Render.cpp 184 KB

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  1. #include <io.h>
  2. #include <stdio.h>
  3. #include "Render.h"
  4. #include "D3DConvertor.h"
  5. #include "..\..\common_h\SetThreadName.h"
  6. #define HINT_CHANGE_TIME (6.0f)
  7. #ifndef _XBOX
  8. #ifndef min
  9. #define min(a,b) (((a) < (b)) ? (a) : (b))
  10. #endif
  11. #ifndef max
  12. #define max(a,b) (((a) > (b)) ? (a) : (b))
  13. #endif
  14. #include <gdiplus.h>
  15. #include "Device/PC_Device.h"
  16. #include "Batch/PrecompiledBatch.h"
  17. #include <delayimp.h>
  18. #else
  19. #include "Device/X360_Device.h"
  20. #include <Xbdm.h>
  21. #endif
  22. #include "D3DConvertor.h"
  23. #include "TXXLoader.h"
  24. //#include "Lights/Light.h"
  25. #include "RenderTargets/RenderTarget.h"
  26. #include "RenderTargets/RenderTargetDepth.h"
  27. #include "Fonts/Font.h"
  28. #include "DefaultStates/DefaultStates.h"
  29. #include "Capsule/Capsule.h"
  30. #include "Query/OcclusionQuery.h"
  31. #include "Shaders/ChangeList/ChangeList.h"
  32. #include "..\..\common_h\corecmds.h"
  33. #include "..\..\common_h\locstrings.h"
  34. #ifndef _XBOX
  35. #include "XLiveShower\XLiveShowerPC.h"
  36. #endif
  37. #include "Shaders/Shader.h"
  38. #include "Shaders/ShaderVar.h"
  39. #ifndef _XBOX
  40. #include "VideoCodec\wmvcodec.h"
  41. #else
  42. #include "VideoCodec\xmvcodec.h"
  43. #include "XMP.h"
  44. #endif
  45. #ifndef COMPILE_PROPS_INCLUDED
  46. #error CompileProps.h must be included
  47. #endif
  48. #define LOADING_HINT_ID 799999
  49. #define DYNAMIC_HINT_FIRST_ID 800000
  50. #define DYNAMIC_HINT_LAST_ID 800010
  51. CREATE_SERVICE_NAMED("DX9Render", NGRender, 20)
  52. NGRender* NGRender::pThreadRS = null;
  53. NGRender* NGRender::pRS = null;
  54. IDirect3DDevice9* CDX8IBuffer::pD3D8 = null;
  55. IDirect3DDevice9* CDX8VBuffer::pD3D8 = null;
  56. IDirect3DDevice9* CDX8Texture::pD3D8 = null;
  57. #if !(defined (_XBOX) && defined(_PRECOMPILED_COMMAND_BUFFER_BAKER))
  58. IDirect3DDevice9* SHADER::pD3D8 = null;
  59. #endif
  60. IDirect3DDevice9* StateFilter::pD3D8 = null;
  61. NGRender::SolidBoxVertex NGRender::DX8SBVertex[] =
  62. { Vector(-0.50, -0.50, 0.50), Vector (0.00, 0.00, 1.00),
  63. Vector(0.50, -0.50, 0.50), Vector (0.00, 0.00, 1.00),
  64. Vector(-0.50, 0.50, 0.50), Vector (0.00, 0.00, 1.00),
  65. Vector(0.50, 0.50, 0.50), Vector (0.00, 0.00, 1.00),
  66. Vector(-0.50, 0.50, 0.50), Vector (0.00, 1.00, 0.00),
  67. Vector(0.50, 0.50, 0.50), Vector (0.00, 1.00, 0.00),
  68. Vector(-0.50, 0.50, -0.50), Vector (0.00, 1.00, 0.00),
  69. Vector(0.50, 0.50, -0.50), Vector (0.00, 1.00, 0.00),
  70. Vector(-0.50, 0.50, -0.50), Vector (0.00, 0.00, -1.00),
  71. Vector(0.50, 0.50, -0.50), Vector (0.00, 0.00, -1.00),
  72. Vector(-0.50, -0.50, -0.50), Vector (0.00, 0.00, -1.00),
  73. Vector(0.50, -0.50, -0.50), Vector (0.00, 0.00, -1.00),
  74. Vector(-0.50, -0.50, -0.50), Vector (0.00, -1.00, 0.00),
  75. Vector(0.50, -0.50, -0.50), Vector (0.00, -1.00, 0.00),
  76. Vector(-0.50, -0.50, 0.50), Vector (0.00, -1.00, 0.00),
  77. Vector(0.50, -0.50, 0.50), Vector (0.00, -1.00, 0.00),
  78. Vector(0.50, -0.50, 0.50), Vector (1.00, 0.00, 0.00),
  79. Vector(0.50, -0.50, -0.50), Vector (1.00, 0.00, 0.00),
  80. Vector(0.50, 0.50, 0.50), Vector (1.00, 0.00, 0.00),
  81. Vector(0.50, 0.50, -0.50), Vector (1.00, 0.00, 0.00),
  82. Vector(-0.50, -0.50, -0.50), Vector (-1.00, 0.00, 0.00),
  83. Vector(-0.50, -0.50, 0.50), Vector (-1.00, 0.00, 0.00),
  84. Vector(-0.50, 0.50, -0.50), Vector (-1.00, 0.00, 0.00),
  85. Vector(-0.50, 0.50, 0.50), Vector (-1.00, 0.00, 0.00) };
  86. short NGRender::DX8SBIndices[] =
  87. { 0, 1, 2, 1, 3, 2, 4, 5, 6, 5, 7, 6, 8, 9,
  88. 10, 9, 11, 10, 12, 13, 14, 13, 15, 14, 16,
  89. 17, 18, 17, 19, 18, 20, 21, 22, 21, 23, 22 };
  90. enum MemInfoType
  91. {
  92. MIT_VERTEX_BUFFER = 0,
  93. MIT_INDEX_BUFFER,
  94. MIT_TEXTURE,
  95. MIT_RENDER_TARGET,
  96. MIT_RENDER_TARGET_DEPTH,
  97. MIT_FORCE_DWORD = 0x7fffffff
  98. };
  99. struct MemInfo
  100. {
  101. MemInfoType t;
  102. dword dwMemCount;
  103. const char* srcFile;
  104. long srcLine;
  105. const char* additional;
  106. MemInfo()
  107. {
  108. t = MIT_FORCE_DWORD;
  109. srcFile = NULL;
  110. dwMemCount = 0x0;
  111. additional = NULL;
  112. srcLine = -1;
  113. }
  114. MemInfo(MemInfoType _t, dword mem, const char* _file, long _line)
  115. {
  116. t = _t;
  117. dwMemCount = mem;
  118. srcFile = _file;
  119. srcLine = _line;
  120. additional = NULL;
  121. }
  122. MemInfo(MemInfoType _t, dword mem, const char* _file, long _line, const char* _add)
  123. {
  124. t = _t;
  125. additional = _add;
  126. dwMemCount = mem;
  127. srcFile = _file;
  128. srcLine = _line;
  129. }
  130. };
  131. bool MemoryDumpCompare(const MemInfo &a, const MemInfo &b)
  132. {
  133. if (b.dwMemCount < a.dwMemCount) return true;
  134. return false;
  135. }
  136. void LockRes (const char* szSrcFile, long SrcLine, const CritSection& sec, const char* the_text)
  137. {
  138. sec.Enter();
  139. /*
  140. char text[16384];
  141. crt_snprintf(text, 10000, "(%s, %d), id : 0x%08X - %s::Lock()\n", szSrcFile, SrcLine, GetCurrentThreadId(), the_text);
  142. OutputDebugString(text);
  143. */
  144. #ifdef _XBOX
  145. NGRender::pRS->D3D()->AcquireThreadOwnership();
  146. #endif
  147. }
  148. void UnlockRes (const char* szSrcFile, long SrcLine, const CritSection& sec, const char* the_text)
  149. {
  150. #ifdef _XBOX
  151. //Мы из основного потока...
  152. if (api->GetThreadId() == ::GetCurrentThreadId())
  153. {
  154. //Идет процесс загрузки, нужно освободить устройство....
  155. if (NGRender::pRS->loadingScreenThread)
  156. {
  157. NGRender::pRS->D3D()->ReleaseThreadOwnership();
  158. }
  159. }
  160. #endif
  161. sec.Leave();
  162. /*
  163. char text[16384];
  164. crt_snprintf(text, 10000, "(%s, %d), id : 0x%08X - %s::Unlock()\n", szSrcFile, SrcLine, GetCurrentThreadId(), the_text);
  165. OutputDebugString(text);
  166. */
  167. }
  168. NGRender::NGRender() : aTextures (_FL_),
  169. aRenderTargets(_FL_),
  170. aRenderTargetsDepth(_FL_),
  171. aVBuffers(_FL_),
  172. aIBuffers(_FL_),
  173. aLights(_FL_),
  174. passLights(_FL_, 32),
  175. aFonts(_FL_),
  176. stViewports(_FL_, 128),
  177. stRenderTarget(_FL_, 128),
  178. aRenderFilters(_FL_, 128),
  179. aBufferedPrints(_FL_, 512),
  180. aBufferedLines(_FL_, 512),
  181. aPolygons(_FL_, 512),
  182. perfGraphs(_FL_, 128),
  183. EnabledFilters(_FL_, 32),
  184. tempRenderTargetsC(_FL_, 32),
  185. tempRenderTargetsD(_FL_, 32),
  186. currentEvents(_FL_, 4096),
  187. activeLights(_FL_, 32),
  188. loadingHints(_FL_, 64),
  189. legalVideos(_FL_, 8),
  190. queries(_FL_, 16),
  191. strTitle(_MAX_PATH),
  192. strPath(_MAX_PATH),
  193. strFullPath(_MAX_PATH),
  194. strTexName(_MAX_PATH)
  195. {
  196. #ifdef RENDER_DEBUG_DRAW_SKIP
  197. curSkip = -1;
  198. curSkip100 = -100;
  199. #endif
  200. AssertCoreThread;
  201. pak = NULL;
  202. mirror = NULL;
  203. x360_played_legal = NULL;
  204. bInsideFrame = false;
  205. activeHintTime = 0.0f;
  206. activeHintID = 0;
  207. fCompassArrowAngle = 0.0f;
  208. bDepthDisabled = true;
  209. storageBrightness = null;
  210. vertexStreams[0].vertexData = NULL;
  211. vertexStreams[0].dwStride = 0;
  212. vertexStreams[0].dwOffsetFromStartInBytes = 0;
  213. vertexStreams[1].vertexData = NULL;
  214. vertexStreams[1].dwStride = 0;
  215. vertexStreams[1].dwOffsetFromStartInBytes = 0;
  216. vertexStreams[2].vertexData = NULL;
  217. vertexStreams[2].dwStride = 0;
  218. vertexStreams[2].dwOffsetFromStartInBytes = 0;
  219. deviceIndex = 0;
  220. dwInitTime = 0;
  221. dwInitTimeShaders = 0;
  222. dwLastTimeWhenTooltipChange = 0;
  223. bConsoleRegistred = false;
  224. dwPixGUID = 1;
  225. fLoaderFontScale = 1.0f;
  226. mtxWorldView = NULL;
  227. mtxWorldViewProj = NULL;
  228. gmxFinalShdwMatrix = NULL;
  229. bExpand2FullScreen = false;
  230. bMaximize2FullScreen = false;
  231. winPosX = 10;
  232. winPosY = 10;
  233. frustumAligned = AlignPtr((Plane *)&frustumRaw[0]);
  234. //ALIGN_16_CHECK(frustumAligned);
  235. dword ptr = (dword)((byte*)&matrixArray[0]);
  236. byte* alignedPtr = (byte*)(ptr + 15 & ~15);
  237. mtxWorldView = (Matrix*)alignedPtr;
  238. alignedPtr += sizeof(Matrix);
  239. mtxWorldViewProj = (Matrix*)alignedPtr;
  240. alignedPtr += sizeof(Matrix);
  241. gmxFinalShdwMatrix = (Matrix*)alignedPtr;
  242. alignedPtr += sizeof(Matrix);
  243. mtxView = (Matrix*)alignedPtr;
  244. alignedPtr += sizeof(Matrix);
  245. mtxWorld = (Matrix*)alignedPtr;
  246. alignedPtr += sizeof(Matrix);
  247. mtxProjection = (Matrix*)alignedPtr;
  248. alignedPtr += sizeof(Matrix);
  249. mShadow = (Matrix*)alignedPtr;
  250. alignedPtr += sizeof(Matrix);
  251. stdVariables.mWorldViewProj = mtxWorldViewProj;
  252. stdVariables.mWorld = mtxWorld;
  253. stdVariables.mView = mtxView;
  254. stdVariables.mProjection = mtxProjection;
  255. stdVariables.mInverseView = &mtxViewInv;
  256. stdVariables.mInverseWorld = &mtxWorldInv;
  257. stdVariables.vCamPosRelativeWorld = &vCameraPosition_WorldSpace;
  258. stdVariables.vCamDirRelativeWorld = &vCameraDirection_WorldSpace;
  259. passLights.Reserve(32);
  260. #ifdef SHOW_HISTOGRAM_DELETE_ME_BEFORE_RELEASE
  261. histogram_update_chunk = 256;
  262. bShowHistogram = false;
  263. histogramm_bin = 0;
  264. histogram = NULL;
  265. histogram_source = NULL;
  266. histogram_min = NULL;
  267. histogram_max = NULL;
  268. _histogram_query = NULL;
  269. histogram_totalPixelsInScreen = 1.0f;
  270. for (dword i = 0; i < 255; i++)
  271. {
  272. histogram_data[i] = 0.0f;
  273. }
  274. #endif
  275. stdLightVariables.ambientLight.vAmbientLight.a = 1.0f;
  276. pTextureProgress = NULL;
  277. pTextureArrow = NULL;
  278. bForceWideScreen = -1;
  279. _finalClean = atomicI32::False;
  280. _bNeedCloseThread = atomicI32::False;
  281. pLastIndices = NULL;
  282. lastIBUsageFlag = 0;
  283. lastVBUsageFlag = 0;
  284. GMX_ShadowLimiters = NULL;
  285. GMX_ShadowMatrix = NULL;
  286. width_div_height_k = 4.0f / 3.0f;
  287. fWidthAspectMultipler = 1.0f;
  288. multiSample = 0;
  289. bDeviceReseted = false;
  290. shaderTime = NULL;
  291. fTimeToShader = 0.0f;
  292. bNeedResetDevice = false;
  293. bCantRender = false;
  294. LoadingScreenThreadId = 0;
  295. varColor = NULL;
  296. varTexture = NULL;
  297. largeshot = null;
  298. pReloadingTexture = NULL;
  299. loading_percents = 0.0f;
  300. loading_percents_total = 0.0f;
  301. //bIsWideScreen = false;
  302. aspect = ASPECT_4_TO_3;
  303. bDisableHacks = false;
  304. bPostProcessAlreadyDone = false;
  305. loadingScreenThread = NULL;
  306. bDontShowReloading = false;
  307. waitGPUFrames = -1;
  308. pMemVB = NULL;
  309. pMemIB = NULL;
  310. bNeedReplaceDP_to_DPUP = false;
  311. NGRender::pRS = this;
  312. NGRender::pThreadRS = this;
  313. for (dword n = 0 ; n < SH_MAX; n++)
  314. {
  315. hacks[n].enabled = false;
  316. hacks[n].v = -1;
  317. }
  318. passLights.Reserve(128);
  319. bDrawStats = true;
  320. #ifndef _XBOX
  321. bShowStatistic = false;
  322. #else
  323. bShowStatistic = false;
  324. #endif
  325. bPostProcessEnabled = true;
  326. dwTextureDegradation = 0;
  327. redundantStatesFilter = NULL;
  328. m_WhiteEmptyTexture = NULL;
  329. pSpecularTexture = NULL;
  330. dwNumSphereTrgs = 0;
  331. pVSphereBuffer = null;
  332. pVSolidBox = null;
  333. pISolidBox = null;
  334. pSpritesVBuffer = null;
  335. pRectsVBuffer = null;
  336. pRectsIBuffer = null;
  337. capsuleRender = NULL;
  338. pFonts = NULL;
  339. pAdvFonts = NULL;
  340. pSystemFont = NULL;
  341. // pLoaderFont = NULL;
  342. pAdvLoaderFont = NULL;
  343. bNeedRecalculateFrustum = true;
  344. m_TextureDirectory = "resource\\textures\\";
  345. iScreenshotFrameIndex = 0;
  346. dwCurrentBaseVertexIndex = 0;
  347. m_TXXLoader = NULL;
  348. bInsideBeginScene = false;
  349. m_backColor = Color(0.4f, 0.4f, 0.4f);
  350. m_Screen2DInfo.BackBufferFormat = FMT_X8R8G8B8;
  351. m_Screen2DInfo.StencilFormat = FMT_D24S8;
  352. m_Screen2DInfo.bWindowed = true;
  353. m_Screen2DInfo.dwWidth = 1024;
  354. m_Screen2DInfo.dwHeight = 768;
  355. m_Screen2DInfo.fFOV = 1.0f;
  356. pDevice = NULL;
  357. float fNearV = 1.0f;
  358. float fFarV = 0.0f;
  359. float fNearU = 0.0f;
  360. float fFarU = 1.0f;
  361. #ifdef _XBOX
  362. PostProcessQuad[0].v0 = fNearV;
  363. PostProcessQuad[0].u0 = fNearU;
  364. PostProcessQuad[1].v0 = fNearV;
  365. PostProcessQuad[1].u0 = fFarU;
  366. PostProcessQuad[2].v0 = fFarV;
  367. PostProcessQuad[2].u0 = fFarU;
  368. PostProcessQuad[3].v0 = fFarV;
  369. PostProcessQuad[3].u0 = fNearU;
  370. #else
  371. PostProcessQuad[0].v0 = fFarV;
  372. PostProcessQuad[0].u0 = fNearU;
  373. PostProcessQuad[1].v0 = fNearV;
  374. PostProcessQuad[1].u0 = fNearU;
  375. PostProcessQuad[2].v0 = fFarV;
  376. PostProcessQuad[2].u0 = fFarU;
  377. PostProcessQuad[3].v0 = fNearV;
  378. PostProcessQuad[3].u0 = fFarU;
  379. #endif
  380. evtLegalVideosDone = CreateEvent( null, true, false, null );
  381. m_pXLiveShower = null;
  382. }
  383. bool NGRender::IsFinalCleanup()
  384. {
  385. return _finalClean != atomicI32::False;
  386. }
  387. void NGRender::LoadLegalVideos(bool bFirstTime)
  388. {
  389. if (bFirstTime)
  390. {
  391. dwLegalVideoIdx = 0;
  392. bNeedToStartVideoPlayer = FALSE;
  393. } else
  394. {
  395. if (bShowLegalVideos == false)
  396. {
  397. return;
  398. }
  399. }
  400. if (bDontShowReloading)
  401. {
  402. return;
  403. }
  404. LockRes(_FL_, resource_creation_sc, "LoadLegalVideos");
  405. // имя видеоролика для текущего видео
  406. static char startupVideoFullname[MAX_PATH];
  407. int video_startIdx = 0;
  408. int video_maxIdx = 1;
  409. if (bFirstTime == false)
  410. {
  411. video_startIdx = 1;
  412. video_maxIdx = 5;
  413. }
  414. for (int legalVideoIdx = video_startIdx; legalVideoIdx < video_maxIdx; legalVideoIdx++)
  415. {
  416. #ifdef _XBOX
  417. crt_snprintf(startupVideoFullname, sizeof(startupVideoFullname), "GAME:\\legal%02d.wmv", legalVideoIdx);
  418. #else
  419. crt_snprintf(startupVideoFullname, sizeof(startupVideoFullname), "resource\\videos\\legal%02d.wmv", legalVideoIdx);
  420. #endif
  421. IVideoCodec* pLegalVideo = CreateVideoCodec(false);
  422. if (pLegalVideo)
  423. {
  424. bool bLoadedDone = pLegalVideo->OpenFile(startupVideoFullname);
  425. if (bLoadedDone)
  426. {
  427. pLegalVideo->SetViewPosition(0.f,0.f,1.f,1.f);
  428. x360_vidArray.Enter();
  429. legalVideos.Add(pLegalVideo);
  430. x360_vidArray.Leave();
  431. } else
  432. {
  433. DELETE(pLegalVideo);
  434. }
  435. }
  436. }
  437. UnlockRes(_FL_, resource_creation_sc, "LoadLegalVideos");
  438. x360_vidArray.Enter();
  439. if (bFirstTime)
  440. {
  441. if (legalVideos.Size() > 0)
  442. {
  443. bShowLegalVideos = TRUE;
  444. bNeedToStartVideoPlayer = TRUE;
  445. x360_played_legal = legalVideos[0];
  446. //legalVideos[dwLegalVideoIdx]->Start();
  447. } else
  448. {
  449. //иначе зависнет, когда видео нет...
  450. SetEvent( evtLegalVideosDone );
  451. bShowLegalVideos = FALSE;
  452. bNeedToStartVideoPlayer = FALSE;
  453. }
  454. }
  455. x360_vidArray.Leave();
  456. }
  457. void NGRender::UnloadLegalVideos()
  458. {
  459. x360_vidArray.Enter();
  460. if (legalVideos.Size() <= 0)
  461. {
  462. return;
  463. }
  464. LockResourceCreation("unload videos");
  465. #ifdef _XBOX
  466. if( legalVideos.Size() > 0 )
  467. XMPRestoreBackgroundMusic();
  468. #endif
  469. bShowLegalVideos = FALSE;
  470. for (dword i = 0; i < legalVideos.Size(); i++)
  471. {
  472. DELETE(legalVideos[i]);
  473. }
  474. legalVideos.DelAll();
  475. UnLockResourceCreation("unload videos");
  476. x360_vidArray.Leave();
  477. }
  478. NGRender::~NGRender()
  479. {
  480. api->Trace("\nNGRender::~NGRender()\n");
  481. AssertCoreThread;
  482. SetEvent( evtLegalVideosDone );
  483. RELEASE(pak);
  484. RELEASE(mirror);
  485. RELEASE(storageBrightness);
  486. UnloadLegalVideos();
  487. //Убиваем поток с загрузочным экраном (если он есть)
  488. if (loadingScreenThread != NULL)
  489. {
  490. api->Trace("\nNGRender - delete loading screen thread...start\n");
  491. _bNeedCloseThread = atomicI32::True;
  492. WaitForSingleObject(loadingScreenThread, INFINITE);
  493. CloseHandle(loadingScreenThread);
  494. loadingScreenThread = NULL;
  495. api->Trace("\nNGRender - delete loading screen thread...done\n");
  496. }
  497. IFileService * fs = (IFileService *)api->GetService("FileService");
  498. #ifndef _XBOX
  499. HWND winHandle = (HWND)api->Storage().GetLong("system.hwnd");
  500. DWORD dwFlags = GetWindowLong(winHandle, GWL_STYLE);
  501. if ((fs && d3dpp.Windowed) && (bExpand2FullScreen == false && bMaximize2FullScreen == false))
  502. {
  503. IEditableIniFile * ini = fs->OpenEditableIniFile(api->Storage().GetString("system.ini"), file_open_always, _FL_);
  504. if(ini)
  505. {
  506. long px = api->Storage().GetLong("system.winPosX", 10);
  507. long py = api->Storage().GetLong("system.winPosY", 10);
  508. ini->SetLong("", "windowPosX", px);
  509. ini->SetLong("", "windowPosY", py);
  510. ini->Release();
  511. }
  512. }
  513. #endif
  514. _finalClean = atomicI32::True;
  515. _bNeedCloseThread = atomicI32::True;
  516. DELETE( m_pXLiveShower );
  517. #ifdef _XBOX
  518. NGRender::pRS->D3D()->UnsetAll();
  519. #endif
  520. api->Trace("NGRender::Shutdown begin\n");
  521. if (pDevice)
  522. {
  523. pDevice->Cleanup();
  524. }
  525. RELEASE(largeshot);
  526. shaderTime = NULL;
  527. RELEASE(pSystemFont);
  528. RELEASE(pAdvLoaderFont);
  529. GMX_ShadowLimiters = NULL;
  530. GMX_ShadowMatrix = NULL;
  531. varColor = NULL;
  532. varTexture = NULL;
  533. RELEASE(pTextureProgress);
  534. RELEASE(pTextureArrow);
  535. #ifdef SHOW_HISTOGRAM_DELETE_ME_BEFORE_RELEASE
  536. RELEASE(histogram);
  537. histogram_source = NULL;
  538. RELEASE(_histogram_query);
  539. histogram_min = NULL;
  540. histogram_max = NULL;
  541. #endif
  542. d3d9Sync.Release();
  543. DELETE (pAdvFonts);
  544. DELETE(pFonts);
  545. RELEASE(pReloadingTexture);
  546. RELEASE(m_WhiteEmptyTexture);
  547. RELEASE(pSpecularTexture);
  548. RELEASE(pSpritesVBuffer);
  549. RELEASE(pRectsVBuffer);
  550. RELEASE(pRectsIBuffer);
  551. RELEASE(pVSphereBuffer);
  552. DELETE (capsuleRender);
  553. RELEASE(pVSolidBox);
  554. RELEASE(pISolidBox);
  555. DELETE (m_TXXLoader);
  556. api->Trace("NGRender::Shutdown shader manager\n");
  557. m_ShaderManager.Destroy();
  558. dword i = 0;
  559. dword dwLeaks = 0;
  560. for (i=0; i<aVBuffers.Size(); i++)
  561. {
  562. IVBuffer* pB = aVBuffers[i];
  563. api->Trace("DX8: Unreleased vertex buffer with size: %d", pB->GetSize());
  564. api->Trace("File: %s, line: %d", pB->GetFileName(), pB->GetFileLine());
  565. api->Trace("");
  566. pB->ForceRelease();
  567. dwLeaks++;
  568. i--;
  569. }
  570. for (i=0; i<aRenderTargets.Size(); i++)
  571. {
  572. api->Trace("DX8: Unreleased render target with size %d", aRenderTargets[i]->GetSize());
  573. api->Trace("File: %s, line: %d", aRenderTargets[i]->GetFileName(), aRenderTargets[i]->GetFileLine());
  574. api->Trace("");
  575. aRenderTargets[i]->ForceRelease();
  576. dwLeaks++;
  577. i--;
  578. }
  579. for (i=0; i<aRenderTargetsDepth.Size(); i++)
  580. {
  581. api->Trace("DX8: Unreleased render target depth with size %d", aRenderTargetsDepth[i]->GetSize());
  582. api->Trace("File: %s, line: %d", aRenderTargetsDepth[i]->GetFileName(), aRenderTargetsDepth[i]->GetFileLine());
  583. api->Trace("");
  584. aRenderTargetsDepth[i]->ForceRelease();
  585. dwLeaks++;
  586. i--;
  587. }
  588. for (i=0; i<aIBuffers.Size(); i++)
  589. {
  590. CDX8IBuffer * pB = (CDX8IBuffer*)aIBuffers[i];
  591. api->Trace("DX8: Unreleased index buffer with size: %d", pB->GetSize());
  592. api->Trace("File: %s, line: %d", pB->GetFileName(), pB->GetFileLine());
  593. api->Trace("");
  594. pB->ForceRelease();
  595. dwLeaks++;
  596. i--;
  597. }
  598. for (i=0; i<aLights.Size(); i++)
  599. {
  600. ILight * pL = aLights[i];
  601. api->Trace("DX8: Unreleased light, Pos = %.3f, %.3f, %.3f, Radius = %.3f", pL->GetPos().x, pL->GetPos().y, pL->GetPos().z, pL->GetRadius());
  602. //api->Trace("File: %s, line: %d", pL->GetFileName(), pL->GetFileLine());
  603. api->Trace("");
  604. delete (aLights[i]);
  605. dwLeaks++;
  606. i--;
  607. }
  608. for (i = 0; i<aTextures.Size(); i++)
  609. {
  610. CDX8Texture* pT = aTextures[i];
  611. api->Trace("DX8: Unreleased texture with size %d, refcount %d, texname \"%s\"", pT->GetSize(), pT->GetRef(), (pT->GetName()) ? pT->GetName() : "");
  612. api->Trace("File: %s, line: %d", pT->GetFileName(), pT->GetFileLine());
  613. api->Trace("");
  614. pT->ForceRelease();
  615. dwLeaks++;
  616. i--;
  617. }
  618. for (i = 0; i < queries.Size(); i++)
  619. {
  620. OcclusionQuery* q = queries[i];
  621. api->Trace("DX8: Unreleased query 0x%08X", q);
  622. q->Release();
  623. }
  624. queries.DelAll();
  625. aTextures.DelAll();
  626. aRenderTargets.DelAll();
  627. aRenderTargetsDepth.DelAll();
  628. aVBuffers.DelAll();
  629. aIBuffers.DelAll();
  630. aLights.DelAll();
  631. DELETE (redundantStatesFilter);
  632. if (!dwLeaks)
  633. api->Trace("Render released successfully.");
  634. else
  635. api->Trace("Render released with %d resource leaks.", dwLeaks);
  636. DELETE (pDevice);
  637. RELEASE(pD3D);
  638. NGRender::pRS = null;
  639. api->Trace("NGRender::Shutdown finished\n");
  640. }
  641. IRenderDevice* NGRender::Device()
  642. {
  643. return pDevice;
  644. }
  645. void NGRender::RestoreIfNeed ()
  646. {
  647. if (::GetCurrentThreadId() == api->GetThreadId())
  648. {
  649. if (bNeedResetDevice)
  650. {
  651. OnResetDevice();
  652. }
  653. }
  654. }
  655. ITexture* NGRender::getSpecularTexture()
  656. {
  657. /*
  658. LockRes(_FL_, resource_creation_sc, "getSpecularTexture");
  659. UnlockRes(_FL_, resource_creation_sc, "getSpecularTexture");
  660. */
  661. return pSpecularTexture;
  662. }
  663. ITexture* NGRender::getWhiteTexture()
  664. {
  665. /*
  666. LockRes(_FL_, resource_creation_sc, "getWhiteTexture");
  667. UnlockRes(_FL_, resource_creation_sc, "getWhiteTexture");
  668. */
  669. Assert(m_WhiteEmptyTexture);
  670. return m_WhiteEmptyTexture;
  671. }
  672. #ifndef _XBOX
  673. //============================================================================
  674. // Structured Exception Handler for delay loaded DLLs
  675. static LONG WINAPI DelayLoadDllExceptionFilter(PEXCEPTION_POINTERS pep, int& error)
  676. {
  677. // If this is a Delay-load problem, ExceptionInformation[0] points
  678. // to a DelayLoadInfo structure that has detailed error info
  679. PDelayLoadInfo pdli = PDelayLoadInfo(pep->ExceptionRecord->ExceptionInformation[0]);
  680. switch(pep->ExceptionRecord->ExceptionCode)
  681. {
  682. case VcppException(ERROR_SEVERITY_ERROR, ERROR_MOD_NOT_FOUND):
  683. error = 1;
  684. return EXCEPTION_EXECUTE_HANDLER;
  685. case VcppException(ERROR_SEVERITY_ERROR, ERROR_PROC_NOT_FOUND):
  686. // The DLL was found but it doesn't contain the function
  687. error = 2;
  688. return EXCEPTION_EXECUTE_HANDLER;
  689. default:
  690. // We don't recognize this exception
  691. error = 3;
  692. return EXCEPTION_CONTINUE_SEARCH;
  693. break;
  694. }
  695. }
  696. static bool TryInitD3DX()
  697. {
  698. int errorCode = 0;
  699. bool bRet = true;
  700. __try
  701. {
  702. // Do a simple matrix multiply
  703. D3DXMATRIXA16 m1, m2, m3;
  704. memset(&m1, 0, sizeof(m1));
  705. memset(&m2, 0, sizeof(m2));
  706. D3DXMatrixMultiply(&m3, &m1, &m2);
  707. }
  708. __except (DelayLoadDllExceptionFilter(GetExceptionInformation(), errorCode))
  709. {
  710. bRet = false;
  711. }
  712. return bRet;
  713. }
  714. #endif
  715. bool NGRender::Init()
  716. {
  717. AssertCoreThread;
  718. DWORD dwStartInit = GetTickCount();
  719. IFileService * fs = (IFileService *)api->GetService("FileService");
  720. RELEASE(pak);
  721. RELEASE(mirror);
  722. #ifndef _XBOX
  723. pak = fs->LoadPack("resource\\InitTextures.pkx", _FL_);
  724. #else
  725. pak = fs->LoadPack("InitTextures.pkx", _FL_);
  726. #endif
  727. //pak = fs->LoadPack("resource\\InitTextures\\InitTextures.pkx", _FL_);
  728. mirror = fs->CreateMirrorPath("resource\\InitTextures", "resource\\textures", _FL_);
  729. #if defined (_XBOX) && defined(_PRECOMPILED_COMMAND_BUFFER_BAKER)
  730. precompiledBatch::DeleteTraceFile();
  731. #endif
  732. pDevice = NULL;
  733. pD3D = NULL;
  734. int errorCode = 0;
  735. #ifndef _XBOX
  736. if (TryInitD3DX() == false)
  737. {
  738. //bRet = false;
  739. MakeError(ERR_D3DX);
  740. RELEASE(pak);
  741. RELEASE(mirror);
  742. return false;
  743. }
  744. #endif
  745. //ConvertFX2FXL("win32shaders20.fx", "win32shaders20.fxl");
  746. largeshot = api->Storage().GetItemLong("system.screenshot.Largeshot", _FL_);
  747. ReadIniParams();
  748. if (!CreateDevice())
  749. {
  750. api->Trace("RenderService::Init() - Can't create device !!!");
  751. RELEASE(pak);
  752. RELEASE(mirror);
  753. return false;
  754. }
  755. //CompilePCShaders();
  756. D3DCAPS9 caps;
  757. D3D()->GetDeviceCaps(&caps);
  758. if (caps.PixelShaderVersion < D3DPS_VERSION(3,0))
  759. {
  760. MakeError(ERR_SHADERS30);
  761. RELEASE(pak);
  762. RELEASE(mirror);
  763. return false;
  764. }
  765. OutputDebugString("Shader creation start\n");
  766. // white texture
  767. RENDERLOCKED_RECT lr;
  768. m_WhiteEmptyTexture = CreateTexture(4, 4, 1, 0, FMT_DXT1, _FL_);
  769. if (!m_WhiteEmptyTexture)
  770. {
  771. MakeError(ERR_INIT);
  772. RELEASE(pak);
  773. RELEASE(mirror);
  774. return false;
  775. }
  776. if (m_WhiteEmptyTexture->LockRect(0, &lr, null, 0))
  777. {
  778. ((dword*)lr.pBits)[0] = 0xFFFFFFFF;
  779. ((dword*)lr.pBits)[1] = 0x00;
  780. m_WhiteEmptyTexture->UnlockRect(0);
  781. } else
  782. {
  783. MakeError(ERR_INIT);
  784. RELEASE(pak);
  785. RELEASE(mirror);
  786. return false;
  787. }
  788. m_FullScreenViewPort_2D.X = 0;
  789. m_FullScreenViewPort_2D.Y = 0;
  790. m_FullScreenViewPort_2D.Width = GetScreenInfo2D().dwWidth;
  791. m_FullScreenViewPort_2D.Height = GetScreenInfo2D().dwHeight;
  792. m_FullScreenViewPort_2D.MinZ = 0.0f;
  793. m_FullScreenViewPort_2D.MaxZ = 1.0f;
  794. m_FullScreenViewPort_3D.X = 0;
  795. m_FullScreenViewPort_3D.Y = 0;
  796. m_FullScreenViewPort_3D.Width = GetScreenInfo3D().dwWidth;
  797. m_FullScreenViewPort_3D.Height = GetScreenInfo3D().dwHeight;
  798. m_FullScreenViewPort_3D.MinZ = 0.0f;
  799. m_FullScreenViewPort_3D.MaxZ = 1.0f;
  800. SetViewport(m_FullScreenViewPort_3D);
  801. SetPerspective(GetScreenInfo3D().fFOV);
  802. mIdentity.SetIdentity();
  803. SetCamera(Vector(1.0f, 2.0f, 2.0f), 0.0f, Vector(0.0f, 1.0f, 0.0f));
  804. SetPerspective(GetScreenInfo2D().fFOV);
  805. DWORD dwShaderStartTime = GetTickCount();
  806. redundantStatesFilter = NEW StateFilter;
  807. redundantStatesFilter->SetDefaultStates();
  808. BuildHintsList();
  809. activeHintTime = 0.0f;
  810. activeHintID = 0;
  811. #ifdef _XBOX
  812. //На боксе перед шейдерами включаем лоадер, на PC потом
  813. XMPOverrideBackgroundMusic();
  814. LoadLegalVideos(true);
  815. EnableLoadingScreen(true);
  816. LoadLegalVideos(false);
  817. #endif
  818. m_ShaderManager.SetD3D(D3D());
  819. m_ShaderManager.Build();
  820. DWORD dwShaderEndTime = GetTickCount();
  821. dwInitTimeShaders = dwShaderEndTime-dwShaderStartTime;
  822. OutputDebugString("Shader created done... continue execution.\n");
  823. m_TXXLoader = NEW TXXLoader(this);
  824. pDevice->Init();
  825. LockResourceCreation("Fonts creation");
  826. redundantStatesFilter->SetDefaultStates();
  827. pFonts = NEW CDX8Fonts(this);
  828. pSystemFont = pFonts->CreateFont("Arial", -1.0f, 0xFFFFFFFF);
  829. #ifdef _XBOX
  830. D3D()->AcquireThreadOwnership();
  831. #endif
  832. UnLockResourceCreation("Fonts creation");
  833. fLoaderFontScale = (1.0f / ((16.0f / 9.0f) / width_div_height_k));
  834. if (fLoaderFontScale > 1.0f)
  835. {
  836. fLoaderFontScale = 1.0f;// / fLoaderFontScale;
  837. }
  838. api->Trace("Loader font scale : %f\n", fLoaderFontScale);
  839. api->Trace("Render: Resolution3D %dx%d, Resolution2D %dx%d", GetScreenInfo3D().dwWidth, GetScreenInfo3D().dwHeight, GetScreenInfo2D().dwWidth, GetScreenInfo2D().dwHeight);
  840. // sprites
  841. pSpritesVBuffer = CreateVertexBuffer(MAX_RECTS_NUM * sizeof(RS_SPRITE) * 4, sizeof(RS_SPRITE), _FL_, USAGE_WRITEONLY | USAGE_DYNAMIC, POOL_DEFAULT);
  842. pVSolidBox = CreateVertexBuffer(sizeof(DX8SBVertex), sizeof(SolidBoxVertex), _FL_);
  843. pISolidBox = CreateIndexBuffer(sizeof(DX8SBIndices), _FL_);
  844. pVSolidBox->Copy(DX8SBVertex, sizeof(DX8SBVertex));
  845. pISolidBox->Copy(DX8SBIndices, sizeof(DX8SBIndices));
  846. // rects
  847. pRectsVBuffer = CreateVertexBuffer(MAX_RECTS_NUM * sizeof(RECT_VERTEX) * 4, sizeof(RECT_VERTEX), _FL_, USAGE_WRITEONLY | USAGE_DYNAMIC, POOL_DEFAULT);
  848. pRectsIBuffer = CreateIndexBuffer(MAX_RECTS_NUM * 6 * sizeof(WORD), _FL_, USAGE_WRITEONLY | USAGE_DYNAMIC);
  849. WORD * pTrgs = (WORD*)pRectsIBuffer->Lock();
  850. if (pTrgs)
  851. {
  852. for (dword i = 0; i < MAX_RECTS_NUM; i++)
  853. {
  854. pTrgs[i * 6 + 0] = WORD(i * 4 + 0);
  855. pTrgs[i * 6 + 1] = WORD(i * 4 + 1);
  856. pTrgs[i * 6 + 2] = WORD(i * 4 + 2);
  857. pTrgs[i * 6 + 3] = WORD(i * 4 + 0);
  858. pTrgs[i * 6 + 4] = WORD(i * 4 + 2);
  859. pTrgs[i * 6 + 5] = WORD(i * 4 + 3);
  860. }
  861. }
  862. pRectsIBuffer->Unlock();
  863. CreateSphere();
  864. capsuleRender = NEW TCapsule(this);
  865. // specular texture
  866. dword dwTextureSize = 32;
  867. pSpecularTexture = CreateTexture(dwTextureSize, dwTextureSize, 1, 0, FMT_A8R8G8B8, _FL_);
  868. if (!pSpecularTexture)
  869. {
  870. MakeError(ERR_INIT);
  871. RELEASE(pak);
  872. RELEASE(mirror);
  873. return false;
  874. }
  875. if (pSpecularTexture->LockRect(0, &lr, null, 0))
  876. {
  877. for (dword lDOTn = 0; lDOTn < dwTextureSize; lDOTn++)
  878. {
  879. for (dword PowK = 0; PowK < dwTextureSize; PowK++)
  880. {
  881. float rDotL = (lDOTn / (float)(dwTextureSize-1));
  882. float Shininess = ((PowK / (float)(dwTextureSize-1)));
  883. Shininess = Shininess * 32.0f;
  884. float PowRes = Clampf(pow(rDotL, Shininess));
  885. byte v = (byte)(PowRes * 255.0f);
  886. /*
  887. ((byte*)lr.pBits)[((dwTextureSize-1) - PowK) * lr.Pitch + (lDOTn*4) + 0] = v;
  888. ((byte*)lr.pBits)[((dwTextureSize-1) - PowK) * lr.Pitch + (lDOTn*4) + 1] = v;
  889. ((byte*)lr.pBits)[((dwTextureSize-1) - PowK) * lr.Pitch + (lDOTn*4) + 2] = v;
  890. ((byte*)lr.pBits)[((dwTextureSize-1) - PowK) * lr.Pitch + (lDOTn*4) + 3] = v;
  891. */
  892. ((byte*)lr.pBits)[PowK * lr.Pitch + (lDOTn*4) + 0] = v;
  893. ((byte*)lr.pBits)[PowK * lr.Pitch + (lDOTn*4) + 1] = v;
  894. ((byte*)lr.pBits)[PowK * lr.Pitch + (lDOTn*4) + 2] = v;
  895. ((byte*)lr.pBits)[PowK * lr.Pitch + (lDOTn*4) + 3] = v;
  896. }
  897. }
  898. pSpecularTexture->UnlockRect(0);
  899. //SaveTexture2File(pSpecularTexture, "c:\\specular_test.dds");
  900. }
  901. stdLightVariables.ambientLight.vAmbientLight = Color (1.0f, 1.0f, 1.0f);
  902. stdLightVariables.ambientLight.vAmbientLight.a = 1.0f;
  903. stdLightVariables.ambientLight.vAmbientLightSpecular = Color (1.0f, 1.0f, 1.0f);
  904. stdLightVariables.ambientLight.vAmbientLightSpecular.a = 1.0f;
  905. SetGlobalLight(Vector(0.0f, 1.0f, 0.0f), false, Color(3.0f, 3.0f, 3.0f), Color(0.01f, 0.01f, 0.01f));
  906. setFogParams(0.0f, 0.0f, 100.0f, 0.0f, 0.0f, 100.0f, Color(0.0f));
  907. LockResourceCreation("AdvFonts creation");
  908. pAdvFonts = NEW AdvancedFonts();
  909. float m_hk = GetFullScreenViewPort_2D().Height / 1024.0f;
  910. pAdvLoaderFont = pAdvFonts->CreateAdvancedFont("Blood", m_hk * 43.0f, 0xFFF0F0F0, "ls_dbgFontAlpha", "ls_Circular", "ls_Circular_shadow");
  911. #ifdef _XBOX
  912. D3D()->AcquireThreadOwnership();
  913. #endif
  914. redundantStatesFilter->SetDefaultStates();
  915. d3d9Sync.Init(D3D(), waitGPUFrames);
  916. UnLockResourceCreation("AdvFonts creation");
  917. api->SetStartFrameLevel(this, Core_DefaultExecuteLevel);
  918. api->SetEndFrameLevel(this, Core_DefaultExecuteLevel + 0x1000);
  919. /*
  920. IVariable* guiMtx = GetTechniqueGlobalVariable("GUI_CliperMatrix", _FL_);
  921. if (guiMtx)
  922. {
  923. guiMtx->SetMatrix(Matrix());
  924. guiMtx->Release();
  925. }
  926. */
  927. /*
  928. IVariable* temp0 = GetTechniqueGlobalVariable("vLightDir", _FL_);
  929. IVariable* temp1 = GetTechniqueGlobalVariable("vCenter", _FL_);
  930. IVariable* temp2 = GetTechniqueGlobalVariable("vScale", _FL_);
  931. IVariable* temp3 = GetTechniqueGlobalVariable("vColor", _FL_);
  932. IVariable* temp4 = GetTechniqueGlobalVariable("SphereColor", _FL_);
  933. IVariable* temp5 = GetTechniqueGlobalVariable("RectTexture", _FL_);
  934. */
  935. /*
  936. pFreeCamera = (IFreeCamera*)api->CreateObject("FreeCamera");
  937. pFreeCamera->SetPosition(Vector (9.0f, 7.0f, -12.0f));
  938. pFreeCamera->SetTarget(Vector (0.0f, 0.0f, 0.0f));
  939. */
  940. pTextureProgress = CreateTextureFullQuality(_FL_, "i_progress");
  941. pTextureArrow = CreateTextureFullQuality(_FL_, "i_compass_arrow");
  942. #ifdef GAME_RUSSIAN
  943. InitProtectData(dword(this), dword(fs));
  944. #endif
  945. IIniFile * iniFile = fs->SystemIni();
  946. Assert(iniFile);
  947. const char * localeSetting = iniFile->GetString(null, "localization", null);
  948. #ifdef _XBOX
  949. DWORD dwXboxDashLanguage = XGetLanguage();
  950. switch( XGetLanguage() )
  951. {
  952. case XC_LANGUAGE_ENGLISH: localeSetting = "eng"; break;
  953. //case XC_LANGUAGE_JAPANESE:
  954. //case XC_LANGUAGE_GERMAN German
  955. //case XC_LANGUAGE_FRENCH French
  956. //case XC_LANGUAGE_SPANISH Spanish
  957. //case XC_LANGUAGE_ITALIAN Italian
  958. //case XC_LANGUAGE_KOREAN Korean
  959. //case XC_LANGUAGE_TCHINESE Chinese (Traditional)
  960. //case XC_LANGUAGE_PORTUGUESE Portuguese
  961. //case XC_LANGUAGE_SCHINESE Chinese (Simplified)
  962. case XC_LANGUAGE_POLISH: localeSetting = "pol"; break;
  963. case XC_LANGUAGE_RUSSIAN: localeSetting = "rus"; break;
  964. }
  965. #endif
  966. if (localeSetting == NULL)
  967. {
  968. localeSetting = "eng";
  969. }
  970. static char tmpImageName[64];
  971. crt_snprintf(tmpImageName, 64, "%s_i_loading_default", localeSetting);
  972. SetLoadingImage(tmpImageName);
  973. /*
  974. dword dwLocId = 2000003;
  975. const char * message = "Loading...";
  976. if (m_ShaderManager.IsNeedBuild())
  977. {
  978. dwLocId = 2000004;
  979. message = "Compiling shaders...";
  980. }
  981. ShowStartupScreen(dwLocId, message);
  982. */
  983. shaderTime = GetTechniqueGlobalVariable("time", _FL_);
  984. varColor = GetTechniqueGlobalVariable("postProcess_FillScreen_Color", _FL_);
  985. varTexture = GetTechniqueGlobalVariable("postProcess_FillScreen_Texture", _FL_);
  986. InitShadowLimiters();
  987. #ifndef _XBOX
  988. globalHWND = (HWND)api->Storage().GetLong("system.hwnd");
  989. #endif
  990. if( !m_pXLiveShower )
  991. {
  992. #ifndef _XBOX
  993. m_pXLiveShower = NEW XLiveShowerPC( D3D(), &d3dpp );
  994. #endif
  995. }
  996. #ifdef SHOW_HISTOGRAM_DELETE_ME_BEFORE_RELEASE
  997. api->Trace("Debug histogram included to build!!!");
  998. histogram = CreateTempRenderTarget(TRS_SCREEN_FULL_3D, TRC_FIXED_RGBA_8, _FL_);
  999. histogram_source = GetTechniqueGlobalVariable("histogram_source", _FL_);
  1000. histogram_min = GetTechniqueGlobalVariable("histogram_min", _FL_);
  1001. histogram_max = GetTechniqueGlobalVariable("histogram_max", _FL_);
  1002. if (!histogram)
  1003. {
  1004. api->Trace("Histogram: can't create histogram RT");
  1005. }
  1006. if (!histogram_source)
  1007. {
  1008. api->Trace("Histogram: can't find histogram_source");
  1009. }
  1010. if (!histogram_min)
  1011. {
  1012. api->Trace("Histogram: can't find histogram_min");
  1013. }
  1014. if (!histogram_max)
  1015. {
  1016. api->Trace("Histogram: can't find histogram_max");
  1017. }
  1018. _histogram_query = CreateOcclusionQuery(_FL_);
  1019. if (!_histogram_query)
  1020. {
  1021. api->Trace("Histogram: can't create occlusion query!!");
  1022. }
  1023. histogram_totalPixelsInScreen = (float)m_Screen3DInfo.dwWidth * (float)m_Screen3DInfo.dwHeight;
  1024. histogramm_bin = 0;
  1025. #endif
  1026. // Вано: переменные и техники для гамма коррекции
  1027. GetShaderId("GammaCorrectionTech", gammaShader);
  1028. gammaValue = GetTechniqueGlobalVariable("GammaValue", _FL_);
  1029. preGammaTexture = GetTechniqueGlobalVariable("preGammaTexture", _FL_);
  1030. storageBrightness = api->Storage().GetItemFloat("Options.Brightness", _FL_);
  1031. gammaValue->SetFloat(1.0f);
  1032. DWORD dwEndInit = GetTickCount();
  1033. dwInitTime = dwEndInit - dwStartInit;
  1034. api->Trace("Render init time %d ms\n", dwInitTime);
  1035. #ifndef _XBOX
  1036. //На PC просто загружаем legal videos, потом их запустим уже...
  1037. LoadLegalVideos(true);
  1038. LoadLegalVideos(false);
  1039. #endif
  1040. #ifndef _XBOX
  1041. ((DX9RenderDevice*)pDevice)->AdjustWindow(winPosX, winPosY, bExpand2FullScreen, bMaximize2FullScreen, d3dpp);
  1042. #endif
  1043. return true;
  1044. }
  1045. void NGRender::BuildHintsList()
  1046. {
  1047. loadingHints.DelAll();
  1048. loadingMessage = "Loading...";
  1049. ILocStrings* pLocStr = (ILocStrings*)api->GetService("LocStrings");
  1050. if (pLocStr)
  1051. {
  1052. const char* loadingValue = pLocStr->GetString(LOADING_HINT_ID);
  1053. if (loadingValue)
  1054. {
  1055. loadingMessage = loadingValue;
  1056. }
  1057. for (DWORD hintID = DYNAMIC_HINT_FIRST_ID; hintID <= DYNAMIC_HINT_LAST_ID; hintID++)
  1058. {
  1059. const char* hintValue = pLocStr->GetString(hintID);
  1060. if (!hintValue)
  1061. {
  1062. break;
  1063. }
  1064. loadingHints.Add(hintValue);
  1065. }
  1066. }
  1067. }
  1068. CDX8Fonts* NGRender::getFontsManager()
  1069. {
  1070. RestoreIfNeed();
  1071. AssertCoreThread;
  1072. return pFonts;
  1073. }
  1074. AdvancedFonts* NGRender::getAdvancedFontsManager()
  1075. {
  1076. RestoreIfNeed();
  1077. AssertCoreThread;
  1078. return pAdvFonts;
  1079. }
  1080. //bool NGRender::IsDeviceLost()
  1081. //Нужно вызывать когда окошко получает фокус
  1082. void NGRender::AcquireFocus ()
  1083. {
  1084. AssertCoreThread;
  1085. loading_screen_sc.Enter();
  1086. #ifndef _XBOX
  1087. switch (pDevice->D3D()->TestCooperativeLevel())
  1088. {
  1089. //
  1090. case D3DERR_DEVICENOTRESET:
  1091. OnResetDevice();
  1092. break;
  1093. //
  1094. case D3DERR_DEVICELOST:
  1095. bCantRender = true;
  1096. bInsideBeginScene = false;
  1097. break;
  1098. }
  1099. #endif
  1100. loading_screen_sc.Leave();
  1101. }
  1102. void NGRender::StartFrame(float dltTime)
  1103. {
  1104. #ifdef RENDER_DEBUG_DRAW_SKIP
  1105. curDrawIndex = 0;
  1106. #endif
  1107. AssertCoreThread;
  1108. if (loadingScreenThread != NULL)
  1109. {
  1110. return;
  1111. }
  1112. loading_screen_sc.Enter();
  1113. /*
  1114. #ifdef _XBOX
  1115. D3D()->UnsetAll();
  1116. #endif
  1117. */
  1118. for (dword i=0; i < aLights.Size(); i++)
  1119. {
  1120. aLights[i]->debugSetValue(0);
  1121. }
  1122. bInsideFrame = true;
  1123. loading_screen_sc.Leave();
  1124. #ifndef _XBOX
  1125. AcquireFocus();
  1126. #endif
  1127. bPostProcessAlreadyDone = false;
  1128. /*
  1129. if (GetAsyncKeyState('1') < 0)
  1130. {
  1131. EnableLoadingScreen(true);
  1132. Sleep(1000);
  1133. EnableLoadingScreen(false);
  1134. }
  1135. */
  1136. redundantStatesFilter->ResetInfo();
  1137. //redundantStatesFilter->SetDefaultStates();
  1138. stats_saved = stats;
  1139. stats.Reset();
  1140. m_ShaderManager.StartFrame();
  1141. /*
  1142. Анимированных текстур больше нет, все равно - а это кэш миссы аццкие
  1143. for (dword i = 0; i < aTextures.Size(); i++)
  1144. {
  1145. IBaseTexture* tx = aTextures[i];
  1146. DX8RESOURCETYPE type = tx->GetType();
  1147. if (type == DX8TYPE_ANIMTEXTURE)
  1148. {
  1149. ((IAnimTexture*)tx)->Update(dltTime);
  1150. }
  1151. }
  1152. */
  1153. #ifdef _XBOX
  1154. D3D()->SetShaderGPRAllocation(0, 32, 96);
  1155. #endif
  1156. BeginScene();
  1157. RENDERVIEWPORT vp3D;
  1158. vp3D.X = 0;
  1159. vp3D.Y = 0;
  1160. vp3D.Width = GetScreenInfo3D().dwWidth;
  1161. vp3D.Height = GetScreenInfo3D().dwHeight;
  1162. vp3D.MinZ = 0.0f;
  1163. vp3D.MaxZ = 1.0f;
  1164. SetViewport(vp3D);
  1165. // SetViewport(m_CurrentViewPort);
  1166. //dword dwColor = m_backColor.GetDword();
  1167. //Clear(0, null, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, dwColor, 1.0, 0);
  1168. if (shaderTime)
  1169. {
  1170. shaderTime->SetFloat(fTimeToShader * 0.04f);
  1171. }
  1172. }
  1173. void NGRender::ScreenToD3D (float sX, float sY, float &d3dX, float &d3dY)
  1174. {
  1175. AssertCoreThread;
  1176. float fScrX = float(GetScreenInfo2D().dwWidth) / 2.0f;
  1177. float fScrY = float(GetScreenInfo2D().dwHeight) / 2.0f;
  1178. d3dX = (float)sX / fScrX - 1.0f;
  1179. d3dY = -((float)sY / fScrY - 1.0f);
  1180. }
  1181. void NGRender::Draw2DLinePerfomanace (float pX, float pY, float tX, float tY, dword color)
  1182. {
  1183. AssertCoreThread;
  1184. static Line2DVertex vrx[2];
  1185. Vector From = Vector (0.0f);
  1186. Vector To = Vector (0.0f);
  1187. ScreenToD3D (pX, pY, From.x, From.y);
  1188. ScreenToD3D (tX, tY, To.x, To.y);
  1189. //api->Trace("Draw2DLinePerfomanace %fx%f to %fx%f", pX,pY, tX, tY);
  1190. vrx[0].p = From;
  1191. vrx[1].p = To;
  1192. for (int r = 0; r < 2; r++)
  1193. {
  1194. vrx[r].color = color;
  1195. }
  1196. for (r = 0; r < 2; r++)
  1197. {
  1198. vrx[r].p.z = 0.0f;
  1199. vrx[r].p.y = Clampf(vrx[r].p.y, -0.9f, 0.9f);
  1200. }
  1201. //api->Trace("Draw2DLinePerfomanace D3D %fx%f to %fx%f", From.x, From.y, To.x, To.y);
  1202. ShaderId id;
  1203. GetShaderId("RenderLine", id);
  1204. if (!DrawPrimitiveUP (id, PT_LINELIST, 1, &vrx, sizeof (Line2DVertex)))
  1205. {
  1206. api->Trace("Can't Draw2DLinePerfomanace");
  1207. }
  1208. }
  1209. void NGRender::GetPerfomanceInfo (IRender::PerfomanceInfo& info)
  1210. {
  1211. info.dwBatchCount = stats_saved.dwBatchCount;
  1212. info.dwPolyCount = stats_saved.dwPolyCount;
  1213. }
  1214. bool CompareLightsByUsing(ILight* const & a1, ILight* const & a2)
  1215. {
  1216. if (a2->debugGetValue() < a1->debugGetValue())
  1217. {
  1218. return true;
  1219. }
  1220. return false;
  1221. }
  1222. void NGRender::CheckAvailMemory()
  1223. {
  1224. #if defined(_XBOX) && (defined (_DEBUG) || defined(PROFILE))
  1225. LockRes(_FL_, resource_creation_sc, "CheckAvailMemory");
  1226. MEMORYSTATUS memStat;
  1227. GlobalMemoryStatus(&memStat);
  1228. //less than 4Mb
  1229. if (memStat.dwAvailPhys < (4 * 1024 * 1024))
  1230. {
  1231. static char memoryInfo[4096];
  1232. crt_snprintf(memoryInfo, 4096, "Xbox360 Physical memory low : %f Mb\n", memStat.dwAvailPhys / 1024.0f / 1024.0f);
  1233. OutputDebugString(memoryInfo);
  1234. D3D()->Suspend();
  1235. LPCWSTR g_pwstrButtons[2] =
  1236. {
  1237. L"OK",
  1238. L"Dump memory log"
  1239. };
  1240. MESSAGEBOX_RESULT m_Result;
  1241. DWORD dwRet;
  1242. XOVERLAPPED m_Overlapped;
  1243. ZeroMemory( &m_Overlapped, sizeof(XOVERLAPPED));
  1244. dword dwTotalTexturesSize = 0;
  1245. for (long i = 0; i< aTextures.Size(); i++)
  1246. {
  1247. IBaseTexture* tx = aTextures[i];
  1248. dwTotalTexturesSize += tx->GetSize();
  1249. }
  1250. CoreCommand_GetMemStat animMemStat("anxdata.cpp");
  1251. api->ExecuteCoreCommand(animMemStat);
  1252. CoreCommand_GetMemStat codeMemState;
  1253. api->ExecuteCoreCommand(codeMemState);
  1254. codeMemState.totalAllocSize = codeMemState.totalAllocSize - animMemStat.totalAllocSize;
  1255. DWORD systemMemSize = ((512*1024*1024) - memStat.dwAvailPhys - dwTotalTexturesSize - animMemStat.totalAllocSize - codeMemState.totalAllocSize);
  1256. static wchar_t messageBoxText[4096];
  1257. swprintf(messageBoxText, 4000, L"Free physical memory is low (less than 4Mb)\nUnknown (OS:32Mb): %3.2f Mb\nTextures : %3.2f Mb\nAnimations : %3.2f Mb\nCode : %3.2f Mb\n\n\nConsole now is rebooted", systemMemSize / 1024.0f / 1024.0f, dwTotalTexturesSize / 1024.0f / 1024.0f, animMemStat.totalAllocSize / 1024.0f / 1024.0f, codeMemState.totalAllocSize / 1024.0f / 1024.0f);
  1258. dwRet = XShowMessageBoxUI(
  1259. XUSER_INDEX_ANY,
  1260. L"Captain Blood", // Message box title
  1261. messageBoxText,
  1262. ARRAYSIZE( g_pwstrButtons ),// Number of buttons
  1263. g_pwstrButtons, // Button captions
  1264. 0, // Button that gets focus
  1265. XMB_ERRORICON, // Icon to display
  1266. &m_Result, // Button pressed result
  1267. &m_Overlapped );
  1268. assert( dwRet == ERROR_IO_PENDING );
  1269. for (;;)
  1270. {
  1271. if( XHasOverlappedIoCompleted( &m_Overlapped ) )
  1272. {
  1273. DWORD dwResult = XGetOverlappedResult( &m_Overlapped, NULL, TRUE );
  1274. if( dwResult == ERROR_SUCCESS )
  1275. {
  1276. api->Trace("Message box result = %d\n", m_Result.dwButtonPressed);
  1277. if (m_Result.dwButtonPressed == 1)
  1278. {
  1279. DumpAllMemoryUsageToLog();
  1280. }
  1281. }
  1282. break;
  1283. }
  1284. }
  1285. D3D()->Resume();
  1286. #ifdef _DEBUG
  1287. DmReboot(DMBOOT_COLD);
  1288. #else
  1289. Assert(false);
  1290. #endif
  1291. }
  1292. UnlockRes(_FL_, resource_creation_sc, "CheckAvailMemory");
  1293. #endif
  1294. }
  1295. #ifdef _XBOX
  1296. void NGRender::FlushHiZStencil (bool bAsynchronous)
  1297. {
  1298. //FlushHiZStencil
  1299. D3DFHZS_FLUSHTYPE type = D3DFHZS_SYNCHRONOUS;
  1300. if (bAsynchronous)
  1301. {
  1302. type = D3DFHZS_ASYNCHRONOUS;
  1303. }
  1304. D3D()->FlushHiZStencil(type);
  1305. }
  1306. #ifndef STOP_DEBUG
  1307. void NGRender::PrintMemoryStatistics()
  1308. {
  1309. // PrintShadowed(30, 30, 0xFFFFFFFF, "Init total %d ms, Shaders %d ms, PCB %d ms", dwInitTime, dwInitTimeShaders, m_ShaderManager.dwPCBtime);
  1310. //return;
  1311. MEMORYSTATUS memStatus;
  1312. GlobalMemoryStatus(&memStatus);
  1313. CoreCommand_GetMemStat coreMemStat;
  1314. coreMemStat.totalAllocSize = 0;
  1315. api->ExecuteCoreCommand(coreMemStat);
  1316. dword dwTotalTexturesSize = 0;
  1317. for (long i = 0; i< aTextures.Size(); i++)
  1318. {
  1319. IBaseTexture* tx = aTextures[i];
  1320. dwTotalTexturesSize += tx->GetSize();
  1321. }
  1322. dword dwTotalVBSize = 0;
  1323. for (long i=0; i<aVBuffers; i++)
  1324. {
  1325. IVBuffer* obj = aVBuffers[i];
  1326. dwTotalVBSize += obj->GetSize();
  1327. }
  1328. dword dwTotalIBSize = 0;
  1329. for (long i=0; i<aIBuffers; i++)
  1330. {
  1331. IIBuffer* obj = aIBuffers[i];
  1332. dwTotalIBSize += obj->GetSize();
  1333. }
  1334. dword dwTotalRTSize = 0;
  1335. for (long i=0; i<aRenderTargets; i++)
  1336. {
  1337. IRenderTarget* obj = aRenderTargets[i];
  1338. dwTotalRTSize += obj->GetSize();
  1339. }
  1340. dword dwTotalRTDSize = 0;
  1341. for (long i=0; i<aRenderTargetsDepth; i++)
  1342. {
  1343. IRenderTargetDepth* obj = aRenderTargetsDepth[i];
  1344. dwTotalRTDSize += obj->GetSize();
  1345. }
  1346. //CoreCommand_GetMemStat animMemStat("anxdata.cpp");
  1347. //api->ExecuteCoreCommand(animMemStat);
  1348. CoreCommand_GetMemManagerStat managerStats;
  1349. api->ExecuteCoreCommand(managerStats);
  1350. IAnimationService * animService = (IAnimationService *)api->GetService("AnimationService");
  1351. DWORD dwAnimMemory = 0;
  1352. if (animService)
  1353. {
  1354. dwAnimMemory = animService->GetUsageMemory();
  1355. }
  1356. coreMemStat.totalAllocSize = coreMemStat.totalAllocSize - dwAnimMemory;
  1357. DWORD dwDebugMemory = managerStats.totalSizeUseForDebug;
  1358. //dwTotalTexturesSize +
  1359. DWORD dwVertexIndexDataVram = dwTotalVBSize + dwTotalIBSize;
  1360. DWORD dwArtistVram = dwTotalTexturesSize + dwVertexIndexDataVram;
  1361. //DWORD dwCodeVram = dwTotalRTSize + dwTotalRTDSize;
  1362. DWORD dwCoreControlledMem = coreMemStat.totalAllocSize;
  1363. DWORD dwUnknownMem = (memStatus.dwTotalPhys-memStatus.dwAvailPhys) - (dwArtistVram+dwCoreControlledMem+dwAnimMemory+dwDebugMemory);
  1364. float fTotalMb = memStatus.dwTotalPhys / 1024.0f / 1024.0f;
  1365. float fFreeMb = memStatus.dwAvailPhys / 1024.0f / 1024.0f;
  1366. float fArtVramMb = dwArtistVram / 1024.0f / 1024.0f;
  1367. float fVertexIndexVramMb = dwVertexIndexDataVram / 1024.0f / 1024.0f;
  1368. float fTexturesVramMb = dwTotalTexturesSize / 1024.0f / 1024.0f;
  1369. //float fCodeVramMb = dwCodeVram / 1024.0f / 1024.0f;
  1370. float fCodeRamMb = dwCoreControlledMem / 1024.0f / 1024.0f;
  1371. float fAnimRamMb = dwAnimMemory / 1024.0f / 1024.0f;
  1372. float fDebugMemoryMb = dwDebugMemory / 1024.0f / 1024.0f;
  1373. float fUnknownMb = dwUnknownMem / 1024.0f / 1024.0f;
  1374. /*
  1375. Print(posX, posY, 0xFFFFFFFF, "Draw time %d, batch cost %.2f", stats.dwDrawTime, stats.dwDrawTime / (float)stats.dwBatchCount);
  1376. posY+=16;
  1377. */
  1378. float fFps = api->EngineFps();
  1379. /*
  1380. PrintShadowed(0, 0, 0xFFFFFFFF, "VRAM: %3.2f, Anim: %3.2f, Code: %3.2f, Debug: %3.2f, Un(OS:32Mb): %3.2f), free: %3.2f FPS:%3.2f", fArtVramMb, fAnimRamMb, fCodeRamMb, fDebugMemoryMb, fUnknownMb, fFreeMb, fFps);
  1381. */
  1382. PIXAddNamedCounter(fArtVramMb, "RAM(Mb):Txtr + Vrtx + Idx");
  1383. PIXAddNamedCounter(fVertexIndexVramMb, "RAM(Mb):Vrtx + Idx");
  1384. PIXAddNamedCounter(fTexturesVramMb, "RAM(Mb):Txtr");
  1385. PIXAddNamedCounter(fAnimRamMb, "RAM(Mb):Anim");
  1386. PIXAddNamedCounter(fCodeRamMb, "RAM(Mb):Code");
  1387. PIXAddNamedCounter(fDebugMemoryMb, "RAM(Mb):Debug");
  1388. PIXAddNamedCounter(fUnknownMb, "RAM(Mb):Und (OS:32,XEX:55)");
  1389. PIXAddNamedCounter(fFreeMb, "RAM(Mb):Free");
  1390. float fAllBatchesCostMicroSec = (1000000.0f / (50000000.0f / stats.dwDrawTime));
  1391. float fAllUPBatchesCostMicroSec = (1000000.0f / (50000000.0f / stats.dwDrawTimeUP));
  1392. float fFrameTimeMicroSec = ((1/fFps) * 1000000.0f);
  1393. float percentDPUp = (fAllUPBatchesCostMicroSec / fFrameTimeMicroSec) * 100.0f;
  1394. float percentDP = (fAllBatchesCostMicroSec / fFrameTimeMicroSec) * 100.0f;
  1395. DWORD dwColor = 0xFFFFFFFF;
  1396. #if defined (_XBOX) && defined(_PRECOMPILED_COMMAND_BUFFER_BAKER)
  1397. dwColor = 0xFFFF0000;
  1398. #endif
  1399. /*
  1400. PrintShadowed(0, 0+16, dwColor, "Dp[%d]:%3.2f mks (%3.2f%%), avg %3.2f mks, DpUp[%d]:%3.2f mks (%3.2f%%), avg %3.2f mks, frame time : %3.2fmks",
  1401. stats.dwBatchCount, fAllBatchesCostMicroSec, percentDP, (fAllBatchesCostMicroSec / (float)stats.dwBatchCount),
  1402. stats.dwBatchCountUP, fAllUPBatchesCostMicroSec, percentDPUp, fAllUPBatchesCostMicroSec / (float)stats.dwBatchCountUP,
  1403. fFrameTimeMicroSec);
  1404. PrintShadowed(0, 0+32+80, 0xFFFFFFFF, "DpUp %3.2fMb/frame, %3.2fMb/sec top shader [%3.2fMb]", stats.dwDrawUpBytes / 1024.0f / 1024.0f, (stats.dwDrawUpBytes*fFps) / 1024.0f / 1024.0f, stats.dwMaxDpUpSize / 1024.0f / 1024.0f);
  1405. PrintShadowed(0, 0+48+80, 0xFFFFFFFF, "Constants[%d] %3.2fMb/frame, %3.2fMb/sec", stats.dwConstCount, stats.dwConstBytes / 1024.0f / 1024.0f, (stats.dwConstBytes*fFps) / 1024.0f / 1024.0f);
  1406. PrintShadowed(0, 0+64+80, 0xFFFFFFFF, "WriteCombined %3.2fMb/frame, %3.2fMb/sec", stats.dwWCBytesTraffic / 1024.0f / 1024.0f, (stats.dwWCBytesTraffic*fFps) / 1024.0f / 1024.0f);
  1407. DWORD dwTraffic = (stats.dwWCBytesTraffic + stats.dwConstBytes + stats.dwDrawUpBytes);
  1408. PrintShadowed(0, 0+80+85, 0xFFFFFFFF, "Total %3.2fMb/frame, %3.2fMb/sec", dwTraffic / 1024.0f / 1024.0f, (dwTraffic*fFps) / 1024.0f / 1024.0f);
  1409. PrintShadowed(0, 64+80+85, 0xFFFFFFFF, "%d Poly/frame, %3.2fM Poly/sec", stats.dwPolyCount, ((float)stats.dwPolyCount * fFps)/1000000.0f);
  1410. */
  1411. }
  1412. #endif
  1413. #endif
  1414. void NGRender::DumpAllMemoryUsageToLog()
  1415. {
  1416. api->ExecuteCoreCommand(CoreCommand_MemStat(cmemstat_bysize));
  1417. array<MemInfo> info(_FL_);
  1418. dword dwTotalTexSize = 0;
  1419. for (long i=0; i<aTextures; i++)
  1420. {
  1421. IBaseTexture* tx = aTextures[i];
  1422. const char* szName = tx->GetName();
  1423. //api->Trace("Tex name: '%s'", szName);
  1424. info.Add(MemInfo(MIT_TEXTURE, tx->GetSize(), tx->GetFileName(), tx->GetFileLine(), szName));
  1425. }
  1426. dword dwTotalVBSize = 0;
  1427. for (long i=0; i<aVBuffers; i++)
  1428. {
  1429. IVBuffer* obj = aVBuffers[i];
  1430. info.Add(MemInfo(MIT_VERTEX_BUFFER, obj->GetSize(), obj->GetFileName(), obj->GetFileLine()));
  1431. }
  1432. dword dwTotalIBSize = 0;
  1433. for (long i=0; i<aIBuffers; i++)
  1434. {
  1435. IIBuffer* obj = aIBuffers[i];
  1436. info.Add(MemInfo(MIT_INDEX_BUFFER, obj->GetSize(), obj->GetFileName(), obj->GetFileLine()));
  1437. }
  1438. dword dwTotalRTSize = 0;
  1439. for (long i=0; i<aRenderTargets; i++)
  1440. {
  1441. IRenderTarget* obj = aRenderTargets[i];
  1442. info.Add(MemInfo(MIT_RENDER_TARGET, obj->GetSize(), obj->GetFileName(), obj->GetFileLine()));
  1443. }
  1444. dword dwTotalRTDSize = 0;
  1445. for (long i=0; i<aRenderTargetsDepth; i++)
  1446. {
  1447. IRenderTargetDepth* obj = aRenderTargetsDepth[i];
  1448. info.Add(MemInfo(MIT_RENDER_TARGET_DEPTH, obj->GetSize(), obj->GetFileName(), obj->GetFileLine()));
  1449. }
  1450. info.QSort(MemoryDumpCompare);
  1451. for (dword n = 0; n < info.Size(); n++)
  1452. {
  1453. const char* type = "Unknown";
  1454. switch (info[n].t)
  1455. {
  1456. case MIT_TEXTURE:
  1457. type = "Texture";
  1458. break;
  1459. case MIT_VERTEX_BUFFER:
  1460. type = "VertexBuffer";
  1461. break;
  1462. case MIT_INDEX_BUFFER:
  1463. type = "IndexBuffer";
  1464. break;
  1465. case MIT_RENDER_TARGET:
  1466. type = "RenderTarget";
  1467. break;
  1468. case MIT_RENDER_TARGET_DEPTH:
  1469. type = "RenderTargetDepth";
  1470. break;
  1471. }
  1472. if (info[n].additional)
  1473. {
  1474. api->Trace(" size: %8u, type: %s, file: %s, line: %i, filename: %s", info[n].dwMemCount, type, info[n].srcFile, info[n].srcLine, info[n].additional);
  1475. } else
  1476. {
  1477. api->Trace(" size: %8u, type: %s, file: %s, line: %i", info[n].dwMemCount, type, info[n].srcFile, info[n].srcLine);
  1478. }
  1479. }
  1480. }
  1481. void _cdecl NGRender::DebugMemory(const ConsoleStack & params)
  1482. {
  1483. IConsole* pConsole = (IConsole*)api->GetService("Console");
  1484. if (pConsole)
  1485. {
  1486. pConsole->Trace(COL_ALL, "Start dump memory usage to 'system.log'");
  1487. }
  1488. DumpAllMemoryUsageToLog();
  1489. if (pConsole)
  1490. {
  1491. pConsole->Trace(COL_ALL, "done.");
  1492. }
  1493. }
  1494. void NGRender::EndFrame(float dltTime)
  1495. {
  1496. #ifdef RENDER_DEBUG_DRAW_SKIP
  1497. if (GetAsyncKeyState('1') < 0)
  1498. {
  1499. curSkip = -1;
  1500. curSkip100 = -100;
  1501. Sleep(300);
  1502. }
  1503. if (GetAsyncKeyState('2') < 0)
  1504. {
  1505. curSkip = -1;
  1506. Sleep(300);
  1507. }
  1508. if (GetAsyncKeyState('5') < 0)
  1509. {
  1510. curSkip100 += 100;
  1511. Sleep(300);
  1512. }
  1513. if (GetAsyncKeyState('6') < 0)
  1514. {
  1515. curSkip += 1;
  1516. Sleep(300);
  1517. }
  1518. if (GetAsyncKeyState('7') < 0)
  1519. {
  1520. curSkip -= 1;
  1521. Sleep(300);
  1522. }
  1523. if (curSkip < 0)
  1524. Print(10.0f, 30.0f, 0xFF00FF00, "Skip range = %d .. %d", curSkip100, curSkip100 + 99);
  1525. else
  1526. Print(10.0f, 30.0f, 0xFF00FF00, "Skip draw = %d", curSkip + curSkip100);
  1527. #endif
  1528. if (loadingScreenThread != NULL)
  1529. {
  1530. return;
  1531. }
  1532. if (bInsideFrame == false)
  1533. {
  1534. return;
  1535. }
  1536. bInsideFrame = false;
  1537. CheckAvailMemory();
  1538. if (bConsoleRegistred == false)
  1539. {
  1540. IConsole* pConsole = (IConsole*)api->GetService("Console");
  1541. if (pConsole)
  1542. {
  1543. pConsole->RegisterCommand("DebugMemory", "dump all memory usage to system.log", this, (CONSOLE_COMMAND)&NGRender::DebugMemory);
  1544. bConsoleRegistred = true;
  1545. }
  1546. }
  1547. fTimeToShader += dltTime;
  1548. // обновим интерфейсы от Games for Windows - LIVE (если они есть)
  1549. if( m_pXLiveShower )
  1550. m_pXLiveShower->RenderFrame();
  1551. loading_screen_sc.Enter();
  1552. if (IsDeviceLost())
  1553. {
  1554. loading_screen_sc.Leave();
  1555. return;
  1556. }
  1557. //Если в режиме загрузки...
  1558. if (loadingScreenThread != NULL)
  1559. {
  1560. loading_screen_sc.Leave();
  1561. return;
  1562. }
  1563. loading_screen_sc.Leave();
  1564. AssertCoreThread;
  1565. #ifdef _XBOX
  1566. MEMORYSTATUS memStatus;
  1567. GlobalMemoryStatus(&memStatus);
  1568. dword s = dword(memStatus.dwTotalPhys - memStatus.dwAvailPhys);
  1569. api->SetPerformanceCounter("Memory : total phys MB", ((float)memStatus.dwTotalPhys) / 1024.0f / 1024.0f);
  1570. api->SetPerformanceCounter("Memory : avail phys MB", ((float)memStatus.dwAvailPhys) / 1024.0f / 1024.0f);
  1571. api->SetPerformanceCounter("Memory : used MB", ((float)s) / 1024.0f / 1024.0f);
  1572. #endif
  1573. api->SetPerformanceCounter("DeltaTime", dltTime);
  1574. //api->SetPerformanceCounter("DeltaTime2", FRAND(1.0f));
  1575. FlushBufferedLines();
  1576. D3D()->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  1577. RS_SPRITE spr[4];
  1578. float fScrX = float(GetViewport().Width) / 2.0f;
  1579. float fScrY = float(GetViewport().Height) / 2.0f;
  1580. if (bDrawStats)
  1581. {
  1582. for (dword n = 0; n < perfGraphs.Size(); n++)
  1583. {
  1584. float val = api->GetPerformanceCounter(perfGraphs[n].dwID);
  1585. if (perfGraphs[n].min > val) perfGraphs[n].min = val;
  1586. if (perfGraphs[n].max < val) perfGraphs[n].max = val;
  1587. if (perfGraphs[n].avgInited)
  1588. {
  1589. perfGraphs[n].avg += val;
  1590. perfGraphs[n].avg *= 0.5f;
  1591. } else
  1592. {
  1593. perfGraphs[n].avg = val;
  1594. }
  1595. perfGraphs[n].graphData.Add(val);
  1596. if (perfGraphs[n].graphData.Size() > 300)
  1597. {
  1598. perfGraphs[n].graphData.DelIndex(0);
  1599. }
  1600. }
  1601. spr[0].vPos = Vector(-1.0, -1.0f, 0.2f); spr[1].vPos = Vector(1.0f, -1.0f, 0.2f);
  1602. spr[2].vPos = Vector(1.0f, 1.0f, 0.2f); spr[3].vPos = Vector(-1.0, 1.0f, 0.2f);
  1603. DrawSprites(NULL, spr, 1, "dbgInfoSprite");
  1604. float scrollY = 0.0f;
  1605. for (dword n = 0; n < perfGraphs.Size(); n++)
  1606. {
  1607. float val = api->GetPerformanceCounter(perfGraphs[n].dwID);
  1608. Print(10.0f, scrollY, perfGraphs[n].dwColor, "[n:%f][s:%f][v:%f] [min: %f] [max: %f] [avg: %f] : %s", val, perfGraphs[n].scale, val * perfGraphs[n].scale, perfGraphs[n].min, perfGraphs[n].max, perfGraphs[n].avg, perfGraphs[n].name.c_str());
  1609. Print(11.0f, scrollY, perfGraphs[n].dwColor, "[n:%f][s:%f][v:%f] [min: %f] [max: %f] [avg: %f] : %s", val, perfGraphs[n].scale, val * perfGraphs[n].scale, perfGraphs[n].min, perfGraphs[n].max, perfGraphs[n].avg, perfGraphs[n].name.c_str());
  1610. scrollY+=16.0f;
  1611. }
  1612. float yPos = (float)(GetScreenInfo2D().dwHeight - 20);
  1613. Print(3.0f, yPos, 0xFFFFFFFFL, "Perfomance graphs, active [%d]", perfGraphs.Size());
  1614. Print(4.0f, yPos, 0xFFFFFFFFL, "Perfomance graphs, active [%d]", perfGraphs.Size());
  1615. float ScreenPos = (float)GetScreenInfo2D().dwWidth;
  1616. Draw2DLinePerfomanace(0, yPos+2, ScreenPos, yPos+2, 0xFFFFFFFFL);
  1617. Draw2DLinePerfomanace(0, yPos+3, ScreenPos, yPos+3, 0xFFFFFFFFL);
  1618. Draw2DLinePerfomanace(0, yPos+4, ScreenPos, yPos+4, 0xFFFFFFFFL);
  1619. for (dword q = 0; q < perfGraphs.Size(); q++)
  1620. {
  1621. ScreenPos = (float)GetScreenInfo2D().dwWidth;
  1622. if (perfGraphs[q].graphData.Size() >= 2)
  1623. {
  1624. float XStep = ScreenPos / 300.0f;
  1625. for (long n = (perfGraphs[q].graphData.Size()-1); n > 0 ; n--)
  1626. {
  1627. float f1 = (perfGraphs[q].graphData[n] * perfGraphs[q].scale);
  1628. float f2 = (perfGraphs[q].graphData[n-1] * perfGraphs[q].scale);
  1629. float a1 = yPos - f1;
  1630. float a2 = yPos - f2;
  1631. if (a1 < 20.0f) a1 = 20.0f;
  1632. if (a2 < 20.0f) a2 = 20.0f;
  1633. Draw2DLinePerfomanace(ScreenPos+1, a1-1, (ScreenPos-XStep+1), a2-1, perfGraphs[q].dwColor);
  1634. Draw2DLinePerfomanace(ScreenPos, a1, (ScreenPos-XStep), a2, perfGraphs[q].dwColor);
  1635. ScreenPos -= XStep;
  1636. }
  1637. }
  1638. }
  1639. }
  1640. if (!IsRenderDisabled())
  1641. {
  1642. #ifdef SHOW_HISTOGRAM_DELETE_ME_BEFORE_RELEASE
  1643. if (api->DebugKeyState(VK_CONTROL, 'H'))
  1644. {
  1645. bShowHistogram = !bShowHistogram;
  1646. histogram_update_chunk = 256;
  1647. Sleep(500);
  1648. }
  1649. if (api->DebugKeyState(VK_MENU, 'H'))
  1650. {
  1651. bShowHistogram = !bShowHistogram;
  1652. histogram_update_chunk = 16;
  1653. Sleep(500);
  1654. }
  1655. #endif
  1656. if (api->DebugKeyState(VK_CONTROL, VK_SHIFT, 'G'))
  1657. {
  1658. bDrawStats = !bDrawStats;
  1659. initPerfGraphs();
  1660. Sleep(500);
  1661. }
  1662. if (api->DebugKeyState(VK_CONTROL, VK_SHIFT, 'D'))
  1663. {
  1664. DumpMemStat();
  1665. Sleep(500);
  1666. }
  1667. if(api->DebugKeyState(ICore::xb_dpad_down))
  1668. {
  1669. bShowStatistic = !bShowStatistic;
  1670. Sleep(500);
  1671. }
  1672. if (api->DebugKeyState(VK_CONTROL, VK_SHIFT, 'T'))
  1673. {
  1674. bShowStatistic = !bShowStatistic;
  1675. Sleep(500);
  1676. }
  1677. float fpsCount = api->EngineFps();
  1678. dword dwColor = 0xFF00FF00;
  1679. if (fpsCount < 24.0f)
  1680. {
  1681. dwColor = 0xFFFFFF00;
  1682. }
  1683. if (fpsCount < 15.0f)
  1684. {
  1685. dwColor = 0xFFFF0000;
  1686. #ifdef _XBOX
  1687. //CoreCommand_GetMemStat memStat;
  1688. //api->ExecuteCoreCommand(memStat);
  1689. //api->Trace("TCR not passed, FPS %f is too low (%d allocs %d deletes per this frame)", fpsCount, memStat.allocsPerFrame, memStat.deletesPerFrame);
  1690. #endif
  1691. }
  1692. #ifdef _XBOX
  1693. #ifndef STOP_DEBUG
  1694. PrintMemoryStatistics();
  1695. #endif
  1696. #endif
  1697. if (api->DebugKeyState(VK_MULTIPLY))
  1698. {
  1699. CoreCommand_GetMemStat memStat;
  1700. api->ExecuteCoreCommand(memStat);
  1701. static char dataStr[256];
  1702. if(!api->DebugKeyState(VK_SHIFT))
  1703. {
  1704. crt_snprintf(dataStr, sizeof(dataStr), " %.2f", api->EngineFps());
  1705. }else{
  1706. crt_snprintf(dataStr, sizeof(dataStr), " %.2f, mem -> alcs: %u, dels: %u, total: %u, blocks: %u", api->EngineFps(), memStat.allocsPerFrame, memStat.deletesPerFrame, memStat.totalAllocSize, memStat.numBlocks);
  1707. }
  1708. float fLen = pSystemFont->GetLength(dataStr);
  1709. float x1 = -1.0f; float x2 = fLen / fScrX - 1.0f;
  1710. float y1 = 1.0f; float y2 = 1.0f - 20.0f / fScrY;
  1711. spr[0].vPos = Vector(x1, y1, 0.2f); spr[1].vPos = Vector(x2, y1, 0.2f);
  1712. spr[2].vPos = Vector(x2, y2, 0.2f); spr[3].vPos = Vector(x1, y2, 0.2f);
  1713. DrawSprites(NULL, spr, 1, "dbgInfoSprite");
  1714. Print(0, 0, dwColor, dataStr);
  1715. array<ILight*> activeLights(_FL_);
  1716. float dwYoffset = 64.0f;
  1717. for (dword i=0; i < aLights.Size(); i++)
  1718. {
  1719. dword dwVal = aLights[i]->debugGetValue();
  1720. if (dwVal <= 0 ) continue;
  1721. activeLights.Add(aLights[i]);
  1722. }
  1723. activeLights.QSort(CompareLightsByUsing);
  1724. for (dword i=0; i < activeLights.Size(); i++)
  1725. {
  1726. dword dwVal = activeLights[i]->debugGetValue();
  1727. const char* szName = activeLights[i]->debugGetName();
  1728. Print(0, dwYoffset, dwColor, "%d. %s - %d", i, szName, dwVal);
  1729. dwYoffset += 16.0f;
  1730. }
  1731. }
  1732. /*
  1733. #ifdef _XBOX
  1734. PIXAddNamedCounter((float)stats.dwBatchCount, "STORM3 Batch count");
  1735. PIXAddNamedCounter((float)stats.dwDrawTime, "STORM3 Time in DP");
  1736. #endif
  1737. */
  1738. #ifdef SHOW_HISTOGRAM_DELETE_ME_BEFORE_RELEASE
  1739. if (bShowHistogram)
  1740. {
  1741. float offsetX = 50.0f;
  1742. float offsetY = 50.0f;
  1743. float sum = 0.0f;
  1744. float max = 0.0f;
  1745. long startPoint = -1;
  1746. long endPoint = -1;
  1747. long centerPoint = -1;
  1748. float fSumm = 0.0f;
  1749. float Dark = 0.0f;
  1750. float Medium = 0.0f;
  1751. float Bright = 0.0f;
  1752. for (long pix = 0; pix < 255; pix++)
  1753. {
  1754. float data = histogram_data[pix];
  1755. float data2 = histogram_data[255-pix];
  1756. if (data >= 0.001f && startPoint < 0)
  1757. {
  1758. startPoint = pix;
  1759. }
  1760. if (data2 >= 0.001f && endPoint < 0)
  1761. {
  1762. endPoint = (255-pix);
  1763. }
  1764. max = coremax(data, max);
  1765. fSumm += data;
  1766. if (fSumm > 0.5f && centerPoint < 0)
  1767. {
  1768. centerPoint = pix;
  1769. }
  1770. if (pix <= 85)
  1771. {
  1772. Dark += data;
  1773. } else
  1774. {
  1775. if (pix > 170)
  1776. {
  1777. Bright += data;
  1778. } else
  1779. {
  1780. Medium += data;
  1781. }
  1782. }
  1783. }
  1784. if (centerPoint < 0)
  1785. {
  1786. centerPoint = 0;
  1787. }
  1788. if (startPoint < 0)
  1789. {
  1790. startPoint = 0;
  1791. }
  1792. if (endPoint < 0)
  1793. {
  1794. endPoint = 0;
  1795. }
  1796. long centerValues = startPoint + ((endPoint - startPoint) >> 1);
  1797. float scale = 1.0f;
  1798. if (max > 0.000001f)
  1799. {
  1800. scale = 1.0f / max;
  1801. }
  1802. spr[0].vPos = Vector(-1.0, -1.0f, 0.2f); spr[1].vPos = Vector(1.0f, -1.0f, 0.2f);
  1803. spr[2].vPos = Vector(1.0f, 1.0f, 0.2f); spr[3].vPos = Vector(-1.0, 1.0f, 0.2f);
  1804. ScreenToD3D(-1.0f+offsetX, -1.0f+offsetY, spr[0].vPos.x, spr[0].vPos.y);
  1805. ScreenToD3D(256.0f+offsetX, -1.0f+offsetY, spr[1].vPos.x, spr[1].vPos.y);
  1806. ScreenToD3D(256.0f+offsetX, 513.0f+offsetY, spr[2].vPos.x, spr[2].vPos.y);
  1807. ScreenToD3D(-1.0f+offsetX, 513.0f+offsetY, spr[3].vPos.x, spr[3].vPos.y);
  1808. DrawSprites(NULL, spr, 1, "dbgInfoSprite");
  1809. Draw2DLinePerfomanace(85.0f+offsetX, -1.0f+offsetY, 85.0f+offsetX, 513.0f+offsetY, 0xFF00FFFFL);
  1810. Draw2DLinePerfomanace(170.0f+offsetX, -1.0f+offsetY, 170.0f+offsetX, 513.0f+offsetY, 0xFF00FFFFL);
  1811. for (long pix = 0; pix < 255; pix++)
  1812. {
  1813. Draw2DLinePerfomanace((float)pix+offsetX, 512.0f+offsetY, (float)pix+offsetX, (512.0f - ((histogram_data[pix]*scale)*512.0f))+offsetY , 0xFFA0A0A0L);
  1814. sum += histogram_data[pix];
  1815. }
  1816. float p = max;
  1817. float step = p / 10.0f;
  1818. for (long piy = 0; piy <= 10; piy++)
  1819. {
  1820. Print(offsetX-32.0f, (offsetY+512.0f-((float)(10-piy)*51.2f))-8.0f, 0xFFFFFFFF, "%3.1f", p*100.0f);
  1821. p-=step;
  1822. if (p < 0.00001f)
  1823. {
  1824. p = 0.0f;
  1825. }
  1826. }
  1827. Draw2DLinePerfomanace(-1.0f+offsetX, -1.0f+offsetY, 256.0f+offsetX, -1.0f+offsetY, 0xFF00FFFFL);
  1828. Draw2DLinePerfomanace(-1.0f+offsetX, 513.0f+offsetY, 256.0f+offsetX, 513.0f+offsetY, 0xFF00FFFFL);
  1829. Draw2DLinePerfomanace(-1.0f+offsetX, -1.0f+offsetY, -1.0f+offsetX, 513.0f+offsetY, 0xFF00FFFFL);
  1830. Draw2DLinePerfomanace(256.0f+offsetX, -1.0f+offsetY, 256.0f+offsetX, 513.0f+offsetY, 0xFF00FFFFL);
  1831. Draw2DLinePerfomanace(centerPoint+offsetX, 502.0f+offsetY, centerPoint+offsetX, 522.0f+offsetY, 0xFF0000FFL);
  1832. Draw2DLinePerfomanace(centerValues+offsetX, 502.0f+offsetY, centerValues+offsetX, 522.0f+offsetY, 0xFFFF0000L);
  1833. Draw2DLinePerfomanace(-1.0f+offsetX+39.0f, -15.0f+offsetY, -1.0f+offsetX+39.0f, 513.0f+offsetY+15.0f, 0xFFFF0000L);
  1834. Draw2DLinePerfomanace(256.0f+offsetX-39.0f, -15.0f+offsetY, 256.0f+offsetX-39.0f, 513.0f+offsetY+15.0f, 0xFFFF0000L);
  1835. Print(offsetX, offsetY, 0xFFFFFFFF, "Realtime image histogram (%d)", histogram_update_chunk);
  1836. Print(offsetX, offsetY+16, 0xFFFFFFFF, "d:%3.2f, m:%3.2f, l:%3.2f", Dark*100.0f, Medium*100.0f, Bright*100.0f);
  1837. Print(offsetX, offsetY+32, 0xFFFFFFFF, "'D' - show dark areas, 'L' - show light areas");
  1838. }
  1839. #endif
  1840. if (bShowStatistic)
  1841. {
  1842. #ifndef _XBOX
  1843. spr[0].vPos = Vector(-1.0, -1.0f, 0.2f); spr[1].vPos = Vector(1.0f, -1.0f, 0.2f);
  1844. spr[2].vPos = Vector(1.0f, 1.0f, 0.2f); spr[3].vPos = Vector(-1.0, 1.0f, 0.2f);
  1845. DrawSprites(NULL, spr, 1, "dbgInfoSprite");
  1846. #endif
  1847. float posY = 32.0f;
  1848. float posX = 32.0f;
  1849. Print(posX, posY, dwColor, "FPS %.2f, Cam: %f, %f, %f", api->EngineFps(), vCameraPosition_WorldSpace.x, vCameraPosition_WorldSpace.y, vCameraPosition_WorldSpace.z);
  1850. posY+=16;
  1851. //7950GX2, 68M Poly sec unoptimized, 120M Poly sec cache optimized (28.3 Bloods rendered :( )
  1852. Print(posX, posY, 0xFFFFFFFF, "Batch count: %d, Poly count: %d (%d lights poly), %.2fM Poly sec", stats.dwBatchCount, stats.dwPolyCount, stats.dwLightsPolyCount, (stats.dwPolyCount * api->EngineFps()) / 1000000.0f);
  1853. posY+=16;
  1854. Print(posX, posY, 0xFFFFFFFF, "Draw time %d, batch cost %.2f", stats.dwDrawTime, stats.dwDrawTime / (float)stats.dwBatchCount);
  1855. posY+=16;
  1856. StateFilter::Info info;
  1857. redundantStatesFilter->GetInfo(info);
  1858. dword totalChanges = info.renderstate_changes_count +
  1859. info.samplerstate_changes_count +
  1860. info.texture_changes_count +
  1861. info.vertexshader_changes_count +
  1862. info.pixelshader_changes_count +
  1863. info.setvsconstF_changes_count +
  1864. info.setvsconstI_changes_count +
  1865. info.setvsconstB_changes_count +
  1866. info.setpsconstF_changes_count +
  1867. info.setpsconstI_changes_count +
  1868. info.setpsconstB_changes_count;
  1869. Print(posX, posY, 0xFFFFFFFF, "Try %d, Saved: %d", info.totalRequestToChangeStates, info.changeStates_saved);
  1870. posY+=16;
  1871. Print(posX, posY, 0xFFFFFFFF, "rs %d, ss: %d", info.renderstate_changes_count, info.samplerstate_changes_count);
  1872. posY+=16;
  1873. Print(posX, posY, 0xFFFFFFFF, "vs %d, ps: %d", info.vertexshader_changes_count, info.pixelshader_changes_count);
  1874. posY+=16;
  1875. Print(posX, posY, 0xFFFFFFFF, "vs F:%d (%d), I:%d, B:%d", info.setvsconstF_changes_count, info.setvsconstF_saved_count, info.setvsconstI_changes_count, info.setvsconstB_changes_count);
  1876. posY+=16;
  1877. Print(posX, posY, 0xFFFFFFFF, "ps F:%d (%d), I:%d, B:%d", info.setpsconstF_changes_count, info.setpsconstF_saved_count, info.setpsconstI_changes_count, info.setpsconstB_changes_count);
  1878. posY+=16;
  1879. Print(posX, posY, 0xFFFFFFFF, "vs const time(%d): %d, ps const time(%d): %d", info.vs_const_count, info.vs_const_time, info.ps_const_count, info.ps_const_time);
  1880. posY+=16;
  1881. dword dwTotalTexSize = 0;
  1882. for (long i=0; i<aTextures; i++)
  1883. {
  1884. IBaseTexture* tx = aTextures[i];
  1885. dwTotalTexSize += tx->GetSize();
  1886. }
  1887. dword dwTotalVBSize = 0;
  1888. for (long i=0; i<aVBuffers; i++)
  1889. {
  1890. IVBuffer* obj = aVBuffers[i];
  1891. dwTotalVBSize += obj->GetSize();
  1892. }
  1893. dword dwTotalIBSize = 0;
  1894. for (long i=0; i<aIBuffers; i++)
  1895. {
  1896. IIBuffer* obj = aIBuffers[i];
  1897. dwTotalIBSize += obj->GetSize();
  1898. }
  1899. dword dwTotalRTSize = 0;
  1900. for (long i=0; i<aRenderTargets; i++)
  1901. {
  1902. IRenderTarget* obj = aRenderTargets[i];
  1903. dwTotalRTSize += obj->GetSize();
  1904. }
  1905. dword dwTotalRTDSize = 0;
  1906. for (long i=0; i<aRenderTargetsDepth; i++)
  1907. {
  1908. IRenderTargetDepth* obj = aRenderTargetsDepth[i];
  1909. dwTotalRTDSize += obj->GetSize();
  1910. }
  1911. CoreCommand_GetMemStat memStat;
  1912. api->ExecuteCoreCommand(memStat);
  1913. Print(posX, posY, 0xFFFFFFFF, "Memory: system %3.4f Mb size", memStat.totalAllocSize/1024.0f/1024.0f);
  1914. posY+=16;
  1915. Print(posX, posY, 0xFFFFFFFF, " %d textures, %3.4f Mb size", aTextures.Size(), dwTotalTexSize/1024.0f/1024.0f);
  1916. posY+=16;
  1917. Print(posX, posY, 0xFFFFFFFF, " %d vertex_buf, %3.4f Mb size", aVBuffers.Size(), dwTotalVBSize/1024.0f/1024.0f);
  1918. posY+=16;
  1919. Print(posX, posY, 0xFFFFFFFF, " %d index_buf, %3.4f Mb size", aIBuffers.Size(), dwTotalIBSize/1024.0f/1024.0f);
  1920. posY+=16;
  1921. Print(posX, posY, 0xFFFFFFFF, " %d (%d shared) rendertargets_color, %3.4f Mb size", aRenderTargets.Size(), tempRenderTargetsC.Size(), dwTotalRTSize/1024.0f/1024.0f);
  1922. posY+=16;
  1923. Print(posX, posY, 0xFFFFFFFF, " %d (%d shared) rendertargets_depth, %3.4f Mb size", aRenderTargetsDepth.Size(), tempRenderTargetsD.Size(), dwTotalRTDSize/1024.0f/1024.0f);
  1924. posY+=16;
  1925. dword dwBackSize = GetScreenInfo2D().dwWidth*GetScreenInfo2D().dwHeight*9;
  1926. Print(posX, posY, 0xFFFFFFFF, " BackBuffers, %3.4f Mb size", dwBackSize/1024.0f/1024.0f);
  1927. posY+=16;
  1928. dword dwTotalMem = 0;
  1929. dwTotalMem = dwBackSize + dwTotalTexSize + dwTotalVBSize + dwTotalIBSize + dwTotalRTSize + dwTotalRTDSize + memStat.totalAllocSize;
  1930. dword dwTotalMemVideo = 0;
  1931. dwTotalMemVideo = dwBackSize + dwTotalTexSize + dwTotalVBSize + dwTotalIBSize + dwTotalRTSize + dwTotalRTDSize;
  1932. Print(posX, posY, 0xFFFFFFFF, " Total: %3.4f Mb size, Video: %3.4f Mb size", dwTotalMem/1024.0f/1024.0f, dwTotalMemVideo/1024.0f/1024.0f);
  1933. posY+=16;
  1934. }
  1935. }
  1936. //Нам depth не нужно ресолвить, только color все уже сделали...
  1937. EndScene(NULL, false, true);
  1938. // Вано: Подкручиваем гамму
  1939. GammaCorrection();
  1940. #ifndef _XBOX
  1941. d3d9Sync.Sync();
  1942. #endif
  1943. Assert (stRenderTarget.Size() == 0);
  1944. pDevice->Present();
  1945. bDeviceReseted = false;
  1946. }
  1947. void NGRender::GammaCorrection()
  1948. {
  1949. const float small_delta = 0.025f;
  1950. float gamma = storageBrightness->Get(0.5f);
  1951. float delta = fabs(gamma - 0.5f);
  1952. if (delta <= small_delta)
  1953. return; // выходим если нету гамма коррекции
  1954. else
  1955. {
  1956. if (gamma < 0.5f)
  1957. gamma = 1.0f + (0.5f - small_delta - gamma) * 6.0f;
  1958. else
  1959. gamma = 1.0f - (gamma - (0.5f + small_delta)) * 1.5f;
  1960. }
  1961. IRenderTarget * curRT = GetRenderTarget(_FL_);
  1962. IRenderTargetDepth * curRTDepth = GetDepthStencil(_FL_);
  1963. const RENDERVIEWPORT & fsvp = GetFullScreenViewPort_2D();
  1964. gammaValue->SetFloat(gamma);
  1965. preGammaTexture->SetTexture(curRT->AsTexture());
  1966. // используем curRT потому что в нем есть и render_surface и texture
  1967. SetRenderTarget(RTO_DONTOCH_CONTEXT, curRT, curRTDepth);
  1968. SetViewport(fsvp);
  1969. BeginScene();
  1970. DrawFullScreenQuad(float(fsvp.Width), float(fsvp.Height), gammaShader);
  1971. EndScene(null, false, true);
  1972. }
  1973. bool NGRender::Release(IResource* pResource)
  1974. {
  1975. RestoreIfNeed();
  1976. AssertCoreThread;
  1977. if (!pResource)
  1978. {
  1979. return false;
  1980. }
  1981. if (!pResource->Release()) return false;
  1982. return true;
  1983. }
  1984. const RENDERSCREEN& NGRender::GetScreenInfo2D() const
  1985. {
  1986. return m_Screen2DInfo;
  1987. }
  1988. const RENDERSCREEN& NGRender::GetScreenInfo3D() const
  1989. {
  1990. return m_Screen3DInfo;
  1991. }
  1992. // Vertex/Index buffers section
  1993. IVBuffer* NGRender::CreateVertexBuffer(dword Length, dword Stride, const char * pFileName, long iLine, dword Usage, RENDERPOOL Pool)
  1994. {
  1995. RestoreIfNeed();
  1996. LockRes(_FL_, resource_creation_sc, "CreateVertexBuffer");
  1997. CDX8VBuffer * pV = NEW CDX8VBuffer();
  1998. if (pV)
  1999. {
  2000. pV->SetFileLine(pFileName, iLine);
  2001. pV->Create(Length, Usage, Pool, Stride);
  2002. aVBuffers.Add(pV);
  2003. }
  2004. UnlockRes(_FL_, resource_creation_sc, "CreateVertexBuffer");
  2005. return pV;
  2006. }
  2007. IIBuffer* NGRender::CreateIndexBuffer(dword Length, const char * pFileName, long iLine, dword Usage, RENDERFORMAT Format, RENDERPOOL Pool)
  2008. {
  2009. RestoreIfNeed();
  2010. LockRes(_FL_, resource_creation_sc, "CreateIndexBuffer");
  2011. CDX8IBuffer * pI = NEW CDX8IBuffer();
  2012. if (pI)
  2013. {
  2014. pI->SetFileLine(pFileName, iLine);
  2015. pI->Create(Length, Usage, Format, Pool);
  2016. aIBuffers.Add(pI);
  2017. }
  2018. UnlockRes(_FL_, resource_creation_sc, "CreateIndexBuffer");
  2019. return pI;
  2020. }
  2021. IBaseTexture* _cdecl NGRender::CreateTextureFullQuality(const char * pFileName, long iLine, const char * pFormat, ...)
  2022. {
  2023. static char cFileName[_MAX_PATH * 2];
  2024. va_list args;
  2025. va_start(args, pFormat);
  2026. crt_vsnprintf(cFileName, sizeof(cFileName), pFormat, args);
  2027. va_end(args);
  2028. m_TXXLoader->IgnoreDegradation(true);
  2029. IBaseTexture* t = CreateTexture(pFileName, iLine, "%s", cFileName);
  2030. m_TXXLoader->IgnoreDegradation(false);
  2031. if (t == NULL)
  2032. {
  2033. t = getWhiteTexture();
  2034. t->AddRef();
  2035. }
  2036. return t;
  2037. }
  2038. IBaseTexture* _cdecl NGRender::CreateTexture(const char * pFileName, long iLine, const char * pFormat, ...)
  2039. {
  2040. RestoreIfNeed();
  2041. LockRes(_FL_, resource_creation_sc, "CreateTexture (from file)");
  2042. static char cFileName[_MAX_PATH * 2];
  2043. va_list args;
  2044. va_start(args, pFormat);
  2045. crt_vsnprintf(cFileName, sizeof(cFileName), pFormat, args);
  2046. va_end(args);
  2047. if (cFileName == NULL)
  2048. {
  2049. IBaseTexture * t = getWhiteTexture();
  2050. t->AddRef();
  2051. UnlockRes(_FL_, resource_creation_sc, "CreateTexture (from file)");
  2052. return t;
  2053. }
  2054. if (cFileName[0] == 0)
  2055. {
  2056. IBaseTexture * t = getWhiteTexture();
  2057. t->AddRef();
  2058. UnlockRes(_FL_, resource_creation_sc, "CreateTexture (from file)");
  2059. return t;
  2060. }
  2061. dword i;
  2062. IBaseTexture* pTexture = null;
  2063. strTexName = m_TextureDirectory;
  2064. strTexName += cFileName;
  2065. strTexName.Lower();
  2066. strTitle.GetFileTitle(strTexName);
  2067. strPath.GetFilePath(strTexName);
  2068. strFullPath = strPath;
  2069. strFullPath += strTitle;
  2070. strFullPath.CheckPath();
  2071. strTexName = strFullPath;
  2072. dword NeedFileNameHash = string::HashNoCase(strTitle.c_str());
  2073. for (i = 0; i < aTextures.Size(); i++)
  2074. {
  2075. IBaseTexture* tex = aTextures[i];
  2076. const char* name = tex->GetName();
  2077. if (name == NULL) continue;
  2078. dword dwSearchHash = tex->GetNameHash();
  2079. if (dwSearchHash == NeedFileNameHash)
  2080. {
  2081. if (strTitle == name)
  2082. {
  2083. tex->AddRef();
  2084. UnlockRes(_FL_, resource_creation_sc, "CreateTexture (from file)");
  2085. return tex;
  2086. }
  2087. }
  2088. }
  2089. IBaseTexture* base = m_TXXLoader->Load_TXX(strTexName.c_str(), pFileName, iLine);
  2090. if (base)
  2091. {
  2092. base->SetName(strTitle.c_str());
  2093. }
  2094. if (base == NULL)
  2095. {
  2096. base = getWhiteTexture();
  2097. base->AddRef();
  2098. }
  2099. UnlockRes(_FL_, resource_creation_sc, "CreateTexture (from file)");
  2100. return base;
  2101. }
  2102. IBaseTexture* _cdecl NGRender::CreateTextureUseD3DX(const char * pFileName, long iLine, const char * pFormat, ...)
  2103. {
  2104. RestoreIfNeed();
  2105. LockRes(_FL_, resource_creation_sc, "CreateTextureD3DX");
  2106. dword dwStart = GetTickCount();
  2107. static char cFileName[_MAX_PATH * 2];
  2108. dword i;
  2109. va_list args;
  2110. va_start(args, pFormat);
  2111. crt_vsnprintf(cFileName, sizeof(cFileName), pFormat, args);
  2112. va_end(args);
  2113. //string sTexName = cFileName;//(m_TextureDirectory + cFileName).Lower();
  2114. //sTexName.AddExtention(".tga");
  2115. //sTexName.CheckPath();
  2116. for (i = 0; i < aTextures.Size(); i++)
  2117. {
  2118. IBaseTexture* tex =aTextures[i];
  2119. if (string::IsEqual (cFileName, tex->GetName()))
  2120. {
  2121. //if (tex->IsRenderTarget()) { break; }
  2122. tex->AddRef();
  2123. dword dwEnd = GetTickCount();
  2124. //api->Trace("TGA (%s) referenced by %f sec.", sTexName.c_str(), (dwEnd - dwStart) / 1000.0f);
  2125. return tex;
  2126. }
  2127. }
  2128. CDX8Texture* tex = NEW CDX8Texture();
  2129. if (!tex->CreateUseD3DX(cFileName))
  2130. {
  2131. tex->Release();
  2132. UnlockRes(_FL_, resource_creation_sc, "CreateTextureD3DX");
  2133. return NULL;
  2134. }
  2135. tex->SetName(cFileName);
  2136. tex->SetFileLine(pFileName, iLine);
  2137. if (tex)
  2138. {
  2139. aTextures.Add(tex);
  2140. }
  2141. dword dwEnd = GetTickCount();
  2142. //api->Trace("TGA (%s) loaded by %f sec.", sTexName.c_str(), (dwEnd - dwStart) / 1000.0f);
  2143. UnlockRes(_FL_, resource_creation_sc, "CreateTextureD3DX");
  2144. return tex;
  2145. }
  2146. ITexture* NGRender::AddTexture(const char * pFileName, long iLine)
  2147. {
  2148. //LockRes(_FL_, resource_creation_sc, "AddTexture");
  2149. CDX8Texture * pTex = NEW CDX8Texture();
  2150. if (pTex)
  2151. {
  2152. pTex->SetFileLine(pFileName, iLine);
  2153. aTextures.Add(pTex);
  2154. }
  2155. //UnlockRes(_FL_, resource_creation_sc, "AddTexture");
  2156. return pTex;
  2157. }
  2158. ITexture* NGRender::CreateTexture(dword Width, dword Height, dword Levels, dword Usage, RENDERFORMAT Format, const char * pFileName, long iLine, RENDERPOOL Pool)
  2159. {
  2160. if(!Width || !Height)
  2161. {
  2162. return null;
  2163. }
  2164. RestoreIfNeed();
  2165. LockRes(_FL_, resource_creation_sc, "CreateTexture");
  2166. CDX8Texture * pTex = NEW CDX8Texture();
  2167. if (pTex)
  2168. {
  2169. pTex->SetFileLine(pFileName, iLine);
  2170. if (!pTex->CreateLinear(Width , Height, Levels, Usage, Format, Pool))
  2171. {
  2172. SetErrorSignal();
  2173. api->Trace("DX8Error: Can't create 2D texture, cpp: %s, %d", pFileName, iLine);
  2174. DELETE(pTex);
  2175. UnlockRes(_FL_, resource_creation_sc, "CreateTexture");
  2176. return null;
  2177. }
  2178. #ifdef _XBOX
  2179. PIXSetTextureName((IDirect3DBaseTexture9*)pTex->GetBaseTexture(), pFileName);
  2180. #endif
  2181. aTextures.Add(pTex);
  2182. }
  2183. UnlockRes(_FL_, resource_creation_sc, "CreateTexture");
  2184. return pTex;
  2185. }
  2186. void NGRender::NotifyDeleteRT(IRenderTarget * rt)
  2187. {
  2188. RestoreIfNeed();
  2189. AssertCoreThread;
  2190. aRenderTargets.Del(rt);
  2191. for (dword i = 0; i < tempRenderTargetsC.Size(); i++)
  2192. {
  2193. if (tempRenderTargetsC[i].rt == rt)
  2194. {
  2195. tempRenderTargetsC.ExtractNoShift(i);
  2196. break;
  2197. }
  2198. }
  2199. }
  2200. void NGRender::NotifyDeleteRTD(IRenderTargetDepth * rt)
  2201. {
  2202. RestoreIfNeed();
  2203. AssertCoreThread;
  2204. aRenderTargetsDepth.Del(rt);
  2205. for (dword i = 0; i < tempRenderTargetsD.Size(); i++)
  2206. {
  2207. if (tempRenderTargetsD[i].rt == rt)
  2208. {
  2209. tempRenderTargetsD.ExtractNoShift(i);
  2210. break;
  2211. }
  2212. }
  2213. }
  2214. void NGRender::ConvertTRS2Size (TempRenderTargetSize size, dword & width, dword & height)
  2215. {
  2216. width = GetScreenInfo3D().dwWidth;
  2217. height = GetScreenInfo3D().dwHeight;
  2218. switch (size)
  2219. {
  2220. case TRS_SCREEN_FULL_3D:
  2221. width = GetScreenInfo3D().dwWidth;
  2222. height = GetScreenInfo3D().dwHeight;
  2223. break;
  2224. case TRS_SCREEN_HALF_3D:
  2225. width = GetScreenInfo3D().dwWidth >> 1;
  2226. height = GetScreenInfo3D().dwHeight >> 1;
  2227. break;
  2228. case TRS_SCREEN_QUARTER_3D:
  2229. width = GetScreenInfo3D().dwWidth >> 2;
  2230. height = GetScreenInfo3D().dwHeight >> 2;
  2231. break;
  2232. case TRS_SCREEN_FULL_2D:
  2233. width = GetScreenInfo2D().dwWidth;
  2234. height = GetScreenInfo2D().dwHeight;
  2235. break;
  2236. case TRS_SCREEN_HALF_2D:
  2237. width = GetScreenInfo2D().dwWidth >> 1;
  2238. height = GetScreenInfo2D().dwHeight >> 1;
  2239. break;
  2240. case TRS_SCREEN_QUARTER_2D:
  2241. width = GetScreenInfo2D().dwWidth >> 2;
  2242. height = GetScreenInfo2D().dwHeight >> 2;
  2243. break;
  2244. case TRS_64:
  2245. width = height = 64;
  2246. break;
  2247. case TRS_128:
  2248. width = height = 128;
  2249. break;
  2250. case TRS_512:
  2251. width = height = 512;
  2252. break;
  2253. case TRS_1024:
  2254. width = height = 1024;
  2255. break;
  2256. }
  2257. }
  2258. IRenderTarget* NGRender::CreateTempRenderTarget(TempRenderTargetSize size, TempRenderTargetColor format, const char * pFileName, long iLine, long usageIndex)
  2259. {
  2260. RestoreIfNeed();
  2261. LockRes(_FL_, resource_creation_sc, "CreateTempRenderTarget");
  2262. api->Trace("CreateTempRenderTarget from (%s, %d)", pFileName, iLine);
  2263. for (dword n = 0; n < tempRenderTargetsC.Size(); n++)
  2264. {
  2265. if (tempRenderTargetsC[n].size == size &&
  2266. tempRenderTargetsC[n].color == format &&
  2267. tempRenderTargetsC[n].index == usageIndex)
  2268. {
  2269. tempRenderTargetsC[n].rt->AddRef();
  2270. UnlockRes(_FL_, resource_creation_sc, "CreateTempRenderTarget");
  2271. return tempRenderTargetsC[n].rt;
  2272. }
  2273. }
  2274. dword rt_width;
  2275. dword rt_height;
  2276. ConvertTRS2Size(size, rt_width, rt_height);
  2277. RENDERFORMAT Format = FMT_A8R8G8B8;
  2278. switch (format)
  2279. {
  2280. case TRC_FIXED_RGBA_8:
  2281. Format = FMT_A8R8G8B8;
  2282. break;
  2283. case TRC_FIXED_RGBA_16:
  2284. //Format = FMT_A16B16G16R16;
  2285. //Format = FMT_A2R10G10B10;
  2286. Format = FMT_A8R8G8B8;
  2287. break;
  2288. case TRC_FLOAT_R:
  2289. Format = FMT_R32F;
  2290. break;
  2291. }
  2292. UnlockRes(_FL_, resource_creation_sc, "CreateTempRenderTarget");
  2293. IRenderTarget* rt = CreateRenderTarget(rt_width, rt_height, pFileName, iLine, Format);
  2294. LockRes(_FL_, resource_creation_sc, "CreateTempRenderTarget");
  2295. TempRTC t;
  2296. t.size = size;
  2297. t.color = format;
  2298. t.index = usageIndex;
  2299. t.rt = rt;
  2300. tempRenderTargetsC.Add(t);
  2301. UnlockRes(_FL_, resource_creation_sc, "CreateTempRenderTarget");
  2302. return rt;
  2303. }
  2304. IRenderTargetDepth* NGRender::CreateTempDepthStencil(TempRenderTargetSize size, const char * pFileName, long iLine, long usageIndex)
  2305. {
  2306. RestoreIfNeed();
  2307. LockRes(_FL_, resource_creation_sc, "CreateTempDepthStencil");
  2308. api->Trace("CreateTempDepthStencil from (%s, %d)", pFileName, iLine);
  2309. for (dword n = 0; n < tempRenderTargetsD.Size(); n++)
  2310. {
  2311. if (tempRenderTargetsD[n].size == size &&
  2312. tempRenderTargetsD[n].index == usageIndex)
  2313. {
  2314. tempRenderTargetsD[n].rt->AddRef();
  2315. UnlockRes(_FL_, resource_creation_sc, "CreateTempDepthStencil");
  2316. return tempRenderTargetsD[n].rt;
  2317. }
  2318. }
  2319. dword rt_width;
  2320. dword rt_height;
  2321. ConvertTRS2Size(size, rt_width, rt_height);
  2322. UnlockRes(_FL_, resource_creation_sc, "CreateTempDepthStencil");
  2323. IRenderTargetDepth* rt = CreateDepthStencil(rt_width, rt_height, pFileName, iLine, FMT_D24S8);
  2324. LockRes(_FL_, resource_creation_sc, "CreateTempDepthStencil");
  2325. TempRTD t;
  2326. t.size = size;
  2327. t.index = usageIndex;
  2328. t.rt = rt;
  2329. tempRenderTargetsD.Add(t);
  2330. UnlockRes(_FL_, resource_creation_sc, "CreateTempDepthStencil");
  2331. return rt;
  2332. }
  2333. IRenderTarget* NGRender::CreateRenderTarget(dword Width, dword Height, const char * pFileName, long iLine, RENDERFORMAT Format, RENDERMULTISAMPLE_TYPE MultiSample, long MipLevelsCount)
  2334. {
  2335. RestoreIfNeed();
  2336. LockRes(_FL_, resource_creation_sc, "CreateRenderTarget");
  2337. api->Trace(" - CreateRenderTarget: %dx%d from (%s, %d) Format %d\n", Width, Height, pFileName, iLine, Format);
  2338. RenderTarget* pRT = NEW RenderTarget();
  2339. if (pRT)
  2340. {
  2341. pRT->SetFileLine(pFileName, iLine);
  2342. if (pRT->Create(Width, Height, Format, MultiSample, MipLevelsCount))
  2343. {
  2344. aRenderTargets.Add(pRT);
  2345. } else
  2346. {
  2347. RELEASE(pRT);
  2348. }
  2349. }
  2350. #ifdef _XBOX
  2351. //т.к. внутри pRT->Create вызовется ReleaseOwnerShip
  2352. NGRender::pRS->D3D()->AcquireThreadOwnership();
  2353. #endif
  2354. UnlockRes(_FL_, resource_creation_sc, "CreateRenderTarget");
  2355. return pRT;
  2356. }
  2357. IRenderTargetDepth* NGRender::CreateDepthStencil(dword Width, dword Height, const char * pFileName, long iLine, RENDERFORMAT Format, RENDERMULTISAMPLE_TYPE MultiSample, bool bCanResolveOnX360)
  2358. {
  2359. RestoreIfNeed();
  2360. LockRes(_FL_, resource_creation_sc, "CreateDepthStencil");
  2361. api->Trace(" - CreateDepthStencil: %dx%d from (%s, %d) Format %d\n", Width, Height, pFileName, iLine, Format);
  2362. RenderTargetDepth* pRT = NEW RenderTargetDepth();
  2363. if (pRT)
  2364. {
  2365. pRT->SetFileLine(pFileName, iLine);
  2366. if (pRT->Create(Width, Height, Format, MultiSample, bCanResolveOnX360))
  2367. {
  2368. aRenderTargetsDepth.Add(pRT);
  2369. } else
  2370. {
  2371. RELEASE(pRT);
  2372. }
  2373. }
  2374. #ifdef _XBOX
  2375. //т.к. внутри pRT->Create вызовется ReleaseOwnerShip
  2376. NGRender::pRS->D3D()->AcquireThreadOwnership();
  2377. #endif
  2378. UnlockRes(_FL_, resource_creation_sc, "CreateDepthStencil");
  2379. return pRT;
  2380. }
  2381. bool NGRender::SetIndices(IIBuffer * pIBuffer, dword dwBaseVertexIndex)
  2382. {
  2383. LockRes(_FL_, resource_creation_sc, "SetIndices");
  2384. if (IsRenderDisabled())
  2385. {
  2386. UnlockRes(_FL_, resource_creation_sc, "SetIndices");
  2387. return false;
  2388. }
  2389. dword dwUsage = 0;
  2390. IDirect3DIndexBuffer9 * pIndexStream = NULL;
  2391. if (pIBuffer)
  2392. {
  2393. #ifndef _XBOX
  2394. //Assert(!pIBuffer->IsReseted());
  2395. #endif
  2396. pIndexStream = ((CDX8IBuffer*)pIBuffer)->GetDX8IndexBuffer();
  2397. dwUsage = pIBuffer->GetUsage();
  2398. }
  2399. SetIndicesD3D(pIndexStream, dwBaseVertexIndex, dwUsage, pIBuffer);
  2400. UnlockRes(_FL_, resource_creation_sc, "SetIndices");
  2401. return true;
  2402. }
  2403. bool NGRender::SetTexture(dword dwStage, IBaseTexture * pTexture)
  2404. {
  2405. LockRes(_FL_, resource_creation_sc, "SetTexture");
  2406. if (pTexture == NULL)
  2407. {
  2408. pTexture = getWhiteTexture();
  2409. }
  2410. IDirect3DBaseTexture9* pDXTexture = (IDirect3DBaseTexture9*)pTexture->GetBaseTexture();
  2411. HRESULT hr = D3D()->SetTexture(dwStage, pDXTexture);
  2412. Assert(hr == D3D_OK);
  2413. UnlockRes(_FL_, resource_creation_sc, "SetTexture");
  2414. return true;
  2415. }
  2416. bool NGRender::SetStreamSource(dword StreamNumber, IVBuffer * pVBuffer, dword Stride, dword dwOffsetFromStartInBytes)
  2417. {
  2418. LockRes(_FL_, resource_creation_sc, "SetStreamSource");
  2419. if (StreamNumber == 0)
  2420. {
  2421. lastVBUsageFlag = 0;
  2422. }
  2423. #ifndef _XBOX
  2424. if (IsRenderDisabled())
  2425. {
  2426. UnlockRes(_FL_, resource_creation_sc, "SetStreamSource");
  2427. return false;
  2428. }
  2429. #endif
  2430. IDirect3DVertexBuffer9* pVertexStream = NULL;
  2431. dword dwUsage = 0;
  2432. if (pVBuffer)
  2433. {
  2434. #ifndef _XBOX
  2435. //Assert(!pVBuffer->IsReseted());
  2436. #endif
  2437. if (Stride == 0)
  2438. {
  2439. Stride = pVBuffer->GetStride();
  2440. }
  2441. if (Stride == 0)
  2442. {
  2443. UnlockRes(_FL_, resource_creation_sc, "SetStreamSource");
  2444. api->Trace("DXError: try to SetStreamSource with stride = 0");
  2445. return false;
  2446. }
  2447. if (pVBuffer->IsLocked())
  2448. {
  2449. SetErrorSignal();
  2450. api->Trace("DXError: try to SetStreamSource but vertex buffer is locked: file: %s, line: %d", pVBuffer->GetFileName(), pVBuffer->GetFileLine());
  2451. }
  2452. dwUsage = pVBuffer->GetUsage();
  2453. pVertexStream = ((CDX8VBuffer*)pVBuffer)->GetDX8VertexBuffer();
  2454. }
  2455. SetStreamSourceD3D(StreamNumber, pVertexStream, Stride, dwOffsetFromStartInBytes, dwUsage, pVBuffer);
  2456. UnlockRes(_FL_, resource_creation_sc, "SetStreamSource");
  2457. return true;
  2458. }
  2459. // Render Target Section
  2460. IRenderTarget* NGRender::GetRenderTarget(const char* szFile, long line)
  2461. {
  2462. RestoreIfNeed();
  2463. AssertCoreThread;
  2464. IRenderTarget* renderTarget = NULL;
  2465. IRenderTargetDepth* renderTargetDepth = NULL;
  2466. pDevice->GetRenderTarget(&renderTarget, &renderTargetDepth);
  2467. if (renderTarget)
  2468. {
  2469. renderTarget->AddRef();
  2470. }
  2471. return renderTarget;
  2472. }
  2473. IRenderTargetDepth* NGRender::GetDepthStencil(const char* szFile, long line)
  2474. {
  2475. RestoreIfNeed();
  2476. AssertCoreThread;
  2477. IRenderTarget* renderTarget = NULL;
  2478. IRenderTargetDepth* renderTargetDepth = NULL;
  2479. pDevice->GetRenderTarget(&renderTarget, &renderTargetDepth);
  2480. if (renderTargetDepth)
  2481. {
  2482. renderTargetDepth->AddRef();
  2483. }
  2484. return renderTargetDepth;
  2485. }
  2486. bool NGRender::SetRenderTarget(RenderTartgetOptions options, IRenderTarget * pRenderTarget, IRenderTargetDepth * pZStencil)
  2487. {
  2488. RestoreIfNeed();
  2489. AssertCoreThread;
  2490. if (IsRenderDisabled())
  2491. {
  2492. return false;
  2493. }
  2494. if (bInsideBeginScene)
  2495. {
  2496. #ifndef _XBOX
  2497. int res = MessageBox((HWND)api->Storage().GetLong("system.hwnd"), "Can't call SetRenderTarget inside BeginScene/EndScene pair, call EndScene before\nContinue work ?", "Error", MB_YESNO);
  2498. if (res == IDNO)
  2499. {
  2500. Assert(false);
  2501. }
  2502. #else
  2503. Assert(false);
  2504. #endif
  2505. }
  2506. if (pRenderTarget && pZStencil)
  2507. {
  2508. RENDERSURFACE_DESC Zdesc;
  2509. pZStencil->GetDesc(&Zdesc);
  2510. RENDERSURFACE_DESC ColorDesc;
  2511. pRenderTarget->GetDesc(&ColorDesc);
  2512. //Проверка на соответствие размеров Z и Color буферов
  2513. Assert(Zdesc.Width == ColorDesc.Width);
  2514. Assert(Zdesc.Height == ColorDesc.Height);
  2515. // Вано: если включен режим disableMSAA, то отключаем проверку на multi sample если включен режим disableMSAA
  2516. #ifdef _XBOX
  2517. X360RenderDevice * x360 = (X360RenderDevice*)pDevice;
  2518. if (x360->IsEnabledMSAA())
  2519. {
  2520. Assert(Zdesc.MultiSampleType == ColorDesc.MultiSampleType);
  2521. Assert(Zdesc.MultiSampleQuality == ColorDesc.MultiSampleQuality);
  2522. }
  2523. #else
  2524. Assert(Zdesc.MultiSampleType == ColorDesc.MultiSampleType);
  2525. Assert(Zdesc.MultiSampleQuality == ColorDesc.MultiSampleQuality);
  2526. #endif
  2527. }
  2528. if (pZStencil == NULL)
  2529. {
  2530. bDepthDisabled = true;
  2531. } else
  2532. {
  2533. bDepthDisabled = false;
  2534. }
  2535. pDevice->SetRenderTarget(options, pRenderTarget, pZStencil);
  2536. return true;
  2537. }
  2538. void NGRender::SetGPRAllocationCount (DWORD dwVertexShaderCount, DWORD dwPixelShaderCount)
  2539. {
  2540. #ifdef _XBOX
  2541. Assert (dwVertexShaderCount+dwPixelShaderCount == 128);
  2542. Assert (dwVertexShaderCount >= 16);
  2543. Assert (dwPixelShaderCount >= 16);
  2544. D3D()->SetShaderGPRAllocation(0, dwVertexShaderCount, dwPixelShaderCount);
  2545. #endif
  2546. }
  2547. bool NGRender::PushRenderTarget()
  2548. {
  2549. AssertCoreThread;
  2550. IRenderTarget* renderTarget = NULL;
  2551. IRenderTargetDepth* renderTargetDepth = NULL;
  2552. pDevice->GetRenderTarget(&renderTarget, &renderTargetDepth);
  2553. stRenderTarget.Push();
  2554. stRenderTarget.Top().color = renderTarget;
  2555. stRenderTarget.Top().depth = renderTargetDepth;
  2556. stRenderTarget.Top().viewPort = GetViewport();
  2557. return true;
  2558. }
  2559. bool NGRender::PopRenderTarget(RenderTartgetOptions options)
  2560. {
  2561. AssertCoreThread;
  2562. if (!stRenderTarget.Size())
  2563. {
  2564. api->Trace("DXError: Try to pop RenderTarget, but RenderTarget stack is empty");
  2565. return false;
  2566. }
  2567. SetRenderTarget(options, stRenderTarget.Top().color, stRenderTarget.Top().depth);
  2568. SetViewport(stRenderTarget.Top().viewPort);
  2569. stRenderTarget.Pop();
  2570. return true;
  2571. }
  2572. //Utils section
  2573. bool NGRender::Clear(dword Count, CONST RENDERRECT * pRects, dword Flags, RENDERCOLOR Color, float Z, dword Stencil)
  2574. {
  2575. RestoreIfNeed();
  2576. LockRes(_FL_, resource_creation_sc, "NGRender::Clear");
  2577. //dword dwId = pixBeginEvent(_FL_, "NGRender::Clear");
  2578. DWORD dwFlags = ClearFlagsToDX(Flags);
  2579. //Color = 0xFFFF0000;
  2580. HRESULT hr = pDevice->D3D()->Clear(0, NULL, dwFlags, Color, Z, Stencil);
  2581. Assert(hr == D3D_OK);
  2582. #ifdef _XBOX
  2583. D3D()->FlushHiZStencil(D3DFHZS_ASYNCHRONOUS);
  2584. #endif
  2585. //pixEndEvent(_FL_, dwId);
  2586. UnlockRes(_FL_, resource_creation_sc, "NGRender::Clear");
  2587. return true;
  2588. }
  2589. bool NGRender::BeginScene()
  2590. {
  2591. RestoreIfNeed();
  2592. //OutputDebugString("NGRender::BeginScene\n");
  2593. //LockRes(_FL_, resource_creation_sc);
  2594. loading_screen_sc.Enter();
  2595. if (IsRenderDisabled())
  2596. {
  2597. loading_screen_sc.Leave();
  2598. return false;
  2599. }
  2600. //Если в режиме загрузки...
  2601. if (loadingScreenThread != NULL)
  2602. {
  2603. if (LoadingScreenThreadId != ::GetCurrentThreadId())
  2604. {
  2605. loading_screen_sc.Leave();
  2606. api->Trace("WARNING: Try to work with render in enabled LoadingScreen");
  2607. return false;
  2608. }
  2609. }
  2610. loading_screen_sc.Leave();
  2611. if (bInsideBeginScene)
  2612. {
  2613. #ifndef _XBOX
  2614. int res = MessageBox((HWND)api->Storage().GetLong("system.hwnd"), "Can't call BeginScene twice ! Call EndScene before.\nContinue work ?", "Error", MB_YESNO);
  2615. if (res == IDNO)
  2616. {
  2617. Assert(false);
  2618. }
  2619. #else
  2620. Assert(false);
  2621. #endif
  2622. }
  2623. pDevice->BeginScene();
  2624. bInsideBeginScene = true;
  2625. //OutputDebugString("NGRender::BeginScene bInsideBeginScene = true\n");
  2626. //UnlockRes(_FL_, resource_creation_sc);
  2627. return true;
  2628. }
  2629. bool NGRender::EndScene(IBaseTexture* pDestiantionTexture, bool bSkipAnyWork, bool bDontResolveDepthOnX360)
  2630. {
  2631. RestoreIfNeed();
  2632. #ifdef _DEBUG
  2633. loading_screen_sc.Enter();
  2634. //Если в режиме загрузки...
  2635. if (loadingScreenThread != NULL)
  2636. {
  2637. if (LoadingScreenThreadId != ::GetCurrentThreadId())
  2638. {
  2639. loading_screen_sc.Leave();
  2640. api->Trace("WARNING: Try to work with render in enabled LoadingScreen");
  2641. return false;
  2642. }
  2643. }
  2644. loading_screen_sc.Leave();
  2645. #endif
  2646. //OutputDebugString("NGRender::EndScene\n");
  2647. //LockRes(_FL_, resource_creation_sc);
  2648. if (IsRenderDisabled())
  2649. {
  2650. return false;
  2651. }
  2652. if (!bInsideBeginScene)
  2653. {
  2654. #ifndef _XBOX
  2655. int res = MessageBox((HWND)api->Storage().GetLong("system.hwnd"), "Can't call EndScene before BeginScene\nContinue work ?", "Error", MB_YESNO);
  2656. if (res == IDNO)
  2657. {
  2658. Assert(false);
  2659. }
  2660. #else
  2661. Assert(false);
  2662. #endif
  2663. return true;
  2664. }
  2665. pDevice->EndScene(pDestiantionTexture, bSkipAnyWork, bDontResolveDepthOnX360);
  2666. bInsideBeginScene = false;
  2667. //OutputDebugString("NGRender::EndScene bInsideBeginScene = false\n");
  2668. //UnlockRes(_FL_, resource_creation_sc);
  2669. return true;
  2670. }
  2671. bool NGRender::IsInsideBeginScene() const
  2672. {
  2673. AssertCoreThread;
  2674. return bInsideBeginScene;
  2675. }
  2676. void _cdecl NGRender::SetBackgroundColor(const Color & color)
  2677. {
  2678. AssertCoreThread;
  2679. m_backColor = color;
  2680. }
  2681. void _cdecl NGRender::SetErrorSignal(float fSignalTime)
  2682. {
  2683. //TODO:
  2684. }
  2685. bool NGRender::SetUseMipFillColor(bool bNewUseMipFillColor)
  2686. {
  2687. AssertCoreThread;
  2688. bool bOld = bUseMipFillColor;
  2689. bUseMipFillColor = bNewUseMipFillColor;
  2690. return bOld;
  2691. }
  2692. bool NGRender::SaveTexture2File(IBaseTexture * pTexture, const char * pFileName)
  2693. {
  2694. AssertCoreThread;
  2695. #ifdef _XBOX
  2696. return false;
  2697. #else
  2698. if (!pTexture || !pFileName || !pFileName[0]) return false;
  2699. if (pTexture->GetType() == DX8TYPE_TEXTURE)
  2700. {
  2701. D3DXSaveTextureToFileA(pFileName, D3DXIFF_DDS, (LPDIRECT3DBASETEXTURE9)((CDX8Texture*)pTexture)->GetBaseTexture(), null);
  2702. return true;
  2703. }
  2704. return false;
  2705. #endif
  2706. }
  2707. #ifndef _XBOX
  2708. int GetEncoderClsid(const WCHAR* format, CLSID* pClsid)
  2709. {
  2710. UINT num = 0; // number of image encoders
  2711. UINT size = 0; // size of the image encoder array in bytes
  2712. Gdiplus::ImageCodecInfo* pImageCodecInfo;
  2713. Gdiplus::GetImageEncodersSize(&num, &size);
  2714. if(size == 0) return -1; // Failure
  2715. pImageCodecInfo = (Gdiplus::ImageCodecInfo*) LocalAlloc(LPTR, size);
  2716. if(pImageCodecInfo == NULL) return -1; // Failure
  2717. Gdiplus::GetImageEncoders(num, size, pImageCodecInfo);
  2718. for(UINT j = 0; j < num; ++j)
  2719. {
  2720. if(_wcsicmp(pImageCodecInfo[j].MimeType, format) == 0 )
  2721. {
  2722. *pClsid = pImageCodecInfo[j].Clsid;
  2723. LocalFree(pImageCodecInfo);
  2724. return j; // Success
  2725. }
  2726. }
  2727. LocalFree(pImageCodecInfo);
  2728. return -1; // Failure
  2729. }
  2730. #endif
  2731. bool NGRender::MakeScreenshot(const char * sufix)
  2732. {
  2733. AssertCoreThread;
  2734. #ifndef _XBOX
  2735. wchar_t cFileName[_MAX_PATH];
  2736. for(long i = iScreenshotFrameIndex; i < iScreenshotFrameIndex + 10000; i++)
  2737. {
  2738. swprintf_s(cFileName, _MAX_PATH-2, L"CaptainBlood_%04d.jpg", i);
  2739. if (_waccess(cFileName, 0) == -1) break;
  2740. }
  2741. HWND windowHWND = (HWND)api->Storage().GetLong("system.hwnd");
  2742. HWND desktopHWND = GetDesktopWindow();
  2743. WINDOWINFO winInfo;
  2744. GetWindowInfo(windowHWND, &winInfo);
  2745. DWORD dwWinWidth = winInfo.rcClient.right - winInfo.rcClient.left;
  2746. DWORD dwWinHeight = winInfo.rcClient.bottom - winInfo.rcClient.top;
  2747. HDC hDesktopDC = GetDC(desktopHWND);
  2748. HDC hCaptureDC = CreateCompatibleDC(hDesktopDC);
  2749. HBITMAP hCaptureBitmap = CreateCompatibleBitmap(hDesktopDC, dwWinWidth, dwWinHeight);
  2750. HBITMAP OldBmp = (HBITMAP)SelectObject(hCaptureDC, hCaptureBitmap);
  2751. BitBlt(hCaptureDC, 0, 0, dwWinWidth, dwWinHeight, hDesktopDC, winInfo.rcClient.left, winInfo.rcClient.top, SRCCOPY);
  2752. SelectObject(hCaptureDC, OldBmp);
  2753. static BOOL gInitialized = FALSE;
  2754. Gdiplus::GdiplusStartupInput input;
  2755. Gdiplus::GdiplusStartupOutput output;
  2756. ULONG dwToken;
  2757. Gdiplus::Status status = Gdiplus::Ok;
  2758. if (!gInitialized)
  2759. {
  2760. status = Gdiplus::GdiplusStartup(&dwToken,&input,&output);
  2761. gInitialized = TRUE;
  2762. }
  2763. if (status == Gdiplus::Ok)
  2764. {
  2765. CLSID jpgClsid;
  2766. GetEncoderClsid(L"image/jpeg", &jpgClsid);
  2767. Gdiplus::Bitmap SrcBitmap(hCaptureBitmap, 0);
  2768. Gdiplus::EncoderParameters encoderParameters;
  2769. ULONG quality;
  2770. encoderParameters.Count = 1;
  2771. encoderParameters.Parameter[0].Guid = Gdiplus::EncoderQuality;
  2772. encoderParameters.Parameter[0].Type = Gdiplus::EncoderParameterValueTypeLong;
  2773. encoderParameters.Parameter[0].NumberOfValues = 1;
  2774. quality = 100;
  2775. encoderParameters.Parameter[0].Value = &quality;
  2776. SrcBitmap.Save(cFileName, &jpgClsid, &encoderParameters);
  2777. }
  2778. //release...
  2779. //=======================================================================
  2780. ReleaseDC(desktopHWND, hDesktopDC);
  2781. DeleteDC(hCaptureDC);
  2782. DeleteObject(hCaptureBitmap);
  2783. #endif
  2784. return true;
  2785. }
  2786. // Viewport Section
  2787. bool NGRender::PushViewport()
  2788. {
  2789. AssertCoreThread;
  2790. stViewports.Push() = GetViewport();
  2791. Assert(stViewports.Size() < 128);
  2792. return true;
  2793. }
  2794. bool NGRender::PopViewport()
  2795. {
  2796. AssertCoreThread;
  2797. if (!stViewports.Size())
  2798. {
  2799. api->Trace("DXError: Try pop viewport, but viewport stack is empty.");
  2800. return false;
  2801. }
  2802. SetViewport(stViewports.Top());
  2803. stViewports.Pop();
  2804. return true;
  2805. }
  2806. const RENDERVIEWPORT& NGRender::GetViewport() const
  2807. {
  2808. return m_CurrentViewPort;
  2809. }
  2810. bool NGRender::SetViewport(const RENDERVIEWPORT & Viewport)
  2811. {
  2812. AssertCoreThread;
  2813. if (IsRenderDisabled()) return false;
  2814. Assert (Viewport.MinZ >= 0.0f && Viewport.MinZ <= 1.0f)
  2815. Assert (Viewport.MaxZ >= 0.0f && Viewport.MaxZ <= 1.0f)
  2816. m_CurrentViewPort = Viewport;
  2817. HRESULT hr = D3D()->SetViewport(&ViewPortToDx(m_CurrentViewPort));
  2818. Assert(hr == D3D_OK);
  2819. PrepareShadowLimiters();
  2820. return true;
  2821. }
  2822. // Transform and Camera Section
  2823. bool NGRender::SetCamera(const Vector & vLookFrom, const Vector & vLookTo, const Vector & vUp)
  2824. {
  2825. AssertCoreThread;
  2826. Matrix mtx;
  2827. if (!mtx.BuildView(vLookFrom, vLookTo, vUp))
  2828. {
  2829. if (!mtx.BuildView(vLookFrom, vLookTo, vUp))
  2830. {
  2831. return false;
  2832. }
  2833. }
  2834. SetView(mtx);
  2835. bNeedRecalculateFrustum = true;
  2836. return true;
  2837. }
  2838. void NGRender::SetView(const Matrix & mMatrix)
  2839. {
  2840. AssertCoreThread;
  2841. *mtxView = mMatrix;
  2842. bNeedRecalculateFrustum = true;
  2843. vCameraPosition_WorldSpace = mtxView->GetCamPos();
  2844. vCameraDirection_WorldSpace = -Vector(mtxView->m[0][2], mtxView->m[1][2], mtxView->m[2][2]);
  2845. UpdateWVP();
  2846. }
  2847. void NGRender::SetWorld(const Matrix & mMatrix)
  2848. {
  2849. AssertCoreThread;
  2850. *mtxWorld = mMatrix;
  2851. UpdateWVP();
  2852. }
  2853. void NGRender::SetProjection(const Matrix & mMatrix)
  2854. {
  2855. AssertCoreThread;
  2856. *mtxProjection = mMatrix;
  2857. UpdateWVP();
  2858. }
  2859. bool NGRender::SetPerspective(float fPerspective)
  2860. {
  2861. AssertCoreThread;
  2862. Matrix mProjection;
  2863. m_Screen2DInfo.fFOV = fPerspective;
  2864. m_Screen3DInfo.fFOV = fPerspective;
  2865. float fHeight = (float)GetViewport().Height;
  2866. float fWidth = (float)GetViewport().Width;
  2867. mProjection.BuildProjection(fPerspective, fWidth, fHeight, 0.1f, 4000.0f);
  2868. SetProjection(mProjection);
  2869. return true;
  2870. }
  2871. bool NGRender::SetPerspective(float fPerspective, float fWidth, float fHeight, float fZNear, float fZFar)
  2872. {
  2873. AssertCoreThread;
  2874. Matrix mProjection;
  2875. mProjection.BuildProjection(fPerspective, fWidth, fHeight, fZNear, fZFar);
  2876. SetProjection(mProjection);
  2877. return true;
  2878. }
  2879. const Matrix& NGRender::GetView() const
  2880. {
  2881. AssertCoreThread;
  2882. return *mtxView;
  2883. }
  2884. const Matrix& NGRender::GetWorld() const
  2885. {
  2886. AssertCoreThread;
  2887. return *mtxWorld;
  2888. }
  2889. const Matrix& NGRender::GetProjection() const
  2890. {
  2891. AssertCoreThread;
  2892. return *mtxProjection;
  2893. }
  2894. const Plane* NGRender::GetFrustum()
  2895. {
  2896. return GetFrustumFast();
  2897. }
  2898. dword NGRender::GetNumFrustumPlanes() const
  2899. {
  2900. return 5;
  2901. }
  2902. // Clip planes
  2903. void NGRender::SetClipPlane(dword dwIndex, const Plane & plane)
  2904. {
  2905. AssertCoreThread;
  2906. HRESULT hr = D3D()->SetClipPlane(dwIndex, (float*)&plane);
  2907. Assert(hr == D3D_OK);
  2908. }
  2909. // Light section
  2910. const Vector & NGRender::GetGlobalLightDirection()
  2911. {
  2912. return stdLightVariables.dirLight.vGlobalLightDirection;
  2913. }
  2914. const Color & NGRender::GetGlobalLightColor()
  2915. {
  2916. AssertCoreThread;
  2917. return stdLightVariables.dirLight.vGlobalLightColor;
  2918. }
  2919. const Color & NGRender::GetGlobalLightBackColor()
  2920. {
  2921. AssertCoreThread;
  2922. return stdLightVariables.dirLight.vGlobalLightBackColor;
  2923. }
  2924. void NGRender::SetGlobalLight(const Vector & vDirection, bool bAttachSpecularDirToCam, const Color & cColor, const Color & cBackLightColor)
  2925. {
  2926. AssertCoreThread;
  2927. stdLightVariables.dirLight.vGlobalLightColor = cColor;
  2928. stdLightVariables.dirLight.vGlobalLightColorSpecular = cColor;
  2929. stdLightVariables.dirLight.vGlobalLightColorSpecular.v4.v.Normalize();
  2930. stdLightVariables.dirLight.vGlobalLightColorSpecular.v4.v *= SPECULAR_STRENGHT;
  2931. stdLightVariables.dirLight.vGlobalLightDirection = !vDirection;
  2932. stdLightVariables.dirLight.dwAttachSpecDirToCam = bAttachSpecularDirToCam == true ? 1 : 0;
  2933. stdLightVariables.dirLight.vGlobalLightBackColor = cBackLightColor;
  2934. }
  2935. dword NGRender::SetLights(const Vector & vPos, float fRadius)
  2936. {
  2937. AssertCoreThread;
  2938. //TODO:
  2939. return 0;
  2940. }
  2941. void NGRender::EnumCreatedLights(array<ILight*> & createdLights)
  2942. {
  2943. createdLights = aLights;
  2944. }
  2945. void NGRender::ReleaseLight(ILight * light)
  2946. {
  2947. aLights.Del(light);
  2948. lightPool.Free(light);
  2949. }
  2950. ILight* NGRender::CreateLight(const Vector & vPos, const Color & cColor, float fRadius, float fDirectivityFactor)
  2951. {
  2952. RestoreIfNeed();
  2953. LockRes(_FL_, resource_creation_sc, "CreateLight");
  2954. ILight * pLight = lightPool.Allocate();;
  2955. if (!pLight)
  2956. {
  2957. UnlockRes(_FL_, resource_creation_sc, "CreateLight");
  2958. return null;
  2959. }
  2960. aLights.Add(pLight);
  2961. pLight->Init(this);
  2962. pLight->Set(vPos, cColor, fRadius, fDirectivityFactor);
  2963. //pLight->SetFileLine(_FL_);
  2964. UnlockRes(_FL_, resource_creation_sc, "CreateLight");
  2965. return pLight;
  2966. }
  2967. void NGRender::SetAmbientSpecular (const Color& clr)
  2968. {
  2969. AssertCoreThread;
  2970. stdLightVariables.ambientLight.vAmbientLightSpecular = clr;
  2971. }
  2972. const Color& NGRender::GetAmbientSpecular ()
  2973. {
  2974. AssertCoreThread;
  2975. return stdLightVariables.ambientLight.vAmbientLightSpecular;
  2976. }
  2977. void NGRender::SetAmbient (const Color& clr)
  2978. {
  2979. AssertCoreThread;
  2980. stdLightVariables.ambientLight.vAmbientLight = clr;
  2981. }
  2982. void NGRender::SetAmbientGamma(float fGamma)
  2983. {
  2984. stdLightVariables.ambientLight.vAmbientLight.a = fGamma;
  2985. }
  2986. float NGRender::GetAmbientGamma()
  2987. {
  2988. return stdLightVariables.ambientLight.vAmbientLight.a;
  2989. }
  2990. const Color& NGRender::GetAmbient ()
  2991. {
  2992. AssertCoreThread;
  2993. return stdLightVariables.ambientLight.vAmbientLight;
  2994. }
  2995. bool NGRender::DrawIndexedPrimitive(const ShaderId & id, RENDERPRIMITIVETYPE Type, dword MinVertexIndex, dword NumVertices, dword StartIndex, dword PrimitiveCount)
  2996. {
  2997. LockRes(_FL_, resource_creation_sc, "DrawIndexedPrimitive");
  2998. bool bRes = DrawIndexedPrimitiveSingleThread(id, Type, MinVertexIndex, NumVertices, StartIndex, PrimitiveCount);
  2999. UnlockRes(_FL_, resource_creation_sc, "DrawIndexedPrimitive");
  3000. return bRes;
  3001. }
  3002. // Draw section
  3003. bool NGRender::DrawIndexedPrimitiveSingleThread(const ShaderId & id, RENDERPRIMITIVETYPE Type, dword MinVertexIndex, dword NumVertices, dword StartIndex, dword PrimitiveCount)
  3004. {
  3005. #ifdef RENDER_DEBUG_DRAW_SKIP
  3006. curDrawIndex++;
  3007. if (IsDebugDrawSkipped(curDrawIndex - 1))
  3008. return true;
  3009. #endif
  3010. #ifndef _XBOX
  3011. if (IsRenderDisabled())
  3012. {
  3013. return false;
  3014. }
  3015. if (((lastVBUsageFlag & USAGE_DYNAMIC) != 0) && ((lastIBUsageFlag & USAGE_DYNAMIC) == 0))
  3016. {
  3017. //Vertex buffer is dynamic, but index buffer not - X360 assert emulation
  3018. // api->Trace("Vertex buffer is dynamic, but index buffer not - X360 assert emulation");
  3019. // Assert(false);
  3020. }
  3021. if (((lastVBUsageFlag & USAGE_DYNAMIC) == 0) && ((lastIBUsageFlag & USAGE_DYNAMIC) != 0))
  3022. {
  3023. //Vertex buffer is not dynamic, but index buffer is dynamic - X360 assert emulation
  3024. // api->Trace("Vertex buffer is not dynamic, but index buffer is dynamic - X360 assert emulation");
  3025. // Assert(false);
  3026. }
  3027. if (pLastIndices == NULL)
  3028. {
  3029. //DrawIndexedPrimitive without indices ????
  3030. api->Trace("DrawIndexedPrimitive without indices ???? - X360 assert emulation");
  3031. return false;
  3032. }
  3033. #endif
  3034. if (PrimitiveCount <= 0)
  3035. {
  3036. api->Trace("DXERROR: Can't render zero primitives !!!");
  3037. return false;
  3038. }
  3039. dword dwTime = 0;
  3040. RDTSC_B(dwTime);
  3041. SHADER* shader = (SHADER*)(id);
  3042. if (!shader)
  3043. {
  3044. api->Error("DXERROR: Can't find shader");
  3045. return false;
  3046. }
  3047. //-------------------------------
  3048. #if defined (_XBOX) && defined(_PRECOMPILED_COMMAND_BUFFER_BAKER)
  3049. if (!bNeedReplaceDP_to_DPUP)
  3050. {
  3051. shader->PrefetchCommandBuffer();
  3052. stats.dwPolyCount += PrimitiveCount;
  3053. stats.dwBatchCount++;
  3054. IDirect3DIndexBuffer9* pIndexData = NULL;
  3055. D3D()->GetIndices(&pIndexData);
  3056. m_ShaderManager.getVarDatabase()->ApplyStandartVariables(stdVariables);
  3057. m_ShaderManager.getVarDatabase()->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3058. m_ShaderManager.getVarDatabase()->ApplyFogVariables(stdFogVariables);
  3059. shader->UpdateVariablesFromDB();
  3060. shader->SetStreamSource(0, vertexStreams[0].vertexData, vertexStreams[0].dwOffsetFromStartInBytes);
  3061. shader->SetStreamSource(1, vertexStreams[1].vertexData, vertexStreams[1].dwOffsetFromStartInBytes);
  3062. shader->SetStreamSource(2, vertexStreams[2].vertexData, vertexStreams[2].dwOffsetFromStartInBytes);
  3063. shader->SetDrawIndexedParameters((GPUPRIMTYPE)PtToDX (Type), pIndexData, PrimitiveCount, StartIndex);
  3064. if (pIndexData)
  3065. {
  3066. pIndexData->Release();
  3067. }
  3068. /*
  3069. if (passLights.Size() > 0)
  3070. {
  3071. BYTE * srcCommandBufferData = shader->getPhysicalBytes();
  3072. DWORD dwSizeInDwords = shader->getSizeInDwords();
  3073. DWORD dwOffsetToEndToken = dwSizeInDwords * sizeof(DWORD);
  3074. GPUCOMMAND_BUFFER_END * cmdEnd = (GPUCOMMAND_BUFFER_END*)(srcCommandBufferData + dwOffsetToEndToken);
  3075. cmdEnd->Place();
  3076. shader->debugOutCommandBuffer(srcCommandBufferData, true);
  3077. int a = 0;
  3078. }
  3079. */
  3080. shader->ApplyStateHacksInplace(D3D(), &hacks[0], bDisableHacks);
  3081. bool bDisableAllHiZ = bDepthDisabled | bDisableHiZ;
  3082. m_ShaderManager.getBatchExecutor()->Run(shader, D3D(), bDepthDisabled, bDisableAllHiZ);
  3083. shader->RestoreStateHacksInplace(D3D(), &hacks[0], bDisableHacks);
  3084. RDTSC_E(dwTime);
  3085. stats.dwDrawTime += dwTime;
  3086. return true;
  3087. }
  3088. stats.dwPolyCount += PrimitiveCount;
  3089. stats.dwBatchCountUP++;
  3090. m_ShaderManager.getVarDatabase()->ApplyStandartVariables(stdVariables);
  3091. m_ShaderManager.getVarDatabase()->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3092. m_ShaderManager.getVarDatabase()->ApplyFogVariables(stdFogVariables);
  3093. shader->DynamicDraw_SetupGPU(D3D());
  3094. shader->DynamicDraw_ApplyStateHacks(D3D(), &hacks[0], bDisableHacks);
  3095. byte* ptr = ((CDX8VBuffer*)pMemVB)->GetMemoryVertexBuffer();
  3096. //Memory index buffer must also use DYNAMIC FLAG !!!!
  3097. Assert(pMemIB);
  3098. byte* mIB = ((CDX8IBuffer*)pMemIB)->GetMemoryIndexBuffer();
  3099. D3DFORMAT ibFMT = FormatToDX(((CDX8IBuffer*)pMemIB)->GetFormat());
  3100. //Assert(MinVertexIndex == 0);
  3101. //Assert(StartIndex == 0);
  3102. //Слишком много полигонов для Ring buffer'a
  3103. Assert((NumVertices*dwMemVBStride)+(PrimitiveCount*3*sizeof(word)) < (2 * 1024 * 1024));
  3104. DWORD dwDpUpSize = ((CDX8VBuffer*)pMemVB)->GetSize() + ((PrimitiveCount*3) * sizeof(word));
  3105. if (dwDpUpSize >= stats.dwMaxDpUpSize)
  3106. {
  3107. stats.dwMaxDpUpSize = dwDpUpSize;
  3108. }
  3109. stats.dwDrawUpBytes += dwDpUpSize;
  3110. HRESULT hr = D3D()->DrawIndexedPrimitiveUP(PtToDX (Type), MinVertexIndex, NumVertices, PrimitiveCount, mIB + (sizeof(word) * StartIndex), ibFMT, ptr, dwMemVBStride);
  3111. if (shader->isNeedFlushHiZ() || bDepthDisabled)
  3112. {
  3113. D3D()->FlushHiZStencil(D3DFHZS_ASYNCHRONOUS);
  3114. }
  3115. shader->DynamicDraw_RestoreStateHacks(D3D(), &hacks[0], bDisableHacks);
  3116. RDTSC_E(dwTime);
  3117. stats.dwDrawTimeUP += dwTime;
  3118. return false;
  3119. #else
  3120. //-----------------------------
  3121. shader->ApplyStandartVariables(stdVariables);
  3122. shader->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3123. shader->ApplyFogVariables(stdFogVariables);
  3124. dword passCount = shader->Begin();
  3125. for (dword n = 0; n < passCount; n++)
  3126. {
  3127. shader->BeginPass(n);
  3128. stats.dwPolyCount += PrimitiveCount;
  3129. #ifndef _XBOX
  3130. if (!bDisableHacks)
  3131. {
  3132. if (api->DebugKeyState('F') && ::GetCurrentThreadId() == api->GetThreadId())
  3133. {
  3134. D3D()->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
  3135. SetTexture(0, getWhiteTexture());
  3136. SetTexture(1, getWhiteTexture());
  3137. SetTexture(2, getWhiteTexture());
  3138. SetTexture(3, getWhiteTexture());
  3139. }
  3140. }
  3141. #endif
  3142. ApplyStateHacks();
  3143. HRESULT hr;
  3144. if (bNeedReplaceDP_to_DPUP)
  3145. {
  3146. stats.dwBatchCountUP++;
  3147. byte* ptr = ((CDX8VBuffer*)pMemVB)->GetMemoryVertexBuffer();
  3148. //Memory index buffer must also use DYNAMIC FLAG !!!!
  3149. Assert(pMemIB);
  3150. byte* mIB = ((CDX8IBuffer*)pMemIB)->GetMemoryIndexBuffer();
  3151. D3DFORMAT ibFMT = FormatToDX(((CDX8IBuffer*)pMemIB)->GetFormat());
  3152. //Assert(MinVertexIndex == 0);
  3153. //Assert(StartIndex == 0);
  3154. //Слишком много полигонов для Ring buffera
  3155. Assert((NumVertices*dwMemVBStride)+(PrimitiveCount*3*sizeof(word)) < (2 * 1024 * 1024));
  3156. DWORD dwDpUpSize = ((CDX8VBuffer*)pMemVB)->GetSize() + ((PrimitiveCount*3) * sizeof(word));
  3157. if (dwDpUpSize >= stats.dwMaxDpUpSize)
  3158. {
  3159. stats.dwMaxDpUpSize = dwDpUpSize;
  3160. }
  3161. stats.dwDrawUpBytes += dwDpUpSize;
  3162. hr = D3D()->DrawIndexedPrimitiveUP(PtToDX (Type), MinVertexIndex, NumVertices, PrimitiveCount, mIB + (sizeof(word) * StartIndex), ibFMT, ptr, dwMemVBStride);
  3163. } else
  3164. {
  3165. /*
  3166. void * data = NULL;
  3167. vertexStreams[0].vertexData->Lock(0, 0, &data, 0);
  3168. WORD* pInd = (WORD*)pLastIndices->Lock();
  3169. for (int rrr = 0; rrr < PrimitiveCount * 3; rrr++)
  3170. {
  3171. Assert (pInd[StartIndex + rrr] < NumVertices);
  3172. }
  3173. vertexStreams[0].vertexData->Unlock();
  3174. pLastIndices->Unlock();
  3175. */
  3176. stats.dwBatchCount++;
  3177. hr = D3D()->DrawIndexedPrimitive(PtToDX (Type), dwCurrentBaseVertexIndex, MinVertexIndex, NumVertices, StartIndex, PrimitiveCount);
  3178. }
  3179. shader->EndPass(n);
  3180. } //pases
  3181. shader->End();
  3182. RestoreAfterStateHacks ();
  3183. RDTSC_E(dwTime);
  3184. if (bNeedReplaceDP_to_DPUP == false)
  3185. {
  3186. stats.dwDrawTime += dwTime;
  3187. } else
  3188. {
  3189. stats.dwDrawTimeUP += dwTime;
  3190. }
  3191. return true;
  3192. #endif
  3193. }
  3194. bool NGRender::DrawPrimitive(const ShaderId & id, RENDERPRIMITIVETYPE Type, dword StartVertex, dword PrimitiveCount)
  3195. {
  3196. AssertCoreThread;
  3197. #ifdef RENDER_DEBUG_DRAW_SKIP
  3198. curDrawIndex++;
  3199. if (IsDebugDrawSkipped(curDrawIndex - 1))
  3200. return true;
  3201. #endif
  3202. if (PrimitiveCount == 0)
  3203. {
  3204. api->Trace("ERROR: Can't render technique polycount = 0 !!!!");
  3205. return false;
  3206. }
  3207. #ifndef _XBOX
  3208. if (IsRenderDisabled())
  3209. {
  3210. return false;
  3211. }
  3212. #endif
  3213. dword dwTime = 0;
  3214. RDTSC_B(dwTime);
  3215. SHADER* shader = (SHADER*)id;
  3216. if (!shader)
  3217. {
  3218. api->Error("DXERROR: Can't find shader");
  3219. return false;
  3220. }
  3221. #if defined (_XBOX) && defined(_PRECOMPILED_COMMAND_BUFFER_BAKER)
  3222. if (!bNeedReplaceDP_to_DPUP)
  3223. {
  3224. shader->PrefetchCommandBuffer();
  3225. stats.dwPolyCount += PrimitiveCount;
  3226. stats.dwBatchCount++;
  3227. m_ShaderManager.getVarDatabase()->ApplyStandartVariables(stdVariables);
  3228. m_ShaderManager.getVarDatabase()->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3229. m_ShaderManager.getVarDatabase()->ApplyFogVariables(stdFogVariables);
  3230. shader->UpdateVariablesFromDB();
  3231. shader->SetStreamSource(0, vertexStreams[0].vertexData, vertexStreams[0].dwOffsetFromStartInBytes);
  3232. shader->SetStreamSource(1, vertexStreams[1].vertexData, vertexStreams[1].dwOffsetFromStartInBytes);
  3233. shader->SetStreamSource(2, vertexStreams[2].vertexData, vertexStreams[2].dwOffsetFromStartInBytes);
  3234. shader->SetDrawParameters((GPUPRIMTYPE)PtToDX (Type), PrimitiveCount, StartVertex);
  3235. /*
  3236. if (PrimitiveCount > 21844)
  3237. {
  3238. BYTE * srcCommandBufferData = shader->getPhysicalBytes();
  3239. DWORD dwSizeInDwords = shader->getSizeInDwords();
  3240. DWORD dwOffsetToEndToken = dwSizeInDwords * sizeof(DWORD);
  3241. GPUCOMMAND_BUFFER_END * cmdEnd = (GPUCOMMAND_BUFFER_END*)(srcCommandBufferData + dwOffsetToEndToken);
  3242. cmdEnd->Place();
  3243. shader->debugOutCommandBuffer(srcCommandBufferData, true);
  3244. int a = 0;
  3245. }
  3246. */
  3247. shader->ApplyStateHacksInplace(D3D(), &hacks[0], bDisableHacks);
  3248. bool bDisableAllHiZ = bDepthDisabled | bDisableHiZ;
  3249. m_ShaderManager.getBatchExecutor()->Run(shader, D3D(), bDepthDisabled, bDisableAllHiZ);
  3250. shader->RestoreStateHacksInplace(D3D(), &hacks[0], bDisableHacks);
  3251. RDTSC_E(dwTime);
  3252. stats.dwDrawTime += dwTime;
  3253. return true;
  3254. }
  3255. m_ShaderManager.getVarDatabase()->ApplyStandartVariables(stdVariables);
  3256. m_ShaderManager.getVarDatabase()->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3257. m_ShaderManager.getVarDatabase()->ApplyFogVariables(stdFogVariables);
  3258. shader->DynamicDraw_SetupGPU(D3D());
  3259. shader->DynamicDraw_ApplyStateHacks(D3D(), &hacks[0], bDisableHacks);
  3260. byte* ptr = ((CDX8VBuffer*)pMemVB)->GetMemoryVertexBuffer();
  3261. HRESULT hr = D3D()->DrawPrimitiveUP(PtToDX(Type), PrimitiveCount, ptr + (StartVertex*dwMemVBStride), dwMemVBStride);
  3262. if (shader->isNeedFlushHiZ() || bDepthDisabled)
  3263. {
  3264. D3D()->FlushHiZStencil(D3DFHZS_ASYNCHRONOUS);
  3265. }
  3266. shader->DynamicDraw_RestoreStateHacks(D3D(), &hacks[0], bDisableHacks);
  3267. RDTSC_E(dwTime);
  3268. stats.dwPolyCount += PrimitiveCount;
  3269. stats.dwBatchCountUP++;
  3270. stats.dwDrawTimeUP += dwTime;
  3271. DWORD dwDpUpSize = ((CDX8VBuffer*)pMemVB)->GetSize();
  3272. if (dwDpUpSize >= stats.dwMaxDpUpSize)
  3273. {
  3274. stats.dwMaxDpUpSize = dwDpUpSize;
  3275. }
  3276. stats.dwDrawUpBytes += dwDpUpSize;
  3277. return false;
  3278. #else
  3279. shader->ApplyStandartVariables(stdVariables);
  3280. shader->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3281. shader->ApplyFogVariables(stdFogVariables);
  3282. dword passCount = shader->Begin();
  3283. for (dword n = 0; n < passCount; n++)
  3284. {
  3285. shader->BeginPass(n);
  3286. stats.dwPolyCount += PrimitiveCount;
  3287. #ifndef _XBOX
  3288. if (!bDisableHacks)
  3289. {
  3290. if (api->DebugKeyState('F') && ::GetCurrentThreadId() == api->GetThreadId() && bDisableHacks != true)
  3291. {
  3292. D3D()->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
  3293. SetTexture(0, getWhiteTexture());
  3294. SetTexture(1, getWhiteTexture());
  3295. SetTexture(2, getWhiteTexture());
  3296. SetTexture(3, getWhiteTexture());
  3297. }
  3298. }
  3299. #endif
  3300. ApplyStateHacks ();
  3301. HRESULT hr;
  3302. if (bNeedReplaceDP_to_DPUP)
  3303. {
  3304. stats.dwBatchCountUP++;
  3305. DWORD dwDpUpSize = ((CDX8VBuffer*)pMemVB)->GetSize();
  3306. if (dwDpUpSize >= stats.dwMaxDpUpSize)
  3307. {
  3308. stats.dwMaxDpUpSize = dwDpUpSize;
  3309. }
  3310. stats.dwDrawUpBytes += dwDpUpSize;
  3311. byte* ptr = ((CDX8VBuffer*)pMemVB)->GetMemoryVertexBuffer();
  3312. hr = D3D()->DrawPrimitiveUP(PtToDX(Type), PrimitiveCount, ptr + (StartVertex*dwMemVBStride), dwMemVBStride);
  3313. } else
  3314. {
  3315. stats.dwBatchCount++;
  3316. hr = D3D()->DrawPrimitive(PtToDX(Type), StartVertex, PrimitiveCount);
  3317. }
  3318. Assert(hr == D3D_OK);
  3319. shader->EndPass(n);
  3320. } //passes
  3321. shader->End();
  3322. RestoreAfterStateHacks ();
  3323. RDTSC_E(dwTime);
  3324. if (!bNeedReplaceDP_to_DPUP)
  3325. {
  3326. stats.dwDrawTime += dwTime;
  3327. } else
  3328. {
  3329. stats.dwDrawTimeUP += dwTime;
  3330. }
  3331. return true;
  3332. #endif
  3333. }
  3334. bool NGRender::DrawPrimitiveUP(const ShaderId & id, RENDERPRIMITIVETYPE PrimitiveType, dword PrimitiveCount, const void * pVertex, dword Stride)
  3335. {
  3336. LockRes(_FL_, resource_creation_sc, "DrawPrimitiveUP");
  3337. #ifdef RENDER_DEBUG_DRAW_SKIP
  3338. curDrawIndex++;
  3339. if (IsDebugDrawSkipped(curDrawIndex - 1))
  3340. return true;
  3341. #endif
  3342. #ifndef _XBOX
  3343. if (IsRenderDisabled())
  3344. {
  3345. UnlockRes(_FL_, resource_creation_sc, "DrawPrimitiveUP");
  3346. return false;
  3347. }
  3348. #endif
  3349. dword dwTime = 0;
  3350. RDTSC_B(dwTime);
  3351. SHADER* shader = (SHADER*)id;
  3352. if (!shader)
  3353. {
  3354. UnlockRes(_FL_, resource_creation_sc, "DrawPrimitiveUP");
  3355. api->Error("DXERROR: Can't find shader");
  3356. return false;
  3357. }
  3358. #if defined (_XBOX) && defined(_PRECOMPILED_COMMAND_BUFFER_BAKER)
  3359. m_ShaderManager.getVarDatabase()->ApplyStandartVariables(stdVariables);
  3360. m_ShaderManager.getVarDatabase()->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3361. m_ShaderManager.getVarDatabase()->ApplyFogVariables(stdFogVariables);
  3362. shader->DynamicDraw_SetupGPU(D3D());
  3363. shader->DynamicDraw_ApplyStateHacks(D3D(), &hacks[0], bDisableHacks);
  3364. HRESULT hr = D3D()->DrawPrimitiveUP(PtToDX(PrimitiveType), PrimitiveCount, pVertex, Stride);
  3365. if (shader->isNeedFlushHiZ() || bDepthDisabled)
  3366. {
  3367. D3D()->FlushHiZStencil(D3DFHZS_ASYNCHRONOUS);
  3368. }
  3369. shader->DynamicDraw_RestoreStateHacks(D3D(), &hacks[0], bDisableHacks);
  3370. RDTSC_E(dwTime);
  3371. stats.dwBatchCountUP++;
  3372. stats.dwDrawTimeUP += dwTime;
  3373. stats.dwPolyCount += PrimitiveCount;
  3374. DWORD dwDpUpSize = PrimitiveCount * 3 * Stride;
  3375. if (dwDpUpSize >= stats.dwMaxDpUpSize)
  3376. {
  3377. stats.dwMaxDpUpSize = dwDpUpSize;
  3378. }
  3379. stats.dwDrawUpBytes += dwDpUpSize;
  3380. UnlockRes(_FL_, resource_creation_sc, "DrawPrimitiveUP");
  3381. return true;
  3382. #else
  3383. shader->ApplyStandartVariables(stdVariables);
  3384. shader->ApplyEnvironmentLightingVariables(stdLightVariables, *stdVariables.vCamDirRelativeWorld);
  3385. shader->ApplyFogVariables(stdFogVariables);
  3386. dword passCount = shader->Begin();
  3387. for (dword n = 0; n < passCount; n++)
  3388. {
  3389. shader->BeginPass(n);
  3390. stats.dwBatchCountUP++;
  3391. stats.dwPolyCount += PrimitiveCount;
  3392. DWORD dwDpUpSize = PrimitiveCount * 3 * Stride;
  3393. if (dwDpUpSize >= stats.dwMaxDpUpSize)
  3394. {
  3395. stats.dwMaxDpUpSize = dwDpUpSize;
  3396. }
  3397. stats.dwDrawUpBytes += dwDpUpSize;
  3398. ApplyStateHacks ();
  3399. HRESULT hr = D3D()->DrawPrimitiveUP(PtToDX(PrimitiveType), PrimitiveCount, pVertex, Stride);
  3400. Assert(hr == D3D_OK);
  3401. shader->EndPass(n);
  3402. } //passes
  3403. shader->End();
  3404. RestoreAfterStateHacks ();
  3405. RDTSC_E(dwTime);
  3406. stats.dwDrawTimeUP += dwTime;
  3407. UnlockRes(_FL_, resource_creation_sc, "DrawPrimitiveUP");
  3408. return true;
  3409. #endif
  3410. }
  3411. /*
  3412. bool NGRender::DrawIndexedPrimitiveLighted(RENDERPRIMITIVETYPE Type, dword MinVertexIndex, dword NumVertices, dword StartIndex, dword PrimitiveCount, const GMXOBB &boundBox, const char * pTechnique, void * pObsoletteMustBeNUL)
  3413. {
  3414. if (IsRenderDisabled()) return false;
  3415. //TODO:
  3416. api->Trace("TODO: DrawIndexedPrimitiveLighted");
  3417. return false;
  3418. }
  3419. bool NGRender::DrawLines(RS_LINE * pRSL, dword dwLinesNum, const char * pTechniqueName, void * pObsoletteMustBeNULL, dword dwStride)
  3420. {
  3421. if (IsRenderDisabled()) return false;
  3422. //TODO:
  3423. api->Trace("TODO: DrawLines");
  3424. return false;
  3425. }
  3426. bool NGRender::DrawRects(RS_RECT * pRects, dword dwRectsNum, const char * pTechniqueName, void * pObsoletteMustBeNULL, dword dwStride, dword dwSubTexX, dword dwSubTexY)
  3427. {
  3428. if (IsRenderDisabled()) return false;
  3429. //TODO:
  3430. api->Trace("TODO: DrawRects");
  3431. return false;
  3432. }
  3433. bool NGRender::DrawSprites(RS_SPRITE * pSprites, dword dwSpritesNum, const char * pTechniqueName, void * pObsoletteMustBeNULL, dword dwStride)
  3434. {
  3435. if (IsRenderDisabled()) return false;
  3436. //TODO:
  3437. api->Trace("TODO: DrawSprites");
  3438. return false;
  3439. }
  3440. bool NGRender::DrawPolygon(const Vector * pVectors, dword dwNumPoints, const Color & color, const Matrix& matrix, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3441. {
  3442. if (IsRenderDisabled()) return false;
  3443. //TODO:
  3444. api->Trace("TODO: DrawPolygon");
  3445. return false;
  3446. }
  3447. // Debug Draw section
  3448. bool NGRender::DrawSphere(const Matrix & mPos, dword dwColor, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3449. {
  3450. if (IsRenderDisabled()) return false;
  3451. //TODO:
  3452. api->Trace("TODO: DrawSphere");
  3453. return false;
  3454. }
  3455. bool NGRender::DrawSphere(const Vector & vPos, float fRadius, dword dwColor, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3456. {
  3457. if (IsRenderDisabled()) return false;
  3458. //TODO:
  3459. api->Trace("TODO: DrawSphere");
  3460. return false;
  3461. }
  3462. bool NGRender::DrawLine(const Vector & v1, dword dwColor1, const Vector & v2, dword dwColor2, bool bWorldMatrix, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3463. {
  3464. if (IsRenderDisabled()) return false;
  3465. //TODO:
  3466. api->Trace("TODO: DrawLine");
  3467. return false;
  3468. }
  3469. bool NGRender::DrawBufferedLine(const Vector & v1, dword dwColor1, const Vector & v2, dword dwColor2, bool bWorldMatrix)
  3470. {
  3471. if (IsRenderDisabled()) return false;
  3472. //TODO:
  3473. api->Trace("TODO: DrawBufferedLine");
  3474. return false;
  3475. }
  3476. bool NGRender::DrawBox(const Vector & vMin, const Vector & vMax, const Matrix & mMatrix, dword dwColor, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3477. {
  3478. if (IsRenderDisabled()) return false;
  3479. //TODO:
  3480. api->Trace("TODO: DrawBox");
  3481. return false;
  3482. }
  3483. bool NGRender::DrawCapsule(float fRadius, float fHeight, dword dwColor, const Matrix &WorldMat, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3484. {
  3485. if (IsRenderDisabled()) return false;
  3486. //TODO:
  3487. api->Trace("TODO: DrawCapsule");
  3488. return false;
  3489. }
  3490. bool NGRender::DrawSolidBox(const Vector & vMin, const Vector & vMax, const Matrix & mMatrix, dword dwColor, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3491. {
  3492. if (IsRenderDisabled()) return false;
  3493. //TODO:
  3494. api->Trace("TODO: DrawSolidBox");
  3495. return false;
  3496. }
  3497. bool NGRender::DrawMatrix(const Matrix & mMatrix, float fScale, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3498. {
  3499. if (IsRenderDisabled()) return false;
  3500. //TODO:
  3501. api->Trace("TODO: DrawMatrix");
  3502. return false;
  3503. }
  3504. bool NGRender::DrawVector(const Vector & v1, const Vector & v2, dword dwColor, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3505. {
  3506. if (IsRenderDisabled()) return false;
  3507. //TODO:
  3508. api->Trace("TODO: DrawVector");
  3509. return false;
  3510. }
  3511. bool NGRender::DrawNormals(IVBuffer * pVBuffer, dword dwStartVertex, dword dwNumVertices, dword dwColor1, dword dwColor2, float fScale, dword dwStride, const char * pTechniqueName, void * pObsoletteMustBeNULL)
  3512. {
  3513. if (IsRenderDisabled()) return false;
  3514. //TODO:
  3515. api->Trace("TODO: DrawNormals");
  3516. return false;
  3517. }
  3518. bool NGRender::FlushBufferedLines(bool bIdentityMatrix)
  3519. {
  3520. if (IsRenderDisabled()) return false;
  3521. //TODO:
  3522. api->Trace("TODO: FlushBufferedLines");
  3523. return false;
  3524. }
  3525. void NGRender::DrawXZCircle (const Vector& center, float fRadius, dword dwColor, const char* szTechnique)
  3526. {
  3527. if (IsRenderDisabled()) return;
  3528. //TODO:
  3529. api->Trace("TODO: DrawXZCircle");
  3530. }
  3531. void NGRender::DrawSphereGizmo (const Vector& pos, float fRadius, dword dwColor1, dword dwColor2, const char* szTechnique)
  3532. {
  3533. if (IsRenderDisabled()) return;
  3534. //TODO:
  3535. api->Trace("TODO: DrawSphereGizmo");
  3536. }
  3537. */
  3538. // Filter section
  3539. bool NGRender::AddRenderFilter(IRenderFilter * pFilter, float fExecuteLevel)
  3540. {
  3541. AssertCoreThread;
  3542. pFilter->SetExecuteLevel(fExecuteLevel);
  3543. aRenderFilters.Add(pFilter);
  3544. return true;
  3545. }
  3546. bool NGRender::RemoveRenderFilter(IRenderFilter * pFilter)
  3547. {
  3548. AssertCoreThread;
  3549. for (DWORD i = 0; i < aRenderFilters.Size(); i++)
  3550. {
  3551. if (aRenderFilters[i] == pFilter)
  3552. {
  3553. aRenderFilters.ExtractNoShift(i);
  3554. return true;
  3555. }
  3556. }
  3557. return false;
  3558. }
  3559. // Create advanced new font
  3560. IAdvFont * _cdecl NGRender::CreateAdvancedFont(const char * pFontName, float fHeight, dword dwColor)
  3561. {
  3562. RestoreIfNeed();
  3563. LockRes(_FL_, resource_creation_sc, "CreateFont");
  3564. IAdvFont * pFont = pAdvFonts->CreateAdvancedFont(pFontName, fHeight, dwColor);
  3565. if (!pFont)
  3566. {
  3567. // error
  3568. api->Trace("DXError: Can't create advanced font %s", pFontName);
  3569. UnlockRes(_FL_, resource_creation_sc, "CreateAdvancedFont");
  3570. return null;
  3571. }
  3572. #ifdef _XBOX
  3573. D3D()->AcquireThreadOwnership();
  3574. #endif
  3575. UnlockRes(_FL_, resource_creation_sc, "CreateFont");
  3576. return pFont;
  3577. }
  3578. // Font and print section
  3579. IFont* _cdecl NGRender::CreateFont(const char * pFontName, float fHeight, dword dwColor, const char * pFontTechnique)
  3580. {
  3581. RestoreIfNeed();
  3582. LockRes(_FL_, resource_creation_sc, "CreateFont");
  3583. IFont * pFont = pFonts->CreateFont(pFontName, fHeight, dwColor);
  3584. if (!pFont)
  3585. {
  3586. // error
  3587. api->Trace("DXError: Can't create font %s", pFontName);
  3588. UnlockRes(_FL_, resource_creation_sc, "CreateFont");
  3589. return null;
  3590. }
  3591. #ifdef _XBOX
  3592. D3D()->AcquireThreadOwnership();
  3593. #endif
  3594. pFont->SetTechnique(pFontTechnique);
  3595. #ifdef _XBOX
  3596. D3D()->AcquireThreadOwnership();
  3597. #endif
  3598. UnlockRes(_FL_, resource_creation_sc, "CreateFont");
  3599. return pFont;
  3600. }
  3601. IFont* NGRender::GetSystemFont() const
  3602. {
  3603. AssertCoreThread;
  3604. if (pSystemFont)
  3605. {
  3606. pSystemFont->AddRef();
  3607. }
  3608. return pSystemFont;
  3609. }
  3610. bool _cdecl NGRender::PrintShadowed(float x, float y, dword dwColor, const char * pFormat, ...)
  3611. {
  3612. if(!pFormat) return true;
  3613. LockRes(_FL_, resource_creation_sc, "Print");
  3614. if (IsRenderDisabled() || !pSystemFont) return false;
  3615. static char cTmpBuffer[4096];
  3616. va_list args;
  3617. va_start(args, pFormat);
  3618. crt_vsnprintf(cTmpBuffer, sizeof(cTmpBuffer), pFormat, args);
  3619. va_end(args);
  3620. bDisableHacks = true;
  3621. D3D()->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  3622. pSystemFont->SetColor(0xFF202020);
  3623. pSystemFont->Print(x+1, y+1, "%s", cTmpBuffer);
  3624. pSystemFont->SetColor(dwColor);
  3625. pSystemFont->Print(x, y, "%s", cTmpBuffer);
  3626. bDisableHacks = false;
  3627. UnlockRes(_FL_, resource_creation_sc, "Print");
  3628. return true;
  3629. }
  3630. bool _cdecl NGRender::Print(float x, float y, dword dwColor, const char * pFormat, ...)
  3631. {
  3632. if(!pFormat) return true;
  3633. LockRes(_FL_, resource_creation_sc, "Print");
  3634. if (IsRenderDisabled() || !pSystemFont) return false;
  3635. static char cTmpBuffer[4096];
  3636. va_list args;
  3637. va_start(args, pFormat);
  3638. crt_vsnprintf(cTmpBuffer, sizeof(cTmpBuffer), pFormat, args);
  3639. va_end(args);
  3640. bDisableHacks = true;
  3641. D3D()->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  3642. pSystemFont->SetColor(dwColor);
  3643. pSystemFont->Print(x, y, "%s", cTmpBuffer);
  3644. bDisableHacks = false;
  3645. UnlockRes(_FL_, resource_creation_sc, "Print");
  3646. return true;
  3647. }
  3648. bool _cdecl NGRender::Print(const Vector & vPos, float fViewDistance, float fLine, dword dwColor, const char * pFormat, ...)
  3649. {
  3650. AssertCoreThread;
  3651. if (IsRenderDisabled() || !pSystemFont) return false;
  3652. static char cTmpBuffer[4096];
  3653. va_list args;
  3654. va_start(args, pFormat);
  3655. crt_vsnprintf(cTmpBuffer, sizeof(cTmpBuffer), pFormat, args);
  3656. va_end(args);
  3657. bDisableHacks = true;
  3658. D3D()->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  3659. pSystemFont->SetColor(dwColor);
  3660. pSystemFont->Print(vPos, fViewDistance, fLine, "%s", cTmpBuffer);
  3661. bDisableHacks = false;
  3662. return true;
  3663. }
  3664. bool _cdecl NGRender::PrintBuffered(float x, float y, dword dwColor, const char * pFormat, ...)
  3665. {
  3666. AssertCoreThread;
  3667. static char cTmpBuffer[4096];
  3668. va_list args;
  3669. va_start(args, pFormat);
  3670. crt_vsnprintf(cTmpBuffer, sizeof(cTmpBuffer), pFormat, args);
  3671. va_end(args);
  3672. PrintBuffer* pPB = &aBufferedPrints[aBufferedPrints.Add()];
  3673. pPB->x = x;
  3674. pPB->y = y;
  3675. pPB->bCentered = false;
  3676. pPB->dwColor = dwColor;
  3677. COPY_STRING(pPB->pBuffer, cTmpBuffer);
  3678. return true;
  3679. }
  3680. bool _cdecl NGRender::PrintBuffered(const Vector & vPos, float fViewDistance, float fLine, dword dwColor, const char * pFormat, ...)
  3681. {
  3682. AssertCoreThread;
  3683. static char cTmpBuffer[4096];
  3684. va_list args;
  3685. va_start(args, pFormat);
  3686. crt_vsnprintf(cTmpBuffer, sizeof(cTmpBuffer), pFormat, args);
  3687. va_end(args);
  3688. PrintBuffer * pPB = &aBufferedPrints[aBufferedPrints.Add()];
  3689. pPB->vPos = vPos;
  3690. pPB->fViewDistance = fViewDistance;
  3691. pPB->bCentered = true;
  3692. pPB->fLine = fLine;
  3693. pPB->dwColor = dwColor;
  3694. COPY_STRING(pPB->pBuffer, cTmpBuffer);
  3695. return true;
  3696. }
  3697. //update textures
  3698. bool NGRender::UpdateTexture(ITexture * pTexSource, ITexture * pTexDestination)
  3699. {
  3700. AssertCoreThread;
  3701. #ifndef _XBOX
  3702. if (!pTexSource || !pTexDestination)
  3703. {
  3704. return false;
  3705. }
  3706. HRESULT hr = D3D()->UpdateTexture((IDirect3DBaseTexture9 *)((CDX8Texture*)pTexSource)->GetBaseTexture(), (IDirect3DBaseTexture9 *)((CDX8Texture*)pTexDestination)->GetBaseTexture());
  3707. Assert(hr == D3D_OK);
  3708. return true;
  3709. #else
  3710. //unsupported !!!!
  3711. Assert(false);
  3712. return true;
  3713. #endif
  3714. }
  3715. void NGRender::DrawFullScreenQuadAs16x9 (float Width, float Height, const ShaderId & id)
  3716. {
  3717. LockRes(_FL_, resource_creation_sc, "DrawFullScreenQuadAs16x9");
  3718. float fWidthMultipler = 1.0f;
  3719. float fHeightMultipler = (1.0f / ((16.0f / 9.0f) / width_div_height_k));
  3720. if (fHeightMultipler > 1.0f)
  3721. {
  3722. fWidthMultipler = 1.0f / fHeightMultipler;
  3723. fHeightMultipler = 1.0f;
  3724. }
  3725. FLOAT HalfPixelSizeX = 1.0f / Width;
  3726. FLOAT HalfPixelSizeY = 1.0f / Height;
  3727. float left = -1.0f - HalfPixelSizeX;
  3728. float right = 1.0f - HalfPixelSizeX;
  3729. float up = -1.0f + HalfPixelSizeY;
  3730. float down = 1.0f + HalfPixelSizeY;
  3731. up *= fHeightMultipler;
  3732. down *= fHeightMultipler;
  3733. left *= fWidthMultipler;
  3734. right *= fWidthMultipler;
  3735. bDisableHacks = true;
  3736. #ifdef _XBOX
  3737. PostProcessQuad[0].vPos = Vector4 ( left, up, 0.0f, 1.0f );
  3738. PostProcessQuad[1].vPos = Vector4 ( right, up, 0.0f, 1.0f );
  3739. PostProcessQuad[2].vPos = Vector4 ( right, down, 0.0f, 1.0f );
  3740. PostProcessQuad[3].vPos = Vector4 ( left, down, 0.0f, 1.0f );
  3741. DrawPrimitiveUP(id, PT_QUADLIST, 1, PostProcessQuad, sizeof(QuadVertex));
  3742. #else
  3743. PostProcessQuad[0].vPos = Vector4 ( left, down, 0.0f, 1.0f );
  3744. PostProcessQuad[1].vPos = Vector4 ( left, up, 0.0f, 1.0f );
  3745. PostProcessQuad[2].vPos = Vector4 ( right, down, 0.0f, 1.0f );
  3746. PostProcessQuad[3].vPos = Vector4 ( right, up, 0.0f, 1.0f );
  3747. DrawPrimitiveUP(id, PT_TRIANGLESTRIP, 2, PostProcessQuad, sizeof(QuadVertex));
  3748. #endif
  3749. bDisableHacks = false;
  3750. UnlockRes(_FL_, resource_creation_sc, "DrawFullScreenQuad");
  3751. }
  3752. //post process
  3753. void NGRender::DrawFullScreenQuad (float Width, float Height, const ShaderId & id)
  3754. {
  3755. LockRes(_FL_, resource_creation_sc, "DrawFullScreenQuad");
  3756. //POST_PROCESS_FVF
  3757. FLOAT HalfPixelSizeX = 1.0f / Width;
  3758. FLOAT HalfPixelSizeY = 1.0f / Height;
  3759. float left = -1.0f - HalfPixelSizeX;
  3760. float right = 1.0f - HalfPixelSizeX;
  3761. float up = -1.0f + HalfPixelSizeY;
  3762. float down = 1.0f + HalfPixelSizeY;
  3763. bDisableHacks = true;
  3764. #ifdef _XBOX
  3765. PostProcessQuad[0].vPos = Vector4 ( left, up, 0.0f, 1.0f );
  3766. PostProcessQuad[1].vPos = Vector4 ( right, up, 0.0f, 1.0f );
  3767. PostProcessQuad[2].vPos = Vector4 ( right, down, 0.0f, 1.0f );
  3768. PostProcessQuad[3].vPos = Vector4 ( left, down, 0.0f, 1.0f );
  3769. DrawPrimitiveUP(id, PT_QUADLIST, 1, PostProcessQuad, sizeof(QuadVertex));
  3770. #else
  3771. PostProcessQuad[0].vPos = Vector4 ( left, down, 0.0f, 1.0f );
  3772. PostProcessQuad[1].vPos = Vector4 ( left, up, 0.0f, 1.0f );
  3773. PostProcessQuad[2].vPos = Vector4 ( right, down, 0.0f, 1.0f );
  3774. PostProcessQuad[3].vPos = Vector4 ( right, up, 0.0f, 1.0f );
  3775. DrawPrimitiveUP(id, PT_TRIANGLESTRIP, 2, PostProcessQuad, sizeof(QuadVertex));
  3776. #endif
  3777. bDisableHacks = false;
  3778. UnlockRes(_FL_, resource_creation_sc, "DrawFullScreenQuad");
  3779. }
  3780. const RENDERVIEWPORT& NGRender::GetFullScreenViewPort_3D ()
  3781. {
  3782. return m_FullScreenViewPort_3D;
  3783. }
  3784. const RENDERVIEWPORT& NGRender::GetFullScreenViewPort_2D ()
  3785. {
  3786. return m_FullScreenViewPort_2D;
  3787. }
  3788. void NGRender::PostProcess ()
  3789. {
  3790. AssertCoreThread;
  3791. if (loadingScreenThread != NULL)
  3792. {
  3793. return;
  3794. }
  3795. if (bInsideBeginScene == false)
  3796. {
  3797. return;
  3798. }
  3799. if (!bPostProcessEnabled)
  3800. {
  3801. //api->Trace("Don't do filter due to bPostProcessEnabled");
  3802. return;
  3803. }
  3804. if (bPostProcessAlreadyDone)
  3805. {
  3806. //api->Trace("Don't do filter due to bPostProcessAlreadyDone");
  3807. return;
  3808. }
  3809. IRenderTargetDepth* depth = GetDepthStencil(_FL_);
  3810. bPostProcessAlreadyDone = true;
  3811. //api->Trace("Do filter");
  3812. EnabledFilters.DelAll();
  3813. DWORD i = 0;
  3814. for (i = 0 ; i < aRenderFilters.Size(); i++)
  3815. {
  3816. if (aRenderFilters[i]->IsEnabled())
  3817. {
  3818. EnabledFilters.Add(aRenderFilters[i]);
  3819. //api->Trace("Active filter found");
  3820. }
  3821. }
  3822. if (EnabledFilters.Size() <= 0
  3823. #ifdef SHOW_HISTOGRAM_DELETE_ME_BEFORE_RELEASE
  3824. && !bShowHistogram
  3825. #endif
  3826. )
  3827. {
  3828. return;
  3829. }
  3830. EndScene(NULL);
  3831. dword dwPostprocessID = pixBeginEvent(_FL_, "NGRender::PostProcess");
  3832. IRenderTarget* pScreen = GetRenderTarget(_FL_);
  3833. //экран теперь лежит в pTex
  3834. IBaseTexture* pTex = pScreen->AsTexture();
  3835. #ifdef _XBOX
  3836. X360RenderDevice* x360 = (X360RenderDevice*)pDevice;
  3837. x360->DisableMSAA();
  3838. //Ставим не MSAA буффер (он станет не MSAA, потому, что DisableMSAA ему не даст, а ресолвиться будет в туже текстуру, что и MSAA)
  3839. SetRenderTarget(RTO_RESTORE_CONTEXT, pScreen, depth);
  3840. #endif
  3841. //Запоминаем RT
  3842. PushRenderTarget();
  3843. //Вполняем все фильтры...
  3844. for (i = 0 ; i < EnabledFilters.Size(); i++)
  3845. {
  3846. dword dwEventId = pixBeginEvent(_FL_, "Post filter ---- [%d]", i);
  3847. EnabledFilters[i]->FilterImage(pTex, pScreen);
  3848. pTex = pScreen->AsTexture();
  3849. pixEndEvent(_FL_, dwEventId);
  3850. }
  3851. #ifdef SHOW_HISTOGRAM_DELETE_ME_BEFORE_RELEASE
  3852. if (bShowHistogram)
  3853. {
  3854. PushRenderTarget();
  3855. SetRenderTarget(RTO_DONTOCH_CONTEXT, histogram, depth);
  3856. BeginScene();
  3857. Clear(0, null, CLEAR_TARGET, 0x0, 1.0f, 0x0);
  3858. //тут рисовать посторитель гистограммы
  3859. if (histogram_source && histogram_min && histogram_max && _histogram_query)
  3860. {
  3861. for (int step = 0; step < histogram_update_chunk; step++)
  3862. {
  3863. HRESULT r = D3D_OK;
  3864. float min = (((float)(histogramm_bin)-0.5f) / 254.0f);
  3865. float max = (((float)(histogramm_bin)+0.5f) / 254.0f);
  3866. histogram_min->SetFloat(min);
  3867. histogram_max->SetFloat(max);
  3868. histogram_source->SetTexture(pTex);
  3869. _histogram_query->Begin();
  3870. ShaderId id;
  3871. GetShaderId("BuildHistogram", id);
  3872. DrawFullScreenQuad((float)m_Screen3DInfo.dwWidth, (float)m_Screen3DInfo.dwHeight, id);
  3873. _histogram_query->End();
  3874. DWORD pixelsVisible = _histogram_query->GetResult();;
  3875. if (pixelsVisible = 0xFFFFFFFF)
  3876. {
  3877. pixelsVisible = 0;
  3878. }
  3879. /*
  3880. api->Trace("bin : %d, min %f, max %f, pixels %d", histogramm_bin, min, max, pixelsVisible);
  3881. static char tmpName[512];
  3882. crt_snprintf(tmpName, 500, "c:\\histo%08d.dds", histogramm_bin);
  3883. SaveTexture2File(histogram->AsTexture(), tmpName);
  3884. */
  3885. float histogramValue = (float)pixelsVisible / histogram_totalPixelsInScreen;
  3886. histogram_data[histogramm_bin] = histogramValue;
  3887. histogramm_bin++;
  3888. if (histogramm_bin >= 255)
  3889. {
  3890. histogramm_bin = 0;
  3891. }
  3892. }
  3893. }
  3894. EndScene();
  3895. PopRenderTarget(RTO_RESTORE_CONTEXT);
  3896. PushViewport();
  3897. SetViewport(m_FullScreenViewPort_3D);
  3898. //Темные зоны показываем
  3899. if (api->DebugKeyState('D'))
  3900. {
  3901. histogram_source->SetTexture(pTex);
  3902. ShaderId id;
  3903. GetShaderId("ShowDarkAreas", id);
  3904. DrawFullScreenQuad((float)m_Screen3DInfo.dwWidth, (float)m_Screen3DInfo.dwHeight, id);
  3905. }
  3906. //Светлые зоны показываем
  3907. if (api->DebugKeyState('L'))
  3908. {
  3909. histogram_source->SetTexture(pTex);
  3910. ShaderId id;
  3911. GetShaderId("ShowLightAreas", id);
  3912. DrawFullScreenQuad((float)m_Screen3DInfo.dwWidth, (float)m_Screen3DInfo.dwHeight, id);
  3913. }
  3914. PopViewport();
  3915. } // show histogramm
  3916. #endif
  3917. pScreen->Release();
  3918. if (depth)
  3919. {
  3920. depth->Release();
  3921. }
  3922. pixEndEvent(_FL_, dwPostprocessID);
  3923. #ifdef _XBOX
  3924. AssertCoreThread;
  3925. if (!stRenderTarget.Size())
  3926. {
  3927. api->Trace("DXError: Try to pop RenderTarget, but RenderTarget stack is empty");
  3928. Assert(false)
  3929. }
  3930. //Переключаем в 720p реальные разрешение - пора рисовать HUD и GUI
  3931. x360->SwitchToHUDRender(stRenderTarget.Top().color, stRenderTarget.Top().depth, stRenderTarget.Top().viewPort);
  3932. stRenderTarget.Pop();
  3933. #else
  3934. //Восстанавливаем RT
  3935. PopRenderTarget(RTO_RESTORE_CONTEXT_COLORONLY);
  3936. #endif
  3937. BeginScene();
  3938. }
  3939. ITexture* NGRender::GetPostprocessTexture ()
  3940. {
  3941. AssertCoreThread;
  3942. //TODO:
  3943. Assert(false);
  3944. return NULL;
  3945. }
  3946. bool NGRender::CreateDevice ()
  3947. {
  3948. pD3D = Direct3DCreate9( D3D_SDK_VERSION );
  3949. if (!pD3D)
  3950. {
  3951. MakeError(ERR_D3D);
  3952. return false;
  3953. }
  3954. ZERO(d3dpp);
  3955. d3dpp.BackBufferWidth = GetScreenInfo2D().dwWidth;
  3956. d3dpp.BackBufferHeight = GetScreenInfo2D().dwHeight;
  3957. d3dpp.BackBufferFormat = FormatToDX (GetScreenInfo2D().BackBufferFormat);
  3958. d3dpp.BackBufferCount = 1;
  3959. d3dpp.hDeviceWindow = (HWND)api->Storage().GetLong("system.hwnd");
  3960. d3dpp.Windowed = GetScreenInfo2D().bWindowed;
  3961. d3dpp.EnableAutoDepthStencil = true;
  3962. d3dpp.AutoDepthStencilFormat = FormatToDX(GetScreenInfo2D().StencilFormat);
  3963. #ifndef _XBOX
  3964. if (GetScreenInfo2D().bWindowed)
  3965. {
  3966. D3DDISPLAYMODE d3ddm;
  3967. if (pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm) != D3D_OK)
  3968. {
  3969. MakeError(ERR_DEVICE);
  3970. return false;
  3971. }
  3972. d3dpp.BackBufferFormat = d3ddm.Format;
  3973. d3dpp.AutoDepthStencilFormat = (d3dpp.BackBufferFormat == D3DFMT_R5G6B5) ? D3DFMT_D16 : D3DFMT_D24S8;
  3974. m_Screen3DInfo.StencilFormat = FormatFromDX (d3dpp.AutoDepthStencilFormat);
  3975. if(d3ddm.Width < m_Screen3DInfo.dwWidth || d3ddm.Height < m_Screen3DInfo.dwHeight)
  3976. {
  3977. d3dpp.BackBufferWidth = d3ddm.Width;
  3978. d3dpp.BackBufferHeight = d3ddm.Height;
  3979. m_Screen3DInfo.dwWidth = d3ddm.Width;
  3980. m_Screen3DInfo.dwHeight = d3ddm.Height;
  3981. }
  3982. }
  3983. #endif
  3984. d3dpp.MultiSampleQuality = 0;
  3985. d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
  3986. switch (multiSample)
  3987. {
  3988. case 2:
  3989. d3dpp.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
  3990. api->Trace("Multisample 2x");
  3991. break;
  3992. case 4:
  3993. d3dpp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES;
  3994. api->Trace("Multisample 4x");
  3995. break;
  3996. #ifndef _XBOX
  3997. case 8:
  3998. d3dpp.MultiSampleType = D3DMULTISAMPLE_8_SAMPLES;
  3999. api->Trace("Multisample 8x");
  4000. break;
  4001. #endif
  4002. default:
  4003. api->Trace("Multisample disabled");
  4004. }
  4005. d3dpp.Flags = 0;
  4006. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  4007. d3dpp.FullScreen_RefreshRateInHz = 0;
  4008. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  4009. if(!GetScreenInfo2D().bWindowed)
  4010. {
  4011. d3dpp.FullScreen_RefreshRateInHz = 0;
  4012. }
  4013. #ifndef _XBOX
  4014. pDevice = NEW DX9RenderDevice(bMaximize2FullScreen, bExpand2FullScreen);
  4015. if (!pDevice->Create(pD3D, d3dpp, deviceIndex, m_Screen2DInfo, m_Screen3DInfo))
  4016. {
  4017. MakeError(ERR_DEVICE);
  4018. DELETE(pDevice);
  4019. RELEASE(pD3D);
  4020. return false;
  4021. }
  4022. #else
  4023. pDevice = NEW X360RenderDevice;
  4024. if (!pDevice->Create(pD3D, d3dpp, deviceIndex, m_Screen2DInfo, m_Screen3DInfo))
  4025. {
  4026. MakeError(ERR_DEVICE);
  4027. DELETE(pDevice);
  4028. RELEASE(pD3D);
  4029. return false;
  4030. }
  4031. /* just for test
  4032. d3dpp.BackBufferHeight = 480;
  4033. d3dpp.BackBufferWidth = 640;
  4034. pDevice = NEW DX9RenderDevice;
  4035. if (!pDevice->Create(pD3D, d3dpp))
  4036. {
  4037. DELETE(pDevice);
  4038. RELEASE(pD3D);
  4039. return false;
  4040. }
  4041. */
  4042. #endif
  4043. //api->Trace("ForceWideScreen = %d (Force 16:9 mode, independent from resolution)", bForceWideScreen);
  4044. if (bForceWideScreen < 0)
  4045. {
  4046. api->Trace("Render WIDE SCREEN mode = AutoDetect");
  4047. } else
  4048. {
  4049. /*
  4050. if (bForceWideScreen == ASPECT_ALWAYS_SQUARE_PIXELS)
  4051. {
  4052. api->Trace("Render WIDE SCREEN mode = Always square pixels");
  4053. aspect = ASPECT_ALWAYS_SQUARE_PIXELS;
  4054. }
  4055. */
  4056. if (bForceWideScreen == ASPECT_4_TO_3)
  4057. {
  4058. api->Trace("Render WIDE SCREEN mode = Force 4:3");
  4059. aspect = ASPECT_4_TO_3;
  4060. }
  4061. if (bForceWideScreen == ASPECT_16_TO_9)
  4062. {
  4063. api->Trace("Render WIDE SCREEN mode = Force 16:9");
  4064. aspect = ASPECT_16_TO_9;
  4065. }
  4066. if (bForceWideScreen == ASPECT_16_TO_10)
  4067. {
  4068. api->Trace("Render WIDE SCREEN mode = Force 16:10");
  4069. aspect = ASPECT_16_TO_10;
  4070. }
  4071. if (bForceWideScreen == ASPECT_5_TO_4)
  4072. {
  4073. api->Trace("Render WIDE SCREEN mode = Force 5:4");
  4074. aspect = ASPECT_5_TO_4;
  4075. }
  4076. if (bForceWideScreen == ASPECT_3_TO_2)
  4077. {
  4078. api->Trace("Render WIDE SCREEN mode = Force 3:2");
  4079. aspect = ASPECT_3_TO_2;
  4080. }
  4081. /*
  4082. if (bForceWideScreen == ASPECT_18_TO_10)
  4083. {
  4084. api->Trace("Render WIDE SCREEN mode = Force 18:10");
  4085. aspect = ASPECT_18_TO_10;
  4086. }
  4087. if (bForceWideScreen == ASPECT_16_TO_5)
  4088. {
  4089. api->Trace("Render WIDE SCREEN mode = Force 16:5");
  4090. aspect = ASPECT_16_TO_5;
  4091. }
  4092. if (bForceWideScreen == ASPECT_25_TO_16)
  4093. {
  4094. api->Trace("Render WIDE SCREEN mode = Force 25:16");
  4095. aspect = ASPECT_25_TO_16;
  4096. }
  4097. if (bForceWideScreen == ASPECT_2_TO_1)
  4098. {
  4099. api->Trace("Render WIDE SCREEN mode = Force 2:1");
  4100. aspect = ASPECT_2_TO_1;
  4101. }
  4102. if (bForceWideScreen == ASPECT_1_TO_1)
  4103. {
  4104. api->Trace("Render WIDE SCREEN mode = Force 1:1");
  4105. aspect = ASPECT_1_TO_1;
  4106. }
  4107. if (bForceWideScreen == ASPECT_29_TO_10)
  4108. {
  4109. api->Trace("Render WIDE SCREEN mode = Force 29:10");
  4110. aspect = ASPECT_29_TO_10;
  4111. }
  4112. */
  4113. }
  4114. float fAspectScreenW = (float)GetScreenInfo2D().dwWidth;
  4115. float fAspectScreenH = (float)GetScreenInfo2D().dwHeight;
  4116. if (bForceWideScreen < 0)
  4117. {
  4118. //autodetect
  4119. float divider = (fAspectScreenH / fAspectScreenW);
  4120. //Если не определился aspect, то 1:1 включаем...
  4121. aspect = ASPECT_ALWAYS_SQUARE_PIXELS;
  4122. if (divider > ((3.0f/4.0f)-0.01f) && divider < ((3.0f/4.0f)+0.01f))
  4123. {
  4124. api->Trace("AUTODETECTED 4:3");
  4125. aspect = ASPECT_4_TO_3;
  4126. }
  4127. if (divider > ((9.0f/16.0f)-0.01f) && divider < ((9.0f/16.0f)+0.01f))
  4128. {
  4129. api->Trace("AUTODETECTED 16:9");
  4130. aspect = ASPECT_16_TO_9;
  4131. }
  4132. if (divider > ((10.0f/16.0f)-0.01f) && divider < ((10.0f/16.0f)+0.01f))
  4133. {
  4134. api->Trace("AUTODETECTED 16:10");
  4135. aspect = ASPECT_16_TO_10;
  4136. }
  4137. if (divider > ((4.0f/5.0f)-0.01f) && divider < ((4.0f/5.0f)+0.01f))
  4138. {
  4139. api->Trace("AUTODETECTED 5:4");
  4140. aspect = ASPECT_5_TO_4;
  4141. }
  4142. if (divider > ((2.0f/3.0f)-0.01f) && divider < ((2.0f/3.0f)+0.01f))
  4143. {
  4144. api->Trace("AUTODETECTED 3:2");
  4145. aspect = ASPECT_3_TO_2;
  4146. }
  4147. if (aspect == ASPECT_ALWAYS_SQUARE_PIXELS)
  4148. {
  4149. api->Trace("AUTODETECT FAILED, USE 1:1");
  4150. }
  4151. /*
  4152. if (divider > ((10.0f/18.0f)-0.01f) && divider < ((10.0f/18.0f)+0.01f))
  4153. {
  4154. aspect = ASPECT_18_TO_10;
  4155. }
  4156. if (divider > ((5.0f/16.0f)-0.01f) && divider < ((5.0f/16.0f)+0.01f))
  4157. {
  4158. aspect = ASPECT_16_TO_5;
  4159. }
  4160. if (divider > ((16.0f/25.0f)-0.01f) && divider < ((16.0f/25.0f)+0.01f))
  4161. {
  4162. aspect = ASPECT_25_TO_16;
  4163. }
  4164. if (divider > ((1.0f/2.0f)-0.01f) && divider < ((1.0f/2.0f)+0.01f))
  4165. {
  4166. aspect = ASPECT_2_TO_1;
  4167. }
  4168. if (divider > ((1.0f/1.0f)-0.01f) && divider < ((1.0f/1.0f)+0.01f))
  4169. {
  4170. aspect = ASPECT_1_TO_1;
  4171. }
  4172. if (divider > ((10.0f/29.0f)-0.01f) && divider < ((10.0f/29.0f)+0.01f))
  4173. {
  4174. aspect = ASPECT_29_TO_10;
  4175. }
  4176. */
  4177. }
  4178. fWidthAspectMultipler = (float)pRS->GetScreenInfo2D().dwHeight / (float)pRS->GetScreenInfo2D().dwWidth;
  4179. api->Trace("[%d] Screen info %dx%d", aspect, pRS->GetScreenInfo2D().dwWidth, pRS->GetScreenInfo2D().dwHeight);
  4180. switch (aspect)
  4181. {
  4182. case ASPECT_ALWAYS_SQUARE_PIXELS:
  4183. {
  4184. //autodetect
  4185. if (bForceWideScreen < 0)
  4186. {
  4187. width_div_height_k = (float)pRS->GetScreenInfo2D().dwWidth / (float)pRS->GetScreenInfo2D().dwHeight;
  4188. fWidthAspectMultipler = 1.0f;
  4189. } else
  4190. {
  4191. fWidthAspectMultipler = 1.0f;
  4192. width_div_height_k = 1.0f;
  4193. }
  4194. break;
  4195. }
  4196. case ASPECT_4_TO_3:
  4197. fWidthAspectMultipler = ((3.0f / 4.0f) / fWidthAspectMultipler);
  4198. width_div_height_k = 4.0f / 3.0f;
  4199. break;
  4200. case ASPECT_16_TO_9:
  4201. fWidthAspectMultipler = ((9.0f / 16.0f) / fWidthAspectMultipler);
  4202. width_div_height_k = 16.0f / 9.0f;
  4203. break;
  4204. case ASPECT_16_TO_10:
  4205. fWidthAspectMultipler = ((10.0f / 16.0f) / fWidthAspectMultipler);
  4206. width_div_height_k = 16.0f / 10.0f;
  4207. break;
  4208. case ASPECT_5_TO_4:
  4209. fWidthAspectMultipler = ((4.0f / 5.0f) / fWidthAspectMultipler);
  4210. width_div_height_k = 5.0f / 4.0f;
  4211. break;
  4212. case ASPECT_3_TO_2:
  4213. fWidthAspectMultipler = ((2.0f / 3.0f) / fWidthAspectMultipler);
  4214. width_div_height_k = 3.0f / 2.0f;
  4215. break;
  4216. /*
  4217. case ASPECT_18_TO_10:
  4218. fWidthAspectMultipler = ((10.0f / 18.0f) / fWidthAspectMultipler);
  4219. //calculate me !!!!
  4220. fFOVAspectMultipler = 1.0f;
  4221. width_div_height_k = 18.0f / 10.0f;
  4222. break;
  4223. case ASPECT_16_TO_5:
  4224. fWidthAspectMultipler = ((5.0f / 16.0f) / fWidthAspectMultipler);
  4225. //calculate me !!!!
  4226. fFOVAspectMultipler = 1.0f;
  4227. width_div_height_k = 16.0f / 5.0f;
  4228. break;
  4229. case ASPECT_25_TO_16:
  4230. fWidthAspectMultipler = ((16.0f / 25.0f) / fWidthAspectMultipler);
  4231. //calculate me !!!!
  4232. fFOVAspectMultipler = 1.0f;
  4233. width_div_height_k = 25.0f / 16.0f;
  4234. break;
  4235. case ASPECT_2_TO_1:
  4236. fWidthAspectMultipler = ((1.0f / 2.0f) / fWidthAspectMultipler);
  4237. //calculate me !!!!
  4238. fFOVAspectMultipler = 1.0f;
  4239. width_div_height_k = 2.0f / 1.0f;
  4240. break;
  4241. case ASPECT_1_TO_1:
  4242. fWidthAspectMultipler = ((1.0f / 1.0f) / fWidthAspectMultipler);
  4243. //calculate me !!!!
  4244. fFOVAspectMultipler = 1.0f;
  4245. width_div_height_k = 1.0f / 1.0f;
  4246. break;
  4247. case ASPECT_29_TO_10:
  4248. //2880x990
  4249. fWidthAspectMultipler = ((9.90f / 28.80f) / fWidthAspectMultipler);
  4250. //calculate me !!!!
  4251. //надо еще побольше вверх на 0.2
  4252. fFOVAspectMultipler = 1.56f;
  4253. width_div_height_k = 29.0f / 10.0f;
  4254. break;
  4255. */
  4256. default:
  4257. //4:3 по умолчанию
  4258. fWidthAspectMultipler = ((3.0f / 4.0f) / fWidthAspectMultipler);
  4259. width_div_height_k = 4.0f / 3.0f;
  4260. }
  4261. api->Trace("Aspect width multipler %f", fWidthAspectMultipler);
  4262. api->Trace("---------------------------------------------------------------------------------\n");
  4263. return true;
  4264. }
  4265. bool NGRender::ReleaseResource(IResource * pResource)
  4266. {
  4267. AssertCoreThread;
  4268. switch (pResource->GetType())
  4269. {
  4270. case DX8TYPE_TEXTURE:
  4271. {
  4272. aTextures.Del((CDX8Texture*)pResource);
  4273. }
  4274. break;
  4275. case DX8TYPE_VERTEXBUFFER:
  4276. {
  4277. aVBuffers.Del((IVBuffer*)pResource);
  4278. }
  4279. break;
  4280. case DX8TYPE_INDEXBUFFER:
  4281. aIBuffers.Del((CDX8IBuffer*)pResource);
  4282. break;
  4283. case DX8TYPE_FONT:
  4284. //pFonts->Release((IFont*)pResource);
  4285. break;
  4286. case DX8TYPE_ADVANCED_FONT:
  4287. //pAdvFonts->Release((IFont*)pResource);
  4288. break;
  4289. }
  4290. return true;
  4291. }
  4292. dword NGRender::GetTextureDegradation()
  4293. {
  4294. AssertCoreThread;
  4295. return dwTextureDegradation;
  4296. }
  4297. bool NGRender::IsMipMapsFillColor ()
  4298. {
  4299. AssertCoreThread;
  4300. return bUseMipFillColor;
  4301. }
  4302. IVariable* NGRender::GetTechniqueGlobalVariable(const char * pVariableName, const char * pFilename, long iLine)
  4303. {
  4304. AssertCoreThread;
  4305. IVariable* var = m_ShaderManager.getShaderVariable (pVariableName, pFilename, iLine);
  4306. return var;
  4307. }
  4308. void NGRender::CreateSphere()
  4309. {
  4310. #define CalcKColor(ind) {kColor = light | !Vector(pSphereVerts[t*3 + ind].v.x, pSphereVerts[t*3 + ind].v.y, pSphereVerts[t*3 + ind].v.z); if(kColor < 0.0f) kColor = 0.0f; }
  4311. #define CLerp(c, min) (dword(c*(kColor*(1.0f - min) + min)))
  4312. #define Color ((CLerp(255.0f, 0.5f) << 24) | (CLerp(255.0f, 0.7f) << 16) | (CLerp(255.0f, 0.7f) << 8) | (CLerp(255.0f, 0.7f) << 0));
  4313. const float myPI = 3.1415926535897932f;
  4314. const long a1 = 12;
  4315. const long a2 = (a1/2);
  4316. dwNumSphereTrgs = a1 * a2 * 2;
  4317. pVSphereBuffer = CreateVertexBuffer(sizeof(SphVertex) * dwNumSphereTrgs * 6 * 2, sizeof(SphVertex), _FL_);
  4318. SphVertex * pSphereVerts = (SphVertex*)pVSphereBuffer->Lock();
  4319. Vector light = !Vector(0.0f, 0.0f, 1.0f);
  4320. float kColor;
  4321. //Заполняем вершины
  4322. for(long i = 0, t = 0; i < a2; i++)
  4323. {
  4324. float r1 = sinf(myPI*i/float(a2));
  4325. float y1 = cosf(myPI*i/float(a2));
  4326. float r2 = sinf(myPI*(i + 1)/float(a2));
  4327. float y2 = cosf(myPI*(i + 1)/float(a2));
  4328. for(long j = 0; j < a1; j++)
  4329. {
  4330. float x1 = sinf(2.0f*myPI*j/float(a1));
  4331. float z1 = cosf(2.0f*myPI*j/float(a1));
  4332. float x2 = sinf(2.0f*myPI*(j + 1)/float(a1));
  4333. float z2 = cosf(2.0f*myPI*(j + 1)/float(a1));
  4334. //0
  4335. pSphereVerts[t*3 + 0].v.x = r1*x1;
  4336. pSphereVerts[t*3 + 0].v.y = y1;
  4337. pSphereVerts[t*3 + 0].v.z = r1*z1;
  4338. CalcKColor(0);
  4339. pSphereVerts[t*3 + 0].c = Color;
  4340. //1
  4341. pSphereVerts[t*3 + 1].v.x = r2*x1;
  4342. pSphereVerts[t*3 + 1].v.y = y2;
  4343. pSphereVerts[t*3 + 1].v.z = r2*z1;
  4344. CalcKColor(1);
  4345. pSphereVerts[t*3 + 1].c = Color;
  4346. //2
  4347. pSphereVerts[t*3 + 2].v.x = r1*x2;
  4348. pSphereVerts[t*3 + 2].v.y = y1;
  4349. pSphereVerts[t*3 + 2].v.z = r1*z2;
  4350. CalcKColor(2);
  4351. pSphereVerts[t*3 + 2].c = Color;
  4352. //3 = 2
  4353. pSphereVerts[t*3 + 3] = pSphereVerts[t*3 + 2];
  4354. //4 = 1
  4355. pSphereVerts[t*3 + 4] = pSphereVerts[t*3 + 1];
  4356. //5
  4357. pSphereVerts[t*3 + 5].v.x = r2*x2;
  4358. pSphereVerts[t*3 + 5].v.y = y2;
  4359. pSphereVerts[t*3 + 5].v.z = r2*z2;
  4360. CalcKColor(5);
  4361. pSphereVerts[t*3 + 5].c = Color;
  4362. //Добавили 2 треугольника
  4363. t += 2;
  4364. }
  4365. }
  4366. pVSphereBuffer->Unlock();
  4367. #undef CalcKColor
  4368. #undef CLerp
  4369. #undef Color
  4370. }
  4371. StateFilter* NGRender::getRedundantStatesFilter()
  4372. {
  4373. if (pDevice->DisableStateManager())
  4374. {
  4375. return NULL;
  4376. }
  4377. return redundantStatesFilter;
  4378. }
  4379. void NGRender::ReadIniParams()
  4380. {
  4381. IFileService * fs = (IFileService *)api->GetService("FileService");
  4382. Assert(fs);
  4383. IIniFile * pEngineIni = fs->SystemIni();
  4384. if (!pEngineIni)
  4385. {
  4386. return;
  4387. }
  4388. api->Trace("\nRender parameters:");
  4389. api->Trace("---------------------------------------------------------------------------------");
  4390. winPosX = pEngineIni->GetLong("", "windowPosX", 10);
  4391. winPosY = pEngineIni->GetLong("", "windowPosY", 10);
  4392. bDontShowReloading = pEngineIni->GetLong("Render", "EnableReloadingScreens", 0) == 0;
  4393. api->Trace("DontShowReloading = %d (Don't show reloading screen)", bDontShowReloading);
  4394. waitGPUFrames = pEngineIni->GetLong("Render", "WaitForGPUFrames", -1);
  4395. api->Trace("WaitForGPUFrames = %d (Sync CPU and GPU every [0..3] frame (smothnes but lower FPS) reccomended value = 1, (-1) disable", waitGPUFrames);
  4396. bDrawStats = pEngineIni->GetLong("Render", "PerfGraphs", 0) != 0;
  4397. api->Trace("PerfGraphs = %d (Show performance graphs)", bDrawStats);
  4398. dwTextureDegradation = pEngineIni->GetLong("Render", "texture_degradation", 0);
  4399. api->Trace("texture_degradation = %d (Use smalest mip level)", dwTextureDegradation);
  4400. bUseMipFillColor = pEngineIni->GetLong("Render", "mipfillcolor", 0) == 1;
  4401. api->Trace("mipfillcolor = %d (Show mip maps as different colors)", bUseMipFillColor);
  4402. m_Screen2DInfo.dwWidth = pEngineIni->GetLong("Render", "screen_width", 640);
  4403. m_Screen2DInfo.dwHeight = pEngineIni->GetLong("Render", "screen_height", 480);
  4404. m_Screen2DInfo.fFOV = pEngineIni->GetFloat("Render", "fov", 1.0f);
  4405. m_Screen3DInfo.dwWidth = m_Screen2DInfo.dwWidth;
  4406. m_Screen3DInfo.dwHeight = m_Screen2DInfo.dwHeight;
  4407. m_Screen3DInfo.fFOV = m_Screen2DInfo.fFOV;
  4408. multiSample = pEngineIni->GetLong("Render", "MultiSample", 0);
  4409. deviceIndex = pEngineIni->GetLong("Render", "AdapterIndex", 0);
  4410. bPostProcessEnabled = pEngineIni->GetLong("Render", "PostProcess", 1) != 0;
  4411. api->Trace("PostProcess = %d (Enable fullscreen postprocess effects)", bPostProcessEnabled);
  4412. #ifndef _XBOX
  4413. m_Screen2DInfo.bWindowed = pEngineIni->GetLong("Render", "full_screen", 1) == 0;
  4414. #else
  4415. m_Screen2DInfo.bWindowed = false;
  4416. #endif
  4417. m_Screen3DInfo.bWindowed = m_Screen2DInfo.bWindowed;
  4418. bExpand2FullScreen = pEngineIni->GetLong("Render", "Expand2FullScreen", 0) != 0;
  4419. bMaximize2FullScreen = pEngineIni->GetLong("Render", "maximize2fullscreen", 0) != 0;
  4420. dword r, g, b;
  4421. const char * backColor = pEngineIni->GetString("Render", "BackColor", "0, 0, 128");
  4422. crt_sscanf(backColor, "%d, %d, %d", &r, &g, &b);
  4423. m_backColor = Color(r / 255.0f, g / 255.0f, b / 255.0f, 0.0f);
  4424. #ifndef _XBOX
  4425. bForceWideScreen = pEngineIni->GetLong("Render", "WideScreenMode", -1);
  4426. #else
  4427. bForceWideScreen = ASPECT_4_TO_3;
  4428. // Get the user video settings.
  4429. XVIDEO_MODE VideoMode;
  4430. XMemSet( &VideoMode, 0, sizeof(XVIDEO_MODE) );
  4431. XGetVideoMode( &VideoMode );
  4432. if (VideoMode.fIsWideScreen)
  4433. {
  4434. bForceWideScreen = ASPECT_16_TO_9;
  4435. api->Trace("Render MODE X360 16:9");
  4436. } else
  4437. {
  4438. bForceWideScreen = ASPECT_4_TO_3;
  4439. api->Trace("Render MODE X360 4:3");
  4440. }
  4441. #endif
  4442. RELEASE(pEngineIni);
  4443. }
  4444. void NGRender::SetStateHack(StateHack state, long state_value)
  4445. {
  4446. AssertCoreThread;
  4447. // Vano: работает на XBox
  4448. /*#ifndef _XBOX*/
  4449. if (state_value >= 0)
  4450. {
  4451. hacks[state].enabled = true;
  4452. hacks[state].s = state;
  4453. hacks[state].v = state_value;
  4454. } else
  4455. {
  4456. hacks[state].enabled = false;
  4457. hacks[state].s = state;
  4458. hacks[state].v = state_value;
  4459. if (state == SH_CULLMODE)
  4460. {
  4461. redundantStatesFilter->DirtyState (D3DRS_CULLMODE);
  4462. }
  4463. }
  4464. /*#endif*/
  4465. }
  4466. long NGRender::GetStateHack(StateHack state)
  4467. {
  4468. AssertCoreThread;
  4469. return hacks[state].v;
  4470. }
  4471. void NGRender::ApplyStateHacks ()
  4472. {
  4473. // Vano: работает на XBox
  4474. /*#ifndef _XBOX*/
  4475. LockRes(_FL_, resource_creation_sc, "ApplyStateHacks");
  4476. if (bDisableHacks)
  4477. {
  4478. UnlockRes(_FL_, resource_creation_sc, "ApplyStateHacks");
  4479. return;
  4480. }
  4481. //cull hack
  4482. if (hacks[SH_CULLMODE].enabled)
  4483. {
  4484. dword cullValue = D3DCULL_NONE;
  4485. switch (hacks[SH_CULLMODE].v)
  4486. {
  4487. case SHCM_NONE:
  4488. cullValue = D3DCULL_NONE;
  4489. break;
  4490. case SHCM_CW:
  4491. cullValue = D3DCULL_CW;
  4492. break;
  4493. case SHCM_CCW:
  4494. cullValue = D3DCULL_CCW;
  4495. break;
  4496. case SHCM_INVERSE:
  4497. if (redundantStatesFilter->GetCullState() == D3DCULL_CW) cullValue = D3DCULL_CCW;
  4498. if (redundantStatesFilter->GetCullState() == D3DCULL_CCW) cullValue = D3DCULL_CW;
  4499. break;
  4500. }
  4501. redundantStatesFilter->SetRenderState(D3DRS_CULLMODE, cullValue);
  4502. }
  4503. /*
  4504. else
  4505. {
  4506. redundantStatesFilter->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
  4507. }
  4508. */
  4509. if (hacks[SH_CLIPPLANEENABLE].enabled)
  4510. {
  4511. redundantStatesFilter->SetRenderState(D3DRS_CLIPPLANEENABLE, hacks[SH_CLIPPLANEENABLE].v);
  4512. }
  4513. if (hacks[SH_SCISSORRECT].enabled)
  4514. {
  4515. redundantStatesFilter->SetRenderState(D3DRS_SCISSORTESTENABLE, hacks[SH_SCISSORRECT].v);
  4516. }
  4517. if (hacks[SH_COLORWRITE].enabled)
  4518. {
  4519. if (hacks[SH_COLORWRITE].v == SHCW_ENABLE)
  4520. {
  4521. redundantStatesFilter->SetRenderState(D3DRS_COLORWRITEENABLE, 0x0000000F);
  4522. } else
  4523. {
  4524. redundantStatesFilter->SetRenderState(D3DRS_COLORWRITEENABLE, 0x0);
  4525. }
  4526. }
  4527. if (hacks[SH_ZWRITE].enabled)
  4528. {
  4529. if (hacks[SH_ZWRITE].v == SHZW_ENABLE)
  4530. {
  4531. redundantStatesFilter->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
  4532. } else
  4533. {
  4534. redundantStatesFilter->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  4535. }
  4536. }
  4537. UnlockRes(_FL_, resource_creation_sc, "ApplyStateHacks");
  4538. /*#endif*/
  4539. }
  4540. void NGRender::RestoreAfterStateHacks ()
  4541. {
  4542. // Vano: работает на XBox
  4543. /*#ifndef _XBOX*/
  4544. LockRes(_FL_, resource_creation_sc, "RestoreAfterStateHacks");
  4545. if (bDisableHacks)
  4546. {
  4547. UnlockRes(_FL_, resource_creation_sc, "RestoreAfterStateHacks");
  4548. return;
  4549. }
  4550. DWORD defValue;
  4551. if (hacks[SH_CULLMODE].enabled)
  4552. {
  4553. if (DefaultRenderStates::GetDefaultValue(D3DRS_CULLMODE, defValue))
  4554. {
  4555. redundantStatesFilter->DirtyState (D3DRS_CULLMODE);
  4556. redundantStatesFilter->SetRenderState(D3DRS_CULLMODE, defValue);
  4557. }
  4558. }
  4559. if (hacks[SH_SCISSORRECT].enabled)
  4560. {
  4561. if (DefaultRenderStates::GetDefaultValue(D3DRS_SCISSORTESTENABLE, defValue))
  4562. {
  4563. redundantStatesFilter->SetRenderState(D3DRS_SCISSORTESTENABLE, defValue);
  4564. }
  4565. }
  4566. if (hacks[SH_CLIPPLANEENABLE].enabled)
  4567. {
  4568. if (DefaultRenderStates::GetDefaultValue(D3DRS_CLIPPLANEENABLE, defValue))
  4569. {
  4570. redundantStatesFilter->SetRenderState(D3DRS_CLIPPLANEENABLE, defValue);
  4571. }
  4572. }
  4573. if (hacks[SH_COLORWRITE].enabled)
  4574. {
  4575. if (DefaultRenderStates::GetDefaultValue(D3DRS_COLORWRITEENABLE, defValue))
  4576. {
  4577. redundantStatesFilter->SetRenderState(D3DRS_COLORWRITEENABLE, defValue);
  4578. }
  4579. }
  4580. if (hacks[SH_ZWRITE].enabled)
  4581. {
  4582. if (DefaultRenderStates::GetDefaultValue(D3DRS_ZWRITEENABLE, defValue))
  4583. {
  4584. redundantStatesFilter->SetRenderState(D3DRS_ZWRITEENABLE, defValue);
  4585. }
  4586. }
  4587. UnlockRes(_FL_, resource_creation_sc, "RestoreAfterStateHacks");
  4588. /*#endif*/
  4589. }
  4590. void NGRender::SetScissorRect(CONST RECT *pRect)
  4591. {
  4592. AssertCoreThread;
  4593. HRESULT h = D3D()->SetScissorRect(pRect);
  4594. Assert(h == D3D_OK);
  4595. }
  4596. bool NGRender::DrawLoadingScreen ()
  4597. {
  4598. DWORD dwTimeValue = GetTickCount();
  4599. float fCurrentTimeValue = dwTimeValue / 1000.0f;
  4600. float fDeltaTime = fCurrentTimeValue - fLoadingTimeValue;
  4601. fLoadingTimeValue = fCurrentTimeValue;
  4602. if (fDeltaTime > 0.7f) fDeltaTime = 0.7f;
  4603. /*
  4604. char text[16384];
  4605. crt_snprintf(text, 10000, "DrawLoadingScreen =======================================================================\n");
  4606. OutputDebugString(text);
  4607. */
  4608. loading_screen_sc.Enter();
  4609. LockRes(_FL_, resource_creation_sc, "DrawLoadingScreen");
  4610. #ifdef _XBOX
  4611. D3D()->AcquireThreadOwnership();
  4612. #endif
  4613. #ifndef _XBOX
  4614. switch (pDevice->D3D()->TestCooperativeLevel())
  4615. {
  4616. case D3DERR_DEVICENOTRESET:
  4617. //OnResetDevice();
  4618. //OutputDebugString("Threaded acquire focus\n");
  4619. bNeedResetDevice = true;
  4620. break;
  4621. case D3DERR_DEVICELOST:
  4622. //OutputDebugString("Threaded lost focus\n");
  4623. bCantRender = true;
  4624. bInsideBeginScene = false;
  4625. break;
  4626. }
  4627. #endif
  4628. #ifdef _XBOX
  4629. X360RenderDevice* x360 = (X360RenderDevice*)pDevice;
  4630. x360->DisableMSAA();
  4631. x360->SwitchToHUDRenderLoadingScreenHack();
  4632. #endif
  4633. //цикл рендера рисующий куйню....
  4634. //=======================================================================
  4635. BeginScene();
  4636. //D3D()->Clear(0, null, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x20202020, 1.0, 0);
  4637. D3D()->Clear(0, null, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0x0, 1.0, 0);
  4638. #ifdef _XBOX
  4639. D3D()->FlushHiZStencil(D3DFHZS_ASYNCHRONOUS);
  4640. #endif
  4641. if (bShowLegalVideos == FALSE)
  4642. {
  4643. if (varTexture && varColor)
  4644. {
  4645. const RENDERSCREEN & rscr = GetScreenInfo3D();
  4646. ShaderId id;
  4647. if (pReloadingTexture)
  4648. {
  4649. varColor->SetVector4(Vector4(1.0f));
  4650. varTexture->SetTexture(pReloadingTexture);
  4651. GetShaderId("ls_PostProcessFillScreen_Texture", id);
  4652. DrawFullScreenQuadAs16x9((float)rscr.dwWidth, (float)rscr.dwHeight, id);
  4653. }
  4654. //----------- рисуем стрелочку компаса -------------------------
  4655. //размер спрайта стрелки в виртуальных координатах в 1280x720
  4656. const float ArrowSpriteSize = 168.0f;
  4657. //размер спрайта подложки компаса в виртуальных координатах в 1280x720
  4658. const float BackKompassSpriteSize = 170.0f;
  4659. float fWidthMultipler = 1.0f;
  4660. float fHeightMultipler = (1.0f / ((16.0f / 9.0f) / width_div_height_k));
  4661. if (fHeightMultipler > 1.0f)
  4662. {
  4663. fWidthMultipler = 1.0f / fHeightMultipler;
  4664. fHeightMultipler = 1.0f;
  4665. }
  4666. //float fHeightMultipler = (1.0f / ((16.0f / 9.0f) / width_div_height_k));
  4667. float HalfPixelSizeX = 1.0f / (float)rscr.dwWidth;
  4668. float HalfPixelSizeY = 1.0f / (float)rscr.dwHeight;
  4669. //Находим границы экрана для рисования...
  4670. float screen_left = (-1.0f - HalfPixelSizeX) * fWidthMultipler;
  4671. float screen_right = (1.0f - HalfPixelSizeX) * fWidthMultipler;
  4672. float screen_up = (-1.0f + HalfPixelSizeY) * fHeightMultipler;
  4673. float screen_down = (1.0f + HalfPixelSizeY) * fHeightMultipler;
  4674. float fSpriteSize = (ArrowSpriteSize / 720.0f);
  4675. const float shadowOffset = 5.0f;
  4676. float fShadowSpriteCenterX = (shadowOffset + 1135.5f) / 1280.0f;
  4677. float fShadowSpriteCenterY = (shadowOffset + 480.5f) / 720.0f;
  4678. float fShadowCenterX = screen_left + ((screen_right - screen_left) * fShadowSpriteCenterX);
  4679. float fShadowCenterY = screen_up + ((screen_down - screen_up) * (1.0f - fShadowSpriteCenterY));
  4680. float fSpriteCenterX = 1135.5f / 1280.0f;
  4681. float fSpriteCenterY = 480.5f / 720.0f;
  4682. float fCenterX = screen_left + ((screen_right - screen_left) * fSpriteCenterX);
  4683. float fCenterY = screen_up + ((screen_down - screen_up) * (1.0f - fSpriteCenterY));
  4684. float fSpriteNSize = ((screen_down - screen_up) * fSpriteSize);
  4685. QuadVertex spr[4];
  4686. float srcAngle = (fCompassArrowAngle * 0.5f);
  4687. float fRotoAngle = 0.5f * (sinf(fCompassArrowAngle) * cosf(fCompassArrowAngle * 4.0f));
  4688. Matrix mRotateZ;
  4689. mRotateZ.BuildRotateZ(4.398f + fRotoAngle);
  4690. float fSquareK = width_div_height_k;//(float)rscr.dwWidth / (float)rscr.dwHeight;
  4691. float fInvSquareK = 1.0f / fSquareK;
  4692. float left = -(fSpriteNSize*0.5f);
  4693. float right = (fSpriteNSize*0.5f);
  4694. float up = -(fSpriteNSize*0.5f);
  4695. float down = (fSpriteNSize*0.5f);
  4696. spr[0].vPos = Vector4 ( left, down, 0.0f, 1.0f );
  4697. spr[1].vPos = Vector4 ( left, up, 0.0f, 1.0f );
  4698. spr[2].vPos = Vector4 ( right, down, 0.0f, 1.0f );
  4699. spr[3].vPos = Vector4 ( right, up, 0.0f, 1.0f );
  4700. spr[0].vPos.v = spr[0].vPos.v * mRotateZ;
  4701. spr[1].vPos.v = spr[1].vPos.v * mRotateZ;
  4702. spr[2].vPos.v = spr[2].vPos.v * mRotateZ;
  4703. spr[3].vPos.v = spr[3].vPos.v * mRotateZ;
  4704. spr[0].vPos.v *= Vector(fInvSquareK, 1.0f, 0.0f);
  4705. spr[1].vPos.v *= Vector(fInvSquareK, 1.0f, 0.0f);
  4706. spr[2].vPos.v *= Vector(fInvSquareK, 1.0f, 0.0f);
  4707. spr[3].vPos.v *= Vector(fInvSquareK, 1.0f, 0.0f);
  4708. spr[0].vPos.v += Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4709. spr[1].vPos.v += Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4710. spr[2].vPos.v += Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4711. spr[3].vPos.v += Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4712. float fNearV = 1.0f;
  4713. float fFarV = 0.0f;
  4714. float fNearU = 0.0f;
  4715. float fFarU = 1.0f;
  4716. spr[0].v0 = fFarV;
  4717. spr[0].u0 = fNearU;
  4718. spr[1].v0 = fNearV;
  4719. spr[1].u0 = fNearU;
  4720. spr[2].v0 = fFarV;
  4721. spr[2].u0 = fFarU;
  4722. spr[3].v0 = fNearV;
  4723. spr[3].u0 = fFarU;
  4724. fCompassArrowAngle += fDeltaTime;
  4725. //------------------------------------------------------------------
  4726. int angleProgress = (int)(Clampf ((loading_percents / loading_percents_total)) * 360.0f);
  4727. //angleProgress = 180;
  4728. const int alphaTailSize = 30;
  4729. /*#ifdef STOP_DEBUG*/
  4730. static QuadVertex radialProgress[360 + 2 + 1 + alphaTailSize + alphaTailSize];
  4731. /*
  4732. #else
  4733. array<QuadVertex> radialProgress(_FL_);
  4734. radialProgress.AddElements(360 + 2 + 1 + alphaTailSize + alphaTailSize);
  4735. #endif
  4736. */
  4737. float fRadialSpriteSize = (BackKompassSpriteSize / 720.0f);
  4738. float fSpriteRadialNSize = (((screen_down - screen_up) * fRadialSpriteSize) * 0.5f);
  4739. float fCenterAlpha = 0.5f;
  4740. radialProgress[0].vPos = Vector4 (0.0f, 0.0f, 0.0f, fCenterAlpha);
  4741. radialProgress[0].vPos.v *= Vector(1.0f, fSquareK, 0.0f);
  4742. radialProgress[0].vPos.v += Vector(fCenterX, fCenterY, 0.0f);
  4743. radialProgress[0].v0 = 0.5f;
  4744. radialProgress[0].u0 = 0.5f;
  4745. angleProgress++;
  4746. float fAlpha = 1.0f;
  4747. for (int i = 0-alphaTailSize; i <= (angleProgress+alphaTailSize); i++)
  4748. {
  4749. fAlpha = 1.0f;
  4750. if (i < 0)
  4751. {
  4752. fAlpha = 1.0f - (-(float)i / (float)alphaTailSize);
  4753. }
  4754. if (i > angleProgress)
  4755. {
  4756. fAlpha = 1.0f - ((i-angleProgress) / (float)alphaTailSize);
  4757. }
  4758. int idx = i + 1 + alphaTailSize;
  4759. mRotateZ.BuildRotateZ(Deg2Rad((float)-i));
  4760. radialProgress[idx].vPos = Vector4 (0.0f, fSpriteRadialNSize, 0.0f, fAlpha);
  4761. radialProgress[idx].vPos.v = radialProgress[idx].vPos.v * mRotateZ;
  4762. radialProgress[idx].u0 = /*1.0f -*/ (0.5f + ((radialProgress[idx].vPos.v.x / fSpriteRadialNSize) * 0.5f));
  4763. radialProgress[idx].v0 = 1.0f - (0.5f + ((radialProgress[idx].vPos.v.y / fSpriteRadialNSize) * 0.5f));
  4764. radialProgress[idx].vPos.v *= Vector(fInvSquareK, 1.0f, 0.0f);
  4765. radialProgress[idx].vPos.v += Vector(fCenterX, fCenterY, 0.0f);
  4766. }
  4767. varColor->SetVector4(Vector4(1.0f));
  4768. varTexture->SetTexture(pTextureProgress);
  4769. //varTexture->ResetTexture();
  4770. bDisableHacks = true;
  4771. int polyCount = angleProgress+alphaTailSize+alphaTailSize - 1;
  4772. if (polyCount > 0)
  4773. {
  4774. GetShaderId("ls_PostProcessFillScreen_TextureVAlpha", id);
  4775. DrawPrimitiveUP(id, PT_TRIANGLEFAN, polyCount, &radialProgress[0], sizeof(QuadVertex));
  4776. }
  4777. bDisableHacks = false;
  4778. //------------- рисуем стрелочку физически -------------------------------------------
  4779. varColor->SetVector4(Vector4(0.0f, 0.0f, 0.0f, 0.4f));
  4780. varTexture->SetTexture(pTextureArrow);
  4781. //varTexture->ResetTexture();
  4782. bDisableHacks = true;
  4783. GetShaderId("ls_PostProcessFillScreen_Texture", id);
  4784. DrawPrimitiveUP(id, PT_TRIANGLESTRIP, 2, spr, sizeof(QuadVertex));
  4785. bDisableHacks = false;
  4786. spr[0].vPos.v -= Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4787. spr[1].vPos.v -= Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4788. spr[2].vPos.v -= Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4789. spr[3].vPos.v -= Vector(fShadowCenterX, fShadowCenterY, 0.0f);
  4790. spr[0].vPos.v += Vector(fCenterX, fCenterY, 0.0f);
  4791. spr[1].vPos.v += Vector(fCenterX, fCenterY, 0.0f);
  4792. spr[2].vPos.v += Vector(fCenterX, fCenterY, 0.0f);
  4793. spr[3].vPos.v += Vector(fCenterX, fCenterY, 0.0f);
  4794. varColor->SetVector4(Vector4(1.0f));
  4795. varTexture->SetTexture(pTextureArrow);
  4796. bDisableHacks = true;
  4797. GetShaderId("ls_PostProcessFillScreen_Texture", id);
  4798. DrawPrimitiveUP(id, PT_TRIANGLESTRIP, 2, spr, sizeof(QuadVertex));
  4799. bDisableHacks = false;
  4800. //------------- рисуем хинт -------------------------------------------
  4801. DWORD dwTotalHints = loadingHints.Size();
  4802. if (pAdvLoaderFont && dwTotalHints > 0)
  4803. {
  4804. pAdvLoaderFont->SetKerning(-7.0f);
  4805. //на виртуальном экране 1280x720 координаты - 218.0f, 555.0f, 1062.0f, 639.0f
  4806. //x 17 y 77 width 66 height 11.6
  4807. //Подсказку рисуем
  4808. //float fHeightMultipler = (1.0f / ((16.0f / 9.0f) / width_div_height_k));
  4809. float fWidthMultipler = 1.0f;
  4810. float fHeightMultipler = (1.0f / ((16.0f / 9.0f) / width_div_height_k));
  4811. if (fHeightMultipler > 1.0f)
  4812. {
  4813. fWidthMultipler = 1.0f / fHeightMultipler;
  4814. fHeightMultipler = 1.0f;
  4815. }
  4816. float height_min = -100.0f * fHeightMultipler;
  4817. height_min = (height_min * 0.5f) + 50.0f;
  4818. float height_max = 100.0f * fHeightMultipler;
  4819. height_max = (height_max * 0.5f) + 50.0f;
  4820. float hght = (height_max - height_min) / 100.0f;
  4821. //
  4822. float width_l = -100.0f * fWidthMultipler;
  4823. width_l = (width_l * 0.5f) + 50.0f;
  4824. float width_r = 100.0f * fWidthMultipler;
  4825. width_r = (width_r * 0.5f) + 50.0f;
  4826. float wdht = (width_r - width_l) / 100.0f;
  4827. //
  4828. float p_top = height_min + (hght * 77.0f);
  4829. float p_height = (hght * 11.6f);
  4830. float p_left = width_l + (wdht * 17.0f);
  4831. float p_right = (wdht * 66.0f);
  4832. pAdvLoaderFont->SetScale(fLoaderFontScale);
  4833. pAdvLoaderFont->Print(false, p_left/*17.0f*/, p_top, p_right/*66.0f*/, p_height, loadingHints[activeHintID].c_str(), IAdvFont::Center, IAdvFont::Center, false, true);
  4834. p_top = height_min + (hght * 56.0f);
  4835. p_height = (hght * 11.0f);
  4836. pAdvLoaderFont->Print(false, 17.0f, p_top, 66.0f, p_height, loadingMessage.c_str(), IAdvFont::Center, IAdvFont::Center, false, true);
  4837. pAdvLoaderFont->SetKerning(0.0f);
  4838. activeHintTime += fDeltaTime;
  4839. if (activeHintTime >= HINT_CHANGE_TIME)
  4840. {
  4841. DWORD dwNewHintID = rand () % dwTotalHints;
  4842. if (dwNewHintID == activeHintID)
  4843. {
  4844. dwNewHintID = (dwNewHintID + 1) % dwTotalHints;
  4845. }
  4846. activeHintID = dwNewHintID;
  4847. activeHintTime = 0.0f;
  4848. }
  4849. }
  4850. }
  4851. } else
  4852. {
  4853. x360_vidArray.Enter();
  4854. bool b1 = x360_played_legal->IsProcessed();
  4855. bool b2 = x360_played_legal->Frame(false);
  4856. if (!b1 || !b2)
  4857. {
  4858. legalVideos[dwLegalVideoIdx]->Stop();
  4859. dwLegalVideoIdx++;
  4860. if (dwLegalVideoIdx >= legalVideos.Size())
  4861. {
  4862. x360_played_legal = NULL;
  4863. SetEvent( evtLegalVideosDone );
  4864. bShowLegalVideos = false;
  4865. } else
  4866. {
  4867. x360_played_legal = legalVideos[dwLegalVideoIdx];
  4868. x360_played_legal->Start();
  4869. }
  4870. }
  4871. x360_vidArray.Leave();
  4872. }
  4873. // Вано: Подкручиваем гамму
  4874. //GammaCorrection();
  4875. EndScene(NULL);
  4876. pDevice->Present();
  4877. CheckAvailMemory();
  4878. #ifdef _XBOX
  4879. D3D()->ReleaseThreadOwnership();
  4880. #endif
  4881. UnlockRes(_FL_, resource_creation_sc, "DrawLoadingScreen");
  4882. #ifdef _XBOX
  4883. MEMORYSTATUS memStatus;
  4884. GlobalMemoryStatus(&memStatus);
  4885. dword s = dword(memStatus.dwTotalPhys - memStatus.dwAvailPhys);
  4886. PIXAddNamedCounter(((float)memStatus.dwTotalPhys) / 1024.0f / 1024.0f, "Memory : total phys MB");
  4887. PIXAddNamedCounter(((float)memStatus.dwAvailPhys) / 1024.0f / 1024.0f, "Memory : avail phys MB");
  4888. PIXAddNamedCounter(((float)s) / 1024.0f / 1024.0f, "Memory : used MB");
  4889. #endif
  4890. //=======================================================================
  4891. //цикл рендера рисующий куйню....
  4892. if (IsDeviceLost())
  4893. {
  4894. api->Trace("Device lost - exiting from loading screen\n");
  4895. loading_screen_sc.Leave();
  4896. return true;
  4897. }
  4898. loading_screen_sc.Leave();
  4899. //Если пора выходить или девай потерян - все равно не сможем рисовать ничего, то на выход...
  4900. if (_bNeedCloseThread != atomicI32::False)
  4901. {
  4902. return true;
  4903. }
  4904. if (_finalClean != atomicI32::False)
  4905. {
  4906. return true;
  4907. }
  4908. if (bShowLegalVideos == FALSE)
  4909. {
  4910. Sleep(50);
  4911. } else
  4912. {
  4913. Sleep(30);
  4914. }
  4915. /*
  4916. processMessages - надо....
  4917. //------------------------------------
  4918. MSG msg;
  4919. while (PeekMessage (&msg, 0, 0, 0, PM_REMOVE))
  4920. {
  4921. DefWindowProc(hwnd,iMsg,wParam,lParam);
  4922. //TranslateMessage(&msg);
  4923. //DispatchMessage(&msg);
  4924. }
  4925. //------------------------------------
  4926. */
  4927. return false;
  4928. }
  4929. bool NGRender::IsLoadingScreenEnabled()
  4930. {
  4931. return (loadingScreenThread != NULL);
  4932. }
  4933. void NGRender::EnableLoadingScreen (bool bEnable, const char * loadingScreenTexture)
  4934. {
  4935. if (bDontShowReloading) return;
  4936. //return;
  4937. if (bInsideBeginScene && bEnable)
  4938. {
  4939. //Если были внутри сцены, завершить надо текущую...
  4940. EndFrame(api->GetDeltaTime());
  4941. }
  4942. if (_finalClean != atomicI32::False)
  4943. {
  4944. return;
  4945. }
  4946. /*
  4947. if (bInsideFrame && bEnable == false)
  4948. {
  4949. EndFrame(0.01f);
  4950. }
  4951. */
  4952. /*
  4953. if (bEnable)
  4954. {
  4955. OutputDebugString("NGRender::EnableLoadingScreen\n");
  4956. } else
  4957. {
  4958. OutputDebugString("NGRender::DisableLoadingScreen\n");
  4959. }
  4960. */
  4961. //api->Trace("NGRender::EnableLoadingScreen(%d)\n", bEnable);
  4962. if (loadingScreenTexture)
  4963. {
  4964. //
  4965. api->Trace("NGRender::EnableLoadingScreen('%s')\n", loadingScreenTexture);
  4966. SetLoadingImage(loadingScreenTexture);
  4967. }
  4968. api->Trace("NGRender::EnableLoadingScreen - %d from thread 0x%08X \n", bEnable, ::GetCurrentThreadId());
  4969. api->Trace("0x%08X core thread\n", api->GetThreadId());
  4970. if (!bEnable)
  4971. {
  4972. WaitForSingleObject(evtLegalVideosDone, INFINITE);
  4973. UnloadLegalVideos();
  4974. //Два раза не пытаемся выключить
  4975. if (loadingScreenThread == NULL) return;
  4976. //Если видео не доигрались надо что то делать...
  4977. //UnloadLegalVideos();
  4978. //на выход сигнал
  4979. _bNeedCloseThread = atomicI32::True;
  4980. WaitForSingleObject(loadingScreenThread, INFINITE);
  4981. CloseHandle(loadingScreenThread);
  4982. loadingScreenThread = NULL;
  4983. //D3D()->Resume();
  4984. #ifdef _XBOX
  4985. D3D()->AcquireThreadOwnership();
  4986. #endif
  4987. //Начинаем новую сцену...
  4988. if (bNeedBeginScene_AfterExit)
  4989. {
  4990. //OutputDebugString("NGRender::DisableLoadingScreen - executing BeginScene\n");
  4991. BeginScene();
  4992. }
  4993. } else
  4994. {
  4995. //Два раза не пытаемся включить
  4996. if (loadingScreenThread)
  4997. {
  4998. #ifdef _XBOX
  4999. OutputDebugString("EnableLoadingScreen...early exit\n");
  5000. #endif
  5001. return;
  5002. }
  5003. if (bNeedToStartVideoPlayer)
  5004. {
  5005. x360_played_legal->Start();
  5006. bNeedToStartVideoPlayer = FALSE;
  5007. }
  5008. loading_screen_sc.Enter();
  5009. getAdvancedFontsManager()->Refresh(pAdvLoaderFont);
  5010. //fCompassArrowAngle = 0.0f;
  5011. DWORD dwTimeValue = GetTickCount();
  5012. fLoadingTimeValue = dwTimeValue / 1000.0f;
  5013. bNeedBeginScene_AfterExit = bInsideBeginScene;
  5014. //Заканчиваем старую сцену...
  5015. if (bInsideBeginScene)
  5016. {
  5017. //OutputDebugString("NGRender::EnableLoadingScreen - executing EndScene\n");
  5018. EndScene(NULL);
  5019. }
  5020. _bNeedCloseThread = atomicI32::False;
  5021. m_ShaderManager.ResetAllTextureVariables();
  5022. const RENDERSCREEN & rs = NGRender::pRS->GetScreenInfo2D();
  5023. RENDERVIEWPORT vp2D;
  5024. vp2D.X = 0;
  5025. vp2D.Y = 0;
  5026. vp2D.Width = rs.dwWidth;
  5027. vp2D.Height = rs.dwHeight;
  5028. vp2D.MinZ = 0.0f;
  5029. vp2D.MaxZ = 1.0f;
  5030. NGRender::pRS->SetViewport(vp2D);
  5031. BuildHintsList();
  5032. //D3D()->Suspend();
  5033. #ifdef _XBOX
  5034. DWORD dwID = D3D()->QueryThreadOwnership();
  5035. D3D()->ReleaseThreadOwnership();
  5036. #endif
  5037. //начало потока сигнал
  5038. loadingScreenThread = CreateThread(null, 0, (LPTHREAD_START_ROUTINE)NGRender::ThreadExecute, this, CREATE_SUSPENDED, &LoadingScreenThreadId);
  5039. SetThreadPriority(loadingScreenThread, THREAD_PRIORITY_BELOW_NORMAL);
  5040. #ifdef _XBOX
  5041. XSetThreadProcessor( loadingScreenThread, 2 );
  5042. #endif
  5043. XSetThreadName(LoadingScreenThreadId, "Render::LoadingScreen");
  5044. ResumeThread(loadingScreenThread);
  5045. loading_screen_sc.Leave();
  5046. }
  5047. #ifdef _XBOX
  5048. OutputDebugString("EnableLoadingScreen...done\n");
  5049. #endif
  5050. }
  5051. bool NGRender::GetShaderId (const char* shaderName, ShaderId & id)
  5052. {
  5053. LockRes(_FL_, resource_creation_sc, "GetShaderId");
  5054. id = (ShaderId)m_ShaderManager.FindShaderByName(shaderName);
  5055. if (id == NULL)
  5056. {
  5057. api->Trace("Render Error: Can't find shader '%s'", shaderName);
  5058. }
  5059. UnlockRes(_FL_, resource_creation_sc, "GetShaderId");
  5060. return (id != NULL);
  5061. }
  5062. bool NGRender::GetShaderLightingId (const char* shaderName, ShaderLightingId & id)
  5063. {
  5064. LockRes(_FL_, resource_creation_sc, "GetShaderLightingId");
  5065. bool bError = false;
  5066. static char TechniqueRealName[8192];
  5067. const char* lights_postfix_array[] = { "_01", "_02", "_03", "_04", "_05", "_06" };
  5068. id.off = (ShaderId)m_ShaderManager.FindShaderByName(shaderName);
  5069. crt_strcpy(TechniqueRealName, ARRSIZE(TechniqueRealName), "LIGHT_");
  5070. crt_strcat(TechniqueRealName, ARRSIZE(TechniqueRealName), shaderName);
  5071. id.on = (ShaderId)m_ShaderManager.FindShaderByName(TechniqueRealName);
  5072. if (!id.on)
  5073. {
  5074. bError = true;
  5075. }
  5076. UnlockRes(_FL_, resource_creation_sc, "GetShaderLightingId");
  5077. return !bError;
  5078. }
  5079. /*
  5080. void NGRender::ShowStartupScreen(dword dwLocStringID, const char * englishStringID, const char * szAdditionalMessage)
  5081. {
  5082. if (pAdvLoaderFont == NULL)
  5083. {
  5084. //Компилируются системные шейдера похоже, не надо еще писать ничего...
  5085. return;
  5086. }
  5087. // getAdvancedFontsManager()->Refresh(pAdvLoaderFont);
  5088. pAdvLoaderFont->SetScale(0.35f * fLoaderFontScale);
  5089. //float fHeight = pLoaderFont->GetHeight();
  5090. //pLoaderFont->SetHeight(24.0f * fLoaderFontScale);
  5091. //float fHeightReal = pLoaderFont->GetHeight();
  5092. //---------------------
  5093. string message1 = "This version of a game still in development. Please be aware that there is a chance that nsome bugs or hangs may be present";
  5094. string display_message = englishStringID;
  5095. ILocStrings* pLocStr = (ILocStrings*)api->GetService("LocStrings");
  5096. if (pLocStr)
  5097. {
  5098. const char* val = NULL;
  5099. val = pLocStr->GetString(2000000);
  5100. if (val != NULL)
  5101. {
  5102. message1 = val;
  5103. }
  5104. val = pLocStr->GetString(dwLocStringID);
  5105. if (val != NULL)
  5106. {
  5107. display_message = val;
  5108. }
  5109. } else
  5110. {
  5111. api->Trace("RENDER: Can't find LOCSERVICE !!");
  5112. }
  5113. static char messageToDisplay[4096];
  5114. if (szAdditionalMessage)
  5115. {
  5116. crt_snprintf(messageToDisplay, 4000, "%s %s", display_message.c_str(), szAdditionalMessage);
  5117. } else
  5118. {
  5119. crt_snprintf(messageToDisplay, 4000, "%s", display_message.c_str());
  5120. }
  5121. //---------------------
  5122. for (long i = 0; i < 4; i++)
  5123. {
  5124. BeginScene();
  5125. SetViewport(m_CurrentViewPort);
  5126. D3D()->Clear(0, null, D3DCLEAR_TARGET, 0x40404040, 1.0, 0);
  5127. //pAdvLoaderFont->Print(0, 0, 1, 1, "Hello");
  5128. const char* message = message1.c_str();
  5129. //float size = pLoaderFont->GetLength(message);
  5130. //pLoaderFont->Print((m_CurrentViewPort.Width * 0.5f) - (size * 0.5f), (m_CurrentViewPort.Height * 0.5f)-fHeightReal, message);
  5131. pAdvLoaderFont->SetScale(0.45f * fLoaderFontScale);
  5132. pAdvLoaderFont->Print(false, 0.0f, 0.0f, 100.0f, 100.0f, message, IAdvFont::Center, IAdvFont::Center, false, true);
  5133. //............
  5134. //pLoaderFont->Print(80.0f, m_CurrentViewPort.Height - fHeightReal-60.0f, messageToDisplay);
  5135. pAdvLoaderFont->SetScale(0.25f * fLoaderFontScale);
  5136. pAdvLoaderFont->Print(false, 5.0f, 0.0f, 100.0f, 90.0f, messageToDisplay, IAdvFont::Left, IAdvFont::Bottom, false, true);
  5137. EndScene();
  5138. pDevice->Present();
  5139. }
  5140. //pLoaderFont->SetHeight(fHeight);
  5141. }
  5142. */
  5143. IRender::ScreenAspect NGRender::GetWideScreenAspect()
  5144. {
  5145. return aspect;
  5146. }
  5147. float NGRender::GetWideScreenAspectWidthMultipler()
  5148. {
  5149. return fWidthAspectMultipler;
  5150. }
  5151. void NGRender::SetLoadingImage(const char * szTextureName)
  5152. {
  5153. if (szTextureName == NULL)
  5154. {
  5155. return;
  5156. }
  5157. if (crt_stricmp (strReloadingTextureName.c_str(), szTextureName) == 0)
  5158. {
  5159. return;
  5160. }
  5161. LockRes(_FL_, resource_creation_sc, "SetLoadingImage");
  5162. static char tmpName[512];
  5163. #ifdef _XBOX
  5164. //на боксе из корня берем jpg
  5165. crt_snprintf(tmpName, 511, "%s.jpg", szTextureName);
  5166. #else
  5167. //на PC из resource...
  5168. crt_snprintf(tmpName, 511, "resource\\%s.jpg", szTextureName);
  5169. #endif
  5170. //-----------------------------------------------
  5171. UnlockRes(_FL_, resource_creation_sc, "SetLoadingImage");
  5172. IBaseTexture* base = CreateTextureUseD3DX(_FL_, "%s", tmpName);
  5173. LockRes(_FL_, resource_creation_sc, "SetLoadingImage");
  5174. //m_TXXLoader->Load_TXX(szTextureName, _FL_);
  5175. if (base)
  5176. {
  5177. RELEASE(pReloadingTexture);
  5178. pReloadingTexture = NULL;
  5179. strReloadingTextureName = szTextureName;
  5180. base->SetName("special_loading_screen_texture_for_use");
  5181. pReloadingTexture = base;
  5182. } else
  5183. {
  5184. api->Trace("Loading screen '%s' - not found !!! Using previous loading screen '%s' !!! ", tmpName, strReloadingTextureName.c_str());
  5185. }
  5186. UnlockRes(_FL_, resource_creation_sc, "SetLoadingImage");
  5187. }
  5188. void NGRender::SetLoadingScreenPercents (float percents, float total_percents, const char* stage_description)
  5189. {
  5190. LockRes(_FL_, resource_creation_sc, "SetLoadingScreenPercents");
  5191. loading_percents = percents;
  5192. loading_percents_total = total_percents;
  5193. UnlockRes(_FL_, resource_creation_sc, "SetLoadingScreenPercents");
  5194. }
  5195. void NGRender::ThreadExecute(LPVOID lpThreadParameter)
  5196. {
  5197. while (true)
  5198. {
  5199. bool bNeedCloseThread = pThreadRS->DrawLoadingScreen();
  5200. if (bNeedCloseThread)
  5201. {
  5202. break;
  5203. }
  5204. }
  5205. ExitThread(0);
  5206. }
  5207. #ifndef _XBOX
  5208. IMediaPlayer* NGRender::GetMediaPlayer(const char * pFileName,bool bLoopPlay,bool useStreaming)
  5209. {
  5210. return (IMediaPlayer*)NULL;
  5211. }
  5212. #else
  5213. #include "mediaplayer\\xboxmediaplayer.h"
  5214. IMediaPlayer* NGRender::GetMediaPlayer(const char* pFileName,bool bLoopPlay,bool useStreaming)
  5215. {
  5216. HRESULT hr;
  5217. XBoxMediaPlayer* pMediaPlayer = NEW XBoxMediaPlayer(D3D(), pFileName, hr, bLoopPlay, useStreaming);
  5218. if( pMediaPlayer && FAILED(hr) )
  5219. {
  5220. delete pMediaPlayer;
  5221. pMediaPlayer = null;
  5222. }
  5223. return pMediaPlayer;
  5224. }
  5225. #endif
  5226. #ifndef _XBOX
  5227. IVideoCodec* NGRender::CreateVideoCodec(bool useStreaming)
  5228. {
  5229. IVideoCodec* pCodec = NEW WMVCodec(this);
  5230. return pCodec;
  5231. }
  5232. #else
  5233. IVideoCodec* NGRender::CreateVideoCodec(bool useStreaming)
  5234. {
  5235. IVideoCodec* pCodec = NEW XMVCodec(this,useStreaming);
  5236. return pCodec;
  5237. }
  5238. #endif
  5239. void NGRender::InitShadowLimiters ()
  5240. {
  5241. GMX_ShadowLimiters = pRS->GetTechniqueGlobalVariable("GMX_ShadowLimiters", _FL_);
  5242. GMX_ShadowMatrix = pRS->GetTechniqueGlobalVariable("GMX_ShadowMatrix", _FL_);
  5243. Assert(GMX_ShadowLimiters);
  5244. Assert(GMX_ShadowMatrix);
  5245. PrepareShadowLimiters();
  5246. }
  5247. void NGRender::ReleaseShadowLimiters()
  5248. {
  5249. GMX_ShadowLimiters = NULL;
  5250. GMX_ShadowMatrix = NULL;
  5251. }
  5252. void NGRender::SetupShadowLimiters ()
  5253. {
  5254. GMX_ShadowLimiters->SetVector4(mShadowVar);
  5255. GMX_ShadowMatrix->SetMatrix(*gmxFinalShdwMatrix);
  5256. }
  5257. void NGRender::MakeError (ErrorID id)
  5258. {
  5259. ILocStrings* pLocStr = (ILocStrings*)api->GetService("LocStrings");
  5260. ICoreStorageString * errorDesc = api->Storage().GetItemString("system.error", _FL_);
  5261. if (!errorDesc)
  5262. {
  5263. return;
  5264. }
  5265. if (id == ERR_D3D)
  5266. {
  5267. if (pLocStr)
  5268. {
  5269. const char* val = pLocStr->GetString(1000100);
  5270. if (val != NULL)
  5271. {
  5272. errorDesc->Set(val);
  5273. errorDesc->Release();
  5274. return;
  5275. }
  5276. }
  5277. errorDesc->Set("Can't init D3D");
  5278. errorDesc->Release();
  5279. return;
  5280. } else
  5281. {
  5282. if (id == ERR_DEVICE)
  5283. {
  5284. if (pLocStr)
  5285. {
  5286. const char* val = pLocStr->GetString(1000101);
  5287. if (val != NULL)
  5288. {
  5289. errorDesc->Set(val);
  5290. errorDesc->Release();
  5291. return;
  5292. }
  5293. }
  5294. errorDesc->Set("Can't init D3D Device");
  5295. errorDesc->Release();
  5296. return;
  5297. } else
  5298. {
  5299. if (id == ERR_INIT)
  5300. {
  5301. if (pLocStr)
  5302. {
  5303. const char* val = pLocStr->GetString(1000102);
  5304. if (val != NULL)
  5305. {
  5306. errorDesc->Set(val);
  5307. errorDesc->Release();
  5308. return;
  5309. }
  5310. }
  5311. errorDesc->Set("Can't init Render service");
  5312. errorDesc->Release();
  5313. return;
  5314. } else
  5315. {
  5316. if (id == ERR_SHADERS30)
  5317. {
  5318. if (pLocStr)
  5319. {
  5320. const char* val = pLocStr->GetString(1000103);
  5321. if (val != NULL)
  5322. {
  5323. errorDesc->Set(val);
  5324. errorDesc->Release();
  5325. return;
  5326. }
  5327. }
  5328. errorDesc->Set("Device not support shader model 3.0 !");
  5329. errorDesc->Release();
  5330. return;
  5331. } else
  5332. {
  5333. if (id == ERR_D3DX)
  5334. {
  5335. if (pLocStr)
  5336. {
  5337. const char* val = pLocStr->GetString(1000104);
  5338. if (val != NULL)
  5339. {
  5340. errorDesc->Set(val);
  5341. errorDesc->Release();
  5342. return;
  5343. }
  5344. }
  5345. errorDesc->Set("Required D3DX not found !! Please update your DirectX to latest version !");
  5346. errorDesc->Release();
  5347. return;
  5348. }
  5349. }
  5350. }
  5351. }
  5352. }
  5353. errorDesc->Set("Unknown Render service error");
  5354. errorDesc->Release();
  5355. return;
  5356. }
  5357. // - viewport or resolution changed
  5358. void NGRender::PrepareShadowLimiters ()
  5359. {
  5360. float fWidth, fHeight;
  5361. IRenderTarget * renderTarget = NULL;
  5362. IRenderTargetDepth * renderTargetDepth = NULL;
  5363. pDevice->GetRenderTarget(&renderTarget, &renderTargetDepth);
  5364. RENDERSURFACE_DESC desc;
  5365. if (renderTarget)
  5366. {
  5367. renderTarget->GetDesc(&desc);
  5368. fWidth = (float)desc.Width;
  5369. fHeight = (float)desc.Height;
  5370. }
  5371. else
  5372. return;
  5373. const RENDERVIEWPORT &rvp = pRS->GetViewport();
  5374. mShadowVar.x = rvp.X / fWidth;
  5375. mShadowVar.y = rvp.Y / fHeight;
  5376. mShadowVar.z = rvp.Width / fWidth;
  5377. mShadowVar.w = rvp.Height / fHeight;
  5378. //Матрица масштабирования
  5379. Matrix mInvertY;
  5380. mInvertY.BuildScale(Vector(1.0, -1.0, 1.0f));
  5381. //Матрица приводящая к диапазону 0..1
  5382. Matrix mNormalization;
  5383. mNormalization.BuildScale(Vector(0.5f, 0.5f, 1.0f));
  5384. mNormalization = (mInvertY * mNormalization) * Matrix(Vector(0.0f), Vector(0.5f, 0.5f, 1.0f));
  5385. Matrix mFitToViewport;
  5386. mFitToViewport.BuildScale(Vector(mShadowVar.z, mShadowVar.w, 1.0f));
  5387. mFitToViewport = mFitToViewport * Matrix(Vector(0.0f), Vector(mShadowVar.x, mShadowVar.y, 1.0f));
  5388. *mShadow = mNormalization * mFitToViewport;
  5389. }
  5390. #if HAVE_PIX_BEGINEND_EVENT_SUPPORT
  5391. dword _cdecl NGRender::pixBeginEvent (const char *srcFile, long srcLine, const char * pFormat, ...)
  5392. {
  5393. if (loadingScreenThread) return 0;
  5394. static char pixTmpBuffer[4096];
  5395. static char pixTmpBuffer2[4096];
  5396. va_list args;
  5397. va_start(args, pFormat);
  5398. crt_vsnprintf(pixTmpBuffer, sizeof(pixTmpBuffer), pFormat, args);
  5399. va_end(args);
  5400. crt_snprintf(pixTmpBuffer2, 4095, "'%s' - %s, %d", pixTmpBuffer, srcFile, srcLine);
  5401. PIXBeginNamedEvent( 0x0, pixTmpBuffer2);
  5402. dword dwRet = dwPixGUID;
  5403. currentEvents.Push(eventID(dwRet, srcFile, srcLine));
  5404. dwPixGUID++;
  5405. return dwRet;
  5406. }
  5407. void _cdecl NGRender::pixEndEvent (const char *srcFile, long srcLine, dword id)
  5408. {
  5409. if (loadingScreenThread) return;
  5410. const eventID & evtId = currentEvents.Top();
  5411. if (id != evtId.id)
  5412. {
  5413. int a = 0;
  5414. api->Trace("ERROR !!! pixEndEvent - incorrect bracing, maybe pixBeginEvent missed ?");
  5415. api->Trace("events stack:");
  5416. for(dword i = 0; i < currentEvents.Size(); i++)
  5417. {
  5418. api->Trace("%u: %s, %i", i, currentEvents[i].srcFile, currentEvents[i].srcLine);
  5419. }
  5420. Assert(false);
  5421. }
  5422. currentEvents.Pop();
  5423. //static char pixTmpBuffer[4096];
  5424. //static char pixTmpBuffer2[4096];
  5425. //crt_snprintf(pixTmpBuffer2, 4095, "%s, %d", srcFile, srcLine);
  5426. PIXEndNamedEvent();
  5427. }
  5428. #endif
  5429. void NGRender::UpdateWVP()
  5430. {
  5431. mtxViewInv.Inverse(*mtxView);
  5432. mtxWorldInv.Inverse(*mtxWorld);
  5433. // mtxWorld
  5434. //mtxView
  5435. //mtxProjection
  5436. //mShadow
  5437. Matrix::MultiplySIMD_4x4(mtxWorldView->matrix, mtxWorld->matrix, mtxView->matrix);
  5438. Matrix::MultiplySIMD_4x4(mtxWorldViewProj->matrix, mtxWorldView->matrix, mtxProjection->matrix);
  5439. Matrix::MultiplySIMD_4x4(gmxFinalShdwMatrix->matrix, mtxWorldViewProj->matrix, mShadow->matrix);
  5440. //mtxWorldView.EqMultiplyFast(mtxWorld, mtxView);
  5441. //mtxWorldViewProj.EqMultiplyFast(mtxWorldView, mtxProjection);
  5442. //gmxFinalShdwMatrix = mtxWorldViewProj * mShadow;
  5443. }
  5444. bool NGRender::IsCreateRenderTarget(RENDERFORMAT format)
  5445. {
  5446. D3DFORMAT d3d_fmt = FormatToDX (format);
  5447. HRESULT hr = pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dpp.BackBufferFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, d3d_fmt);
  5448. return SUCCEEDED( hr );
  5449. }
  5450. bool NGRender::IsPostPixelShaderBlendingSupported(RENDERFORMAT format)
  5451. {
  5452. D3DFORMAT d3d_fmt = FormatToDX (format);
  5453. HRESULT hr = pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3dpp.BackBufferFormat, D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_SURFACE, d3d_fmt);
  5454. return SUCCEEDED( hr );
  5455. }
  5456. void NGRender::ResolveDepth (IRenderTargetDepth* dest)
  5457. {
  5458. pDevice->ResolveDepth(dest);
  5459. }
  5460. void NGRender::ResolveColor (IBaseTexture* dest)
  5461. {
  5462. pDevice->ResolveColor(dest);
  5463. }
  5464. bool NGRender::IsBlendFactorSupported()
  5465. {
  5466. D3DCAPS9 caps;
  5467. D3D()->GetDeviceCaps(&caps);
  5468. if (caps.SrcBlendCaps & D3DPBLENDCAPS_BLENDFACTOR)
  5469. {
  5470. return true;
  5471. }
  5472. return false;
  5473. }
  5474. void NGRender::LightChangeState (ILight* light_ptr)
  5475. {
  5476. dword dwIdx = activeLights.Find(light_ptr);
  5477. //Если включение
  5478. if (light_ptr->isEnabled())
  5479. {
  5480. //Не было в списке
  5481. if (dwIdx == INVALID_ARRAY_INDEX)
  5482. {
  5483. //Добавляем
  5484. activeLights.Add(light_ptr);
  5485. }
  5486. return;
  5487. } else
  5488. {
  5489. //Если выключение и был в списке включенных - удаляем из этого списка
  5490. if (dwIdx != INVALID_ARRAY_INDEX)
  5491. {
  5492. activeLights.Extract(dwIdx);
  5493. }
  5494. }
  5495. }
  5496. //true на один кадр !!! когда рендер вернулся в нормальное состояне (alt-tab вернули вокус) в full screen
  5497. bool NGRender::IsRenderReseted()
  5498. {
  5499. #ifdef _XBOX
  5500. return false;
  5501. #else
  5502. return bDeviceReseted;
  5503. #endif
  5504. }
  5505. #ifdef _XBOX
  5506. void NGRender::X360_DeviceSuspend()
  5507. {
  5508. D3D()->Suspend();
  5509. }
  5510. void NGRender::X360_DeviceResume()
  5511. {
  5512. D3D()->Resume();
  5513. }
  5514. #endif
  5515. #if defined (_XBOX) && !defined(_PRECOMPILED_COMMAND_BUFFER_BAKER)
  5516. void NGRender::DisableHyperZ (bool bDisable)
  5517. {
  5518. bDisableHiZ = bDisable;
  5519. if (bDisable)
  5520. {
  5521. D3D()->SetRenderState(D3DRS_HIZENABLE, D3DHIZ_DISABLE);
  5522. D3D()->SetRenderState(D3DRS_HIZWRITEENABLE, D3DHIZ_DISABLE);
  5523. } else
  5524. {
  5525. D3D()->SetRenderState(D3DRS_HIZENABLE, D3DHIZ_AUTOMATIC);
  5526. D3D()->SetRenderState(D3DRS_HIZWRITEENABLE, D3DHIZ_AUTOMATIC);
  5527. }
  5528. }
  5529. bool NGRender::IsHyperZDisabled()
  5530. {
  5531. return bDisableHiZ;
  5532. }
  5533. #endif
  5534. void NGRender::ReleaseQueryNotify(OcclusionQuery * ptr)
  5535. {
  5536. queries.Del(ptr);
  5537. }
  5538. IOcclusionQuery * NGRender::CreateOcclusionQuery(const char *srcFile, long srcLine)
  5539. {
  5540. OcclusionQuery * q = NEW OcclusionQuery;
  5541. queries.Add(q);
  5542. return q;
  5543. }
  5544. void NGRender::setFogParams (float h_density, float h_min, float h_max, float d_density, float d_min, float d_max, const Color & color)
  5545. {
  5546. float fDistMinSq = d_min * d_min;
  5547. float fDistMaxSq = d_max * d_max;
  5548. stdFogVariables.fHeight_Density = h_density;
  5549. stdFogVariables.fHeight_Min = h_min;
  5550. stdFogVariables.fHeight_Max = h_max;
  5551. stdFogVariables.fHeight_DistanceInv = 1.0f / (h_max - h_min);
  5552. stdFogVariables.fDistance_Density = d_density;
  5553. stdFogVariables.fDistance_Min = d_min;
  5554. stdFogVariables.fDistance_Max = d_max;
  5555. stdFogVariables.fDistance_DistanceInv = 1.0f / (fDistMaxSq - fDistMinSq);
  5556. stdFogVariables.fDistance_MinSquared = fDistMinSq;
  5557. stdFogVariables.fogColor = color;
  5558. }
  5559. void NGRender::getFogParams (float & h_density, float & h_min, float & h_max, float & d_density, float & d_min, float & d_max, Color & color)
  5560. {
  5561. h_density = stdFogVariables.fHeight_Density;
  5562. h_min = stdFogVariables.fHeight_Min;
  5563. h_max = stdFogVariables.fHeight_Max;
  5564. d_density = stdFogVariables.fDistance_Density;
  5565. d_min = stdFogVariables.fDistance_Min;
  5566. d_max = stdFogVariables.fDistance_Max;
  5567. color = stdFogVariables.fogColor;
  5568. }
  5569. void NGRender::OnResetDevice()
  5570. {
  5571. bInsideBeginScene = false;
  5572. bNeedResetDevice = false;
  5573. api->Trace("NGRender::OnResetDevice()");
  5574. m_ShaderManager.OnLostDevice();
  5575. for (dword i = 0; i < aVBuffers.Size(); i++)
  5576. {
  5577. api->Trace("VB::Reset File: %s, line: %d", aVBuffers[i]->GetFileName(), aVBuffers[i]->GetFileLine());
  5578. ((CDX8VBuffer*)aVBuffers[i])->OnLostDevice();
  5579. }
  5580. for (dword i = 0; i < aIBuffers.Size(); i++)
  5581. {
  5582. api->Trace("IB::Reset File: %s, line: %d", aIBuffers[i]->GetFileName(), aIBuffers[i]->GetFileLine());
  5583. ((CDX8IBuffer*)aIBuffers[i])->OnLostDevice();
  5584. }
  5585. for (dword i = 0; i < aRenderTargets.Size(); i++)
  5586. {
  5587. api->Trace("RT::Reset File: %s, line: %d", aRenderTargets[i]->GetFileName(), aRenderTargets[i]->GetFileLine());
  5588. ((RenderTarget*)aRenderTargets[i])->OnLostDevice();
  5589. }
  5590. for (dword i = 0; i < aRenderTargetsDepth.Size(); i++)
  5591. {
  5592. api->Trace("RTD::Reset File: %s, line: %d", aRenderTargetsDepth[i]->GetFileName(), aRenderTargetsDepth[i]->GetFileLine());
  5593. ((RenderTargetDepth*)aRenderTargetsDepth[i])->OnLostDevice();
  5594. }
  5595. for (dword i = 0; i < aTextures.Size(); i++)
  5596. {
  5597. api->Trace("Tex::Reset File: %s, line: %d", aTextures[i]->GetFileName(), aTextures[i]->GetFileLine());
  5598. aTextures[i]->OnLostDevice();
  5599. }
  5600. d3d9Sync.Lost();
  5601. for (dword i = 0; i < queries.Size(); i++)
  5602. {
  5603. api->Trace("Query::Reset 0x%08X", queries[i]);
  5604. queries[i]->OnLostDevice();
  5605. }
  5606. pDevice->Lost();
  5607. // m_Screen3DInfo.dwWidth = d3dpp.BackBufferWidth;
  5608. //m_Screen3DInfo.dwHeight = d3dpp.BackBufferHeight;
  5609. HRESULT hr = D3D()->Reset(&d3dpp);
  5610. Assert(hr == D3D_OK);
  5611. RENDERVIEWPORT vp;
  5612. vp.X = 0;
  5613. vp.Y = 0;
  5614. vp.Width = GetScreenInfo2D().dwWidth;
  5615. vp.Height = GetScreenInfo2D().dwHeight;
  5616. vp.MinZ = 0.0f;
  5617. vp.MaxZ = 1.0f;
  5618. SetViewport(vp);
  5619. SetPerspective(GetScreenInfo2D().fFOV);
  5620. // m_FullScreenViewPort = vp;
  5621. m_ShaderManager.OnResetDevice();
  5622. for (dword i = 0; i < aVBuffers.Size(); i++)
  5623. {
  5624. ((CDX8VBuffer*)aVBuffers[i])->OnResetDevice();
  5625. }
  5626. for (dword i = 0; i < aIBuffers.Size(); i++)
  5627. {
  5628. ((CDX8IBuffer*)aIBuffers[i])->OnResetDevice();
  5629. }
  5630. for (dword i = 0; i < aTextures.Size(); i++)
  5631. {
  5632. aTextures[i]->OnResetDevice();
  5633. }
  5634. for (dword i = 0; i < aRenderTargets.Size(); i++)
  5635. {
  5636. ((RenderTarget*)aRenderTargets[i])->OnResetDevice();
  5637. }
  5638. for (dword i = 0; i < aRenderTargetsDepth.Size(); i++)
  5639. {
  5640. ((RenderTargetDepth*)aRenderTargetsDepth[i])->OnResetDevice();
  5641. }
  5642. for (dword i = 0; i < queries.Size(); i++)
  5643. {
  5644. queries[i]->OnResetDevice();
  5645. }
  5646. pDevice->Reset();
  5647. /*
  5648. for (dword i = 0; i < tempRenderTargetsC.Size(); i++)
  5649. {
  5650. ((RenderTarget*)tempRenderTargetsC[i].rt)->OnResetDevice();
  5651. }
  5652. for (dword i = 0; i < tempRenderTargetsD.Size(); i++)
  5653. {
  5654. ((RenderTargetDepth*)tempRenderTargetsD[i].rt)->OnResetDevice();
  5655. }
  5656. */
  5657. d3d9Sync.Reset();
  5658. #ifndef _XBOX
  5659. redundantStatesFilter->SetDefaultStates();
  5660. #endif
  5661. bCantRender = false;
  5662. bDeviceReseted = true;
  5663. }
  5664. struct VidMemInfo
  5665. {
  5666. const char* type;
  5667. const char* file;
  5668. long line;
  5669. long size;
  5670. const char* txx_fileName;
  5671. VidMemInfo()
  5672. {
  5673. type = NULL;
  5674. file = NULL;
  5675. line = 0;
  5676. size = 0;
  5677. txx_fileName = NULL;
  5678. }
  5679. VidMemInfo(const char* _type, const char* _file, long _line, long _size)
  5680. {
  5681. type = _type;
  5682. file = _file;
  5683. line = _line;
  5684. size = _size;
  5685. txx_fileName = NULL;
  5686. }
  5687. VidMemInfo(const char* _type, const char* _file, long _line, long _size, const char* txxName)
  5688. {
  5689. type = _type;
  5690. file = _file;
  5691. line = _line;
  5692. size = _size;
  5693. txx_fileName = txxName;
  5694. }
  5695. };
  5696. bool ComapreMemStat(const VidMemInfo & a1, const VidMemInfo & a2)
  5697. {
  5698. if (a1.size > a2.size) return true;
  5699. return false;
  5700. }
  5701. void NGRender::DumpMemStat ()
  5702. {
  5703. array<VidMemInfo> info(_FL_);
  5704. dword dwTotalTexSize = 0;
  5705. for (long i=0; i<aTextures; i++)
  5706. {
  5707. IBaseTexture* tx = aTextures[i];
  5708. info.Add(VidMemInfo("Texture", tx->GetFileName(), tx->GetFileLine(), tx->GetSize(), tx->GetName()));
  5709. }
  5710. dword dwTotalVBSize = 0;
  5711. for (long i=0; i<aVBuffers; i++)
  5712. {
  5713. IVBuffer* obj = aVBuffers[i];
  5714. info.Add(VidMemInfo("Vertex Buffer", obj->GetFileName(), obj->GetFileLine(), obj->GetSize()));
  5715. }
  5716. dword dwTotalIBSize = 0;
  5717. for (long i=0; i<aIBuffers; i++)
  5718. {
  5719. IIBuffer* obj = aIBuffers[i];
  5720. info.Add(VidMemInfo("Index Buffer", obj->GetFileName(), obj->GetFileLine(), obj->GetSize()));
  5721. }
  5722. dword dwTotalRTSize = 0;
  5723. for (long i=0; i<aRenderTargets; i++)
  5724. {
  5725. IRenderTarget* obj = aRenderTargets[i];
  5726. bool bShared = false;
  5727. for (dword q = 0; q < tempRenderTargetsC.Size(); q++)
  5728. {
  5729. if (tempRenderTargetsC[q].rt == obj)
  5730. {
  5731. bShared = true;
  5732. break;
  5733. }
  5734. }
  5735. if (bShared)
  5736. {
  5737. info.Add(VidMemInfo("Render Target Color (shared)", obj->GetFileName(), obj->GetFileLine(), obj->GetSize()));
  5738. } else
  5739. {
  5740. info.Add(VidMemInfo("Render Target Color", obj->GetFileName(), obj->GetFileLine(), obj->GetSize()));
  5741. }
  5742. }
  5743. dword dwTotalRTDSize = 0;
  5744. for (long i=0; i<aRenderTargetsDepth; i++)
  5745. {
  5746. IRenderTargetDepth* obj = aRenderTargetsDepth[i];
  5747. bool bShared = false;
  5748. for (dword q = 0; q < tempRenderTargetsD.Size(); q++)
  5749. {
  5750. if (tempRenderTargetsD[q].rt == obj)
  5751. {
  5752. bShared = true;
  5753. break;
  5754. }
  5755. }
  5756. if (bShared)
  5757. {
  5758. info.Add(VidMemInfo("Render Target Depth (shared)", obj->GetFileName(), obj->GetFileLine(), obj->GetSize()));
  5759. } else
  5760. {
  5761. info.Add(VidMemInfo("Render Target Depth", obj->GetFileName(), obj->GetFileLine(), obj->GetSize()));
  5762. }
  5763. }
  5764. info.QSort(ComapreMemStat);
  5765. api->Trace("\n\nVideo memory stats\n================================================================================\n");
  5766. api->Trace("Mb Type Source info");
  5767. dword dwTotalSize = 0;
  5768. for (dword i = 0; i < info.Size(); i++)
  5769. {
  5770. api->Trace("%3.3fKb, '%s', %s, line %d", info[i].size / 1024.0f, info[i].type, info[i].file, info[i].line);
  5771. if (info[i].txx_fileName)
  5772. {
  5773. api->Trace("'%s'", info[i].txx_fileName);
  5774. } else
  5775. {
  5776. api->Trace("");
  5777. }
  5778. dwTotalSize += info[i].size;
  5779. }
  5780. api->Trace("Total size : %3.2fMb", dwTotalSize / 1024.0f / 1024.0f);
  5781. }
  5782. void NGRender::initPerfGraphs ()
  5783. {
  5784. perfGraphs.DelAll();
  5785. struct GraphDesc
  5786. {
  5787. string name;
  5788. float scale;
  5789. };
  5790. array<GraphDesc> descriptions(_FL_, 128);
  5791. IFileService * fs = (IFileService *)api->GetService("FileService");
  5792. Assert(fs);
  5793. //api->GetVarString("ini")
  5794. IIniFile * pIni = fs->OpenIniFile("counters.ini", _FL_);
  5795. if (pIni)
  5796. {
  5797. array<string> values(_FL_, 256);
  5798. pIni->GetStrings("Counters", "Graph", values);
  5799. for (dword n = 0; n < values.Size(); n++)
  5800. {
  5801. static char g_name[1024];
  5802. static char g_name2[1024];
  5803. for (dword q = 0; q < values[n].Size(); q++)
  5804. {
  5805. if (values[n].c_str()[q] == ',')
  5806. {
  5807. crt_strncpy(g_name, 1023, values[n].c_str(), q);
  5808. crt_strncpy(g_name2, 1023, values[n].c_str()+q+1, 1023);
  5809. }
  5810. }
  5811. GraphDesc* d = &descriptions[descriptions.Add()];
  5812. d->name = g_name;
  5813. d->scale = (float)atof(g_name2);
  5814. }
  5815. } else
  5816. {
  5817. GraphDesc* d = &descriptions[descriptions.Add()];
  5818. d->name = "*";
  5819. d->scale = 1.0f;
  5820. }
  5821. perfGraph p;
  5822. dword dwPerCounterCount = api->GetNumberOfPerformanceCounters();
  5823. api->Trace("Registred perfomance counters : %d", dwPerCounterCount);
  5824. for (dword n = 0; n < dwPerCounterCount; n++)
  5825. {
  5826. string counterName = api->GetPerformanceName(n);
  5827. api->Trace("Perf counter [%d] : '%s'", n, counterName.c_str());
  5828. for (dword q = 0; q < descriptions.Size(); q++)
  5829. {
  5830. if (counterName.IsFileMask(descriptions[q].name))
  5831. {
  5832. p.dwColor = Color(Vector().Rand(Vector(0.6f), Vector(1.0f))).GetDword();
  5833. p.dwID = n;
  5834. p.name = counterName;
  5835. p.scale = descriptions[q].scale;
  5836. perfGraphs.Add(p);
  5837. }
  5838. }
  5839. }
  5840. }
  5841. #ifdef GAME_RUSSIAN
  5842. #pragma optimize("", off)
  5843. void __declspec(dllexport) NGRender::InitProtectData(dword dwValue1, dword dwValue2)
  5844. {
  5845. dword result, result2;
  5846. dword value1 = (dwValue1 >> 7L) & 0x7;
  5847. dword value2 = (dwValue2 >> 16L) & 0x3;
  5848. switch (value1)
  5849. {
  5850. case 0 : result = dwValue1 * (value1 + 16); break;
  5851. case 1 : result = dwValue1 * (value1 + 15); break;
  5852. case 2 : result = dwValue1 * (value1 + 14); break;
  5853. case 3 : result = dwValue1 * (value1 + 13); break;
  5854. case 4 : result = dwValue1 * (value1 + 12); break;
  5855. case 5 : result = dwValue1 * (value1 + 11); break;
  5856. case 6 : result = dwValue1 * (value1 + 10); break;
  5857. case 7 : result = dwValue1 * (value1 + 9); break;
  5858. default: result = dwValue1 * 16;
  5859. }
  5860. dword value3 = (dwValue2 >> 24L) & 0x7;
  5861. switch (value2)
  5862. {
  5863. case 0 : result2 = dwValue2 + value2 + 122; break;
  5864. case 1 : result2 = dwValue2 + value2 + 121; break;
  5865. case 2 : result2 = dwValue2 + value2 + 120; break;
  5866. default: result2 = dwValue2 + 122;
  5867. }
  5868. switch (value3)
  5869. {
  5870. case 0 : result2 *= (32 - value3); break;
  5871. case 1 : result2 *= (33 - value3); break;
  5872. case 2 : result2 *= value3 * 16; break;
  5873. case 3 : result2 *= (35 - value3); break;
  5874. case 4 : result2 *= 8 * value3; break;
  5875. case 5 : result2 *= (value3 + 27); break;
  5876. case 6 : result2 *= (38 - value3); break;
  5877. case 7 : result2 *= (value3 + 25); break;
  5878. default: result2 *= 32;
  5879. }
  5880. protectValue = result + result2;
  5881. }
  5882. #pragma optimize("", on)
  5883. #endif