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CGraphics.cpp
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3036 lines (2638 loc) · 108 KB
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/*****************************************************************************
*
* PROJECT: Multi Theft Auto v1.0
* LICENSE: See LICENSE in the top level directory
* FILE: core/CGraphics.cpp
* PURPOSE: General graphics subsystem
*
* Multi Theft Auto is available from https://www.multitheftauto.com/
*
*****************************************************************************/
#include "StdInc.h"
#include <game/CSettings.h>
#include <memory>
#include "DXHook/CProxyDirect3DDevice9.h"
#include "CTileBatcher.h"
#include "CLine3DBatcher.h"
#include "CMaterialLine3DBatcher.h"
#include "CPrimitiveBatcher.h"
#include "CPrimitiveMaterialBatcher.h"
#include "CPrimitive3DBatcher.h"
#include "CMaterialPrimitive3DBatcher.h"
#include "CAspectRatioConverter.h"
extern CCore* g_pCore;
extern std::atomic<bool> g_bInGTAScene;
extern std::atomic<bool> g_bInMTAScene;
using namespace std;
template <>
CGraphics* CSingleton<CGraphics>::m_pSingleton = NULL;
const SColor g_rectEdgePixelsData[] = {
0x00FFFF00, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, //
0x00FFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x00FFFFFF, //
0x00FFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x00FFFFFF, //
0x00FFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x00FFFFFF, //
0x00FFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x00FFFFFF, //
0x00FFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x00FFFFFF, //
0x00FFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x00FFFFFF, //
0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, 0x00FFFFFF, //
0x00080008 // Plain pixels size info
};
CGraphics::CGraphics(CLocalGUI* pGUI)
{
m_pGUI = pGUI;
memset(m_pDXFonts, 0, sizeof(m_pDXFonts));
memset(m_pBigDXFonts, 0, sizeof(m_pBigDXFonts));
m_iDebugQueueRefs = 0;
m_iDrawBatchRefCount = 0;
m_ActiveBlendMode = EBlendMode::BLEND;
m_CurDrawMode = EDrawMode::NONE;
m_CurBlendMode = EBlendMode::BLEND;
m_bSkipMTARenderThisFrame = false;
auto renderItemManager = std::make_unique<CRenderItemManager>();
auto tileBatcher = std::make_unique<CTileBatcher>();
auto line3DPreGUI = std::make_unique<CLine3DBatcher>(true);
auto line3DPostFX = std::make_unique<CLine3DBatcher>(true);
auto line3DPostGUI = std::make_unique<CLine3DBatcher>(false);
auto materialLinePreGUI = std::make_unique<CMaterialLine3DBatcher>(true);
auto materialLinePostFX = std::make_unique<CMaterialLine3DBatcher>(true);
auto materialLinePostGUI = std::make_unique<CMaterialLine3DBatcher>(false);
auto primitive3DPreGUI = std::make_unique<CPrimitive3DBatcher>(true);
auto primitive3DPostFX = std::make_unique<CPrimitive3DBatcher>(true);
auto primitive3DPostGUI = std::make_unique<CPrimitive3DBatcher>(false);
auto materialPrimitivePreGUI = std::make_unique<CMaterialPrimitive3DBatcher>(true, this);
auto materialPrimitivePostFX = std::make_unique<CMaterialPrimitive3DBatcher>(true, this);
auto materialPrimitivePostGUI = std::make_unique<CMaterialPrimitive3DBatcher>(false, this);
auto primitiveBatcher = std::make_unique<CPrimitiveBatcher>();
auto primitiveMaterialBatcher = std::make_unique<CPrimitiveMaterialBatcher>(this);
auto screenGrabber = std::unique_ptr<CScreenGrabberInterface>(NewScreenGrabber());
auto pixelsManager = std::unique_ptr<CPixelsManagerInterface>(NewPixelsManager());
auto aspectRatioConverter = std::make_unique<CAspectRatioConverter>();
m_pRenderItemManager = renderItemManager.release();
m_pTileBatcher = tileBatcher.release();
m_pLine3DBatcherPreGUI = line3DPreGUI.release();
m_pLine3DBatcherPostFX = line3DPostFX.release();
m_pLine3DBatcherPostGUI = line3DPostGUI.release();
m_pMaterialLine3DBatcherPreGUI = materialLinePreGUI.release();
m_pMaterialLine3DBatcherPostFX = materialLinePostFX.release();
m_pMaterialLine3DBatcherPostGUI = materialLinePostGUI.release();
m_pPrimitive3DBatcherPreGUI = primitive3DPreGUI.release();
m_pPrimitive3DBatcherPostFX = primitive3DPostFX.release();
m_pPrimitive3DBatcherPostGUI = primitive3DPostGUI.release();
m_pMaterialPrimitive3DBatcherPreGUI = materialPrimitivePreGUI.release();
m_pMaterialPrimitive3DBatcherPostFX = materialPrimitivePostFX.release();
m_pMaterialPrimitive3DBatcherPostGUI = materialPrimitivePostGUI.release();
m_pPrimitiveBatcher = primitiveBatcher.release();
m_pPrimitiveMaterialBatcher = primitiveMaterialBatcher.release();
m_pScreenGrabber = screenGrabber.release();
m_pPixelsManager = pixelsManager.release();
m_pAspectRatioConverter = aspectRatioConverter.release();
}
CGraphics::~CGraphics()
{
if (m_pLineInterface)
{
m_pLineInterface->Release();
m_pLineInterface = nullptr;
}
// Ensure queued draw items release their allocations before we tear down batchers
ClearDrawQueue(m_PreGUIQueue);
ClearDrawQueue(m_PostGUIQueue);
if (m_pPrimitiveBatcher)
m_pPrimitiveBatcher->ClearQueue();
if (m_pPrimitiveMaterialBatcher)
m_pPrimitiveMaterialBatcher->ClearQueue();
if (m_pPrimitive3DBatcherPreGUI)
m_pPrimitive3DBatcherPreGUI->ClearQueue();
if (m_pPrimitive3DBatcherPostFX)
m_pPrimitive3DBatcherPostFX->ClearQueue();
if (m_pPrimitive3DBatcherPostGUI)
m_pPrimitive3DBatcherPostGUI->ClearQueue();
if (m_pMaterialPrimitive3DBatcherPreGUI)
m_pMaterialPrimitive3DBatcherPreGUI->ClearQueue();
if (m_pMaterialPrimitive3DBatcherPostFX)
m_pMaterialPrimitive3DBatcherPostFX->ClearQueue();
if (m_pMaterialPrimitive3DBatcherPostGUI)
m_pMaterialPrimitive3DBatcherPostGUI->ClearQueue();
DestroyStandardDXFonts();
SAFE_RELEASE(m_pDXSprite);
SAFE_RELEASE(m_pSavedStateBlock);
SAFE_RELEASE(m_pSavedFrontBufferData);
SAFE_RELEASE(m_pTempBackBufferData);
SAFE_RELEASE(m_ProgressSpinnerTexture);
SAFE_RELEASE(m_RectangleEdgeTexture);
SAFE_DELETE(m_pRenderItemManager);
SAFE_DELETE(m_pTileBatcher);
SAFE_DELETE(m_pLine3DBatcherPreGUI);
SAFE_DELETE(m_pLine3DBatcherPostFX);
SAFE_DELETE(m_pLine3DBatcherPostGUI);
SAFE_DELETE(m_pMaterialLine3DBatcherPreGUI);
SAFE_DELETE(m_pMaterialLine3DBatcherPostFX);
SAFE_DELETE(m_pMaterialLine3DBatcherPostGUI);
SAFE_DELETE(m_pPrimitiveBatcher);
SAFE_DELETE(m_pPrimitiveMaterialBatcher);
SAFE_DELETE(m_pPrimitive3DBatcherPreGUI);
SAFE_DELETE(m_pPrimitive3DBatcherPostFX);
SAFE_DELETE(m_pPrimitive3DBatcherPostGUI);
SAFE_DELETE(m_pMaterialPrimitive3DBatcherPreGUI);
SAFE_DELETE(m_pMaterialPrimitive3DBatcherPostFX);
SAFE_DELETE(m_pMaterialPrimitive3DBatcherPostGUI);
SAFE_DELETE(m_pScreenGrabber);
SAFE_DELETE(m_pPixelsManager);
SAFE_DELETE(m_pAspectRatioConverter);
}
void CGraphics::DrawString(int uiLeft, int uiTop, int uiRight, int uiBottom, unsigned long ulColor, const char* szText, float fScaleX, float fScaleY,
unsigned long ulFormat, LPD3DXFONT pDXFont, bool bOutline)
{
if (g_pCore->IsWindowMinimized())
return;
// Do not accept NULL text strings or invalid sprites
if (!szText || !m_pDXSprite)
return;
// If no font was specified, use the default font
if (!pDXFont)
pDXFont = GetFont();
// We're using a big font to keep it looking nice, so get the actual scale
pDXFont = MaybeGetBigFont(pDXFont, fScaleX, fScaleY);
// Check for a valid font
if (pDXFont)
{
// Prevent the rect from getting scaled along with the size
uiLeft = unsigned int((float)uiLeft * (1.0f / fScaleX));
uiTop = unsigned int((float)uiTop * (1.0f / fScaleY));
uiRight = unsigned int((float)uiRight * (1.0f / fScaleX));
uiBottom = unsigned int((float)uiBottom * (1.0f / fScaleY));
RECT rect;
SetRect(&rect, uiLeft, uiTop, uiRight, uiBottom);
D3DXMATRIX matrix;
D3DXVECTOR2 scalingCentre(0.5f, 0.5f);
D3DXVECTOR2 scaling(fScaleX, fScaleY);
BeginDrawBatch();
D3DXMatrixTransformation2D(&matrix, NULL, 0.0f, &scaling, NULL, 0.0f, NULL);
CheckModes(EDrawMode::DX_SPRITE, m_ActiveBlendMode);
m_pDXSprite->SetTransform(&matrix);
// Convert to UTF16
std::wstring strText = MbUTF8ToUTF16(szText);
if (bOutline)
DrawStringOutline(rect, ulColor, strText.c_str(), ulFormat, pDXFont);
pDXFont->DrawTextW(m_pDXSprite, strText.c_str(), -1, &rect, ulFormat, ulColor);
EndDrawBatch();
}
}
void CGraphics::DrawString(int iX, int iY, unsigned long dwColor, float fScale, const char* szText, ...)
{
char szBuffer[1024];
va_list ap;
va_start(ap, szText);
VSNPRINTF(szBuffer, 1024, szText, ap);
va_end(ap);
DrawString(iX, iY, iX, iY, dwColor, szBuffer, fScale, fScale, DT_NOCLIP);
}
// Slow
void CGraphics::DrawStringOutline(const RECT& rect, unsigned long ulColor, const wchar_t* szText, unsigned long ulFormat, LPD3DXFONT pDXFont)
{
const uint uiKernelSizeX = 5;
const uint uiKernelSizeY = 5;
const float* pKernel;
// Select outline style
int iRed = (ulColor & 0x00FF0000) >> 16;
int iGreen = (ulColor & 0x0000FF00) >> 8;
int iBlue = (ulColor & 0x000000FF) >> 0;
float fBrightness = (iRed * 0.299f + iGreen * 0.587f + iBlue * 0.114f);
if (fBrightness > 64)
{
// Use black outline with thicker border
ulColor = ulColor & 0xFF000000;
const float F = 0, E = 0.16f, D = 0.33f, C = 0.66f, B = 1, A = 0;
static const float kernelData[] = {F, E, D, E, F, E, C, B, C, E, D, B, A, B, D, E, C, B, C, E, F, E, D, E, F};
pKernel = kernelData;
}
else
{
// Use white outline with thinner border
ulColor = ulColor | 0x00FFFFFF;
const float F = 0, E = 0, D = 0.25f, C = 0.5f, B = 1, A = 0;
static const float kernelData[] = {F, E, D, E, F, E, C, B, C, E, D, B, A, B, D, E, C, B, C, E, F, E, D, E, F};
pKernel = kernelData;
}
// Apply definition
int iInputAlpha = (ulColor & 0xFF000000) >> 24;
iInputAlpha = iInputAlpha * iInputAlpha / 256;
for (uint y = 0; y < uiKernelSizeY; y++)
{
for (uint x = 0; x < uiKernelSizeX; x++)
{
float fAlpha = *pKernel++;
if (fAlpha == 0)
continue;
uint uiUseAlpha = (uint)(iInputAlpha * fAlpha);
uint uiUseColor = (uiUseAlpha << 24) | (ulColor & 0x00FFFFFF);
int iOffsetX = x - (uiKernelSizeX - 1) / 2;
int iOffsetY = y - (uiKernelSizeY - 1) / 2;
RECT useRect = {rect.left + iOffsetX, rect.top + iOffsetY, rect.right + iOffsetX, rect.bottom + iOffsetY};
pDXFont->DrawTextW(m_pDXSprite, szText, -1, &useRect, ulFormat, uiUseColor);
}
}
}
void CGraphics::DrawLine3D(const CVector& vecBegin, const CVector& vecEnd, unsigned long ulColor, float fWidth)
{
DrawLine3DQueued(vecBegin, vecEnd, fWidth, ulColor, eRenderStage::POST_GUI);
}
void CGraphics::DrawRectangleInternal(float fX, float fY, float fWidth, float fHeight, unsigned long ulColor, bool bSubPixelPositioning)
{
if (!m_RectangleEdgeTexture)
return;
// Adjust size to account for sub pixel borders
if (bSubPixelPositioning)
{
fX += 0.5f;
fY += 0.5f;
fWidth -= 1.0f;
fHeight -= 1.0f;
}
// 9 sections of the rectangle
struct SSection
{
RECT cutImagePos;
int posOffsetX;
int posOffsetY;
int overrideWidth;
int overrideHeight;
} static sectionList[] = {
{{3, 3, 5, 5}, 0, 0, 0, 0}, // Center
{{3, 0, 5, 2}, 0, -2, 0, 2}, // Top
{{0, 0, 2, 2}, -2, -2, 2, 2}, // Top left
{{0, 3, 2, 5}, -2, 0, 2, 0}, // Left
{{0, 6, 2, 8}, -2, 2, 2, 2}, // Bottom left
{{3, 6, 5, 8}, 0, 2, 0, 2}, // Bottom
{{6, 6, 8, 8}, 2, 2, 2, 2}, // Bottom right
{{6, 3, 8, 5}, 2, 0, 2, 0}, // Right
{{6, 0, 8, 2}, 2, -2, 2, 2}, // Top right
};
D3DXMATRIX matrix;
const D3DXVECTOR2 scalingCentre(0.5f, 0.5f);
for (uint i = 0; i < NUMELMS(sectionList); i++)
{
const SSection& section = sectionList[i];
const float useWidth = section.overrideWidth ? section.overrideWidth : fWidth;
const float useHeight = section.overrideHeight ? section.overrideHeight : fHeight;
const float useX = section.posOffsetX > 0 ? fX + fWidth : fX + section.posOffsetX;
const float useY = section.posOffsetY > 0 ? fY + fHeight : fY + section.posOffsetY;
// Scaling is: size / cutSize
const D3DXVECTOR2 scaling(useWidth * 0.5f, useHeight * 0.5f);
const D3DXVECTOR2 position(useX, useY);
D3DXMatrixTransformation2D(&matrix, NULL, 0.0f, &scaling, NULL, 0.0f, &position);
m_pDXSprite->SetTransform(&matrix);
m_pDXSprite->Draw((IDirect3DTexture9*)m_RectangleEdgeTexture->m_pD3DTexture, §ion.cutImagePos, NULL, NULL, ulColor);
// Only draw first part if SubPixelPositioning is not required
if (i == 0 && !bSubPixelPositioning)
break;
}
}
void CGraphics::DrawRectangle(float fX, float fY, float fWidth, float fHeight, unsigned long ulColor, bool bSubPixelPositioning)
{
if (g_pCore->IsWindowMinimized())
return;
BeginDrawBatch();
CheckModes(EDrawMode::DX_SPRITE, m_ActiveBlendMode);
DrawRectangleInternal(fX, fY, fWidth, fHeight, ulColor, bSubPixelPositioning);
EndDrawBatch();
}
//
// Aspect ratio compensation malarky
//
void CGraphics::SetAspectRatioAdjustmentEnabled(bool bEnabled, float fSourceRatio)
{
m_pAspectRatioConverter->SetSourceRatioValue(bEnabled ? fSourceRatio : 0);
}
bool CGraphics::IsAspectRatioAdjustmentEnabled()
{
return m_pAspectRatioConverter->IsEnabled();
}
float CGraphics::GetAspectRatioAdjustmentSourceRatio()
{
return m_pAspectRatioConverter->GetSourceRatioValue();
}
void CGraphics::SetAspectRatioAdjustmentSuspended(bool bSuspended)
{
m_pAspectRatioConverter->SetSuspended(bSuspended);
}
float CGraphics::ConvertPositionForAspectRatio(float fY)
{
return m_pAspectRatioConverter->ConvertPositionForAspectRatio(fY);
}
void CGraphics::ConvertSideForAspectRatio(float* pfY, float* pfHeight)
{
m_pAspectRatioConverter->ConvertSideForAspectRatio(pfY, pfHeight);
}
//
// Set/get current blend mode
//
void CGraphics::SetBlendMode(EBlendModeType blendMode)
{
m_ActiveBlendMode = blendMode;
}
EBlendModeType CGraphics::GetBlendMode()
{
return m_ActiveBlendMode;
}
//
// Modify diffuse color if blend mode requires it
//
SColor CGraphics::ModifyColorForBlendMode(SColor color, EBlendModeType blendMode)
{
if (blendMode == EBlendMode::MODULATE_ADD)
{
// Apply modulation to diffuse color also
color.R = color.R * color.A / 256;
color.G = color.G * color.A / 256;
color.B = color.B * color.A / 256;
}
return color;
}
//
// SetBlendModeRenderStates
//
void CGraphics::SetBlendModeRenderStates(EBlendModeType blendMode)
{
switch (blendMode)
{
case EBlendMode::BLEND:
{
// Draw NonPM texture
m_pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_ALPHAREF, 0x01);
m_pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
m_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
// When drawing into a render target, use separate alpha blend to prevent double-premultiplication.
// Color blend stays SRC_ALPHA/INV_SRC_ALPHA; alpha channel uses ONE/INV_SRC_ALPHA so coverage accumulates correctly.
if (m_pRenderItemManager && m_pRenderItemManager->IsCustomRenderTargetActive())
{
m_pDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
m_pDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
}
else
{
m_pDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
}
}
break;
case EBlendMode::MODULATE_ADD:
{
// Draw NonPM texture as PM texture
m_pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_ALPHAREF, 0x01);
m_pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
m_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pDevice->SetRenderState(D3DRS_TEXTUREFACTOR, 0);
m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA);
m_pDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
m_pDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
m_pDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
m_pDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
m_pDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
break;
case EBlendMode::ADD:
{
// Draw PM texture
m_pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_ALPHAREF, 0x01);
m_pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
m_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
break;
case EBlendMode::OVERWRITE:
{
m_pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
m_pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
m_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
break;
case EBlendMode::RT_TEXTURE:
{
// Draw a render target texture to screen. The RT stores premultiplied-alpha RGB, so use ONE/INV_SRC_ALPHA
// to avoid applying alpha a second time (which would cause double-premultiplication).
m_pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
m_pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
m_pDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_pDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
m_pDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
m_pDevice->SetRenderState(D3DRS_ALPHAREF, 0x01);
m_pDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
m_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
break;
default:
break;
}
}
//
// BeginDrawBatch
//
// Batching is automatic, and it is vital to to flush the last set of operations.
// Surrounding drawing calls with BeginDrawBatch() and EndDrawBatch() will ensure everything goes to plan.
//
void CGraphics::BeginDrawBatch(EBlendModeType xxblendMode)
{
m_iDrawBatchRefCount++;
}
//
// EndDrawBatch
//
void CGraphics::EndDrawBatch()
{
if (--m_iDrawBatchRefCount == 0)
CheckModes(EDrawMode::NONE, EBlendMode::BLEND);
m_iDrawBatchRefCount = std::max(0, m_iDrawBatchRefCount);
}
//
// Flush buffers if a change in drawing mode if occurring.
//
void CGraphics::CheckModes(EDrawModeType newDrawMode, EBlendModeType newBlendMode)
{
bool bDrawModeChanging = (m_CurDrawMode != newDrawMode);
bool bBlendModeChanging = (m_CurBlendMode != newBlendMode);
// Draw mode changing?
if (bDrawModeChanging || bBlendModeChanging)
{
// Flush old
if (m_CurDrawMode == EDrawMode::DX_SPRITE)
{
m_pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
m_pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
m_pDXSprite->End();
}
else if (m_CurDrawMode == EDrawMode::DX_LINE)
{
m_pLineInterface->End();
}
else if (m_CurDrawMode == EDrawMode::TILE_BATCHER)
{
m_pTileBatcher->Flush();
}
else if (m_CurDrawMode == EDrawMode::PRIMITIVE)
{
m_pPrimitiveBatcher->Flush();
}
else if (m_CurDrawMode == EDrawMode::PRIMITIVE_MATERIAL)
{
m_pPrimitiveMaterialBatcher->Flush();
}
// Start new
if (newDrawMode == EDrawMode::DX_SPRITE)
{
m_pDXSprite->Begin(D3DXSPRITE_DONOTSAVESTATE | D3DXSPRITE_DONOTMODIFY_RENDERSTATE);
}
else if (newDrawMode == EDrawMode::DX_LINE)
{
m_pLineInterface->Begin();
}
SetBlendModeRenderStates(newBlendMode);
m_CurBlendMode = newBlendMode;
m_CurDrawMode = newDrawMode;
}
}
void CGraphics::CalcWorldCoors(CVector* vecScreen, CVector* vecWorld)
{
// Get the static view matrix as D3DXMATRIX
D3DXMATRIXA16 m((float*)(0xB6FA2C));
// Invert the view matrix
D3DXMATRIXA16 minv;
memset(&minv, 0, sizeof(D3DXMATRIXA16));
m._44 = 1.0f;
D3DXMatrixInverse(&minv, NULL, &m);
DWORD* dwLenX = (DWORD*)(0xC17044);
DWORD* dwLenY = (DWORD*)(0xC17048);
// Reverse screen coordinates
float fRecip = 1.0f / vecScreen->fZ;
vecScreen->fX /= fRecip * (*dwLenX);
vecScreen->fY /= fRecip * (*dwLenY);
// Do an (inverse) transformation
vecWorld->fX = vecScreen->fZ * minv._31 + vecScreen->fY * minv._21 + vecScreen->fX * minv._11 + minv._41;
vecWorld->fY = vecScreen->fZ * minv._32 + vecScreen->fY * minv._22 + vecScreen->fX * minv._12 + minv._42;
vecWorld->fZ = vecScreen->fZ * minv._33 + vecScreen->fY * minv._23 + vecScreen->fX * minv._13 + minv._43;
}
void CGraphics::CalcScreenCoors(CVector* vecWorld, CVector* vecScreen)
{
/** C++-ifyed function 0x71DA00, formerly called by CHudSA::CalcScreenCoors **/
// Get the static view matrix as D3DXMATRIX
D3DXMATRIX m((float*)(0xB6FA2C));
// Get the static virtual screen (x,y)-sizes
DWORD* dwLenX = (DWORD*)(0xC17044);
DWORD* dwLenY = (DWORD*)(0xC17048);
// Do a transformation
vecScreen->fX = vecWorld->fZ * m._31 + vecWorld->fY * m._21 + vecWorld->fX * m._11 + m._41;
vecScreen->fY = vecWorld->fZ * m._32 + vecWorld->fY * m._22 + vecWorld->fX * m._12 + m._42;
vecScreen->fZ = vecWorld->fZ * m._33 + vecWorld->fY * m._23 + vecWorld->fX * m._13 + m._43;
// Get the correct screen coordinates
float fRecip = 1.0f / vecScreen->fZ;
vecScreen->fX *= fRecip * (*dwLenX);
vecScreen->fY *= fRecip * (*dwLenY);
}
unsigned int CGraphics::GetViewportWidth()
{
return CDirect3DData::GetSingleton().GetViewportWidth();
}
unsigned int CGraphics::GetViewportHeight()
{
return CDirect3DData::GetSingleton().GetViewportHeight();
}
float CGraphics::GetDXFontHeight(float fScale, LPD3DXFONT pDXFont)
{
if (!pDXFont)
pDXFont = GetFont();
pDXFont = MaybeGetBigFont(pDXFont, fScale, fScale);
if (pDXFont)
{
D3DXFONT_DESC desc;
pDXFont->GetDesc(&desc);
return ((float)desc.Height * fScale);
}
return 0.0f;
}
float CGraphics::GetDXCharacterWidth(char c, float fScale, LPD3DXFONT pDXFont)
{
if (!pDXFont)
pDXFont = GetFont();
pDXFont = MaybeGetBigFont(pDXFont, fScale, fScale);
if (pDXFont)
{
HDC dc = pDXFont->GetDC();
SIZE size;
GetTextExtentPoint32(dc, &c, 1, &size);
return ((float)size.cx * fScale);
}
return 0.0f;
}
float CGraphics::GetDXTextExtent(const char* szText, float fScale, LPD3DXFONT pDXFont, bool bColorCoded)
{
// We're calling this a lot on empty strings
// Also prevents undefined behavior when using
// strText.back() below
if (*szText == '\0')
return 0.0f;
if (!pDXFont)
pDXFont = GetFont();
pDXFont = MaybeGetBigFont(pDXFont, fScale, fScale);
if (pDXFont)
{
RECT rect = {0, 0, 0, 0};
WString strText = MbUTF8ToUTF16(szText);
if (bColorCoded)
RemoveColorCodesInPlaceW(strText);
// DT_CALCRECT may not take space characters at the end of a line
// into consideration for the rect size.
// Count the amount of space characters at the end
int iAdditionalPixels = GetTrailingSpacesWidth(pDXFont, strText);
// Compute the size of the text itself
pDXFont->DrawTextW(nullptr, strText.c_str(), strText.length(), &rect, DT_CALCRECT | DT_SINGLELINE, D3DCOLOR_XRGB(0, 0, 0));
return ((float)(rect.right - rect.left + iAdditionalPixels) * fScale);
}
return 0.0f;
}
float CGraphics::GetDXTextExtentW(const wchar_t* wszText, float fScale, LPD3DXFONT pDXFont)
{
if (*wszText == L'\0')
return 0.0f;
if (!pDXFont)
pDXFont = GetFont();
pDXFont = MaybeGetBigFont(pDXFont, fScale, fScale);
if (pDXFont)
{
// DT_CALCRECT may not take space characters at the end of a line into consideration for the rect size.
// Count the amount of space characters at the end
size_t spaceCount = 0;
const size_t textLength = wcslen(wszText);
for (int i = textLength - 1; i >= 0; --i)
{
const wchar_t c = wszText[i];
if (c == L' ')
++spaceCount;
else
break;
}
// Compute the size of a single space and use that to get the width of the ignored space characters
size_t trailingSpacePixels = 0;
if (spaceCount > 0)
{
SIZE size = {};
GetTextExtentPoint32W(pDXFont->GetDC(), L" ", 1, &size);
trailingSpacePixels = spaceCount * size.cx;
}
RECT rect = {};
if ((textLength - spaceCount) > 0)
{
pDXFont->DrawTextW(nullptr, wszText, textLength - spaceCount, &rect, DT_CALCRECT | DT_SINGLELINE, D3DCOLOR_XRGB(0, 0, 0));
}
return static_cast<float>(rect.right - rect.left + trailingSpacePixels) * fScale;
}
return 0.0f;
}
void CGraphics::GetDXTextSize(CVector2D& vecSize, const char* szText, float fWidth, float fScaleX, float fScaleY, LPD3DXFONT pDXFont, bool bWordBreak,
bool bColorCoded)
{
if (*szText == '\0')
return;
if (!pDXFont)
pDXFont = GetFont();
pDXFont = MaybeGetBigFont(pDXFont, fScaleX, fScaleY);
if (pDXFont)
{
WString strText = MbUTF8ToUTF16(szText);
if (bColorCoded)
RemoveColorCodesInPlaceW(strText);
ulong ulFormat = DT_CALCRECT;
if (bWordBreak)
ulFormat |= DT_WORDBREAK;
// Calculate the size of the text
const float fRectRight = fWidth / fScaleX;
LONG rectRight = 0;
if (fRectRight > 0.0f)
{
if (fRectRight >= static_cast<float>(LONG_MAX))
rectRight = LONG_MAX;
else
rectRight = static_cast<LONG>(fRectRight);
}
RECT rect = {0, 0, rectRight, 0};
pDXFont->DrawTextW(nullptr, strText.c_str(), strText.length(), &rect, ulFormat, D3DCOLOR_XRGB(0, 0, 0));
vecSize.fX = (rect.right - rect.left) * fScaleX;
vecSize.fY = (rect.bottom - rect.top) * fScaleY;
}
}
int CGraphics::GetTrailingSpacesWidth(ID3DXFont* pDXFont, WString& strText)
{
// Count the amount of space characters at the end
int iSpaceCount = 0;
for (auto c = strText.rbegin(); c != strText.rend(); ++c)
{
if (*c == ' ')
++iSpaceCount;
else
break;
}
// Compute the size of a single space and use that
// to get the width of the ignored space characters
int iSpacesWidth = 0;
if (iSpaceCount > 0)
{
HDC dc = pDXFont->GetDC();
SIZE size;
GetTextExtentPoint32W(dc, L" ", 1, &size);
iSpacesWidth = iSpaceCount * size.cx;
}
return iSpacesWidth;
}
ID3DXFont* CGraphics::GetFont(eFontType fontType, float* pfOutScaleUsed, float fRequestedScale, const char* szCustomScaleUser)
{
if (pfOutScaleUsed)
*pfOutScaleUsed = fRequestedScale;
if (szCustomScaleUser)
{
// Try for a custom scale
SCustomScaleFontInfo& info = MapGet(m_CustomScaleFontMap, szCustomScaleUser);
// Already have font?
if (info.pFont)
{
// Can keep old font?
if (fontType == info.fontType && fRequestedScale == info.fScale)
return info.pFont;
// Otherwise delete old font
SAFE_RELEASE(info.pFont);
info.fScale = 0;
info.fontType = FONT_DEFAULT;
}
// Need to create new font?
if (fRequestedScale != 1)
{
if (CreateStandardDXFontWithCustomScale(fontType, fRequestedScale, &info.pFont))
{
info.fScale = fRequestedScale;
info.fontType = fontType;
return info.pFont;
}
}
}
// Didn't / couldn't do custom scale
if (pfOutScaleUsed)
*pfOutScaleUsed = 1;
if (fontType < 0 || fontType >= NUM_FONTS)
return m_pDXFonts[FONT_DEFAULT];
return m_pDXFonts[fontType];
}
void CGraphics::SetCursorPosition(int iX, int iY, DWORD Flags)
{
m_pDevice->SetCursorPosition(iX, iY, Flags);
}
void CGraphics::DrawLineQueued(float fX1, float fY1, float fX2, float fY2, float fWidth, unsigned long ulColor, bool bPostGUI)
{
fY1 = m_pAspectRatioConverter->ConvertPositionForAspectRatio(fY1);
fY2 = m_pAspectRatioConverter->ConvertPositionForAspectRatio(fY2);
// Set up a queue item
sDrawQueueItem Item;
Item.eType = QUEUE_LINE;
Item.blendMode = m_ActiveBlendMode;
Item.Line.fX1 = fX1;
Item.Line.fY1 = fY1;
Item.Line.fX2 = fX2;
Item.Line.fY2 = fY2;
Item.Line.fWidth = fWidth;
Item.Line.ulColor = ulColor;
// Add it to the queue
AddQueueItem(Item, bPostGUI);
}
void CGraphics::DrawLine3DQueued(const CVector& vecBegin, const CVector& vecEnd, float fWidth, unsigned long ulColor, eRenderStage stage)
{
if (g_pCore->IsWindowMinimized())
return;
// Add it to the queue
if (stage == eRenderStage::POST_GUI && !CCore::GetSingleton().IsMenuVisible())
m_pLine3DBatcherPostGUI->AddLine3D(vecBegin, vecEnd, fWidth, ulColor);
else if (stage == eRenderStage::PRE_FX)
m_pLine3DBatcherPreGUI->AddLine3D(vecBegin, vecEnd, fWidth, ulColor);
else
m_pLine3DBatcherPostFX->AddLine3D(vecBegin, vecEnd, fWidth, ulColor);
}
void CGraphics::DrawMaterialLine3DQueued(const CVector& vecBegin, const CVector& vecEnd, float fWidth, unsigned long ulColor, CMaterialItem* pMaterial,
float fU, float fV, float fSizeU, float fSizeV, bool bRelativeUV, bool bFlipUV, bool bUseFaceToward,
const CVector& vecFaceToward, eRenderStage stage)
{
if (g_pCore->IsWindowMinimized())
return;
if (CShaderItem* pShaderItem = DynamicCast<CShaderItem>(pMaterial))
{
// If material is a shader, use its current instance
pMaterial = pShaderItem->m_pShaderInstance;
}
// Add it to the queue
if (stage == eRenderStage::POST_GUI && !CCore::GetSingleton().IsMenuVisible())
m_pMaterialLine3DBatcherPostGUI->AddLine3D(vecBegin, vecEnd, fWidth, ulColor, pMaterial, fU, fV, fSizeU, fSizeV, bRelativeUV, bFlipUV, bUseFaceToward,
vecFaceToward);
else if (stage == eRenderStage::PRE_FX)
m_pMaterialLine3DBatcherPreGUI->AddLine3D(vecBegin, vecEnd, fWidth, ulColor, pMaterial, fU, fV, fSizeU, fSizeV, bRelativeUV, bFlipUV, bUseFaceToward,
vecFaceToward);
else
m_pMaterialLine3DBatcherPostFX->AddLine3D(vecBegin, vecEnd, fWidth, ulColor, pMaterial, fU, fV, fSizeU, fSizeV, bRelativeUV, bFlipUV, bUseFaceToward,
vecFaceToward);
}
void CGraphics::DrawRectQueued(float fX, float fY, float fWidth, float fHeight, unsigned long ulColor, bool bPostGUI, bool bSubPixelPositioning)
{
m_pAspectRatioConverter->ConvertSideForAspectRatio(&fY, &fHeight);
// Set up a queue item
sDrawQueueItem Item;
Item.eType = QUEUE_RECT;
Item.blendMode = m_ActiveBlendMode;
Item.Rect.fX = fX;
Item.Rect.fY = fY;
Item.Rect.fWidth = fWidth;
Item.Rect.fHeight = fHeight;
Item.Rect.ulColor = ulColor;
Item.Rect.bSubPixelPositioning = bSubPixelPositioning;
// Add it to the queue
AddQueueItem(Item, bPostGUI);
}
void CGraphics::DrawCircleQueued(float fX, float fY, float fRadius, float fStartAngle, float fStopAngle, unsigned long ulColor, unsigned long ulColorCenter,