Full 3ds support and fix dx9
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@@ -55,6 +55,7 @@ struct GfxCitro3D::Impl {
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shaderProgram_s pShader;
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DVLB_s* pCode;
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int uLocProjection = 0;
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C3D_Tex* CurrentTex = nullptr;
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std::vector<u8> pShaderRaw;
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GPU_TEXCOLOR TextureTranslateFormat(TextureFormat fmt) {
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@@ -83,14 +84,15 @@ struct GfxCitro3D::Impl {
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}
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}
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void SetupPixelStage(GPU_TEXCOLOR clr) {
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void SetupPixelStage() {
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shaderProgramUse(&pShader);
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C3D_BindProgram(&pShader);
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C3D_SetAttrInfo(&pAttr);
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C3D_DepthTest(false, GPU_GREATER, GPU_WRITE_ALL);
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if (!CurrentTex) return;
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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switch (clr) {
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switch (CurrentTex->fmt) {
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case GPU_A4:
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case GPU_A8:
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case GPU_L4:
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@@ -142,15 +144,30 @@ void GfxCitro3D::SysDeinit() {
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void GfxCitro3D::Submit(size_t count, size_t start) {
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if (!impl) return;
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BindTexture(CurrentTex);
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impl->SetupPixelStage(); // needs to be called after
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C3D_Mtx proj;
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Mtx_OrthoTilt(&proj, 0.f, ViewPort.x, ViewPort.y, 0.f, 1.f, -1.f, false);
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, impl->uLocProjection, &proj);
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// C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, impl->uLocProjection,
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// (C3D_Mtx*)&Projection);
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auto buf = C3D_GetBufInfo();
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BufInfo_Init(buf);
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BufInfo_Add(buf, GetVertexBufPtr(0), sizeof(Li::Vertex), 3, 0x210);
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C3D_DrawElements(GPU_TRIANGLES, count, C3D_UNSIGNED_SHORT,
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GetIndexBufPtr(start));
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impl->CurrentTex = nullptr;
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}
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void GfxCitro3D::BindTexture(TextureID id) {
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if (!impl) return;
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if (!impl || !id) return;
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impl->CurrentTex = (C3D_Tex*)id;
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C3D_TexBind(0, (C3D_Tex*)id);
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}
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void GfxCitro3D::SysReset() {
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if (!impl) return;
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C3D_CullFace(GPU_CULL_NONE);
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}
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Li::Texture GfxCitro3D::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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@@ -210,7 +227,7 @@ Li::Texture GfxCitro3D::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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void GfxCitro3D::DeleteTexture(const Li::Texture& tex) {
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if (!tex.GetID()) return;
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UnRegisterTexture(tex);
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UnregisterTexture(tex);
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C3D_Tex* t = reinterpret_cast<C3D_Tex*>(tex.GetID());
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C3D_TexDelete(t);
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delete t;
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@@ -37,7 +37,7 @@ VS_OUT main(VS_IN input) {
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static const char* g_psCode = R"(
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sampler2D tex : register(s0);
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bool alfa;
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float alfa;
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struct PS_IN {
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float2 uv : TEXCOORD0;
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@@ -46,7 +46,7 @@ struct PS_IN {
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float4 main(PS_IN input) : COLOR0 {
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float4 tc = tex2D(tex, input.uv);
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if (alfa)
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if (alfa > 0.5)
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return float4(input.col.rgb, tc.a * input.col.a);
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else
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return tc * input.col;
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@@ -136,6 +136,7 @@ void GfxDirectX9::SysDeinit() {
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void GfxDirectX9::Submit(size_t count, size_t start) {
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if (!impl || !impl->Device || !impl->VBO || !impl->IBO) return;
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BindTexture(CurrentTex);
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impl->Device->SetVertexShaderConstantF(
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0, reinterpret_cast<const float*>(&Projection), 4);
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@@ -186,7 +187,7 @@ void GfxDirectX9::SysReset() {
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Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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int h, TextureFormat type,
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TextureFilter filter) {
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if (!impl || !impl->Device) return 0;
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if (!impl || !impl->Device) return Li::Texture();
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IDirect3DTexture9* tex = nullptr;
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D3DFORMAT fmt = D3DFMT_A8R8G8B8;
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if (type == TextureFormat::RGB24)
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@@ -196,7 +197,7 @@ Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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HRESULT hr = impl->Device->CreateTexture(w, h, 1, 0, fmt, D3DPOOL_MANAGED,
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&tex, nullptr);
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if (FAILED(hr) || !tex) return 0;
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if (FAILED(hr) || !tex) return Li::Texture();
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D3DLOCKED_RECT rect;
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tex->LockRect(0, &rect, nullptr, 0);
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@@ -209,7 +210,7 @@ Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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u8 r = pixels[(y * w + x) * 3 + 0];
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u8 g = pixels[(y * w + x) * 3 + 1];
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u8 b = pixels[(y * w + x) * 3 + 2];
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dst[x] = (0xFF << 24) | (r << 16) | (g << 8) | b; // X8R8G8B8
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dst[x] = (0xFF << 24) | (r << 16) | (g << 8) | b;
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}
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dstRow += rect.Pitch;
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}
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@@ -222,7 +223,7 @@ Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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u8 g = pixels[(y * w + x) * 4 + 1];
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u8 b = pixels[(y * w + x) * 4 + 2];
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u8 a = pixels[(y * w + x) * 4 + 3];
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dst[x] = (a << 24) | (r << 16) | (g << 8) | b; // A8R8G8B8
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dst[x] = (a << 24) | (r << 16) | (g << 8) | b;
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}
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dstRow += rect.Pitch;
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}
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@@ -246,7 +247,7 @@ Li::Texture GfxDirectX9::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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void GfxDirectX9::DeleteTexture(const Li::Texture& tex) {
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if (!tex.GetID()) return;
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UnRegisterTexture(tex);
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UnregisterTexture(tex);
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IDirect3DTexture9* t = (IDirect3DTexture9*)tex.GetID();
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t->Release();
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}
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