Mercurial > mm7
view RenderD3D11.cpp @ 2483:b3f96acf6bab
Fixing arrows not being drawn for 2nd player char
author | Grumpy7 |
---|---|
date | Sat, 06 Sep 2014 20:52:46 +0200 |
parents | 94cf712fc780 |
children | 0683c0a38282 |
line wrap: on
line source
#include <d3dcompiler.h> #include <comdef.h> // _com_error #include "ErrorHandling.h" #include "RenderD3D11.h" #include "mm7_data.h" #define ErrorD3D(x)\ {\ HRESULT hr = x;\ if (FAILED(hr))\ {\ _com_error com_error(hr);\ Error("HRESULT = %08X\n%S", hr, com_error.ErrorMessage());\ }\ } RenderD3D11::RenderD3D11() {} RenderD3D11::~RenderD3D11() {} void RenderD3D11::ClearBlack() {__debugbreak();} void RenderD3D11::SaveWinnersCertificate(const char *a1) {__debugbreak();} void RenderD3D11::Present() {__debugbreak();} void RenderD3D11::_49FD3A_fullscreen() {__debugbreak();} bool RenderD3D11::InitializeFullscreen() {__debugbreak(); return 0;} void RenderD3D11::CreateZBuffer() {__debugbreak();} void RenderD3D11::Release() {__debugbreak();} void RenderD3D11::RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor) {__debugbreak();} void RenderD3D11::ClearZBuffer(int a2, int a3) {__debugbreak();} void RenderD3D11::SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) {__debugbreak();} bool RenderD3D11::LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags) {__debugbreak(); return 0;} void RenderD3D11::GetTargetPixelFormat(DDPIXELFORMAT *pOut) {__debugbreak();} void RenderD3D11::LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow) {__debugbreak();} void RenderD3D11::UnlockBackBuffer() {__debugbreak();} void RenderD3D11::LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow) {__debugbreak();} void RenderD3D11::UnlockFrontBuffer() {__debugbreak();} void RenderD3D11::RestoreFrontBuffer() {__debugbreak();} void RenderD3D11::RestoreBackBuffer() {__debugbreak();} void RenderD3D11::BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags) {__debugbreak();} void RenderD3D11::BltBackToFontFast(int a2, int a3, RECT *a4) {__debugbreak();} void RenderD3D11::BeginSceneD3D() {__debugbreak();} unsigned int RenderD3D11::GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6) {__debugbreak(); return 0;} void RenderD3D11::DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture) {__debugbreak();} void RenderD3D11::DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders) {__debugbreak();} void RenderD3D11::DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8) {__debugbreak();} void RenderD3D11::MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();} void RenderD3D11::MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();} void RenderD3D11::DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene() {__debugbreak();} void RenderD3D11::DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level) {__debugbreak();} void RenderD3D11::_4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse) {__debugbreak();} void RenderD3D11::TransformBillboardsAndSetPalettesODM() {__debugbreak();} void RenderD3D11::DrawBillboardList_BLV() {__debugbreak();} void RenderD3D11::DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9) {__debugbreak();} bool RenderD3D11::LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture) {__debugbreak(); return 0;} bool RenderD3D11::MoveSpriteToDevice(Sprite *pSprite) {__debugbreak(); return 0;} void RenderD3D11::ScreenFade(unsigned int color, float t) {__debugbreak();} void RenderD3D11::SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) {__debugbreak();} void RenderD3D11::ResetTextureClipRect() {__debugbreak();} void RenderD3D11::CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture) {__debugbreak();} void RenderD3D11::DrawTextureIndexed(unsigned int uX, unsigned int uY, struct Texture *a4) {__debugbreak();} void RenderD3D11::ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5) {__debugbreak();} void RenderD3D11::DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal) {__debugbreak();} void RenderD3D11::DrawTextureTransparent(unsigned int uX, unsigned int uY, struct Texture *pTexture) {__debugbreak();} void RenderD3D11::DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();} void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();} void RenderD3D11::DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();} void RenderD3D11::DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture) {__debugbreak();} void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();} void RenderD3D11::DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask) {__debugbreak();} void RenderD3D11::GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height) {__debugbreak();} void RenderD3D11::DrawTextPalette(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8) {__debugbreak();} void RenderD3D11::DrawText(signed int uOutX, signed int uOutY, unsigned __int8 *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned __int16 *pFontPalette, unsigned __int16 uFaceColor, unsigned __int16 uShadowColor) {__debugbreak();} void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();} void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();} void RenderD3D11::DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();} void RenderD3D11::DrawBuildingsD3D() {__debugbreak();} void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();} void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();} void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();} void RenderD3D11::PrepareDecorationsRenderList_ODM() {__debugbreak();} void RenderD3D11::DrawSpriteObjects_ODM() {__debugbreak();} void RenderD3D11::RenderTerrainD3D() {__debugbreak();} void RenderD3D11::ChangeBetweenWinFullscreenModes() {__debugbreak();} bool RenderD3D11::AreRenderSurfacesOk() {__debugbreak(); return 0;} void RenderD3D11::SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height) {__debugbreak();} void RenderD3D11::PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size) {__debugbreak();} void RenderD3D11::SavePCXScreenshot() {__debugbreak();} int RenderD3D11::_46À6ÀÑ_GetActorsInViewport(int pDepth) {__debugbreak(); return 0;} void RenderD3D11::BeginLightmaps() {__debugbreak();} void RenderD3D11::EndLightmaps() {__debugbreak();} void RenderD3D11::BeginLightmaps2() {__debugbreak();} void RenderD3D11::EndLightmaps2() {__debugbreak();} bool RenderD3D11::DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias) {__debugbreak(); return 0;} void RenderD3D11::BeginDecals() {__debugbreak();} void RenderD3D11::EndDecals() {__debugbreak();} void RenderD3D11::DrawDecal(struct Decal *pDecal, float z_bias) {__debugbreak();} void RenderD3D11::do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff) {__debugbreak();} void RenderD3D11::DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();} void RenderD3D11::DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture) {__debugbreak();} void RenderD3D11::am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3) {__debugbreak();} void RenderD3D11::am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode) {__debugbreak();} void RenderD3D11::Sub01() {__debugbreak();} void RenderD3D11::PresentBlackScreen() { ClearTarget(0xFF000000); ErrorD3D(pSwapChain->Present(0, 0)); } void RenderD3D11::BeginScene() {} void RenderD3D11::EndScene() {} void RenderD3D11::ClearTarget(unsigned int uColor) { float clear_color[] = { ((uColor & 0x00FF0000) >> 16) / 255.0f, ((uColor & 0x0000FF00) >> 8) / 255.0f, ((uColor & 0x000000FF) >> 0) / 255.0f, ((uColor & 0xFF000000) >> 24) / 255.0f }; d3dc->ClearRenderTargetView(primary_srv, clear_color); } void RenderD3D11::DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4) { __debugbreak(); } bool RenderD3D11::IsGammaSupported() { return false; } struct { unsigned char restore_resolution; unsigned char _saved_screen_bpp; unsigned short _saved_screen_width; unsigned short _saved_screen_height; } on_exit; void ChangeResolution(int new_width, int new_height, int new_bpp) { if (!on_exit.restore_resolution) { on_exit.restore_resolution = true; auto hdc = GetDC(nullptr); { on_exit._saved_screen_width = GetDeviceCaps(hdc, HORZRES); on_exit._saved_screen_height = GetDeviceCaps(hdc, VERTRES); on_exit._saved_screen_bpp = GetDeviceCaps(hdc, BITSPIXEL); } ReleaseDC(nullptr, hdc); } DEVMODEA dm; dm.dmSize = sizeof(dm); dm.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; dm.dmBitsPerPel = new_bpp; dm.dmPelsWidth = new_width; dm.dmPelsHeight = new_height; if (ChangeDisplaySettingsA(&dm, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) Error("ChangeDisplaySettingsA"); } __declspec(noreturn) void ExitApp() { if (on_exit.restore_resolution) ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp); ExitProcess(0); } bool RenderD3D11::SwitchToWindow() { if (on_exit.restore_resolution) { on_exit.restore_resolution = false; ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp); } return true; } bool RenderD3D11::Initialize(OSWindow *window) { this->window = window; auto d3d_lib = LoadLibraryW(L"d3d11.dll"); if (!d3d_lib) return Error("d3d11.dll is missing"), false; DXGI_SWAP_CHAIN_DESC swapChainDesc; memset(&swapChainDesc, 0, sizeof(swapChainDesc)); swapChainDesc.BufferDesc.Width = window->GetWidth(); swapChainDesc.BufferDesc.Height = window->GetHeight(); //swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; //swapChainDesc.BufferDesc.RefreshRate.Denominator = 0; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; //swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapChainDesc.SampleDesc.Count = 1; //swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 2; swapChainDesc.OutputWindow = window->GetApiHandle(); swapChainDesc.Windowed = true; //swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //swapChainDesc.Flags = 0; D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0, received_feature_level; unsigned int device_flags = 0;//D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT; #ifndef NODEBUG device_flags |= 0/*D3D11_CREATE_DEVICE_DEBUG | D3D11_CREATE_DEVICE_DEBUGGABLE*/; #endif HRESULT (__stdcall *dll_D3D11CreateDeviceAndSwapChain)(IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D11Device** ppDevice, D3D_FEATURE_LEVEL* pFeatureLevel, ID3D11DeviceContext** ppImmediateContext); dll_D3D11CreateDeviceAndSwapChain = (decltype(dll_D3D11CreateDeviceAndSwapChain))GetProcAddress(d3d_lib, "D3D11CreateDeviceAndSwapChain"); ErrorD3D(dll_D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, device_flags, nullptr, 0, D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &d3dd, &received_feature_level, &d3dc)); if (received_feature_level < D3D_FEATURE_LEVEL_10_0) { MessageBoxA(nullptr, "Received Direct3D 9 or lower", "", 0); __debugbreak(); } /*if (fullscreen) { extern void ChangeResolution(int new_dith, int new_height, int new_bpp); ChangeResolution(target_window->GetWidth(), target_window->GetHeight(), 32); target_window->SetPosition(0, 0); target_window->SetTopmost(true); } ErrorD3D(pSwapChain->SetFullscreenState(fullscreen, nullptr));*/ ID3D11Texture2D *pSwapChainSurface; { ErrorD3D(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void **)&pSwapChainSurface)); ErrorD3D(d3dd->CreateRenderTargetView(pSwapChainSurface, nullptr, &primary_srv)); } pSwapChainSurface->Release(); D3D11_TEXTURE2D_DESC z_desc; memset(&z_desc, 0, sizeof(z_desc)); z_desc.Width = window->GetWidth(); z_desc.Height = window->GetHeight(); z_desc.MipLevels = 1; z_desc.ArraySize = 1; z_desc.Format = DXGI_FORMAT_D32_FLOAT; z_desc.SampleDesc.Count = 1; //z_desc.SampleDesc.Quality = 0; //z_desc.Usage = D3D11_USAGE_DEFAULT; z_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; //z_desc.CPUAccessFlags = 0; //z_desc.MiscFlags = 0; ID3D11Texture2D *depth_surface; ErrorD3D(d3dd->CreateTexture2D(&z_desc, nullptr, &depth_surface)); D3D11_DEPTH_STENCIL_VIEW_DESC depth_srv_desc; memset(&depth_srv_desc, 0, sizeof(depth_srv_desc)); depth_srv_desc.Format = DXGI_FORMAT_D32_FLOAT; depth_srv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; //depth_srv_desc.Texture2D.MipSlice = 0; ErrorD3D(d3dd->CreateDepthStencilView(depth_surface, &depth_srv_desc, &depth_srv)); d3dc->OMSetRenderTargets(1, &primary_srv, depth_srv); d3dc->ClearDepthStencilView(depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0); D3D11_RASTERIZER_DESC d3drs_desc; memset(&d3drs_desc, 0, sizeof(d3drs_desc)); d3drs_desc.FillMode = D3D11_FILL_SOLID; d3drs_desc.CullMode = D3D11_CULL_NONE; //d3drs_desc.FrontCounterClockwise = false; //d3drs_desc.DepthBias = 0; //d3drs_desc.DepthBiasClamp = 0.0f; //d3drs_desc.SlopeScaledDepthBias = 0.0f; //d3drs_desc.DepthClipEnable = true; //d3drs_desc.ScissorEnable = false; //d3drs_desc.MultisampleEnable = false; //d3drs_desc.AntialiasedLineEnable = false; ID3D11RasterizerState *d3drs; ErrorD3D(d3dd->CreateRasterizerState(&d3drs_desc, &d3drs)); d3dc->RSSetState(d3drs); d3drs->Release(); D3D11_VIEWPORT viewport; memset(&viewport, 0, sizeof(viewport)); viewport.TopLeftX = game_viewport_x; viewport.TopLeftY = game_viewport_y; viewport.Width = game_viewport_width; viewport.Height = game_viewport_height; //viewport.MinDepth = 0; viewport.MaxDepth = 1; d3dc->RSSetViewports(1, &viewport); return true; }