreate", "TextureCreate", MP_PURPLE4)
for (int i = 0; i < MAX_TEXTURES; i++)
{
if (!m_textures[i].allocated)
{
m_textures[i].texture = NULL;
m_textures[i].allocated = true;
m_textures[i].mipLevels = 1;
m_textures[i].textureFormat = 0;
return i;
}
}
return -1;
}
image.width = width;
image.height = height;
dataEnd = (BYTE *)pOutput + outputCapacity;
image.version = PNG_IMAGE_VERSION;
image.format = PNG_FORMAT_BGRA;
dataStart = (BYTE*)pOutput;
dataCurr = (BYTE*)pOutput;
void Renderer::TextureFree(int idx)
{
PROFILER_SCOPE("Renderer::TextureFree", "TextureFree", MP_PURPLE4)
if (m_textures[idx].texture)
{
m_textures[idx].texture->Release();
m_textures[idx].texture = NULL;
}
if (m_textures[idx].view)
{
m_textures[idx].view->Release();
m_textures[idx].view = NULL;
}
m_textures[idx].allocated = false;
png_image_write_to_stdio(&image, NULL, NULL, ppDataIn, NULL, NULL, user_write_data, user_flush_data);
*outputLength = (int)(dataCurr - dataStart);
return S_OK;
}
void Renderer::TextureBind(int idx)
{
PROFILER_SCOPE("Renderer::TextureBind", "TextureBind", MP_PURPLE4)
PROFILER_SCOPE("Renderer::TextureBind", "TextureBind", MP_PURPLE4);
if (idx == -1)
idx = defaultTextureIndex;
@@ -111,7 +140,7 @@ void Renderer::TextureBind(int idx)
void Renderer::TextureBindVertex(int idx)
{
PROFILER_SCOPE("Renderer::TextureBindVertex", "TextureBindVertex", MP_PURPLE4)
PROFILER_SCOPE("Renderer::TextureBindVertex", "TextureBindVertex", MP_PURPLE4);
if (idx == -1)
idx = defaultTextureIndex;
@@ -123,21 +152,26 @@ void Renderer::TextureBindVertex(int idx)
UpdateTextureState(true);
}
void Renderer::TextureSetTextureLevels(int levels)
int Renderer::TextureCreate()
{
Context& c = getContext();
m_textures[c.textureIdx].mipLevels = levels;
}
int Renderer::TextureGetTextureLevels()
{
Context& c = getContext();
return m_textures[c.textureIdx].mipLevels;
PROFILER_SCOPE("Renderer::TextureCreate", "TextureCreate", MP_PURPLE4);
for (int i = 0; i < MAX_TEXTURES; i++)
{
if (!m_textures[i].allocated)
{
m_textures[i].texture = NULL;
m_textures[i].allocated = true;
m_textures[i].mipLevels = 1;
m_textures[i].samplerParams = 0;
return i;
}
}
return -1;
}
void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format)
{
PROFILER_SCOPE("Renderer::TextureData", "TextureData", MP_PURPLE4)
PROFILER_SCOPE("Renderer::TextureData", "TextureData", MP_PURPLE4);
Context& c = getContext();
int idx = c.textureIdx;
@@ -163,10 +197,10 @@ void Renderer::TextureData(int width, int height, void* data, int level, C4JRend
}
c.m_pDeviceContext->UpdateSubresource(
m_textures[idx].texture,
level,
NULL,
data,
m_textures[idx].texture,
level,
NULL,
data,
static_cast<UINT>(width * 4),
static_cast<UINT>(width * height * 4)
);
@@ -174,14 +208,14 @@ void Renderer::TextureData(int width, int height, void* data, int level, C4JRend
void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level)
{
PROFILER_SCOPE("Renderer::TextureDataUpdate", "TextureDataUpdate", MP_PURPLE4)
PROFILER_SCOPE("Renderer::TextureDataUpdate", "TextureDataUpdate", MP_PURPLE4);
Context& c = getContext();
int idx = c.textureIdx;
D3D11_TEXTURE2D_DESC desc;
D3D11_TEXTURE2D_DESC desc = {};
m_textures[idx].texture->GetDesc(&desc);
D3D11_BOX box;
D3D11_BOX box = {};
box.left = xoffset;
box.top = yoffset;
box.right = xoffset + width;
@@ -199,6 +233,35 @@ void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height
);
}
void Renderer::TextureDynamicUpdateEnd() {}
void Renderer::TextureDynamicUpdateStart() {}
void Renderer::TextureFree(int idx)
{
PROFILER_SCOPE("Renderer::TextureFree", "TextureFree", MP_PURPLE4);
m_textures[idx].texture->Release();
m_textures[idx].view->Release();
m_textures[idx].view = NULL;
m_textures[idx].allocated = false;
m_textures[idx].texture = NULL;
}
void Renderer::TextureGetStats() {}
ID3D11ShaderResourceView* Renderer::TextureGetTexture(int idx)
{
if (idx < MAX_TEXTURES) {
if (m_textures[idx].allocated) return m_textures[idx].view;
}
return NULL;
}
int Renderer::TextureGetTextureLevels()
{
Context& c = getContext();
return m_textures[c.textureIdx].mipLevels;
}
void Renderer::TextureSetParam(int param, int value)
{
Context& c = getContext();
@@ -229,14 +292,10 @@ void Renderer::TextureSetParam(int param, int value)
}
}
void Renderer::TextureDynamicUpdateStart()
void Renderer::TextureSetTextureLevels(int levels)
{
// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
}
void Renderer::TextureDynamicUpdateEnd()
{
// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
Context& c = getContext();
m_textures[c.textureIdx].mipLevels = levels;
}
void Renderer::UpdateTextureState(bool bVertex)
@@ -250,101 +309,25 @@ void Renderer::UpdateTextureState(bool bVertex)
c.m_pDeviceContext->PSSetSamplers(0, 1, &pSampler);
}
HRESULT Renderer::LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
void user_flush_data(png_struct_def* png_ptr) {}
void user_write_data(png_struct_def* png_ptr, unsigned char* src, size_t length)
{
PROFILER_SCOPE("Renderer::LoadTextureData_File", "LoadTextureData_File", MP_PURPLE4)
png_image image;
memset(&image, 0, sizeof(image));
image.version = PNG_IMAGE_VERSION;
int bytesToWrite = static_cast<int>(dataEnd - dataCurr);
if (static_cast<int>(length) < bytesToWrite)
bytesToWrite = (int)length;
if (!png_image_begin_read_from_file(&image, szFilename))
return -1;
// TODO(3UR): why crash?
//if ((image.format & 3u) > 1)
// return -1;
image.format = PNG_FORMAT_BGRA;
*ppDataOut = new int[image.width * image.height];
if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, 0, NULL))
return -1;
pSrcInfo->Width = image.width;
pSrcInfo->Height = image.height;
return S_OK;
std::memcpy(dataCurr, src, bytesToWrite);
dataCurr += bytesToWrite;
}
HRESULT Renderer::LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut)
int user_write_data_bytes_written()
{
PROFILER_SCOPE("Renderer::LoadTextureData_Memory", "LoadTextureData_Memory", MP_PURPLE4)
png_image image;
memset(&image, 0, sizeof(image));
image.version = PNG_IMAGE_VERSION;
if (!png_image_begin_read_from_memory(&image, pbData, dwBytes))
return -1;
// TODO(3UR): why crash?
//if ((image.format & 3u) > 1)
// return -1;
image.format = PNG_FORMAT_BGRA;
*ppDataOut = new int[image.width * image.height];
if (!*ppDataOut || !png_image_finish_read(&image, NULL, *ppDataOut, 0, NULL))
return -1;
pSrcInfo->Width = image.width;
pSrcInfo->Height = image.height;
return S_OK;
return static_cast<int>(dataCurr - dataStart);
}
HRESULT Renderer::SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut)
void user_write_data_init(unsigned char* pBuffer, int size)
{
PROFILER_SCOPE("Renderer::SaveTextureData", "SaveTextureData", MP_PURPLE4)
png_image image;
memset(&image, 0, sizeof(image));
image.width = pSrcInfo->Width;
image.height = pSrcInfo->Height;
image.version = PNG_IMAGE_VERSION;
image.format = PNG_FORMAT_BGRA;
png_image_write_to_file(&image, szFilename, 0, ppDataOut, 0, NULL);
return S_OK;
}
HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn)
{
PROFILER_SCOPE("Renderer::SaveTextureDataToMemory", "SaveTextureDataToMemory", MP_PURPLE4)
png_image image;
memset(&image, 0, sizeof(image));
image.width = width;
image.height = height;
image.version = PNG_IMAGE_VERSION;
image.format = PNG_FORMAT_BGRA;
dataEnd = (BYTE*)pOutput + outputCapacity;
dataStart = (BYTE*)pOutput;
dataCurr = (BYTE*)pOutput;
png_image_write_to_stdio(&image, NULL, 0, ppDataIn, 0, NULL, user_write_data, user_flush_data);
*outputLength = static_cast<int>(dataCurr - dataStart);
return S_OK;
}
void Renderer::TextureGetStats()
{
// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
}
ID3D11ShaderResourceView* Renderer::TextureGetTexture(int idx)
{
if ((unsigned int)idx <= 511)
{
if (m_textures[idx].allocated)
return m_textures[idx].view;
}
return NULL;
dataStart = pBuffer;
dataCurr = pBuffer;
dataEnd = pBuffer + size;
}
+5 -5
View File
@@ -28,14 +28,14 @@ SOFTWARE.
void Renderer::DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer *buffer, C4JRender::eVertexType vType,
C4JRender::ePixelShaderType psType)
{
PROFILER_SCOPE("Renderer::DrawVertexBuffer", "DrawVertexBuffer", MP_RED2)
PROFILER_SCOPE("Renderer::DrawVertexBuffer", "DrawVertexBuffer", MP_RED2);
Renderer::Context &c = getContext();
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
int drawCount = count;
bool indexed = false;
PROFILER_SCOPE("Renderer::DrawVertexBuffer", "DrawVertexSetup", MP_RED2)
PROFILER_SCOPE("Renderer::DrawVertexBuffer", "DrawVertexSetup", MP_RED2);
DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
StateUpdate();
@@ -52,7 +52,7 @@ void Renderer::DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int cou
void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType PrimitiveType, int *count,
bool *indexed)
{
PROFILER_SCOPE("Renderer::DrawVertexSetup", "DrawVertexSetup", MP_RED2)
PROFILER_SCOPE("Renderer::DrawVertexSetup", "DrawVertexSetup", MP_RED2);
Renderer::Context &c = getContext();
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
@@ -129,7 +129,7 @@ void Renderer::DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelSh
void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void *vertices, C4JRender::eVertexType vType,
C4JRender::ePixelShaderType psType)
{
PROFILER_SCOPE("Renderer::DrawVertices", "DrawVertices", MP_RED2)
PROFILER_SCOPE("Renderer::DrawVertices", "DrawVertices", MP_RED2);
Renderer::Context &c = getContext();
ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
Renderer::CommandBuffer *commandBuffer = c.commandBuffer;
@@ -150,7 +150,7 @@ void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count,
int drawCount = count;
bool indexed = false;
PROFILER_SCOPE("Renderer::DrawVertices", "DrawVertexSetup", MP_RED2)
PROFILER_SCOPE("Renderer::DrawVertices", "DrawVertexSetup", MP_RED2);
DrawVertexSetup(vType, psType, PrimitiveType, &drawCount, &indexed);
const UINT stride = vertexStrideTable[vType];
-295
View File
@@ -1,295 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
int4 vPosComp : POSITION0,
int4 vTexComp : TEXCOORD0,
out float4 oPos : SV_POSITION0,
out float4 oCol : COLOR0,
out float4 oTex : TEXCOORD0)
{
// Unpack Compressed Position
float4 pos = float4(vPosComp);
pos.xyz = (pos.xyz * 0.0009765625) + vecWV2Trans.xyz;
pos.w += 32768.0;
float3 lightUV = frac(pos.www * float3(1.52587891e-05, 0.00048828125, 0.03125));
float4 posWV = mul(matWV, pos);
oPos = mul(matP, posWV);
// Unpack UVs
float4 unpackedTex = float4(vTexComp.zwxy) * float4(0.00390625, 0.00390625, 0.000122070312, 0.000122070312);
float2 finalUV = frac(max(vecUVT2.xy, unpackedTex.xy));
oTex.xy = unpackedTex.zw;
float4 sampledLight = light_texture.SampleLevel(light_sampler_s, finalUV, 0);
oCol = float4(sampledLight.xyz * lightUV, 1.0);
// Fog
float depth = posWV.z;
float fogLinear = saturate(vecFog.y * (vecFog.x + depth));
float fogExp2 = min(1.0, exp2(1.44269502 * (vecFog.x * depth)));
oTex.z = (vecFog.z == 1.0) ? fogLinear : ((vecFog.z == 2.0) ? fogExp2 : 1.0);
oTex.w = 1.0;
}
*/
static unsigned char g_main_VS_Compressed[] =
{
0x44, 0x58, 0x42, 0x43, 0x1F, 0x76, 0x17, 0xC2, 0xF2, 0x5A,
0x47, 0x81, 0x55, 0xD3, 0x6E, 0xD1, 0x0A, 0xB0, 0xBF, 0x4A,
0x01, 0x00, 0x00, 0x00, 0xF8, 0x08, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x10, 0x03, 0x00, 0x00,
0x64, 0x03, 0x00, 0x00, 0xD8, 0x03, 0x00, 0x00, 0x7C, 0x08,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD4, 0x02, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x64, 0x01, 0x00, 0x00, 0x07, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFE, 0xFF,
0x00, 0x01, 0x00, 0x00, 0xA0, 0x02, 0x00, 0x00, 0xFC, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x0A, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0D, 0x00,
0x00, 0x00, 0x18, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x2C, 0x01, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x42, 0x01, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x4D, 0x01,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x51, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
@@ -1,324 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : POSITION0,
float4 vCol : COLOR0,
float3 vNorm : NORMAL0,
float4 vTex0 : TEXCOORD0,
int2 vTex1 : TEXCOORD1,
out float4 oPos : SV_POSITION0,
out float4 oCol : COLOR0,
out float4 oTex : TEXCOORD0)
{
// World/View/Projection Transforms
float4 posWV2 = mul(matWV2, vPos);
float4 posWV = mul(matWV, posWV2);
oPos = mul(matP, posWV);
// Lightmap Sampling
float2 lightmapUV = frac(max(vecUVT2.xy, float2(vTex1) * 0.00390625));
float4 lightColor = light_texture.SampleLevel(light_sampler_s, lightmapUV, 0);
oCol = vCol.wzyx * float4(lightColor.xyz, 1.0);
// Fog Calculation
float depth = posWV.z;
float fogLinear = saturate(vecFog.y * (vecFog.x + depth));
float fogExp2 = min(1.0, exp2(1.44269502 * (vecFog.x * depth)));
oTex.z = (vecFog.z == 1.0) ? fogLinear : ((vecFog.z == 2.0) ? fogExp2 : 1.0);
// UV Transform
oTex.xy = mul(float3x2(matUV._m00_m10, matUV._m01_m11, matUV._m03_m13), float3(vTex0.xy, 1.0));
oTex.w = 1.0;
}
*/
static unsigned char g_main_VS_PF3_TF2_CB4_NB4_XW1[] =
{
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
@@ -1,417 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : POSITION0,
float4 vCol : COLOR0,
float3 vNorm : NORMAL0,
float4 vTex0 : TEXCOORD0,
int2 vTex1 : TEXCOORD1,
out float4 oPos : SV_POSITION0,
out float4 oCol : COLOR0,
out float4 oTex : TEXCOORD0)
{
float4 posWV2 = mul(matWV2, vPos);
float4 posWV = mul(matWV, posWV2);
oPos = mul(matP, posWV);
// Normal transform & Lighting
float3 normWV2 = mul((float3x3)matWV2, vNorm);
float3 normWV = normalize(mul((float3x3)matWV, normWV2));
float NdotL0 = max(0.0, dot(vecLight0.xyz, normWV));
float NdotL1 = max(0.0, dot(vecLight1.xyz, normWV));
float4 lighting = saturate(vecLightAmbientCol + (vecLight0Col * NdotL0) + (vecLight1Col * NdotL1));
float2 lightmapUV = frac(max(vecUVT2.xy, float2(vTex1) * 0.00390625));
float4 sampledLight = light_texture.SampleLevel(light_sampler_s, lightmapUV, 0);
oCol.xyz = lighting.xyz * (vCol.wzy * sampledLight.xyz);
oCol.w = lighting.w;
// Fog & UV
float depth = posWV.z;
float fogLinear = saturate(vecFog.y * (vecFog.x + depth));
float fogExp2 = min(1.0, exp2(1.44269502 * (vecFog.x * depth)));
oTex.z = (vecFog.z == 1.0) ? fogLinear : ((vecFog.z == 2.0) ? fogExp2 : 1.0);
oTex.xy = mul(float3x2(matUV._m00_m10, matUV._m01_m11, matUV._m03_m13), float3(vTex0.xy, 1.0));
oTex.w = 1.0;
}
*/
static unsigned char g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING[] =
{
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0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
@@ -1,376 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
float4 vPos : POSITION0,
float4 vCol : COLOR0,
float3 vNorm : NORMAL0,
float4 vTex0 : TEXCOORD0,
int2 vTex1 : TEXCOORD1,
out float4 oPos : SV_POSITION0,
out float4 oCol : COLOR0,
out float4 oTex : TEXCOORD0)
{
float4 posWV2 = mul(matWV2, vPos);
float4 posWV = mul(matWV, posWV2);
oPos = mul(matP, posWV);
float2 lightmapUV = frac(max(vecUVT2.xy, float2(vTex1) * 0.00390625));
float4 lightColor = light_texture.SampleLevel(light_sampler_s, lightmapUV, 0);
oCol = vCol.wzyx * float4(lightColor.xyz, 1.0);
// TexGen
float4 eyeGen = mul(matTexGenEye, posWV);
float4 objGen = mul(matTexGenObj, vPos);
float4 texGen = objGen + eyeGen;
oTex.xyw = mul(float3x3(matUV._m00_m10_m30, matUV._m01_m11_m31, matUV._m02_m12_m32), texGen.xyw);
// Fog
float depth = posWV.z;
float fogLinear = saturate(vecFog.y * (vecFog.x + depth));
float fogExp2 = min(1.0, exp2(1.44269502 * (vecFog.x * depth)));
oTex.z = (vecFog.z == 1.0) ? fogLinear : ((vecFog.z == 2.0) ? fogExp2 : 1.0);
}
*/
static unsigned char g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN[] =
{
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0x2A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x80,
0x20, 0x00, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x38, 0x00, 0x00, 0x07, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x1A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x40, 0x00, 0x00, 0x3B, 0xAA, 0xB8, 0x3F, 0x19, 0x00,
0x00, 0x05, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x1A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x33, 0x00,
0x00, 0x07, 0x22, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x1A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40,
0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x38, 0x20, 0x00, 0x08,
0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1A, 0x80, 0x20, 0x00,
0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x00,
0x00, 0x0B, 0xC2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0xA6, 0x8A, 0x20, 0x00, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00,
0x00, 0x40, 0x37, 0x00, 0x00, 0x09, 0x22, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x3A, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x1A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x40, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x37, 0x00,
0x00, 0x09, 0x42, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00,
0x2A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1A, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54,
0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x2A, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00,
0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00
};
-105
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@@ -1,105 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
uint vID : SV_VertexID0,
out float4 oPos : SV_POSITION0)
{
float x = (float)(((vID << 1) & 2) - 1);
float y = (float)((vID & 0xFFFFFFFE) - 1);
oPos = float4(x, y, 1.0, 1.0);
}
*/
static unsigned char g_main_VS_ScreenClear[] =
{
0x44, 0x58, 0x42, 0x43, 0xFB, 0x82, 0xC7, 0xF7, 0x5E, 0x97,
0x42, 0x30, 0xDA, 0xAE, 0x62, 0x79, 0x54, 0x21, 0x37, 0xA2,
0x01, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x8C, 0x00, 0x00, 0x00,
0xC0, 0x00, 0x00, 0x00, 0xF4, 0x00, 0x00, 0x00, 0x04, 0x02,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0x50, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFE, 0xFF,
0x00, 0x01, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x4D, 0x69,
0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52,
0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61,
0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C,
0x65, 0x72, 0x20, 0x39, 0x2E, 0x33, 0x30, 0x2E, 0x39, 0x32,
0x30, 0x30, 0x2E, 0x31, 0x36, 0x33, 0x38, 0x34, 0x00, 0xAB,
0x49, 0x53, 0x47, 0x4E, 0x2C, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x00, 0x00,
0x53, 0x56, 0x5F, 0x56, 0x65, 0x72, 0x74, 0x65, 0x78, 0x49,
0x44, 0x00, 0x4F, 0x53, 0x47, 0x4E, 0x2C, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00,
0x00, 0x00, 0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54,
0x49, 0x4F, 0x4E, 0x00, 0x53, 0x48, 0x44, 0x52, 0x08, 0x01,
0x00, 0x00, 0x40, 0x00, 0x01, 0x00, 0x42, 0x00, 0x00, 0x00,
0x60, 0x00, 0x00, 0x04, 0x12, 0x10, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04,
0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00,
0x29, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0A, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x40, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40,
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x1E, 0x00, 0x00, 0x07,
0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x2B, 0x00, 0x00, 0x05, 0x12, 0x20,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x07, 0x12, 0x00,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x10, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0xFE, 0xFF,
0xFF, 0xFF, 0x1E, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF,
0x2B, 0x00, 0x00, 0x05, 0x22, 0x20, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x08, 0xC2, 0x20, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00,
0x80, 0x3F, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54,
0x74, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
-143
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@@ -1,143 +0,0 @@
#pragma once
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
/*
void main(
uint vID : SV_VertexID0,
out float4 oPos : SV_POSITION0,
out float2 oTex : TEXCOORD0)
{
// Full-screen triangle/quad generation from VertexID
float x = (float)(((vID << 1) & 2) - 1);
float y = (float)((vID & 0xFFFFFFFE) - 1);
oPos = float4(x, y, 1.0, 1.0);
// Screen-space UV derivation
float u = (float)(vID & 1);
float v = (float)(1 - (vID >> 1));
oTex = float2(u, v) * v_scaleoffset.zw + v_scaleoffset.xy;
}
*/
static unsigned char g_main_VS_ScreenSpace[] =
{
0x44, 0x58, 0x42, 0x43, 0xB6, 0x90, 0x0F, 0x5D, 0x1E, 0x08,
0xBC, 0x0E, 0xCD, 0x1F, 0xED, 0xD0, 0xAE, 0x45, 0x7E, 0xDA,
0x01, 0x00, 0x00, 0x00, 0xA4, 0x03, 0x00, 0x00, 0x05, 0x00,
0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x14, 0x01, 0x00, 0x00,
0x48, 0x01, 0x00, 0x00, 0xA0, 0x01, 0x00, 0x00, 0x28, 0x03,
0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD8, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x54, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFE, 0xFF,
0x00, 0x01, 0x00, 0x00, 0xA4, 0x00, 0x00, 0x00, 0x3C, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x73, 0x63, 0x72, 0x65, 0x65, 0x6E, 0x73, 0x70, 0x61, 0x63,
0x65, 0x5F, 0x63, 0x6F, 0x6E, 0x73, 0x74, 0x61, 0x6E, 0x74,
0x73, 0x00, 0xAB, 0xAB, 0x3C, 0x00, 0x00, 0x00, 0x01, 0x00,
0x00, 0x00, 0x6C, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x84, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x76, 0x5F, 0x73, 0x63, 0x61, 0x6C, 0x65, 0x6F,
0x66, 0x66, 0x73, 0x65, 0x74, 0x00, 0xAB, 0xAB, 0x01, 0x00,
0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73,
0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C,
0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20,
0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x39,
0x2E, 0x33, 0x30, 0x2E, 0x39, 0x32, 0x30, 0x30, 0x2E, 0x31,
0x36, 0x33, 0x38, 0x34, 0x00, 0xAB, 0x49, 0x53, 0x47, 0x4E,
0x2C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00,
0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x01, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x56,
0x65, 0x72, 0x74, 0x65, 0x78, 0x49, 0x44, 0x00, 0x4F, 0x53,
0x47, 0x4E, 0x50, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x44, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x0C,
0x00, 0x00, 0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54,
0x49, 0x4F, 0x4E, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F,
0x52, 0x44, 0x00, 0xAB, 0xAB, 0xAB, 0x53, 0x48, 0x44, 0x52,
0x80, 0x01, 0x00, 0x00, 0x40, 0x00, 0x01, 0x00, 0x60, 0x00,
0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8E, 0x20, 0x00,
0x09, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x60, 0x00,
0x00, 0x04, 0x12, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0xF2, 0x20,
0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x65, 0x00, 0x00, 0x03, 0x32, 0x20, 0x10, 0x00, 0x01, 0x00,
0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x02, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x08, 0xC2, 0x20, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3F, 0x00, 0x00,
0x80, 0x3F, 0x01, 0x00, 0x00, 0x0A, 0x32, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x06, 0x10, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x02, 0x40, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0xFE, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x29, 0x00, 0x00, 0x07, 0x42, 0x00, 0x10, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x1E, 0x00, 0x00, 0x0A, 0x62, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x56, 0x06, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x02, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0x2B, 0x00, 0x00, 0x05, 0x12, 0x00, 0x10, 0x00, 0x01, 0x00,
0x00, 0x00, 0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x2B, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x66, 0x0A, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x55, 0x00, 0x00, 0x07, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00,
0x00, 0x00, 0x0A, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x40, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x1E, 0x00,
0x00, 0x08, 0x12, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x10, 0x80, 0x41, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x01, 0x40, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x2B, 0x00, 0x00, 0x05, 0x22, 0x00, 0x10, 0x00, 0x01, 0x00,
0x00, 0x00, 0x0A, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00,
0x32, 0x00, 0x00, 0x0B, 0x32, 0x20, 0x10, 0x00, 0x01, 0x00,
0x00, 0x00, 0x46, 0x00, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0xE6, 0x8A, 0x20, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x46, 0x80, 0x20, 0x00, 0x09, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54,
0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x0B, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00
};
+21
View File
@@ -0,0 +1,21 @@
@echo off
set OUT=../
set OPT=/O3 /nologo
for /d %%i in ("C:\Program Files (x86)\Windows Kits\10\bin\10.*") do set FXC="%%i\x64\fxc.exe"
if not defined FXC echo FXC not found && exit /b 1
if not exist %OUT% mkdir %OUT%
%FXC% %OPT% /T vs_4_0 /E main /D COMPRESSED /Fh %OUT%/VS_Compressed.h /Vn g_main_VS_Compressed main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E main /Fh %OUT%/VS_PF3_TF2_CB4_NB4_XW1.h /Vn g_main_VS_PF3_TF2_CB4_NB4_XW1 main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E main /D LIGHTING /Fh %OUT%/VS_PF3_TF2_CB4_NB4_XW1_LIGHTING.h /Vn g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E main /D TEXGEN /Fh %OUT%/VS_PF3_TF2_CB4_NB4_XW1_TEXGEN.h /Vn g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E VS_ScreenSpace /Fh %OUT%/VS_ScreenSpace.h /Vn g_main_VS_ScreenSpace screen_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E VS_ScreenClear /Fh %OUT%/VS_ScreenClear.h /Vn g_main_VS_ScreenClear screen_VS.hlsl
%FXC% %OPT% /T ps_4_0 /E main /Fh %OUT%/PS_Standard.h /Vn g_main_PS_Standard main_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E main /D TEXTURE_PROJECTION /Fh %OUT%/PS_TextureProjection.h /Vn g_main_PS_TextureProjection main_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E main /D FORCE_LOD /Fh %OUT%/PS_ForceLOD.h /Vn g_main_PS_ForceLOD main_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E PS_ScreenSpace /Fh %OUT%/PS_ScreenSpace.h /Vn g_main_PS_ScreenSpace screen_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E PS_ScreenClear /Fh %OUT%/PS_ScreenClear.h /Vn g_main_PS_ScreenClear screen_PS.hlsl
@@ -0,0 +1,84 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
cbuffer diffuse : register(b0)
{
float4 diffuse_colour;
};
cbuffer fog : register(b1)
{
float4 fog_colour;
};
cbuffer alphaTest : register(b3)
{
float4 alphaTestRef;
};
#ifdef FORCE_LOD
cbuffer forcedLOD : register(b5)
{
float4 forcedLod;
};
#endif
SamplerState diffuse_sampler_s : register(s0);
Texture2D<float4> diffuse_texture : register(t0);
struct PS_INPUT
{
float4 position : SV_POSITION;
float4 colour : COLOR0;
linear centroid float4 texcoord : TEXCOORD0;
};
float4 main(PS_INPUT input) : SV_TARGET
{
float2 uv = input.texcoord.xy;
#ifdef TEXTURE_PROJECTION
uv /= input.texcoord.w;
#endif
#ifdef FORCE_LOD
float4 texel = diffuse_texture.SampleLevel(
diffuse_sampler_s,
uv,
forcedLod.x);
#else
float4 texel =
(uv.x > 1.0f)
? diffuse_texture.SampleLevel(diffuse_sampler_s, uv, 0)
: diffuse_texture.Sample(diffuse_sampler_s, uv);
#endif
float4 colour = texel * diffuse_colour;
colour.a *= input.colour.a;
if (colour.a < alphaTestRef.w)
discard;
float3 shaded = colour.rgb * input.colour.rgb;
float3 fogged = lerp(fog_colour.rgb, shaded, input.texcoord.z);
return float4(fogged, colour.a);
}
@@ -0,0 +1,196 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef COMPRESSED
cbuffer positionTransformWV : register(b0)
{
float4x4 matWorldView;
};
cbuffer positionTransformWV2 : register(b1)
{
float4x4 matWorldView2;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matProjection;
};
cbuffer textureTransform : register(b3)
{
float4x4 matUV;
};
cbuffer textureUV2 : register(b4)
{
float4 vecUVT2;
};
cbuffer fog : register(b5)
{
float4 vecFog;
};
#ifdef LIGHTING
cbuffer lighting : register(b6)
{
float3 vecLight0;
float3 vecLight1;
float4 vecLight0Col;
float4 vecLight1Col;
float4 vecLightAmbientCol;
};
#endif
#ifdef TEXGEN
cbuffer texgen : register(b7)
{
float4x4 matTexGenView;
float4x4 matTexGenObj;
};
#endif
#else
cbuffer positionTransformWV : register(b0)
{
float4x4 matWorldView;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matProjection;
};
cbuffer textureUV2 : register(b4)
{
float4 vecUVT2;
};
cbuffer fog : register(b5)
{
float4 vecFog;
};
cbuffer positionTransform2 : register(b8)
{
float4 vecWV2Trans;
};
#endif
SamplerState light_sampler_s : register(s0);
Texture2D<float4> light_texture : register(t0);
#ifndef COMPRESSED
struct VS_INPUT
{
float4 position : POSITION0;
float4 colour : COLOR0;
float3 normal : NORMAL0;
float4 texCoord : TEXCOORD0;
int2 lightMapCoord : TEXCOORD1;
};
#else
struct VS_INPUT
{
int4 position : POSITION0;
int4 texCoord : TEXCOORD0;
};
#endif
struct VS_OUTPUT
{
float4 position : SV_POSITION;
float4 colour : COLOR0;
float4 texCoord : TEXCOORD0;
};
float CalcFogFactor(float4 vecFog, float viewZ)
{
float fogLinear = saturate(vecFog.y * (vecFog.x + viewZ));
float fogExp = min(1.0f, exp2(1.44269502f * vecFog.x * viewZ));
float f = (vecFog.z == 2) ? fogExp : 1.0f;
return (vecFog.z == 1) ? fogLinear : f;
}
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
#ifndef COMPRESSED
float4 skinnedPos = mul(matWorldView2, input.position);
float4 cameraPos = mul(matWorldView, skinnedPos);
output.position = mul(matProjection, cameraPos);
float2 lightUV = frac(max(vecUVT2.xy, float2(input.lightMapCoord) * 0.00390625f));
float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
lightSample.w = 1.0f;
#ifdef LIGHTING
float3 skinNormal = mul((float3x3)matWorldView2, input.normal);
float3 viewNormal = normalize(mul((float3x3)matWorldView, skinNormal));
float diffuse0 = max(0.0f, dot(vecLight0, viewNormal));
float diffuse1 = max(0.0f, dot(vecLight1, viewNormal));
float4 litColour = saturate(vecLightAmbientCol + diffuse0 * vecLight0Col + diffuse1 * vecLight1Col);
output.colour.xyz = litColour.xyz * (input.colour.wzy * lightSample.xyz);
output.colour.w = litColour.w;
#else
output.colour = input.colour.wzyx * lightSample;
#endif
#ifdef TEXGEN
float4 texGenCoords = mul(matTexGenView, cameraPos) + mul(matTexGenObj, input.position);
output.texCoord.xy = float2(dot(matUV[0], texGenCoords), dot(matUV[1], texGenCoords));
output.texCoord.w = dot(matUV[3], texGenCoords);
#else
output.texCoord.xy = float2(dot(matUV[0], input.texCoord), dot(matUV[1], input.texCoord));
output.texCoord.w = 1.0f;
#endif
output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
#else // COMPRESSED
float4 pos;
pos.xyz = float3((int3)input.position.xyz) * 0.0009765625f + vecWV2Trans.xyz;
pos.w = 1.0f;
int packedColor = (int)input.position.w + 32768;
float3 color = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
float4 cameraPos = mul(matWorldView, pos);
output.position = mul(matProjection, cameraPos);
float4 uvs = float4((int4)input.texCoord.zwxy) * float4(0.00390625f, 0.00390625f, 0.000122070312f, 0.000122070312f);
float2 lightUV = frac(max(vecUVT2.xy, uvs.xy));
float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
output.colour.xyz = lightSample.xyz * color;
output.colour.w = 1.0f;
output.texCoord.xy = uvs.zw;
output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
output.texCoord.w = 1.0f;
#endif
return output;
}
@@ -0,0 +1,40 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
cbuffer cbuff : register(b4)
{
float4 clearColour;
};
SamplerState screen_sampler_s : register(s0);
Texture2D<float4> screen_texture : register(t0);
float4 PS_ScreenSpace(float4 position : SV_POSITION, float2 texcoord : TEXCOORD0) : SV_TARGET
{
return screen_texture.Sample(screen_sampler_s, texcoord);
}
float4 PS_ScreenClear(float4 position : SV_POSITION) : SV_TARGET
{
return clearColour;
}
@@ -0,0 +1,48 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
cbuffer screenspace_constants : register(b9)
{
float4 v_scaleoffset;
};
void VS_ScreenSpace(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION, out float2 texcoord : TEXCOORD0)
{
float2 corner = float2(
(vertex_id << 1) & 2,
vertex_id & 2
);
position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
texcoord = corner * 0.5 * v_scaleoffset.zw + v_scaleoffset.xy;
}
void VS_ScreenClear(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION)
{
float2 corner = float2(
(vertex_id << 1) & 2,
vertex_id & 2
);
position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
}