Beispiel #1
0
void BackGround::render() {

	float f = getBlendFactor();
	GD.RestoreContext();
	GD.ClearColorRGB(blend(BLACK, SKY, f));
	//GD.ClearColorA(255*f);
	//GD.ClearColorRGB(255*f, 255*f, 255*f);
	//GD.ClearColorRGB(SKY);
	GD.SaveContext();
	GD.Clear();

	GD.Begin(BITMAPS);
	GD.BitmapHandle(RANDOMDOTS_HANDLE);
	GD.Cell(RANDOMDOTS_CELLS - 1);
	GD.Cell(RANDOMDOTS_CELLS - 1);
	//GD.BitmapSize(BILINEAR,REPEAT,REPEAT,(2*64+SCREEN_WIDTH)/2,(2*64+SCREEN_HEIGHT)/2);
	GD.BitmapSize(BILINEAR, REPEAT, REPEAT, (SCREEN_WIDTH), (SCREEN_HEIGHT));
	GD.cmd_loadidentity();
	GD.cmd_translate(F16(480 * 1.41 / 2 - position.x),
			F16(272 * 1.41 / 2 + position.y));
	GD.cmd_rotate(3333);
	GD.cmd_translate(F16(-480 / 2), F16(-272 / 2));
	GD.cmd_setmatrix();
	GD.ColorA(255 * (clamp(f, 0.3, 1)));
	GD.Vertex2f(0, 0);
	GD.RestoreContext();
	update();

}
	//------------------------------------------------------------------------------
	SLSize AnimationBlendTick::updateBlendFactor( SLTimeInterval dt )	{
		_frameTime.m_lastTime = _frameTime.m_accumTime;
		_frameTime.m_deltaTime = dt;
		_frameTime.m_accumTime += _frameTime.m_deltaTime;
		SLTimeInterval frameTimeDt(_timeInfo.m_frameTime.m_deltaTime + _frameTime.m_deltaTime);
		_blendFactor = getBlendFactor(frameTimeDt);
		SLUpdateAnimationTicksWithTime( &_timeInfo, _frameTime.m_deltaTime, _dtAnim );
		return _timeInfo.m_animationTick;
	}
Beispiel #3
0
bool D3D12GSRender::LoadProgram()
{
	if (!m_cur_fragment_prog)
	{
		LOG_WARNING(RSX, "LoadProgram: m_cur_shader_prog == NULL");
		return false;
	}

	m_cur_fragment_prog->ctrl = m_shader_ctrl;

	if (!m_cur_vertex_prog)
	{
		LOG_WARNING(RSX, "LoadProgram: m_cur_vertex_prog == NULL");
		return false;
	}

	D3D12PipelineProperties prop = {};
	switch (m_draw_mode - 1)
	{
	case GL_POINTS:
		prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
		break;
	case GL_LINES:
	case GL_LINE_LOOP:
	case GL_LINE_STRIP:
		prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
		break;
	case GL_TRIANGLES:
	case GL_TRIANGLE_STRIP:
	case GL_TRIANGLE_FAN:
		prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		break;
	case GL_QUADS:
	case GL_QUAD_STRIP:
	case GL_POLYGON:
	default:
		//		LOG_ERROR(RSX, "Unsupported primitive type");
		prop.Topology = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		break;
	}

	static D3D12_BLEND_DESC CD3D12_BLEND_DESC =
	{
		FALSE,
		FALSE,
		{
			FALSE,FALSE,
			D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
		D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
		D3D12_LOGIC_OP_NOOP,
		D3D12_COLOR_WRITE_ENABLE_ALL,
		}
	};
	prop.Blend = CD3D12_BLEND_DESC;

	if (m_set_blend)
	{
		prop.Blend.RenderTarget[0].BlendEnable = true;

		if (m_set_blend_mrt1)
			prop.Blend.RenderTarget[1].BlendEnable = true;
		if (m_set_blend_mrt2)
			prop.Blend.RenderTarget[2].BlendEnable = true;
		if (m_set_blend_mrt3)
			prop.Blend.RenderTarget[3].BlendEnable = true;
	}

	if (m_set_blend_equation)
	{
		prop.Blend.RenderTarget[0].BlendOp = getBlendOp(m_blend_equation_rgb);
		prop.Blend.RenderTarget[0].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);

		if (m_set_blend_mrt1)
		{
			prop.Blend.RenderTarget[1].BlendOp = getBlendOp(m_blend_equation_rgb);
			prop.Blend.RenderTarget[1].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);
		}

		if (m_set_blend_mrt2)
		{
			prop.Blend.RenderTarget[2].BlendOp = getBlendOp(m_blend_equation_rgb);
			prop.Blend.RenderTarget[2].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);
		}

		if (m_set_blend_mrt3)
		{
			prop.Blend.RenderTarget[3].BlendOp = getBlendOp(m_blend_equation_rgb);
			prop.Blend.RenderTarget[3].BlendOpAlpha = getBlendOp(m_blend_equation_alpha);
		}
	}

	if (m_set_blend_sfactor && m_set_blend_dfactor)
	{
		prop.Blend.RenderTarget[0].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
		prop.Blend.RenderTarget[0].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
		prop.Blend.RenderTarget[0].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
		prop.Blend.RenderTarget[0].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);

		if (m_set_blend_mrt1)
		{
			prop.Blend.RenderTarget[1].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
			prop.Blend.RenderTarget[1].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
			prop.Blend.RenderTarget[1].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
			prop.Blend.RenderTarget[1].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
		}

		if (m_set_blend_mrt2)
		{
			prop.Blend.RenderTarget[2].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
			prop.Blend.RenderTarget[2].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
			prop.Blend.RenderTarget[2].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
			prop.Blend.RenderTarget[2].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
		}

		if (m_set_blend_mrt3)
		{
			prop.Blend.RenderTarget[3].SrcBlend = getBlendFactor(m_blend_sfactor_rgb);
			prop.Blend.RenderTarget[3].DestBlend = getBlendFactor(m_blend_dfactor_rgb);
			prop.Blend.RenderTarget[3].SrcBlendAlpha = getBlendFactor(m_blend_sfactor_alpha);
			prop.Blend.RenderTarget[3].DestBlendAlpha = getBlendFactor(m_blend_dfactor_alpha);
		}
	}

	if (m_set_logic_op)
	{
		prop.Blend.RenderTarget[0].LogicOpEnable = true;
		prop.Blend.RenderTarget[0].LogicOp = getLogicOp(m_logic_op);
	}

	if (m_set_blend_color)
	{
		//		glBlendColor(m_blend_color_r, m_blend_color_g, m_blend_color_b, m_blend_color_a);
		//		checkForGlError("glBlendColor");
	}

	switch (m_surface_depth_format)
	{
	case 0:
		break;
	case CELL_GCM_SURFACE_Z16:
		prop.DepthStencilFormat = DXGI_FORMAT_D16_UNORM;
		break;
	case CELL_GCM_SURFACE_Z24S8:
		prop.DepthStencilFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
		break;
	default:
		LOG_ERROR(RSX, "Bad depth format! (%d)", m_surface_depth_format);
		assert(0);
	}

	switch (m_surface_color_format)
	{
	case CELL_GCM_SURFACE_A8R8G8B8:
		prop.RenderTargetsFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
		break;
	case CELL_GCM_SURFACE_F_W16Z16Y16X16:
		prop.RenderTargetsFormat = DXGI_FORMAT_R16G16B16A16_FLOAT;
		break;
	}

	switch (m_surface_color_target)
	{
	case CELL_GCM_SURFACE_TARGET_0:
	case CELL_GCM_SURFACE_TARGET_1:
		prop.numMRT = 1;
		break;
	case CELL_GCM_SURFACE_TARGET_MRT1:
		prop.numMRT = 2;
		break;
	case CELL_GCM_SURFACE_TARGET_MRT2:
		prop.numMRT = 3;
		break;
	case CELL_GCM_SURFACE_TARGET_MRT3:
		prop.numMRT = 4;
		break;
	default:
		LOG_ERROR(RSX, "Bad surface color target: %d", m_surface_color_target);
	}

	prop.DepthStencil.DepthEnable = m_set_depth_test;
	prop.DepthStencil.DepthWriteMask = m_depth_mask ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
	prop.DepthStencil.DepthFunc = getCompareFunc(m_depth_func);
	prop.DepthStencil.StencilEnable = m_set_stencil_test;
	prop.DepthStencil.StencilReadMask = m_stencil_func_mask;
	prop.DepthStencil.StencilWriteMask = m_stencil_mask;
	prop.DepthStencil.FrontFace.StencilPassOp = getStencilOp(m_stencil_zpass);
	prop.DepthStencil.FrontFace.StencilDepthFailOp = getStencilOp(m_stencil_zfail);
	prop.DepthStencil.FrontFace.StencilFailOp = getStencilOp(m_stencil_fail);
	prop.DepthStencil.FrontFace.StencilFunc = getCompareFunc(m_stencil_func);

	if (m_set_two_sided_stencil_test_enable)
	{
		prop.DepthStencil.BackFace.StencilFailOp = getStencilOp(m_back_stencil_fail);
		prop.DepthStencil.BackFace.StencilFunc = getCompareFunc(m_back_stencil_func);
		prop.DepthStencil.BackFace.StencilPassOp = getStencilOp(m_back_stencil_zpass);
		prop.DepthStencil.BackFace.StencilDepthFailOp = getStencilOp(m_back_stencil_zfail);
	}
	else
	{
		prop.DepthStencil.BackFace.StencilPassOp = getStencilOp(m_stencil_zpass);
		prop.DepthStencil.BackFace.StencilDepthFailOp = getStencilOp(m_stencil_zfail);
		prop.DepthStencil.BackFace.StencilFailOp = getStencilOp(m_stencil_fail);
		prop.DepthStencil.BackFace.StencilFunc = getCompareFunc(m_stencil_func);
	}

	// Sensible default value
	static D3D12_RASTERIZER_DESC CD3D12_RASTERIZER_DESC =
	{
		D3D12_FILL_MODE_SOLID,
		D3D12_CULL_MODE_NONE,
		FALSE,
		D3D12_DEFAULT_DEPTH_BIAS,
		D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
		D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
		TRUE,
		FALSE,
		FALSE,
		0,
		D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
	};
	prop.Rasterization = CD3D12_RASTERIZER_DESC;
	switch (m_set_cull_face)
	{
	case CELL_GCM_FRONT:
		prop.Rasterization.CullMode = D3D12_CULL_MODE_FRONT;
		break;
	case CELL_GCM_BACK:
		prop.Rasterization.CullMode = D3D12_CULL_MODE_BACK;
		break;
	default:
		prop.Rasterization.CullMode = D3D12_CULL_MODE_NONE;
		break;
	}

	switch (m_front_face)
	{
	case CELL_GCM_CW:
		prop.Rasterization.FrontCounterClockwise = FALSE;
		break;
	case CELL_GCM_CCW:
		prop.Rasterization.FrontCounterClockwise = TRUE;
		break;
	}

	if (m_set_color_mask)
	{
		UINT8 mask = 0;
		mask |= m_color_mask_r ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
		mask |= m_color_mask_g ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
		mask |= m_color_mask_b ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
		mask |= m_color_mask_a ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
		for (unsigned i = 0; i < prop.numMRT; i++)
			prop.Blend.RenderTarget[i].RenderTargetWriteMask = mask;
	}

	prop.IASet = m_IASet;

	m_PSO = m_cachePSO.getGraphicPipelineState(m_cur_vertex_prog, m_cur_fragment_prog, prop, std::make_pair(m_device.Get(), m_rootSignatures));
	return m_PSO != nullptr;
}
Beispiel #4
0
void Material::load(const char *name) {
	blend = 0;
	alpha_test = 0;
	light_shader = NULL;
	ambient_shader = NULL;
	Parser *parser = new Parser(name);
	if(parser->get("blend")) {
		blend = 1;
		char s[1024];
		char d[1024];
		sscanf(parser->get("blend"),"%s %s",s,d);
		sfactor = getBlendFactor(s);
		dfactor = getBlendFactor(d);
	}
	if(parser->get("alpha_test")) {
		alpha_test = 1;
		char func[1024];
		sscanf(parser->get("alpha_test"),"%s %f",func,&alpha_ref);
		alpha_func = getAlphaFunc(func);
	}
	for(int i = 0; i < Shader::NUM_PARAMETERS; i++) {
		parameters[i] = vec4(0,0,0,0);
		char buf[1024];
		sprintf(buf,"parameter%d",i);
		if(parser->get(buf)) sscanf(parser->get(buf),"%f %f %f %f",&parameters[i].x,&parameters[i].y,&parameters[i].z,&parameters[i].w);
	}
	if(parser->get("light_shader")) {
		light_shader = Engine::loadShader(parser->get("light_shader"));
	}
	if(parser->get("ambient_shader")) {
		ambient_shader = Engine::loadShader(parser->get("ambient_shader"));
	}
	if(parser->get("shader")) {
		light_shader = ambient_shader = Engine::loadShader(parser->get("shader"));
	}
	for(int i = 0; i < Shader::NUM_TEXTURES; i++) {
		textures[i] = NULL;
		char buf[1024];
		sprintf(buf,"texture%d",i);
		char *s = parser->get(buf);
		if(s) {
			GLuint target = Texture::TEXTURE_2D;
			int flag = 0;
			int format = 0;
			int filter = 0;
			char name[1024];
			char *d = name;	// read name
			while(*s != '\0' && !strchr(" \t\n\r",*s)) *d++ = *s++;
			*d = '\0';
			d = buf;	// read flags
			while(*s != '\0' && *s != '\n' && strchr(" \t\r",*s)) s++;
			while(1) {
				if(*s == '\0' || strchr(" \t\n\r",*s)) {
					if(d == buf) break;
					*d = '\0';
					d = buf;
					while(*s != '\n' && *s != '\0' && strchr(" \t\r",*s)) s++;
					
					if(!strcmp(buf,"2D")) target = Texture::TEXTURE_2D;
					else if(!strcmp(buf,"RECT")) target = Texture::TEXTURE_RECT;
					else if(!strcmp(buf,"CUBE")) target = Texture::TEXTURE_CUBE;
					else if(!strcmp(buf,"3D")) target = Texture::TEXTURE_3D;
					
					else if(!strcmp(buf,"LUMINANCE")) format = Texture::LUMINANCE;
					else if(!strcmp(buf,"LUMINANCE_ALPHA")) format = Texture::LUMINANCE_ALPHA;
					else if(!strcmp(buf,"RGB")) format = Texture::RGB;
					else if(!strcmp(buf,"RGBA")) format = Texture::RGBA;
					
					else if(!strcmp(buf,"CLAMP")) flag |= Texture::CLAMP;
					else if(!strcmp(buf,"CLAMP_TO_EDGE")) flag |= Texture::CLAMP_TO_EDGE;
					
					else if(!strcmp(buf,"NEAREST")) filter = Texture::NEAREST;
					else if(!strcmp(buf,"LINEAR")) filter = Texture::LINEAR;
					else if(!strcmp(buf,"NEAREST_MIPMAP_NEAREST")) filter = Texture::NEAREST_MIPMAP_NEAREST;
					else if(!strcmp(buf,"LINEAR_MIPMAP_NEAREST")) filter = Texture::LINEAR_MIPMAP_NEAREST;
					else if(!strcmp(buf,"LINEAR_MIPMAP_LINEAR")) filter = Texture::LINEAR_MIPMAP_LINEAR;
					
					else if(!strcmp(buf,"ANISOTROPY_1")) flag |= Texture::ANISOTROPY_1;
					else if(!strcmp(buf,"ANISOTROPY_2")) flag |= Texture::ANISOTROPY_2;
					else if(!strcmp(buf,"ANISOTROPY_4")) flag |= Texture::ANISOTROPY_4;
					else if(!strcmp(buf,"ANISOTROPY_8")) flag |= Texture::ANISOTROPY_8;
					else if(!strcmp(buf,"ANISOTROPY_16")) flag |= Texture::ANISOTROPY_16;
					
					else fprintf(stderr,"Material::Material(): unknown texture%d flag \"%s\"\n",i,buf);
				} else *d++ = *s++;
			}
			textures[i] = Engine::loadTexture(name,target,flag | (format == 0 ? Texture::RGB : format) | (filter == 0 ? Engine::texture_filter : filter));
		} else {
			textures[i] = NULL;
		}
	}
	delete parser;
}