diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /gmod/d3d.cpp | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (diff) | |
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever.
i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'gmod/d3d.cpp')
| -rw-r--r-- | gmod/d3d.cpp | 344 |
1 files changed, 0 insertions, 344 deletions
diff --git a/gmod/d3d.cpp b/gmod/d3d.cpp deleted file mode 100644 index 6802239..0000000 --- a/gmod/d3d.cpp +++ /dev/null @@ -1,344 +0,0 @@ -#include "d3d.hpp" -#include "interface.hpp" -#include "math.hpp" -#include "d3d_sprite.hpp" - -d3d::c_renderer g_d3d; -d3d::d3d_fonts_t d3d::fonts; - - -//theres shit still left to add like drawrect etc but thats really simple -//this is the base and it works so thats ok -//love -// - nave - -// note - dex; probably better idea to batch all calls up into one DrawPrimitive / DrawIndexedPrimitive call each (if you want to have index buffers too) -// DrawPrimitiveUP for each object will slow stuff down eventually -// dont know much about DrawIndexedPrimitive myself but msdn suggests to use strips over anything else - -namespace d3d -{ - void d3d_fonts_t::release( ) { - if( f_12 ) f_12->Release( ); - if( f_14 ) f_14->Release( ); - if( f_16 ) f_16->Release( ); - if( f_18 ) f_18->Release( ); - if( f_menu ) f_menu->Release( ); - if( f_con ) f_con->Release( ); - } - - void d3d_fonts_t::create( IDirect3DDevice9* device ) { - auto create_font = [ & ]( ID3DXFont** font, const char* font_name, int width, int size, int weight ) { - //auto wide_str = util::ascii_to_unicode( std::string( font_name ) ); - - auto code = D3DXCreateFontA( device, size, width, weight, 0, false, DEFAULT_CHARSET, - OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, font_name, font ); - - if( code < 0 ) throw xors( "fuck d3d" ); - }; - - create_font( &f_12, xors( "Verdana" ), 0, 12, 0 ); //change this idc - create_font( &f_esp_small, xors( "Tahoma" ), 0, 11, 500 ); - create_font( &f_14, xors( "Verdana" ), 0, 14, 0 ); - create_font( &f_16, xors( "Verdana" ), 0, 16, 0 ); - create_font( &f_18, xors( "Verdana" ), 0, 18, 0 ); - create_font( &f_menu, xors( "Tahoma" ), 0, 12, 300 ); - create_font( &f_con, xors( "Consolas" ), 6, 12, 300 ); - } - - - c_renderer::c_renderer( IDirect3DDevice9* device ) : m_device( device ) { - create_objects( ); - } - - bool c_renderer::run_frame( IDirect3DDevice9* device ) { - if( g_gmod.m_panic ) { - return false; - } - - if( !m_device ) { - m_device = device; - create_objects( ); - return false; - } - - return true; - } - - c_renderer::~c_renderer( ) { - invalidate_objects( ); - } - - void c_renderer::on_device_lost( ) { - invalidate_objects( ); - } - - void c_renderer::on_device_reset( ) { - create_objects( ); - } - - void c_renderer::invalidate_objects( ) { - if( m_block ) m_block->Release( ); - fonts.release( ); - } - - void c_renderer::create_objects( ) { - D3DVIEWPORT9 viewport; - - if( !m_device ) return; - - if( m_device->GetViewport( &viewport ) < 0 ) { - return; - } - - if( m_device->CreateStateBlock( D3DSBT_ALL, &m_block ) < 0 ) { - return; - } - - if( !m_block ) { - return; - } - - // get display size. - m_width = viewport.Width; - m_height = viewport.Height; - - fonts.create( m_device ); - } - - void c_renderer::begin( ) { - if( !m_device ) return; - - D3DVIEWPORT9 vp{ 0, 0, m_width, m_height, 0.f, 1.f }; - - m_device->SetViewport( &vp ); - - //m_sil_txt->GetSurfaceLevel( 0, &m_surface ); - - // set vertex stream declaration. - m_device->SetVertexShader( nullptr ); - m_device->SetPixelShader( nullptr ); - m_device->SetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE ); - m_block->Capture( ); - - m_device->SetRenderState( D3DRS_LIGHTING, false ); - m_device->SetRenderState( D3DRS_FOGENABLE, false ); - m_device->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); - m_device->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID ); - - m_device->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE ); - m_device->SetRenderState( D3DRS_SCISSORTESTENABLE, true ); - m_device->SetRenderState( D3DRS_ZWRITEENABLE, false ); - m_device->SetRenderState( D3DRS_STENCILENABLE, false ); - - m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false ); - m_device->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE, true ); - - m_device->SetRenderState( D3DRS_ALPHABLENDENABLE, true ); - m_device->SetRenderState( D3DRS_ALPHATESTENABLE, false ); - m_device->SetRenderState( D3DRS_SEPARATEALPHABLENDENABLE, true ); - - m_device->SetTexture( 0, nullptr ); - m_device->SetTexture( 1, nullptr ); - m_device->SetTexture( 2, nullptr ); - m_device->SetTexture( 3, nullptr ); - - m_device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); - m_device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); - m_device->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); - m_device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); - m_device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); - m_device->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); - m_device->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); - m_device->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); - m_device->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); - m_device->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); - - m_device->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); - m_device->SetRenderState( D3DRS_SRCBLENDALPHA, D3DBLEND_INVDESTALPHA ); - m_device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); - m_device->SetRenderState( D3DRS_DESTBLENDALPHA, D3DBLEND_ONE ); - m_device->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD ); - - m_device->SetRenderState( D3DRS_SRGBWRITEENABLE, false ); - m_device->SetRenderState( D3DRS_COLORWRITEENABLE, 0xffffffff ); - /* commented out until further notice */ - //m_device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); - //m_device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); - // todo - dex; if we use textures, need to set those rendering states too - } - - void c_renderer::end( ) { - - //m_device->SetTexture( 0, nullptr ); - //m_device->SetTexture( 1, nullptr ); - //m_device->SetTexture( 2, nullptr ); - //m_device->SetTexture( 3, nullptr ); - m_block->Apply( ); - //m_block->Release( ); - } - - void c_renderer::draw_line( clr_t color, int x0, int y0, int x1, int y1 ) { - d3d_vertex_t v[ 2 ] = { - d3d_vertex_t( float( x0 ), float( y0 ), 1.0f, color ), //because fuck you thats why - d3d_vertex_t( float( x1 ), float( y1 ), 1.0f, color ) - }; //edit: do we wanna use z for shit? i mean we could for like menu stuff - //so it renders above other stuff - - m_device->DrawPrimitiveUP( D3DPT_LINELIST, 1, v, VERTEX_SIZE ); - } - - void c_renderer::draw_rect( clr_t color, int x, int y, int w, int h ) { - d3d_vertex_t v[ 5 ] = { - d3d_vertex_t( float( x ), float( y ), 1.0f, color ), - d3d_vertex_t( float( x + w ), float( y ), 1.0f, color ), - d3d_vertex_t( float( x + w ), float( y + h ), 1.0f, color ), - d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ), - d3d_vertex_t( float( x ), float( y ), 1.0f, color ) - }; - - m_device->DrawPrimitiveUP( D3DPT_LINESTRIP, 4, v, VERTEX_SIZE ); - } - - void c_renderer::draw_filled_rect( clr_t color, int x, int y, int w, int h ) { - d3d_vertex_t v[ 6 ] = { - d3d_vertex_t( float( x + w ), float( y ), 1.0f, color ), - d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ), - d3d_vertex_t( float( x + w ), float( y + h ), 1.0f, color ), - d3d_vertex_t( float( x ), float( y ), 1.0f, color ), - d3d_vertex_t( float( x ), float( y + h ), 1.0f, color ), - d3d_vertex_t( float( x + w ), float( y ), 1.0f, color ) - }; - - - m_device->DrawPrimitiveUP( D3DPT_TRIANGLELIST, 2, v, VERTEX_SIZE ); - } - - void c_renderer::draw_gradient( clr_t start, clr_t end, int x, int y, int w, int h, GradientType_t type ) { - d3d_vertex_t v[ 4 ]; - - switch( type ) { - case GRADIENT_VERTICAL: - v[ 0 ] = { float( x ), float( y ), 1.0f, start }; - v[ 1 ] = { float( x + w ), float( y ), 1.0f, start }; - v[ 2 ] = { float( x ), float( y + h ), 1.0f, end }; - v[ 3 ] = { float( x + w ), float( y + h ), 1.0f, end }; - break; - case GRADIENT_HORIZONTAL: - v[ 0 ] = { float( x ), float( y ), 1.0f, start }; - v[ 1 ] = { float( x + w ), float( y ), 1.0f, end }; - v[ 2 ] = { float( x ), float( y + h ), 1.0f, start }; - v[ 3 ] = { float( x + w ), float( y + h ), 1.0f, end }; - break; - } - - //m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true ); - m_device->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, &v, VERTEX_SIZE ); - //m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false ); - } - - void c_renderer::draw_circle( clr_t color, int x, int y, int r, int res ) { - constexpr float PI = 3.1415926f; - const float step = PI * 2.0f / float( res ); - - int point_x = x + r, - point_y = y - r, - point_x_o{ }, - point_y_o{ }; - - m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true ); - for( int i{ }; i <= res; i++ ) { - float theta = float( i ) * step; - - point_x = x + ( int )( r * cos( theta ) ); - point_y = y - ( int )( r * sin( theta ) ); - if( i ) draw_line( color, point_x, point_y, point_x_o, point_y_o ); - point_x_o = point_x; - point_y_o = point_y; - } - m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false ); - } - - void c_renderer::draw_filled_circle( clr_t color, int x, int y, int r, int res ) { - d3d_vertex_t* v = ( d3d_vertex_t* )_alloca( VERTEX_SIZE * res ); - const float step = M_PI * 2.0f / res; - - for( size_t i{ }; i < res; ++i ) { - float theta = i * step; - float x_off = r * cos( theta ); - float y_off = r * sin( theta ); - - v[ i ] = { float( x + x_off ), float( y + y_off ), 1.0f, color }; - } - - m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, true ); - m_device->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, res, v, VERTEX_SIZE ); - m_device->SetRenderState( D3DRS_MULTISAMPLEANTIALIAS, false ); - } - - void c_renderer::draw_text( ID3DXFont* font, clr_t color, - int x, int y, FontAlign_t align, long font_flags, const char* msg ) { - if( !msg ) return; - if( !font ) return; - - auto d3d_black = D3DCOLOR_RGBA( 0, 0, 0, color.a( ) ); - auto d3d_color = D3DCOLOR_RGBA( color.r( ), color.g( ), color.b( ), color.a( ) ); - auto buf = msg; - - if( align == ALIGN_CENTER ) x -= get_text_width( font, font_flags, msg ) / 2; - if( align == ALIGN_RIGHT ) x -= get_text_width( font, font_flags, msg ); - RECT rect{ x, y, 1000, 100 }; - - ulong_t flags = DT_NOCLIP | DT_LEFT | DT_TOP; - - if( font_flags & D3DFONTFLAG_DROPSHADOW ) { - RECT r{ rect }; - r.left++; - r.top++; - font->DrawTextA( 0, buf, -1, &r, flags, d3d_black ); - } - - if( font_flags & D3DFONTFLAG_OUTLINE ) { - for( int i = -1; i < 2; i++ ) { - RECT r{ rect }; - r.left += i; - r.top += i; - font->DrawTextA( 0, buf, -1, &r, flags, d3d_black ); - } - } - - font->DrawTextA( 0, buf, -1, &rect, flags, d3d_color ); - } - - int c_renderer::get_text_width( ID3DXFont* font, long flags, const char* msg, ... ) { - char* buffer = ( char* )_alloca( 2048 ); - va_list list{ }; - - memset( buffer, 0, 2048 ); - - __crt_va_start( list, msg ); - vsprintf_s( buffer, 2048, msg, list ); - __crt_va_end( list ); - - RECT temp{ }; - font->DrawTextA( 0, buffer, -1, &temp, DT_CALCRECT, 0x0 ); - - return ( temp.right - temp.left ); - } - - int c_renderer::get_text_height( ID3DXFont* font, long flags, const char* msg, ... ) { - char* buffer = ( char* )_alloca( 2048 ); - va_list list{ }; - - memset( buffer, 0, 2048 ); - - __crt_va_start( list, msg ); - vsprintf_s( buffer, 2048, msg, list ); - __crt_va_end( list ); - - RECT temp{ }; - font->DrawTextA( 0, buffer, -1, &temp, DT_CALCRECT, 0x0 ); - - return ( temp.bottom - temp.top ); - } -} |
