#pragma once #include #include #include // The 3D draw calls the ported game render (CPythonApplication::RenderGame) issues through // CStateManager, recorded by the platform's IDirect3DDevice8 (RecordingDevice.cpp) and consumed by // Godot. Like UIRenderCommands.h this header stays free of D3D and godot-cpp types. // // Matrices are D3D8's row-vector layout (translation in elements 12..14), exactly as 40250 set them. struct Render3DDraw { // Stable source-buffer identity and content version. Zero key means an immediate-mode draw // without a reusable D3D buffer. Geometry may be reused only while both values match. std::uint64_t geometry_key = 0; std::uint64_t geometry_revision = 0; float world[16]; float view[16]; float proj[16]; float viewport[4] = {}; // x, y, width, height // Stage 0/1 textures, named like UIRenderTextureName: the pack path of a file texture or // "mem:@"; empty when the stage has no texture. std::string texture0; std::string texture1; // The referenced vertices, rebased so indices start at 0. normals/uv0/uv1/diffuse are empty when // the vertex format has no such element. pretransformed: D3DFVF_XYZRHW (screen-space x, y, z, rhw // in positions + rhw). bool pretransformed = false; std::vector positions; // x, y, z std::vector rhw; std::vector normals; // x, y, z std::vector uv0; // u, v std::vector uv1; // u, v std::vector diffuse; // 0xAARRGGBB std::vector indices; // triangle list (strips and fans are expanded), or line list std::vector bone_indices; // 4 uint8 per vertex (mesh-local bone palette index) std::vector bone_weights; // 4 floats per vertex std::vector bone_matrices; // 16 floats per bone in the mesh's palette (D3D row-vector layout) bool lines = false; // D3DRS_* / D3DTSS_* values in effect for the draw. std::uint32_t alpha_blend = 0, src_blend = 0, dest_blend = 0; std::uint32_t alpha_test = 0, alpha_ref = 0, alpha_func = 0; std::uint32_t cull_mode = 0, z_enable = 0, z_write = 0, z_func = 0; std::uint32_t lighting = 0, texture_factor = 0, fog_enable = 0; std::uint32_t fog_color = 0, fog_vertex_mode = 0, fog_table_mode = 0, fog_range_enable = 0; float fog_start = 0, fog_end = 0, fog_density = 0; std::uint32_t color_op[2] = {}, color_arg1[2] = {}, color_arg2[2] = {}; std::uint32_t alpha_op[2] = {}, alpha_arg1[2] = {}, alpha_arg2[2] = {}; std::uint32_t address_u[2] = {}, address_v[2] = {}; std::uint32_t min_filter[2] = {}, mag_filter[2] = {}, mip_filter[2] = {}; // D3DMATERIAL8 diffuse/ambient/emissive (r, g, b, a) and light 0 when enabled. float material_diffuse[4] = {1, 1, 1, 1}; float material_ambient[4] = {}; float material_emissive[4] = {}; bool light0 = false; float light0_direction[3] = {}; float light0_diffuse[4] = {}; float light0_ambient[4] = {}; std::uint32_t ambient = 0; // D3DRS_AMBIENT struct Light { std::uint32_t type = 0; // zero when disabled; D3DLIGHT_POINT/SPOT/DIRECTIONAL otherwise float position[3] = {}; float direction[3] = {}; float diffuse[4] = {}; float ambient[4] = {}; float attenuation[3] = {}; float range = 0; float theta = 0, phi = 0, falloff = 0; } lights[2]; std::uint32_t diffuse_material_source = 0; std::uint32_t ambient_material_source = 0; std::uint32_t color_vertex = 0; }; struct GpuSkinSubrangeView { std::uint64_t source_mesh_key = 0; std::uint32_t mesh_base_vertex = 0; std::uint32_t mesh_vertex_count = 0; const std::uint8_t* bone_indices = nullptr; // mesh_vertex_count * 4 const float* bone_weights = nullptr; // mesh_vertex_count * 4 const float* bone_matrices = nullptr; // bone_count * 16 std::uint32_t bone_count = 0; }; void SetNativeTerrainRenderEnabled(bool enabled); bool IsNativeTerrainRenderEnabled(); void SetGpuSkinningEnabled(bool enabled); bool IsGpuSkinningEnabled(); bool LookupGpuSkinSubrange(const void* vertex_buffer_base, std::uint32_t stride, std::uint32_t lo_vertex, std::uint32_t hi_vertex, GpuSkinSubrangeView* out_view); void Render3DBeginFrame(); void Render3DAdd(Render3DDraw draw); const std::vector& Render3DDraws();