Merge pull request #106 from mq1n/main

fix some problems
This commit is contained in:
rtw1x1
2026-02-15 17:58:28 +00:00
committed by GitHub
6 changed files with 250 additions and 116 deletions

View File

@@ -2,6 +2,7 @@
#include "EterLib/BufferPool.h"
#include <fstream>
#include <filesystem>
#include "EterBase/Debug.h"
CPackManager::CPackManager()
: m_load_from_pack(true)
@@ -92,7 +93,15 @@ bool CPackManager::IsExist(std::string_view path) const
}
// Fallback to disk (for files not in packs, like bgm folder)
return std::filesystem::exists(buf);
std::error_code ec; // To avoid exceptions from std::filesystem
const auto result = std::filesystem::exists(buf, ec);
if (ec)
{
TraceError("std::filesystem::exists failed for path '%s' with error: %s", buf.c_str(), ec.message().c_str());
return false;
}
return result;
}
void CPackManager::NormalizePath(std::string_view in, std::string& out) const

View File

@@ -471,6 +471,7 @@ const struct _frozen _PyImport_FrozenModules[] = {
{"encodings.latin_1", M_encodings__latin_1, 2747, 0},
{"encodings.mbcs", M_encodings__mbcs, 2240, 0},
{"encodings.utf_8", M_encodings__utf_8, 2300, 0},
{"encodings.utf_8_sig", M_encodings__utf_8, 2300, 0},
{"enum", M_enum, 87996, 0},
{"filecmp", M_filecmp, 15279, 0},
{"fileinput", M_fileinput, 21106, 0},

View File

@@ -52,6 +52,7 @@ class CSpeedTreeForestDirectX8 : public CSpeedTreeForest, public CGraphicBase, p
void Render(unsigned long ulRenderBitVector = Forest_RenderAll);
bool SetRenderingDevice(LPDIRECT3DDEVICE9 pDevice);
bool EnsureVertexShaders() { return m_pDx ? InitVertexShaders() : false; }
private:
bool InitVertexShaders();

View File

@@ -1,4 +1,4 @@
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// CSpeedTreeWrapper Class
//
// (c) 2003 IDV, Inc.
@@ -65,10 +65,8 @@ m_bIsInstance(false),
m_pInstanceOf(NULL),
m_pGeometryCache(NULL),
m_usNumLeafLods(0),
m_pBranchIndexCounts(NULL),
m_pBranchIndexBuffer(NULL),
m_pBranchVertexBuffer(NULL),
m_pFrondIndexCounts(NULL),
m_pFrondIndexBuffer(NULL),
m_pFrondVertexBuffer(NULL),
m_pLeafVertexBuffer(NULL),
@@ -93,6 +91,9 @@ void CSpeedTreeWrapper::SetVertexShaders(LPDIRECT3DVERTEXDECLARATION9 pBranchVer
void CSpeedTreeWrapper::OnRenderPCBlocker()
{
if (!ms_dwBranchVertexShader || !ms_pLeafVertexShaderDecl || !ms_pLeafVertexShader)
CSpeedTreeForestDirectX8::Instance().EnsureVertexShaders();
if (ms_dwBranchVertexShader == 0)
{
ms_dwBranchVertexShader = LoadBranchShader(ms_lpd3dDevice);
@@ -101,7 +102,7 @@ void CSpeedTreeWrapper::OnRenderPCBlocker()
CSpeedTreeForestDirectX8::Instance().UpdateSystem(ELTimer_GetMSec() / 1000.0f);
// <EFBFBD>ϳ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> LOD <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// �ϳ��� ������ �� ���� LOD ������� ����
m_pSpeedTree->SetLodLevel(1.0f);
//Advance();
@@ -202,22 +203,25 @@ void CSpeedTreeWrapper::OnRenderPCBlocker()
}
RenderFronds();
STATEMANAGER.SetVertexDeclaration(ms_pLeafVertexShaderDecl);
STATEMANAGER.SaveVertexShader(ms_pLeafVertexShader);
// SetupLeafForTreeType();
if (ms_pLeafVertexShaderDecl && ms_pLeafVertexShader)
{
// pass leaf tables to shader
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
UploadLeafTables(c_nVertexShader_LeafTables);
#endif
STATEMANAGER.SetVertexDeclaration(ms_pLeafVertexShaderDecl);
STATEMANAGER.SaveVertexShader(ms_pLeafVertexShader);
if (!m_CompositeImageInstance.IsEmpty())
STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture());
// SetupLeafForTreeType();
{
// pass leaf tables to shader
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
UploadLeafTables(c_nVertexShader_LeafTables);
#endif
if (!m_CompositeImageInstance.IsEmpty())
STATEMANAGER.SetTexture(0, m_CompositeImageInstance.GetTextureReference().GetD3DTexture());
}
RenderLeaves();
STATEMANAGER.RestoreVertexShader();
}
RenderLeaves();
EndLeafForTreeType();
STATEMANAGER.RestoreVertexShader();
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
STATEMANAGER.SetRenderState(D3DRS_COLORVERTEX, FALSE);
@@ -236,6 +240,9 @@ void CSpeedTreeWrapper::OnRenderPCBlocker()
void CSpeedTreeWrapper::OnRender()
{
if (!ms_dwBranchVertexShader || !ms_pLeafVertexShaderDecl || !ms_pLeafVertexShader)
CSpeedTreeForestDirectX8::Instance().EnsureVertexShaders();
if (ms_dwBranchVertexShader == 0)
{
ms_dwBranchVertexShader = LoadBranchShader(ms_lpd3dDevice);
@@ -244,7 +251,7 @@ void CSpeedTreeWrapper::OnRender()
CSpeedTreeForestDirectX8::Instance().UpdateSystem(ELTimer_GetMSec() / 1000.0f);
// <EFBFBD>ϳ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> LOD <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// �ϳ��� ������ �� ���� LOD ������� ����
m_pSpeedTree->SetLodLevel(1.0f);
//Advance();
@@ -282,13 +289,16 @@ void CSpeedTreeWrapper::OnRender()
SetupFrondForTreeType();
RenderFronds();
STATEMANAGER.SetVertexDeclaration(ms_pLeafVertexShaderDecl);
STATEMANAGER.SaveVertexShader(ms_pLeafVertexShader);
SetupLeafForTreeType();
RenderLeaves();
if (ms_pLeafVertexShaderDecl && ms_pLeafVertexShader)
{
STATEMANAGER.SetVertexDeclaration(ms_pLeafVertexShaderDecl);
STATEMANAGER.SaveVertexShader(ms_pLeafVertexShader);
SetupLeafForTreeType();
RenderLeaves();
STATEMANAGER.RestoreVertexShader();
}
EndLeafForTreeType();
STATEMANAGER.RestoreVertexShader();
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
STATEMANAGER.SetRenderState(D3DRS_COLORVERTEX, FALSE);
@@ -314,14 +324,12 @@ CSpeedTreeWrapper::~CSpeedTreeWrapper()
{
SAFE_RELEASE(m_pBranchVertexBuffer);
SAFE_RELEASE(m_pBranchIndexBuffer);
SAFE_DELETE_ARRAY(m_pBranchIndexCounts);
}
if (m_unFrondVertexCount > 0)
{
SAFE_RELEASE(m_pFrondVertexBuffer);
SAFE_RELEASE(m_pFrondIndexBuffer);
SAFE_DELETE_ARRAY(m_pFrondIndexCounts);
}
for (short i = 0; i < m_usNumLeafLods; ++i)
@@ -544,32 +552,58 @@ void CSpeedTreeWrapper::SetupBranchBuffers(void)
m_pBranchVertexBuffer->Unlock();
}
// create and fill the index counts for each LOD
UINT unNumLodLevels = m_pSpeedTree->GetNumBranchLodLevels();
m_pBranchIndexCounts = new unsigned short[unNumLodLevels];
for (UINT i = 0; i < unNumLodLevels; ++i)
{
// force update for particular LOD
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry, i);
// check if this LOD has branches
if (pBranches->m_usNumStrips > 0)
m_pBranchIndexCounts[i] = pBranches->m_pStripLengths[0];
else
m_pBranchIndexCounts[i] = 0;
}
// set back to highest LOD
const uint32_t unNumLodLevels = m_pSpeedTree->GetNumBranchLodLevels();
m_branchStripOffsets.clear();
m_branchStripLengths.clear();
if (unNumLodLevels > 0)
m_branchStripLengths.resize(unNumLodLevels);
// set LOD0 for strip offsets/index buffer sizing
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry, 0);
// the first LOD level contains the most indices of all the levels, so
// we use its size to allocate the index buffer
ms_lpd3dDevice->CreateIndexBuffer(m_pBranchIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pBranchIndexBuffer, NULL);
// fill the index buffer
unsigned short* pIndexBuffer = NULL;
m_pBranchIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndexBuffer), 0);
memcpy(pIndexBuffer, pBranches->m_pStrips[0], pBranches->m_pStripLengths[0] * sizeof(unsigned short));
m_pBranchIndexBuffer->Unlock();
const uint32_t stripCount = pBranches->m_usNumStrips;
uint32_t totalIndexCount = 0;
if (stripCount > 0)
{
m_branchStripOffsets.resize(stripCount);
for (uint32_t s = 0; s < stripCount; ++s)
{
m_branchStripOffsets[s] = totalIndexCount;
totalIndexCount += pBranches->m_pStripLengths[s];
}
}
for (uint32_t i = 0; i < unNumLodLevels; ++i)
{
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry, i);
auto& lengths = m_branchStripLengths[i];
lengths.assign(stripCount, 0);
const uint32_t lodStripCount = pBranches->m_usNumStrips;
for (uint32_t s = 0; s < stripCount && s < lodStripCount; ++s)
{
lengths[s] = pBranches->m_pStripLengths[s];
}
}
// set back to highest LOD for buffer fill
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry, 0);
if (totalIndexCount > 0)
{
// the first LOD level contains the most indices of all the levels, so
// we use its size to allocate the index buffer
ms_lpd3dDevice->CreateIndexBuffer(totalIndexCount * sizeof(uint16_t), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pBranchIndexBuffer, NULL);
// fill the index buffer
uint16_t* pIndexBuffer = NULL;
m_pBranchIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndexBuffer), 0);
uint32_t cursor = 0;
for (uint32_t s = 0; s < stripCount; ++s)
{
const uint32_t length = pBranches->m_pStripLengths[s];
memcpy(pIndexBuffer + cursor, pBranches->m_pStrips[s], length * sizeof(uint16_t));
cursor += length;
}
m_pBranchIndexBuffer->Unlock();
}
}
}
@@ -629,32 +663,58 @@ void CSpeedTreeWrapper::SetupFrondBuffers(void)
}
m_pFrondVertexBuffer->Unlock();
// create and fill the index counts for each LOD
UINT unNumLodLevels = m_pSpeedTree->GetNumFrondLodLevels();
m_pFrondIndexCounts = new unsigned short[unNumLodLevels];
for (WORD j = 0; j < unNumLodLevels; ++j)
const uint32_t unNumLodLevels = m_pSpeedTree->GetNumFrondLodLevels();
m_frondStripOffsets.clear();
m_frondStripLengths.clear();
if (unNumLodLevels > 0)
m_frondStripLengths.resize(unNumLodLevels);
// set LOD0 for strip offsets/index buffer sizing
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry, -1, 0);
const uint32_t stripCount = pFronds->m_usNumStrips;
uint32_t totalIndexCount = 0;
if (stripCount > 0)
{
// force update for this LOD
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry, -1, j);
// check if this LOD has fronds
if (pFronds->m_usNumStrips > 0)
m_pFrondIndexCounts[j] = pFronds->m_pStripLengths[0];
else
m_pFrondIndexCounts[j] = 0;
m_frondStripOffsets.resize(stripCount);
for (uint32_t s = 0; s < stripCount; ++s)
{
m_frondStripOffsets[s] = totalIndexCount;
totalIndexCount += pFronds->m_pStripLengths[s];
}
}
// go back to highest LOD
for (uint32_t j = 0; j < unNumLodLevels; ++j)
{
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry, -1, j);
auto& lengths = m_frondStripLengths[j];
lengths.assign(stripCount, 0);
const uint32_t lodStripCount = pFronds->m_usNumStrips;
for (uint32_t s = 0; s < stripCount && s < lodStripCount; ++s)
{
lengths[s] = pFronds->m_pStripLengths[s];
}
}
// go back to highest LOD for buffer fill
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry, -1, 0);
// the first LOD level contains the most indices of all the levels, so
// we use its size to allocate the index buffer
ms_lpd3dDevice->CreateIndexBuffer(m_pFrondIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pFrondIndexBuffer, NULL);
// fill the index buffer
unsigned short * pIndexBuffer = NULL;
m_pFrondIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndexBuffer), 0);
memcpy(pIndexBuffer, pFronds->m_pStrips[0], pFronds->m_pStripLengths[0] * sizeof(unsigned short));
m_pFrondIndexBuffer->Unlock();
if (totalIndexCount > 0)
{
// the first LOD level contains the most indices of all the levels, so
// we use its size to allocate the index buffer
ms_lpd3dDevice->CreateIndexBuffer(totalIndexCount * sizeof(uint16_t), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pFrondIndexBuffer, NULL);
// fill the index buffer
uint16_t * pIndexBuffer = NULL;
m_pFrondIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndexBuffer), 0);
uint32_t cursor = 0;
for (uint32_t s = 0; s < stripCount; ++s)
{
const uint32_t length = pFronds->m_pStripLengths[s];
memcpy(pIndexBuffer + cursor, pFronds->m_pStrips[s], length * sizeof(uint16_t));
cursor += length;
}
m_pFrondIndexBuffer->Unlock();
}
}
}
@@ -787,12 +847,14 @@ CSpeedTreeWrapper::SpeedTreeWrapperPtr CSpeedTreeWrapper::MakeInstance()
// use the same buffers
spInstance->m_pBranchIndexBuffer = m_pBranchIndexBuffer;
spInstance->m_pBranchIndexCounts = m_pBranchIndexCounts;
spInstance->m_branchStripOffsets = m_branchStripOffsets;
spInstance->m_branchStripLengths = m_branchStripLengths;
spInstance->m_pBranchVertexBuffer = m_pBranchVertexBuffer;
spInstance->m_unBranchVertexCount = m_unBranchVertexCount;
spInstance->m_pFrondIndexBuffer = m_pFrondIndexBuffer;
spInstance->m_pFrondIndexCounts = m_pFrondIndexCounts;
spInstance->m_frondStripOffsets = m_frondStripOffsets;
spInstance->m_frondStripLengths = m_frondStripLengths;
spInstance->m_pFrondVertexBuffer = m_pFrondVertexBuffer;
spInstance->m_unFrondVertexCount = m_unFrondVertexCount;
@@ -908,19 +970,27 @@ void CSpeedTreeWrapper::RenderBranches(void) const
{
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_BranchGeometry);
if (m_pGeometryCache->m_fBranchAlphaTestValue)
if (m_pGeometryCache->m_sBranches.m_usVertexCount > 0 && m_pBranchIndexBuffer && !m_branchStripLengths.empty() && !m_branchStripOffsets.empty())
{
const int lod = m_pGeometryCache->m_sBranches.m_nDiscreteLodLevel;
if (lod < 0 || static_cast<size_t>(lod) >= m_branchStripLengths.size())
return;
PositionTree();
// set alpha test value
STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(m_pGeometryCache->m_fBranchAlphaTestValue));
// render if this LOD has branches
if (m_pBranchIndexCounts &&
m_pBranchIndexCounts[m_pGeometryCache->m_sBranches.m_nDiscreteLodLevel] > 0)
const auto& lengths = m_branchStripLengths[lod];
const size_t stripCount = lengths.size() < m_branchStripOffsets.size() ? lengths.size() : m_branchStripOffsets.size();
for (size_t s = 0; s < stripCount; ++s)
{
ms_faceCount += m_pBranchIndexCounts[m_pGeometryCache->m_sBranches.m_nDiscreteLodLevel] - 2;
STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_pGeometryCache->m_sBranches.m_usVertexCount, 0, m_pBranchIndexCounts[m_pGeometryCache->m_sBranches.m_nDiscreteLodLevel] - 2);
const uint16_t stripLength = lengths[s];
if (stripLength > 2)
{
ms_faceCount += stripLength - 2;
STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_pGeometryCache->m_sBranches.m_usVertexCount, m_branchStripOffsets[s], stripLength - 2);
}
}
}
}
@@ -981,19 +1051,27 @@ void CSpeedTreeWrapper::RenderFronds(void) const
{
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_FrondGeometry);
if (m_pGeometryCache->m_fFrondAlphaTestValue > 0.0f)
if (m_pGeometryCache->m_sFronds.m_usVertexCount > 0 && m_pFrondIndexBuffer && !m_frondStripLengths.empty() && !m_frondStripOffsets.empty())
{
const int lod = m_pGeometryCache->m_sFronds.m_nDiscreteLodLevel;
if (lod < 0 || static_cast<size_t>(lod) >= m_frondStripLengths.size())
return;
PositionTree();
// set alpha test value
STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(m_pGeometryCache->m_fFrondAlphaTestValue));
// render if this LOD has fronds
if (m_pFrondIndexCounts &&
m_pFrondIndexCounts[m_pGeometryCache->m_sFronds.m_nDiscreteLodLevel] > 0)
const auto& lengths = m_frondStripLengths[lod];
const size_t stripCount = lengths.size() < m_frondStripOffsets.size() ? lengths.size() : m_frondStripOffsets.size();
for (size_t s = 0; s < stripCount; ++s)
{
ms_faceCount += m_pFrondIndexCounts[m_pGeometryCache->m_sFronds.m_nDiscreteLodLevel] - 2;
STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_pGeometryCache->m_sFronds.m_usVertexCount, 0, m_pFrondIndexCounts[m_pGeometryCache->m_sFronds.m_nDiscreteLodLevel] - 2);
const uint16_t stripLength = lengths[s];
if (stripLength > 2)
{
ms_faceCount += stripLength - 2;
STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_pGeometryCache->m_sFronds.m_usVertexCount, m_frondStripOffsets[s], stripLength - 2);
}
}
}
}
@@ -1048,6 +1126,11 @@ void CSpeedTreeWrapper::RenderLeaves(void) const
{
// update leaf geometry
m_pSpeedTree->GetGeometry(*m_pGeometryCache, SpeedTree_LeafGeometry);
if (!m_pLeafVertexBuffer || m_usNumLeafLods == 0)
return;
const int maxLeafLod = static_cast<int>(m_usNumLeafLods);
// update the LOD level vertex arrays we need
#if defined(WRAPPER_USE_GPU_LEAF_PLACEMENT) && defined(WRAPPER_USE_GPU_WIND)
@@ -1060,9 +1143,18 @@ void CSpeedTreeWrapper::RenderLeaves(void) const
// reference to leaf structure
const CSpeedTreeRT::SGeometry::SLeaf* pLeaf = (i == 0) ? &m_pGeometryCache->m_sLeaves0 : &m_pGeometryCache->m_sLeaves1;
int unLod = pLeaf->m_nDiscreteLodLevel;
if (!pLeaf->m_bIsActive || pLeaf->m_usLeafCount == 0)
continue;
if (unLod < 0 || unLod >= maxLeafLod)
continue;
if (!m_pLeafVertexBuffer[unLod])
continue;
#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT
if (pLeaf->m_bIsActive && !m_pLeavesUpdatedByCpu[unLod])
if (m_pLeavesUpdatedByCpu && !m_pLeavesUpdatedByCpu[unLod])
{
// update the centers
SFVFLeafVertex* pVertex = NULL;
@@ -1081,7 +1173,6 @@ void CSpeedTreeWrapper::RenderLeaves(void) const
m_pLeavesUpdatedByCpu[unLod] = true;
}
#else
if (pLeaf->m_bIsActive && m_pLeafVertexBuffer[unLod])
{
// update the vertex positions
SFVFLeafVertex * pVertex = NULL;
@@ -1139,14 +1230,17 @@ void CSpeedTreeWrapper::RenderLeaves(void) const
int unLod = pLeaf->m_nDiscreteLodLevel;
if (unLod > -1 && pLeaf->m_bIsActive && pLeaf->m_usLeafCount > 0)
{
STATEMANAGER.SetStreamSource(0, m_pLeafVertexBuffer[unLod], sizeof(SFVFLeafVertex));
STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(pLeaf->m_fAlphaTestValue));
ms_faceCount += pLeaf->m_usLeafCount * 2;
STATEMANAGER.DrawPrimitive(D3DPT_TRIANGLELIST, 0, pLeaf->m_usLeafCount * 2);
}
if (unLod < 0 || unLod >= maxLeafLod || !pLeaf->m_bIsActive || pLeaf->m_usLeafCount == 0)
continue;
if (!m_pLeafVertexBuffer[unLod])
continue;
STATEMANAGER.SetStreamSource(0, m_pLeafVertexBuffer[unLod], sizeof(SFVFLeafVertex));
STATEMANAGER.SetRenderState(D3DRS_ALPHAREF, DWORD(pLeaf->m_fAlphaTestValue));
ms_faceCount += pLeaf->m_usLeafCount * 2;
STATEMANAGER.DrawPrimitive(D3DPT_TRIANGLELIST, 0, pLeaf->m_usLeafCount * 2);
}
}
@@ -1156,6 +1250,9 @@ void CSpeedTreeWrapper::RenderLeaves(void) const
void CSpeedTreeWrapper::EndLeafForTreeType(void)
{
if (!m_pLeavesUpdatedByCpu)
return;
// reset copy flags for CPU wind
for (UINT i = 0; i < m_usNumLeafLods; ++i)
m_pLeavesUpdatedByCpu[i] = false;
@@ -1455,3 +1552,4 @@ void CSpeedTreeWrapper::OnUpdateCollisionData(const CStaticCollisionDataVector *
AddCollision(&CollisionData, &mat);
}
}

View File

@@ -1,4 +1,4 @@
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// SpeedTreeRTExample Class
//
// (c) 2003 IDV, Inc.
@@ -43,6 +43,7 @@
#include <d3dx9.h>
#include <vector>
#include <memory>
#include <cstdint>
#include "EterLib/GrpObjectInstance.h"
#include "EterLib/GrpImageInstance.h"
@@ -91,8 +92,8 @@ public:
virtual void SetPosition(float x, float y, float z);
virtual void CalculateBBox();
virtual void OnRender(); // Render 시에 메소드, 그러나 프리뷰나 특수한 경우에만 직접 Render 콜을 부르며
// 그 이외에는 RenderBranches, RenderFronds 등의 메소드를 CSpeedTreeForest에서 호출한다.
virtual void OnRender(); // Render ½Ã¿¡ ¸Þ¼Òµå, ±×·¯³ª ÇÁ¸®ºä³ª Ư¼öÇÑ °æ¿ì¿¡¸¸ Á÷Á¢ Render ÄÝÀ» ºÎ¸£¸ç
// ±× À̿ܿ¡´Â RenderBranches, RenderFronds µîÀÇ ¸Þ¼Òµå¸¦ CSpeedTreeForest¿¡¼­ È£ÃâÇÑ´Ù.
virtual void OnBlendRender() {}
virtual void OnRenderToShadowMap() {}
virtual void OnRenderShadow() {}
@@ -172,13 +173,15 @@ private:
LPDIRECT3DVERTEXBUFFER9 m_pBranchVertexBuffer; // branch vertex buffer
unsigned int m_unBranchVertexCount; // number of vertices in branches
LPDIRECT3DINDEXBUFFER9 m_pBranchIndexBuffer; // branch index buffer
unsigned short* m_pBranchIndexCounts; // number of indexes per branch LOD level
std::vector<uint32_t> m_branchStripOffsets; // strip start indices (LOD0 ordering)
std::vector<std::vector<uint16_t>> m_branchStripLengths; // [lod][strip] index counts
// frond buffers
LPDIRECT3DVERTEXBUFFER9 m_pFrondVertexBuffer; // frond vertex buffer
unsigned int m_unFrondVertexCount; // number of vertices in frond
LPDIRECT3DINDEXBUFFER9 m_pFrondIndexBuffer; // frond index buffer
unsigned short* m_pFrondIndexCounts; // number of indexes per frond LOD level
std::vector<uint32_t> m_frondStripOffsets; // strip start indices (LOD0 ordering)
std::vector<std::vector<uint16_t>> m_frondStripLengths; // [lod][strip] index counts
// leaf buffers
unsigned short m_usNumLeafLods; // the number of leaf LODs
@@ -205,3 +208,4 @@ private:
};
#pragma warning(pop)

View File

@@ -204,7 +204,7 @@ static const char g_achLeafVertexProgram[] =
"dcl_normal v3\n"
#endif
"dcl_texcoord0 v7\n"
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
#if defined WRAPPER_USE_GPU_WIND || defined WRAPPER_USE_GPU_LEAF_PLACEMENT
"dcl_texcoord2 v9\n"
#endif
@@ -259,9 +259,6 @@ static const char g_achLeafVertexProgram[] =
static void LoadLeafShader(LPDIRECT3DDEVICE9 pDx, LPDIRECT3DVERTEXDECLARATION9& pVertexDecl, LPDIRECT3DVERTEXSHADER9& pVertexShader)
{
SAFE_RELEASE(pVertexDecl);
SAFE_RELEASE(pVertexShader);
const D3DVERTEXELEMENT9 leafVertexDecl[] = {
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
@@ -280,18 +277,42 @@ static void LoadLeafShader(LPDIRECT3DDEVICE9 pDx, LPDIRECT3DVERTEXDECLARATION9&
D3DDECL_END()
};
LPD3DXBUFFER pCode = nullptr, pError = nullptr;
if (D3DXAssembleShader(g_achLeafVertexProgram, sizeof(g_achLeafVertexProgram) - 1, nullptr, nullptr, 0, &pCode, &pError) == D3D_OK) {
if (pDx->CreateVertexShader((DWORD*)pCode->GetBufferPointer(), &pVertexShader) != D3D_OK) {
TraceError("Failed to create leaf vertex shader.");
}
}
else {
TraceError("Failed to assemble leaf vertex shader. The error reported is [ %s ].", pError->GetBufferPointer());
if (!pDx)
{
TraceError("Failed to load leaf shader: null D3D device.");
return;
}
if (FAILED(pDx->CreateVertexDeclaration(leafVertexDecl, &pVertexDecl))) {
TraceError("Failed to create leaf vertex declaration");
LPDIRECT3DVERTEXDECLARATION9 pNewVertexDecl = nullptr;
LPDIRECT3DVERTEXSHADER9 pNewVertexShader = nullptr;
LPD3DXBUFFER pCode = nullptr, pError = nullptr;
const HRESULT hrAssemble = D3DXAssembleShader(g_achLeafVertexProgram, sizeof(g_achLeafVertexProgram) - 1, nullptr, nullptr, 0, &pCode, &pError);
if (SUCCEEDED(hrAssemble) && pCode)
{
const HRESULT hrCreateShader = pDx->CreateVertexShader((DWORD*)pCode->GetBufferPointer(), &pNewVertexShader);
if (FAILED(hrCreateShader))
TraceError("Failed to create leaf vertex shader (hr=0x%08X).", hrCreateShader);
}
else
{
TraceError("Failed to assemble leaf vertex shader (hr=0x%08X). The error reported is [ %s ].", hrAssemble, pError ? pError->GetBufferPointer() : "unknown");
}
const HRESULT hrCreateDecl = pDx->CreateVertexDeclaration(leafVertexDecl, &pNewVertexDecl);
if (FAILED(hrCreateDecl))
TraceError("Failed to create leaf vertex declaration (hr=0x%08X).", hrCreateDecl);
if (pNewVertexDecl && pNewVertexShader)
{
SAFE_RELEASE(pVertexDecl);
SAFE_RELEASE(pVertexShader);
pVertexDecl = pNewVertexDecl;
pVertexShader = pNewVertexShader;
}
else
{
SAFE_RELEASE(pNewVertexDecl);
SAFE_RELEASE(pNewVertexShader);
}
SAFE_RELEASE(pCode);