Пример #1
0
GENERATE_INTERCEPT_HEADER(D3DXCreateTextureFromFileInMemoryEx, HRESULT, WINAPI, LPDIRECT3DDEVICE9 pDevice, LPCVOID pSrcData, UINT SrcDataSize, UINT Width, UINT Height, 
						  UINT MipLevels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, DWORD Filter, DWORD MipFilter, D3DCOLOR ColorKey, D3DXIMAGE_INFO *pSrcInfo, PALETTEENTRY *pPalette, LPDIRECT3DTEXTURE9 *ppTexture) {
	SDLOG(4, "DetouredD3DXCreateTextureFromFileInMemoryEx: \n -- pDevice %p, pSrcData %p, SrcDataSize %u, Width %u, Height %u, MipLevels %u, Usage %d, Format %s\n",
		pDevice, pSrcData, SrcDataSize, Width, Height, MipLevels, Usage, D3DFormatToString(Format));
	if(!RSManager::exists()) return TrueD3DXCreateTextureFromFileInMemoryEx(pDevice, pSrcData, SrcDataSize, Width, Height, MipLevels, Usage, Format, Pool, Filter, MipFilter, ColorKey, pSrcInfo, pPalette, ppTexture);
	if(SrcDataSize == 4294967295u && Width == 4294967295u && Height == 4294967295u) {
		D3DSURFACE_DESC d = getTexInfo(pDevice, pSrcData);
		Width = d.Width;
		Height = d.Height;
	}
	HRESULT res = RSManager::getDX9().redirectD3DXCreateTextureFromFileInMemoryEx(pDevice, pSrcData, SrcDataSize, Width, Height, MipLevels, Usage, Format, Pool, Filter, MipFilter, ColorKey, pSrcInfo, pPalette, ppTexture);
	if(SrcDataSize == 2147483647u || SrcDataSize == 4294967295u) SrcDataSize = Width*Height / 2;
	RSManager::getDX9().registerD3DXCreateTextureFromFileInMemory(pSrcData, SrcDataSize, *ppTexture); 
	return res;
}
Пример #2
0
static void loadBspGeometry(Bsp *bsp, void *faceData, int32_t faceSize, void *edgeData, int32_t edgeSize,
		void *ledgeData, int32_t ledgeSize){

	bsp->numFaces = faceSize / sizeof(FaceDef);
	bsp->faces = malloc(sizeof(Face)*bsp->numFaces);
	FaceDef *faces = malloc(faceSize);
	memcpy(faces, faceData, faceSize);

	EdgeDef *edges = malloc(edgeSize);
	memcpy(edges, edgeData, edgeSize);

	int32_t *ledges = malloc(ledgeSize);
	memcpy(ledges, ledgeData, ledgeSize);

	for(int i=0; i < bsp->numFaces; i++){
		// Read all verts from edge data into a vert data structure
		// that is more suitable for GL rendering
		Face *face = &bsp->faces[i];
		face->numVerts = faces[i].edgeNum;
		face->verts = malloc(sizeof(Vert)*face->numVerts);
		TexInfoDef *texInfo = getTexInfo(bsp, faces[i].texinfoId);
		face->texture = getTexture(bsp, texInfo->texId);
		face->glId = 0;
		// If face is a trigger or clip skip loading it's verts
		// TODO make somekind of stack or vector to store faces so we don't bother
		// allocating useless memory
		if(strcmp("trigger", getTexName(face->texture)) == 0 || strcmp("clip", getTexName(face->texture)) == 0){
			continue;
		}
		for(int edge=0; edge < faces[i].edgeNum; edge++){
			int32_t edgeIndex = ledges[edge+faces[i].edgeId];
			vec3Float verts[2];
			// if edgeIndex is negative flip v0 and v1
			if(edgeIndex < 0){
				edgeIndex = -edgeIndex;
				verts[0] = getVert(bsp, edges[edgeIndex].vert1);
				verts[1] = getVert(bsp, edges[edgeIndex].vert0);
			} else {
				verts[0] = getVert(bsp, edges[edgeIndex].vert0);
				verts[1] = getVert(bsp, edges[edgeIndex].vert1);
			}

			face->verts[edge].normal = getPlane(bsp, faces[i].planeId)->normal;

			// Negate y and flip y & z so it's oriented properly
			face->verts[edge].position.x = verts[0].x;
			face->verts[edge].position.y = verts[0].z;
			face->verts[edge].position.z = -verts[0].y;

			// compute s and t coordinate for texture mapping
			face->verts[edge].texCoord.x = (vec3FDot(&verts[0], &texInfo->vecS) + texInfo->distS) / getTexWidth(face->texture);
			face->verts[edge].texCoord.y = (vec3FDot(&verts[0], &texInfo->vecT) + texInfo->distT) / getTexHeight(face->texture);
		}

		// Now that we have loaded all vertex data for this face
		// We can generate a vbo for it
		glGenBuffers(1, &face->glId);
		glBindBuffer(GL_ARRAY_BUFFER, face->glId);
		glBufferData(GL_ARRAY_BUFFER, sizeof(Vert)*face->numVerts, &face->verts[0], GL_STATIC_DRAW);
	}

	free(faces);
	free(edges);
	free(ledges);
}