implemented d3d9 uninstance
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e330cd1743
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@ -39,6 +39,8 @@ createIndexBuffer(uint32 length)
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uint16*
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lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags)
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{
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if(indexBuffer == NULL)
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return NULL;
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#ifdef RW_D3D9
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uint16 *indices;
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IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
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@ -52,6 +54,8 @@ lockIndices(void *indexBuffer, uint32 offset, uint32 size, uint32 flags)
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void
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unlockIndices(void *indexBuffer)
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{
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if(indexBuffer == NULL)
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return;
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#ifdef RW_D3D9
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IDirect3DIndexBuffer9 *ibuf = (IDirect3DIndexBuffer9*)indexBuffer;
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ibuf->Unlock();
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@ -73,6 +77,8 @@ createVertexBuffer(uint32 length, uint32 fvf, int32 pool)
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uint8*
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lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags)
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{
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if(vertexBuffer == NULL)
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return NULL;
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#ifdef RW_D3D9
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uint8 *verts;
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IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
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@ -86,6 +92,8 @@ lockVertices(void *vertexBuffer, uint32 offset, uint32 size, uint32 flags)
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void
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unlockVertices(void *vertexBuffer)
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{
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if(vertexBuffer == NULL)
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return;
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#ifdef RW_D3D9
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IDirect3DVertexBuffer9 *vertbuf = (IDirect3DVertexBuffer9*)vertexBuffer;
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vertbuf->Unlock();
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@ -233,10 +233,10 @@ ObjPipeline::instance(Atomic *atomic)
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inst->managed = 0;
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inst->remapped = 0;
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inst->indexBuffer = createIndexBuffer(inst->numIndices*sizeof(uint16));
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inst->indexBuffer = createIndexBuffer(inst->numIndices*2);
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uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
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if(inst->minVert == 0)
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memcpy(indices, mesh->indices, inst->numIndices*sizeof(uint16));
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memcpy(indices, mesh->indices, inst->numIndices*2);
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else
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for(int32 j = 0; j < inst->numIndices; j++)
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indices[j] = mesh->indices[j] - inst->minVert;
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@ -254,6 +254,8 @@ ObjPipeline::uninstance(Atomic *atomic)
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Geometry *geo = atomic->geometry;
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if((geo->geoflags & Geometry::NATIVE) == 0)
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return;
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assert(geo->instData != NULL);
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assert(geo->instData->platform == PLATFORM_D3D8);
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geo->geoflags &= ~Geometry::NATIVE;
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geo->allocateData();
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geo->meshHeader->allocateIndices();
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@ -264,7 +266,7 @@ ObjPipeline::uninstance(Atomic *atomic)
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for(uint32 i = 0; i < header->numMeshes; i++){
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uint16 *indices = lockIndices(inst->indexBuffer, 0, 0, 0);
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if(inst->minVert == 0)
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memcpy(mesh->indices, indices, inst->numIndices*sizeof(uint16));
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memcpy(mesh->indices, indices, inst->numIndices*2);
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else
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for(int32 j = 0; j < inst->numIndices; j++)
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mesh->indices[j] = indices[j] + inst->minVert;
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112
src/d3d9.cpp
112
src/d3d9.cpp
@ -23,6 +23,8 @@ using namespace d3d;
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#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0}
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#endif
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#define NUMDECLELT 12
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void*
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createVertexDeclaration(VertexElement *elements)
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{
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@ -120,7 +122,7 @@ readNativeData(Stream *stream, int32, void *object, int32, int32)
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inst++;
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}
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VertexElement elements[10];
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VertexElement elements[NUMDECLELT];
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uint32 numDeclarations = stream->readU32();
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stream->read(elements, numDeclarations*8);
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header->vertexDeclaration = createVertexDeclaration(elements);
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@ -202,7 +204,7 @@ writeNativeData(Stream *stream, int32 len, void *object, int32, int32)
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}
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stream->write(data, size);
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VertexElement elements[10];
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VertexElement elements[NUMDECLELT];
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uint32 numElt = getDeclaration(header->vertexDeclaration, elements);
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stream->writeU32(numElt);
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stream->write(elements, 8*numElt);
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@ -284,7 +286,7 @@ ObjPipeline::instance(Atomic *atomic)
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header->totalNumIndex = meshh->totalIndices;
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header->inst = new InstanceData[header->numMeshes];
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header->indexBuffer = createIndexBuffer(header->totalNumIndex*sizeof(uint16));
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header->indexBuffer = createIndexBuffer(header->totalNumIndex*2);
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uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
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InstanceData *inst = header->inst;
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@ -301,7 +303,7 @@ ObjPipeline::instance(Atomic *atomic)
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inst->startIndex = startindex;
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inst->numPrimitives = header->primType == D3DPT_TRIANGLESTRIP ? inst->numIndex-2 : inst->numIndex/3;
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if(inst->minVert == 0)
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memcpy(&indices[inst->startIndex], mesh->indices, inst->numIndex*sizeof(uint16));
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memcpy(&indices[inst->startIndex], mesh->indices, inst->numIndex*2);
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else
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for(uint32 j = 0; j < inst->numIndex; j++)
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indices[inst->startIndex+j] = mesh->indices[j] - inst->minVert;
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@ -319,14 +321,39 @@ ObjPipeline::instance(Atomic *atomic)
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void
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ObjPipeline::uninstance(Atomic *atomic)
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{
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assert(0 && "can't uninstance");
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Geometry *geo = atomic->geometry;
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if((geo->geoflags & Geometry::NATIVE) == 0)
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return;
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assert(geo->instData != NULL);
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assert(geo->instData->platform == PLATFORM_D3D9);
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geo->geoflags &= ~Geometry::NATIVE;
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geo->allocateData();
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geo->meshHeader->allocateIndices();
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InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
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uint16 *indices = lockIndices(header->indexBuffer, 0, 0, 0);
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InstanceData *inst = header->inst;
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Mesh *mesh = geo->meshHeader->mesh;
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for(uint32 i = 0; i < header->numMeshes; i++){
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if(inst->minVert == 0)
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memcpy(mesh->indices, &indices[inst->startIndex], inst->numIndex*2);
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else
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for(int32 j = 0; j < inst->numIndex; j++)
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mesh->indices[j] = indices[inst->startIndex+j] + inst->minVert;
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mesh++;
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inst++;
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}
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unlockIndices(header->indexBuffer);
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this->uninstanceCB(geo, header);
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geo->generateTriangles();
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destroyNativeData(geo, 0, 0);
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}
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// TODO: support more than one set of tex coords
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void
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defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
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{
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VertexElement dcl[6];
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VertexElement dcl[NUMDECLELT];
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VertexStream *s = &header->vertexStream[0];
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s->offset = 0;
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@ -346,10 +373,9 @@ defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
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stride += 4;
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}
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bool isTextured = (geo->geoflags & (Geometry::TEXTURED | Geometry::TEXTURED2)) != 0;
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if(isTextured){
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dcl[i++] = {0, stride, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0};
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s->geometryFlags |= 0x10;
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for(int32 n = 0; n < geo->numTexCoordSets; n++){
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dcl[i++] = {0, stride, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, n};
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s->geometryFlags |= 0x10 << n;
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stride += 8;
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}
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@ -366,6 +392,7 @@ defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
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s->vertexBuffer = createVertexBuffer(header->totalNumVertex*s->stride, 0, D3DPOOL_MANAGED);
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// TODO: support both vertex buffers
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uint8 *verts = lockVertices(s->vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++)
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;
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@ -377,17 +404,18 @@ defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
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if(isPrelit){
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++)
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;
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// TODO: vertex alpha (instance per mesh)
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instColor(vertFormatMap[dcl[i].type], verts + dcl[i].offset,
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geo->colors,
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header->totalNumVertex,
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header->vertexStream[dcl[i].stream].stride);
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}
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if(isTextured){
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_TEXCOORD || dcl[i].usageIndex != 0; i++)
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for(int32 n = 0; n < geo->numTexCoordSets; n++){
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_TEXCOORD || dcl[i].usageIndex != n; i++)
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;
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instV2d(vertFormatMap[dcl[i].type], verts + dcl[i].offset,
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geo->texCoords[0],
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geo->texCoords[n],
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header->totalNumVertex,
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header->vertexStream[dcl[i].stream].stride);
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}
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@ -403,11 +431,65 @@ defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
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unlockVertices(s->vertexBuffer);
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}
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void
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defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header)
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{
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VertexElement dcl[NUMDECLELT];
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uint32 numElt = getDeclaration(header->vertexDeclaration, dcl);
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uint8 *verts[2];
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verts[0] = lockVertices(header->vertexStream[0].vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
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verts[1] = lockVertices(header->vertexStream[1].vertexBuffer, 0, 0, D3DLOCK_NOSYSLOCK);
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int i;
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_POSITION || dcl[i].usageIndex != 0; i++)
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;
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uninstV3d(vertFormatMap[dcl[i].type],
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geo->morphTargets[0].vertices,
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verts[dcl[i].stream] + dcl[i].offset,
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header->totalNumVertex,
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header->vertexStream[dcl[i].stream].stride);
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if(geo->geoflags & Geometry::PRELIT){
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_COLOR || dcl[i].usageIndex != 0; i++)
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;
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uninstColor(vertFormatMap[dcl[i].type],
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geo->colors,
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verts[dcl[i].stream] + dcl[i].offset,
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header->totalNumVertex,
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header->vertexStream[dcl[i].stream].stride);
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}
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for(int32 n = 0; n < geo->numTexCoordSets; n++){
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_TEXCOORD || dcl[i].usageIndex != n; i++)
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;
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uninstV2d(vertFormatMap[dcl[i].type],
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geo->texCoords[n],
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verts[dcl[i].stream] + dcl[i].offset,
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header->totalNumVertex,
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header->vertexStream[dcl[i].stream].stride);
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}
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if(geo->geoflags & Geometry::NORMALS){
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for(i = 0; dcl[i].usage != D3DDECLUSAGE_NORMAL || dcl[i].usageIndex != 0; i++)
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;
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uninstV3d(vertFormatMap[dcl[i].type],
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geo->morphTargets[0].normals,
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verts[dcl[i].stream] + dcl[i].offset,
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header->totalNumVertex,
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header->vertexStream[dcl[i].stream].stride);
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}
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unlockVertices(verts[0]);
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unlockVertices(verts[1]);
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}
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ObjPipeline*
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makeDefaultPipeline(void)
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{
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ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
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pipe->instanceCB = defaultInstanceCB;
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pipe->uninstanceCB = defaultUninstanceCB;
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return pipe;
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}
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@ -416,6 +498,7 @@ makeSkinPipeline(void)
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{
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ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
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pipe->instanceCB = defaultInstanceCB;
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pipe->uninstanceCB = defaultUninstanceCB;
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pipe->pluginID = ID_SKIN;
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pipe->pluginData = 1;
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return pipe;
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@ -426,6 +509,7 @@ makeMatFXPipeline(void)
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{
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ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
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pipe->instanceCB = defaultInstanceCB;
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pipe->uninstanceCB = defaultUninstanceCB;
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pipe->pluginID = ID_MATFX;
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pipe->pluginData = 0;
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return pipe;
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@ -422,6 +422,8 @@ ObjPipeline::uninstance(Atomic *atomic)
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Geometry *geo = atomic->geometry;
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if((geo->geoflags & Geometry::NATIVE) == 0)
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return;
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assert(geo->instData != NULL);
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assert(geo->instData->platform == PLATFORM_OGL);
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geo->geoflags &= ~Geometry::NATIVE;
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geo->allocateData();
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@ -244,6 +244,9 @@ initrw(void)
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char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\admiral.dff";
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// char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\player.dff";
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// char *filename = "D:\\rockstargames\\pc\\gtavc\\models\\gta3_archive\\od_newscafe_dy.dff";
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// char *filename = "D:\\rockstargames\\pc\\gtasa\\models\\gta3_archive\\admiral.dff";
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// char *filename = "D:\\rockstargames\\pc\\gtasa\\models\\gta3_archive\\lae2_roads89.dff";
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// char *filename = "C:\\gtasa\\test\\hanger.dff";
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// char *filename = "C:\\Users\\aap\\Desktop\\tmp\\out.dff";
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// char *filename = "out2.dff";
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@ -267,7 +270,7 @@ initrw(void)
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renderCB = rw::d3d9::drawAtomic;
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// rw::StreamFile out;
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// out.open("out2.dff", "wb");
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// out.open("out.dff", "wb");
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// clump->streamWrite(&out);
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// out.close();
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}
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@ -33,7 +33,8 @@ main(int argc, char *argv[])
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// rw::platform = rw::PLATFORM_PS2;
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// rw::platform = rw::PLATFORM_OGL;
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// rw::platform = rw::PLATFORM_XBOX;
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rw::platform = rw::PLATFORM_D3D8;
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// rw::platform = rw::PLATFORM_D3D8;
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rw::platform = rw::PLATFORM_D3D9;
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int uninstance = 0;
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int arg = 1;
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