10 Commits
Author SHA1 Message Date
dhkatzandClaude Opus 5.5 a021e2caa9 Note the full view's speed on real hardware
CI / build (push) Successful in 23s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:47:29 -07:00
dhkatzandClaude Opus 5.5 7bf29f3e4c Clear WS_CLIPCHILDREN on the client's window
CI / build (push) Successful in 54s
The client creates its 3D view's window with it, so not adding it wasn't
enough: covered entirely by the renderer's window, the client's window got no
WM_PAINT and the client still drew about once a second.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:18:23 -07:00
dhkatzandClaude Opus 5.5 97b1d36466 Run CI steps whatever the runner's execution policy
CI / build (push) Successful in 39s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:15:07 -07:00
dhkatzandClaude Opus 5.5 2d9da249fa Draw the whole 3D view in place of the client's renderer
CI / build (push) Failing after 0s
The full view is now the default. While the renderer process covers the whole
view (Channel::covering, set after each frame it presents), the adapter skips
the client's renderer's clears and draws, decided per frame; the client's
renderer still gets state and resources, and draws again as soon as the
renderer process stops covering the view.

The client's window no longer gets WS_CLIPCHILDREN: the client draws when its
window gets WM_PAINT, which a window entirely covered by clipped children never
gets (it fell to about one frame a second). The flip model swap chain shows
above the client's drawing anyway.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:14:17 -07:00
dhkatzandClaude Opus 5.5 64e152de3c Send a User-Agent when publishing
CI / build (push) Successful in 29s
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 18:00:24 -07:00
dhkatzandClaude Opus 5.5 c48c666309 Build and publish the renderer in CI
CI / build (push) Failing after 1m47s
Builds both programs and runs the tests on T5DE's Windows runner, and publishes
them like T5DE's own releases: pushes to main replace the nightly pre-release,
vX.Y.Z tags make release X.Y.Z.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 17:57:52 -07:00
dhkatzandClaude Opus 5.5 7d17cb0b1f Note the renderer's speed on real hardware
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 07:39:30 -07:00
dhkatzandClaude Opus 5.5 3cdda4c7ed Map projections' depth like the client's renderer
IMVU's projections give depth from -1 to 1; its Direct3D renderer maps it to 0 to 1, and now so does ours. Without that, the nearer half of the depth range was clipped, the whole 2D overlay (name tags, the frame rate, the room's title) with it. The adapter also draws drawTrianglesFromMemory without indices, and sums up what the client draws in its log.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 07:01:47 -07:00
dhkatzandClaude Opus 5.5 299cd8c312 Fix particle sizes, and add tools for comparing renderers
Particles: Direct3D 9's size limit evidently isn't the documented 64 pixels; unclamped (up to 2048) they match the client's renderer. A compare view shows the left half's scene over the right half, both renderers side by side; %TEMP%\t5de-renderer-view.txt switches views and %TEMP%\t5de-renderer-shaders\fixed_function.hlsl replaces the shaders while the client runs. The renderer process runs from a copy, so the program can be replaced meanwhile. The adapter recognizes only the textures and buffers it made (others reach the client renderer unchanged) and logs the others and render targets.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 06:43:34 -07:00
dhkatzandClaude Opus 5.5 1a45bf9a86 Fog by view depth again
Fogging by depth buffer value, as Direct3D 9's documentation suggests for IMVU's projections, looks nothing like the client; fogging by view depth matched it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-28 06:16:57 -07:00
17 changed files with 581 additions and 74 deletions

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+152
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@@ -0,0 +1,152 @@
"""Publish the renderer's programs. Run by ci.yml.
release.py version print version and channel
release.py publish <dir> publish the programs in dir: a release for a vX.Y.Z tag, else the rolling nightly
A vX.Y.Z tag is release X.Y.Z. Other builds are nightlies, "X.Y.Z-nightly.N+commit": N commits after the last
release tag (0.0.0 before the first). The nightly pre-release (tag `nightly`) is replaced on every push to main.
The same scheme as T5DE's own releases (t5de's .gitea/scripts/release.py).
"""
import hashlib
import json
import os
import re
import subprocess
import sys
import urllib.error
import urllib.request
import uuid
from pathlib import Path
ASSETS = ("t5deRenderEngine.dll", "t5de-renderer.exe")
NIGHTLY_TAG = "nightly"
USER_AGENT = "t5de-release (https://git.t5de.dev/t5de/t5de-renderer, 1)"
RELEASE_TAG = re.compile(r"v(\d+)\.(\d+)\.(\d+)")
def git(*args: str) -> str:
return subprocess.run(["git", *args], capture_output=True, text=True, check=True).stdout.strip()
def version() -> dict[str, str]:
ref_name = os.environ.get("GITHUB_REF_NAME", "")
if os.environ.get("GITHUB_REF_TYPE") == "tag" and RELEASE_TAG.fullmatch(ref_name):
return {"version": ref_name[1:], "channel": "release", "tag": ref_name}
try:
last = git("describe", "--tags", "--abbrev=0", "--match", "v[0-9]*.[0-9]*.[0-9]*")
count = int(git("rev-list", "--count", f"{last}..HEAD"))
base = last[1:]
except subprocess.CalledProcessError: # no release yet
count, base = int(git("rev-list", "--count", "HEAD")), "0.0.0"
commit = git("rev-parse", "--short=7", "HEAD")
return {"version": f"{base}-nightly.{count}+{commit}", "channel": "nightly", "tag": NIGHTLY_TAG}
class Gitea:
def __init__(self):
self.api = f"{os.environ['GITHUB_SERVER_URL']}/api/v1/repos/{os.environ['GITHUB_REPOSITORY']}"
self.token = os.environ["GITEA_TOKEN"]
def request(self, method: str, path: str, body: dict | None = None, data: bytes | None = None,
content_type: str = "application/json"):
if body is not None:
data = json.dumps(body).encode()
req = urllib.request.Request(self.api + path, method=method, data=data,
# Cloudflare in front of the server refuses Python's default User-Agent.
headers={"Authorization": f"token {self.token}", "Content-Type": content_type,
"User-Agent": USER_AGENT})
try:
with urllib.request.urlopen(req, timeout=120) as response:
text = response.read()
return json.loads(text) if text else None
except urllib.error.HTTPError as e:
if e.code == 404 and method in ("GET", "DELETE"):
return None
raise SystemExit(f"{method} {path}: {e.code} {e.read().decode(errors='replace')}")
def upload(self, release_id: int, name: str, content: bytes):
boundary = uuid.uuid4().hex
data = (f"--{boundary}\r\nContent-Disposition: form-data; name=\"attachment\"; filename=\"{name}\"\r\n"
f"Content-Type: application/octet-stream\r\n\r\n").encode() + content + f"\r\n--{boundary}--\r\n".encode()
return self.request("POST", f"/releases/{release_id}/assets?name={name}", data=data,
content_type=f"multipart/form-data; boundary={boundary}")
def notes(info: dict[str, str], files: dict[str, bytes]) -> str:
nightly = ("A nightly build of the latest commit, for testing; it's replaced by the next one.\n\n"
if info["channel"] == "nightly" else "")
hashes = "\n".join(f"`{name}` sha256: `{hashlib.sha256(content).hexdigest()}`" for name, content in files.items())
return f"""{nightly}T5DE's renderer for IMVU Classic: copy both files into a T5DE install's folder, and choose OpenGL
in the client's Settings > Advanced (with T5DE's renderer patch).
Unofficial: not made by or affiliated with IMVU. Use at your own risk.
Version {info['version']} · commit {os.environ.get('GITHUB_SHA', git('rev-parse', 'HEAD'))}
{hashes}
"""
def publish(folder: str):
info = version()
files = {name: (Path(folder) / name).read_bytes() for name in ASSETS}
gitea = Gitea()
previous = None
if info["channel"] == "nightly":
old = gitea.request("GET", f"/releases/tags/{NIGHTLY_TAG}")
if old:
previous = old["target_commitish"]
gitea.request("DELETE", f"/releases/{old['id']}")
gitea.request("DELETE", f"/tags/{NIGHTLY_TAG}")
release = gitea.request("POST", "/releases", {
"tag_name": NIGHTLY_TAG, "target_commitish": os.environ["GITHUB_SHA"],
"name": f"Nightly {info['version']}", "body": notes(info, files), "prerelease": True})
else:
release = gitea.request("GET", f"/releases/tags/{info['tag']}")
fields = {"name": f"T5DE Renderer {info['version']}", "body": notes(info, files), "prerelease": False}
if release: # a rerun: refresh it
release = gitea.request("PATCH", f"/releases/{release['id']}", fields)
for asset in release.get("assets") or []:
if asset["name"] in files:
gitea.request("DELETE", f"/releases/{release['id']}/assets/{asset['id']}")
else:
release = gitea.request("POST", "/releases", {"tag_name": info["tag"], **fields})
for name, content in files.items():
gitea.upload(release["id"], name, content)
print(f"Published {release['html_url']}")
if info["channel"] == "nightly" and os.environ.get("DISCORD_NIGHTLY_WEBHOOK"):
announce(os.environ["DISCORD_NIGHTLY_WEBHOOK"], info, release, previous)
def announce(webhook: str, info: dict[str, str], release: dict, previous: str | None):
"""Post the release to a Discord channel. Failing to doesn't fail the release."""
commits = []
if previous:
try:
commits = git("log", "--format=%h %s", "--no-merges", f"{previous}..HEAD").splitlines()
except subprocess.CalledProcessError: # the previous nightly's commit is gone (history rewritten)
pass
shown = commits[:10] + ([f"and {len(commits) - 10} more"] if len(commits) > 10 else [])
description = f"[Download]({release['html_url']})"
if shown:
description += "\n\n" + "\n".join(f"• {line}" for line in shown)
body = {"embeds": [{"title": f"Renderer Nightly {info['version']}", "url": release["html_url"],
"description": description[:4000], "color": 0xFFD200}]}
req = urllib.request.Request(webhook, method="POST", data=json.dumps(body).encode(),
headers={"Content-Type": "application/json",
"User-Agent": USER_AGENT})
try:
urllib.request.urlopen(req, timeout=30).close()
print("Announced on Discord")
except (urllib.error.URLError, TimeoutError) as e:
print(f"warning: couldn't post to Discord: {e}")
if __name__ == "__main__":
if sys.argv[1:] == ["version"]:
for key, value in version().items():
print(f"{key}={value}")
elif len(sys.argv) == 3 and sys.argv[1] == "publish":
publish(sys.argv[2])
else:
raise SystemExit(__doc__)
+59
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@@ -0,0 +1,59 @@
# Builds the adapter (32-bit) and the renderer process (64-bit), runs the tests, and publishes both programs: pushes to
# main replace the nightly pre-release, vX.Y.Z tags make release X.Y.Z (.gitea/scripts/release.py).
#
# Runs on T5DE's Windows runner (label `windows`, jobs run directly on the machine: it needs Visual Studio's
# compiler). The checkout lives in a fixed folder there ($T5DE_BUILD_ROOT, set in the runner's config), so Diligent
# Engine is fetched and built once, not on every run. Never on pull requests: their code would run on that machine.
name: CI
on:
push:
branches: [main]
tags: ["v*"]
workflow_dispatch:
jobs:
build:
runs-on: windows
defaults:
run:
# Steps run as script files, which Windows' default execution policy refuses.
shell: powershell -NoProfile -ExecutionPolicy Bypass -Command ". '{0}'"
steps:
- name: Check out
env:
TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
function git { & git.exe -c "http.extraHeader=Authorization: token $env:TOKEN" @args; if ($LASTEXITCODE) { exit $LASTEXITCODE } }
$root = if ($env:T5DE_BUILD_ROOT) { $env:T5DE_BUILD_ROOT } else { $env:GITHUB_WORKSPACE }
$src = Join-Path $root ($env:GITHUB_REPOSITORY -replace '/', '-')
if (-not (Test-Path (Join-Path $src .git))) { git init -q $src }
Set-Location $src
git fetch -q --force --tags "$env:GITHUB_SERVER_URL/$env:GITHUB_REPOSITORY" "+${env:GITHUB_REF}:refs/remotes/ci/head"
git checkout -q --force --detach $env:GITHUB_SHA
git clean -q -ffdx -e /build/
"T5DE_SRC=$src" | Out-File -Append -Encoding utf8 $env:GITHUB_ENV
- name: Build and test the adapter
working-directory: ${{ env.T5DE_SRC }}
run: cmake --workflow --preset adapter
- name: Build the renderer process
working-directory: ${{ env.T5DE_SRC }}
run: cmake --workflow --preset renderer
- name: Collect the programs
working-directory: ${{ env.T5DE_SRC }}
run: |
cmake --install build/windows-x86 --config Release --prefix dist
if ($LASTEXITCODE) { exit $LASTEXITCODE }
cmake --install build/windows-x64 --config Release --prefix dist
- name: Publish the release
if: github.ref == 'refs/heads/main' || startsWith(github.ref, 'refs/tags/v')
working-directory: ${{ env.T5DE_SRC }}
env:
GITEA_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# Optional: a Discord webhook URL that nightlies are announced on.
DISCORD_NIGHTLY_WEBHOOK: ${{ secrets.DISCORD_NIGHTLY_WEBHOOK }}
run: python .gitea/scripts/release.py publish dist
+63 -2
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@@ -5,6 +5,7 @@
#include <bit>
#include <cmath>
#include <cstring>
#include <vector>
#include "log.hpp"
#include "resources.hpp"
@@ -46,13 +47,18 @@ void Engine::enable2dFrameBuffer() { inner_->enable2dFrameBuffer(); }
void Engine::clear(std::uint32_t flags, imvu::Color color)
{
if (innerDraws()) {
inner_->clear(flags, color);
}
recorder_->add(Op::Clear, protocol::Clear{flags, color});
}
void Engine::setProjection(imvu::Vec2i viewport, const imvu::Mat4f& projection)
{
inner_->setProjection(viewport, projection);
if (projection.m[2][3] == 0.0f) {
++stats_.flat;
}
protocol::SetProjection command{viewport.x, viewport.y, {}};
std::memcpy(command.m, &projection.m[0][0], sizeof(command.m));
recorder_->add(Op::SetProjection, command);
@@ -73,6 +79,12 @@ void Engine::setViewSpace(const imvu::Transform& view)
void Engine::setTextures(imvu::PiRenderTexture* texture0, imvu::PiRenderTexture* texture1)
{
inner_->setTextures(inner(texture0), inner(texture1));
for (imvu::PiRenderTexture* texture : {texture0, texture1}) {
if (texture != nullptr && id(texture) == 0 && foreignLogged_ < 20) {
++foreignLogged_;
log::info("engine: frame {}: a texture the client renderer made ({})", frames_, static_cast<void*>(texture));
}
}
recorder_->add(Op::SetTextures, protocol::SetTextures{id(texture0), id(texture1)});
}
@@ -219,17 +231,30 @@ imvu::PiInternalVertexBuffer* Engine::newDynamicVertexBuffer(std::uint32_t eleme
imvu::SharedPtr<imvu::PiPixmapRenderTarget> Engine::newPixmapRenderTarget(imvu::Vec2i size)
{
log::info("engine: frame {}: a {}x{} pixmap render target", frames_, size.x, size.y);
return inner_->newPixmapRenderTarget(size);
}
imvu::SharedPtr<imvu::PiTextureRenderTarget> Engine::newTextureRenderTarget(imvu::Vec2i size)
{
log::info("engine: frame {}: a {}x{} texture render target", frames_, size.x, size.y);
return inner_->newTextureRenderTarget(size);
}
void Engine::beginRendering(imvu::PiRenderTarget* target)
{
inner_->beginRendering(target);
// Decided per frame: frames into render targets, and frames while the renderer process doesn't cover the view, are
// drawn by the client's renderer.
const bool takenOver = target == nullptr && recorder_->covering();
if (takenOver != takenOver_ && target == nullptr) {
log::info("engine: frame {}: {}", frames_, takenOver ? "drawn by the renderer process" : "drawn by the client's renderer");
}
takenOver_ = takenOver;
if (target != nullptr && foreignLogged_ < 20) {
++foreignLogged_;
log::info("engine: frame {}: drawing into a render target ({})", frames_, static_cast<void*>(target));
}
recorder_->add(Op::BeginFrame, protocol::BeginFrame{target != nullptr});
}
@@ -241,22 +266,42 @@ void Engine::endRendering()
recorder_->add(Op::EndFrame, protocol::EndFrame{static_cast<std::uint64_t>(now.QuadPart)});
recorder_->flush(true);
++frames_;
if (frames_ % 300 == 0 && statsLogged_ < 6) {
++statsLogged_;
log::info("engine: last 300 frames: drawTriangles {} (and {} with buffers not ours), drawTrianglesFromMemory {} "
"(and {} without indices), point sprites {}, lines {}, 2D projections {}",
stats_.triangles, stats_.foreignTriangles, stats_.indexed, stats_.unindexed, stats_.sprites, stats_.lines,
stats_.flat);
stats_ = {};
}
}
void Engine::drawTriangles(imvu::PiInternalIndexBuffer* indices, imvu::PiInternalVertexBuffer* positions,
imvu::PiInternalVertexBuffer* normals, imvu::PiInternalVertexBuffer* texCoords,
imvu::PiInternalVertexBuffer* colors)
{
if (innerDraws()) {
inner_->drawTriangles(inner(indices), inner(positions), inner(normals), inner(texCoords), inner(colors));
}
++(id(indices) != 0 && id(positions) != 0 ? stats_.triangles : stats_.foreignTriangles);
recorder_->add(Op::DrawTriangles,
protocol::DrawTriangles{id(indices), id(positions), id(normals), id(texCoords), id(colors)});
}
void Engine::drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color) { inner_->drawLine(from, to, color); }
void Engine::drawLine(imvu::Vec3f from, imvu::Vec3f to, imvu::Color color)
{
if (innerDraws()) {
inner_->drawLine(from, to, color);
}
++stats_.lines;
}
void Engine::drawPointSprites(const imvu::PointSpriteVector& sprites)
{
if (innerDraws()) {
inner_->drawPointSprites(sprites);
}
++stats_.sprites;
if (sprites.first == nullptr || sprites.last <= sprites.first) {
return;
}
@@ -274,10 +319,26 @@ void Engine::drawTrianglesFromMemory(std::uint32_t vertexCount, std::uint32_t in
const imvu::VertexAttributeArray<imvu::Vec2f>& texCoords,
const imvu::VertexAttributeArray<imvu::Color>& colors)
{
if (innerDraws()) {
inner_->drawTrianglesFromMemory(vertexCount, indexCount, indices, positions, normals, texCoords, colors);
if (indices == nullptr || positions.data == nullptr || vertexCount == 0) {
}
++(indices != nullptr ? stats_.indexed : stats_.unindexed);
if (positions.data == nullptr || vertexCount == 0) {
return;
}
// Without indices: the vertices in order, as a triangle list.
std::vector<std::uint16_t> sequence;
if (indices == nullptr) {
if (vertexCount > 0xffff) {
return;
}
sequence.resize(vertexCount - vertexCount % 3);
for (std::size_t i = 0; i < sequence.size(); ++i) {
sequence[i] = static_cast<std::uint16_t>(i);
}
indices = sequence.data();
indexCount = static_cast<std::uint32_t>(sequence.size());
}
const bool hasNormals = normals.data != nullptr && normals.count >= vertexCount;
const bool hasTexCoords = texCoords.data != nullptr && texCoords.count >= vertexCount;
const bool hasColors = colors.data != nullptr && colors.count >= vertexCount;
+24 -3
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@@ -1,7 +1,10 @@
#pragma once
// The adapter's engine: what the client draws with. Everything goes to the client's own Direct3D renderer, which
// still draws the whole 3D view, and is recorded for the renderer process, which draws its part on top (the right
// half for now, to compare). If the renderer process fails, the client's renderer carries on alone.
// The adapter's engine: what the client draws with. Everything is recorded for the renderer process, which draws the
// 3D view. The client's own Direct3D renderer gets everything too (state and resources: it still draws into render
// targets and reads textures back, which the renderer process doesn't yet), but while the renderer process covers the
// whole view, the client's renderer skips its frames' clears and draws. When the renderer process doesn't cover it
// (it failed, or shows only part of the view, for comparing) the client's renderer draws everything, from the next
// frame on.
#include <cstdint>
#include <memory>
@@ -63,10 +66,28 @@ public:
private:
void setState(protocol::State state, std::uint32_t value);
// Whether the client's renderer should draw this frame's clears and draws.
[[nodiscard]] bool innerDraws() const { return !takenOver_; }
imvu::SharedPtr<imvu::PiRenderEngine> inner_;
std::shared_ptr<Recorder> recorder_;
std::uint64_t frames_ = 0;
bool takenOver_ = false; // this frame is drawn by the renderer process only
int foreignLogged_ = 0; // diagnostics: textures the client renderer made, render targets
// Diagnostics: what the client draws, summed over 300 frames and logged (the first few times).
struct Stats {
std::uint32_t triangles = 0; // drawTriangles with our buffers
std::uint32_t foreignTriangles = 0; // drawTriangles with buffers that aren't ours (not drawn)
std::uint32_t indexed = 0; // drawTrianglesFromMemory with indices
std::uint32_t unindexed = 0; // drawTrianglesFromMemory without
std::uint32_t sprites = 0;
std::uint32_t lines = 0;
std::uint32_t flat = 0; // setProjection with an orthographic projection (2D)
};
Stats stats_;
int statsLogged_ = 0;
};
} // namespace t5de
+6 -2
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@@ -33,13 +33,17 @@ imvu::SharedPtr<imvu::PiRenderEngine> create_imvu_engine(imvu::SharedPtr<imvu::I
return create(std::move(window), imvu::RendererType::Direct3D);
}
// What the renderer process draws: T5DE_RENDERER_VIEW=off, split (the default: the right half) or full.
// What the renderer process draws: T5DE_RENDERER_VIEW=off, split (the right half), full (the default) or compare.
// (The renderer process can also be switched while it runs: renderer/main.cpp.)
protocol::View view()
{
wchar_t value[16] = {};
GetEnvironmentVariableW(L"T5DE_RENDERER_VIEW", value, 16);
const std::wstring_view setting = value;
return setting == L"off" ? protocol::View::Off : setting == L"full" ? protocol::View::Full : protocol::View::Split;
return setting == L"off" ? protocol::View::Off
: setting == L"split" ? protocol::View::Split
: setting == L"compare" ? protocol::View::Compare
: protocol::View::Full;
}
} // namespace
+3
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@@ -18,6 +18,9 @@ public:
[[nodiscard]] bool active() const { return process_ && process_->alive(); }
// Whether the renderer process draws the whole 3D view, so the client's renderer needn't.
[[nodiscard]] bool covering() const { return process_ && process_->covering(); }
// Records a command (if active); returns its payload to fill, or null.
template <class Body>
std::byte* add(protocol::Op op, const Body& body, std::size_t payloadSize = 0)
+34 -5
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@@ -29,6 +29,31 @@ std::filesystem::path module_folder()
std::string narrow(const std::wstring& text) { return std::filesystem::path(text).string(); }
// The renderer process runs from a copy in %TEMP%\t5de-renderer, one per version of the program (by size and
// modification time), so the program in the client's folder can be replaced (updated) while the client runs: the
// next engine runs the new one. Copies no longer running are removed. Falls back to the program itself.
std::filesystem::path running_copy(const std::filesystem::path& exe)
{
std::error_code error;
const auto size = std::filesystem::file_size(exe, error);
const auto modified = std::filesystem::last_write_time(exe, error);
if (error) {
return exe;
}
const auto folder = std::filesystem::temp_directory_path(error) / L"t5de-renderer";
std::filesystem::create_directories(folder, error);
const auto copy = folder / std::format(L"t5de-renderer-{}-{}.exe", size, modified.time_since_epoch().count());
if (!std::filesystem::exists(copy, error)) {
for (const auto& old : std::filesystem::directory_iterator(folder, error)) {
std::filesystem::remove(old.path(), error); // fails, harmlessly, for copies still running
}
if (!CopyFileW(exe.c_str(), copy.c_str(), FALSE)) {
return exe;
}
}
return copy;
}
} // namespace
std::unique_ptr<RendererProcess> RendererProcess::start(HWND window, protocol::View view)
@@ -59,12 +84,16 @@ std::unique_ptr<RendererProcess> RendererProcess::start(HWND window, protocol::V
.view = view,
.capacity = protocol::channelCapacity,
.chunkSize = 0,
.chunkFlags = 0};
.chunkFlags = 0,
.covering = 0,
.reserved = 0};
// The renderer's window goes on top of the client's 3D view: keep the client's drawing out of it.
SetWindowLongW(window, GWL_STYLE, GetWindowLongW(window, GWL_STYLE) | WS_CLIPCHILDREN);
const auto exe = module_folder() / L"t5de-renderer.exe";
// The renderer's window goes on top of the client's 3D view, as a child window. The client's window mustn't clip
// its children (WS_CLIPCHILDREN, which the client creates it with): the client draws a frame when its window gets
// WM_PAINT, which a window entirely covered by clipped children never gets (it then drew about once a second). The
// renderer's swap chain is a flip model one, which the compositor shows above the client's drawing anyway.
SetWindowLongW(window, GWL_STYLE, GetWindowLongW(window, GWL_STYLE) & ~WS_CLIPCHILDREN);
const auto exe = running_copy(module_folder() / L"t5de-renderer.exe");
std::wstring command = std::format(L"\"{}\" --channel {} --parent {}", exe.wstring(), name, GetCurrentProcessId());
STARTUPINFOW startup{.cb = sizeof(STARTUPINFOW)};
PROCESS_INFORMATION process{};
+3
View File
@@ -27,6 +27,9 @@ public:
[[nodiscard]] bool alive() const { return alive_; }
// Whether the renderer process covers the whole 3D view (protocol::Channel::covering).
[[nodiscard]] bool covering() const { return alive_ && channel_->covering != 0; }
private:
RendererProcess() = default;
+46
View File
@@ -1,14 +1,56 @@
#include "resources.hpp"
#include <mutex>
#include <unordered_set>
namespace t5de {
namespace {
// Our live resources, by address.
struct Registry {
std::mutex mutex;
std::unordered_set<const void*> objects;
};
Registry& registry()
{
static Registry instance;
return instance;
}
void add(const void* object)
{
const std::scoped_lock lock(registry().mutex);
registry().objects.insert(object);
}
void remove(const void* object)
{
const std::scoped_lock lock(registry().mutex);
registry().objects.erase(object);
}
} // namespace
bool ours(const void* object)
{
if (object == nullptr) {
return false;
}
const std::scoped_lock lock(registry().mutex);
return registry().objects.contains(object);
}
Texture::Texture(imvu::PiRenderTexture* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id)
: inner_(inner), recorder_(std::move(recorder)), id_(id)
{
add(static_cast<imvu::PiRenderTexture*>(this));
}
Texture::~Texture()
{
remove(static_cast<imvu::PiRenderTexture*>(this));
delete inner_; // through its virtual destructor: IMVU's code frees it
recorder_->destroyTexture(id_);
}
@@ -32,10 +74,12 @@ imvu::Pixmap* Texture::read(imvu::Pixmap* result) const { return inner_->read(re
IndexBuffer::IndexBuffer(imvu::PiInternalIndexBuffer* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id)
: inner_(inner), recorder_(std::move(recorder)), id_(id)
{
add(static_cast<imvu::PiInternalIndexBuffer*>(this));
}
IndexBuffer::~IndexBuffer()
{
remove(static_cast<imvu::PiInternalIndexBuffer*>(this));
delete inner_;
recorder_->destroyBuffer(id_);
}
@@ -43,10 +87,12 @@ IndexBuffer::~IndexBuffer()
VertexBuffer::VertexBuffer(imvu::PiInternalVertexBuffer* inner, std::shared_ptr<Recorder> recorder, std::uint32_t id)
: inner_(inner), recorder_(std::move(recorder)), id_(id)
{
add(static_cast<imvu::PiInternalVertexBuffer*>(this));
}
VertexBuffer::~VertexBuffer()
{
remove(static_cast<imvu::PiInternalVertexBuffer*>(this));
delete inner_;
recorder_->destroyBuffer(id_);
}
+11 -7
View File
@@ -62,30 +62,34 @@ private:
std::uint32_t id_;
};
// The client renderer's object and our id for something the engine made; null and 0 for null.
// Whether an object is one of ours (live Texture, IndexBuffer or VertexBuffer): the client can also hand the engine
// objects the client renderer made itself (render targets' textures), which must reach it unchanged.
bool ours(const void* object);
// The client renderer's object, and our id, for what the client passes in: ours unwrapped, others unchanged (id 0).
inline imvu::PiRenderTexture* inner(imvu::PiRenderTexture* texture)
{
return texture != nullptr ? static_cast<Texture*>(texture)->inner() : nullptr;
return ours(texture) ? static_cast<Texture*>(texture)->inner() : texture;
}
inline std::uint32_t id(imvu::PiRenderTexture* texture)
{
return texture != nullptr ? static_cast<Texture*>(texture)->id() : 0;
return ours(texture) ? static_cast<Texture*>(texture)->id() : 0;
}
inline imvu::PiInternalIndexBuffer* inner(imvu::PiInternalIndexBuffer* buffer)
{
return buffer != nullptr ? static_cast<IndexBuffer*>(buffer)->inner() : nullptr;
return ours(buffer) ? static_cast<IndexBuffer*>(buffer)->inner() : buffer;
}
inline std::uint32_t id(imvu::PiInternalIndexBuffer* buffer)
{
return buffer != nullptr ? static_cast<IndexBuffer*>(buffer)->id() : 0;
return ours(buffer) ? static_cast<IndexBuffer*>(buffer)->id() : 0;
}
inline imvu::PiInternalVertexBuffer* inner(imvu::PiInternalVertexBuffer* buffer)
{
return buffer != nullptr ? static_cast<VertexBuffer*>(buffer)->inner() : nullptr;
return ours(buffer) ? static_cast<VertexBuffer*>(buffer)->inner() : buffer;
}
inline std::uint32_t id(imvu::PiInternalVertexBuffer* buffer)
{
return buffer != nullptr ? static_cast<VertexBuffer*>(buffer)->id() : 0;
return ours(buffer) ? static_cast<VertexBuffer*>(buffer)->id() : 0;
}
} // namespace t5de
+33 -13
View File
@@ -29,29 +29,49 @@ creates (each 3D view, and again on room changes), the adapter:
The renderer process draws into a child window it creates inside the client's window: window handles are valid in
every process, and Windows allows child windows across processes (Chrome's GPU process works this way). The child
is disabled so mouse input goes to the client's window under it, and the adapter gives the client's window
`WS_CLIPCHILDREN` so the client's own drawing stays out of it. The process exits when the engine is destroyed or the
client exits.
is disabled so mouse input goes to the client's window under it. Its swap chain is a flip model one, which the
compositor shows above the client's own drawing. The client's window must not clip its children (`WS_CLIPCHILDREN`,
which the client creates it with, so the adapter clears it):
the client draws a frame when its window gets `WM_PAINT` (`SceneWindow.dll` invalidates it, and draws on the paint),
and a window entirely covered by clipped children never gets one, so the client fell to about one frame a second.
The process exits when the engine is destroyed or the client exits.
## Status
The renderer process draws the client's whole scene, over the right half of the 3D view, beside the client's own
Direct3D renderer on the left (the adapter still forwards everything to it): `T5DE_RENDERER_VIEW=full` or `off`
changes that. Checked in rooms: the halves match, particles included.
The renderer process draws the whole 3D view in place of the client's renderer (the full view, the default). The
adapter still forwards everything to the client's Direct3D renderer (state and resources: it draws render targets and
reads textures back, which the renderer process doesn't yet), but while the renderer process covers the whole view
(`Channel::covering`, set after each frame it presents) the client's renderer skips its clears and draws, decided per
frame; it draws again as soon as the renderer process stops covering the view (the view changes, or the process
fails). Checked in rooms with screenshots of both renderers side by side (the compare view): they match, particles
and the 2D overlay (name tags) included.
For comparing while the client runs (development):
- Views: `T5DE_RENDERER_VIEW` (off, split, full (the default) or compare) when the client starts, or
`%TEMP%\t5de-renderer-view.txt` holding one of those at any time. Compare draws the left half's scene over the
right half, so both renderers show the same thing side by side.
- `%TEMP%\t5de-renderer-shaders\fixed_function.hlsl`, if present, replaces the built-in shaders and is reloaded
when it changes.
- The renderer process runs from a copy (`%TEMP%\t5de-renderer`), so `t5de-renderer.exe` can be replaced while the
client runs; engines started afterwards run the new one (the room's view keeps its engine until the client
restarts).
- The adapter's log (`%TEMP%\t5de-renderer.log`) sums up what the client draws every 300 frames (the first few
times), and logs textures and render targets the client renderer made itself.
- The command stream (`include/t5de/protocol/commands.hpp`) carries state, transforms, lights, fog, textures,
buffers (copied when created or updated) and draws, in chunks through the channel; the adapter waits for each to
be taken, and gives up on a renderer process that stops taking them (the client's renderer carries on).
- The renderer process reproduces IMVU's Direct3D 9 setup (`renderer/shaders/fixed_function.hlsl`), particles
included (point sprites, drawn as instanced squares), with a pipeline per combination of states.
- Speed: on the development VM (software rendering) a room frame takes 8 to 60 ms to draw; the time from the
client finishing a frame to ours being presented averages about 60 ms. The renderer process draws only the
newest frame when it falls behind, and keeps at most one frame queued. Over Remote Desktop, the half drawn by the
renderer process (another process's window, composited by Windows) visibly trails the client's half by more
than that; that delay comes after presenting, and is to be checked on a real graphics card and display.
- Speed: on a PC with a graphics card, drawing the whole view (3440x1059, a room of some 220 draws) takes 1.3 to
3.8 ms a frame, and the time from the client finishing a frame to ours being presented is the same (frames don't
queue, none skipped). Earlier, in the split view, the halves couldn't be told apart, even while the camera moved. On the development VM (software rendering, over Remote Desktop) drawing takes 8 to 60 ms, and
the right half visibly trails, mostly from compositing another process's window over Remote Desktop. The
renderer process draws only the newest frame when it falls behind, and keeps at most one frame queued.
Next: render targets (offscreen frames are skipped), the renderer process drawing the whole view in place of the
client's renderer, and one renderer process for all of a client's views.
Next: render targets (offscreen frames are skipped, and drawn by the client's renderer), and one renderer process for
all of a client's views.
## Building
+11 -4
View File
@@ -71,11 +71,18 @@ virtual methods, IMVU's code only uses an engine through helpers that call its v
vertical field of view, Direct3D's 0 to 1 depth) and an orthographic one for 2D, orthonormal view rotations,
opaque clear colors, ambient light with zero alpha, linear fog (1 to 50), scrolling texture transforms. Furniture
vertices are interleaved: positions and normals are 12-byte elements 32 bytes apart, so strides matter.
- Projections give depth from -1 to 1, as OpenGL's do: IMVU's Direct3D renderer multiplies them by a matrix
mapping it to 0 to 1 (z' = z / 2 + w / 2) and shifting them half a pixel (-1 / width, +1 / height, for Direct3D
9's pixel centers). Without the depth mapping, everything in the nearer half of the depth range is clipped: the
2D overlay (name tags, the frame rate, the room's title) is drawn at depth -0.98.
- The 2D overlay is ordinary `drawTriangles` with an orthographic projection (a few per frame), textured with text
IMVU draws with GDI into bitmaps.
- Particles (`drawPointSprites`): a Visual C++ 2010 `std::vector` of 16-byte points (position, color), drawn as
Direct3D 9 point sprites: squares viewport height / distance pixels across (Direct3D 9's defaults clamp them to
1 to 64; IMVU sets only the size, 1, and the scale factors 0, 0, 1), textured over the whole square.
- Fog: linear table fog. Direct3D 9 fogs by eye distance only for projections whose (3, 4) element is +1; IMVU's are
right-handed (-1), so it fogs by depth buffer value (0 to 1) against start 1 and end 50: in effect no fog.
Direct3D 9 point sprites: squares viewport height / distance pixels across (IMVU sets the size, 1, and the scale
factors 0, 0, 1), textured over the whole square. Direct3D 9's documented 64-pixel default limit doesn't apply in
practice: clamped to it they look much smaller and fainter than the client's.
- Fog: linear table fog, start 1 and end 50 in rooms. Fogging by view depth matches the client; by depth buffer
value (as Direct3D 9's documentation suggests for projections like IMVU's) doesn't.
- Still unknown: render targets, `CompoundRegion` (texture update
regions), `newRenderTexture`'s flags, and what `beginRendering` does with a null target. MSVC orders overloaded
virtual methods unlike their declaration, so our declarations never overload virtual methods.
+9 -3
View File
@@ -7,13 +7,15 @@
namespace t5de::protocol {
inline constexpr std::uint32_t version = 2;
inline constexpr std::uint32_t version = 3;
// Which part of the client's 3D view the renderer process draws (the client's own renderer draws all of it, under).
// Which part of the client's 3D view the renderer process draws. Full is the default; the others are for comparing
// with the client's renderer, which then draws the whole view under the renderer process's window.
enum class View : std::uint32_t {
Off, // none
Split, // the right half, to compare with the client's renderer on the left
Full,
Compare, // over the right half, the left half's scene: both renderers side by side, showing the same
};
// A shared memory section the adapter creates for each engine, named by the renderer process's `--channel <name>`
@@ -29,9 +31,13 @@ struct Channel {
std::uint32_t capacity;
std::uint32_t chunkSize;
std::uint32_t chunkFlags; // chunkEndsFrame
// Set by the renderer process while its window covers the whole 3D view and it's presenting frames: the client's
// renderer then needn't draw (the adapter skips its draws; it draws again as soon as this is cleared).
std::uint32_t covering;
std::uint32_t reserved;
};
static_assert(sizeof(Channel) == 40, "same layout in 32-bit and 64-bit builds");
static_assert(sizeof(Channel) == 48, "same layout in 32-bit and 64-bit builds");
inline constexpr std::uint32_t chunkEndsFrame = 1;
inline constexpr std::uint32_t channelCapacity = 16 * 1024 * 1024;
+99 -13
View File
@@ -84,15 +84,90 @@ HWND create_child_window(HWND parent)
0, 0, 1, 1, parent, nullptr, windowClass.hInstance, nullptr);
}
// Where the child window goes in the client's 3D view.
RECT placement(HWND parent, View view)
// The view, as the adapter set it, or as %TEMP%\t5de-renderer-view.txt says while the client runs (off, split, full
// or compare): for comparing the renderers without restarting the client. Read every second or so.
View current_view(View adapter)
{
RECT client{};
GetClientRect(parent, &client);
if (view == View::Split) {
client.left = client.right / 2;
static View view = adapter;
static ULONGLONG checked = 0;
if (GetTickCount64() - checked < 1000) {
return view;
}
return client;
checked = GetTickCount64();
view = adapter;
wchar_t temp[MAX_PATH + 1];
const DWORD length = GetTempPathW(MAX_PATH + 1, temp);
if (length == 0 || length > MAX_PATH) {
return view;
}
const HANDLE file = CreateFileW((std::filesystem::path(temp) / L"t5de-renderer-view.txt").c_str(), GENERIC_READ,
FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE, nullptr, OPEN_EXISTING,
FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE) {
return view;
}
char text[16] = {};
DWORD read = 0;
ReadFile(file, text, sizeof(text) - 1, &read, nullptr);
CloseHandle(file);
const std::string_view setting(text, std::strcspn(text, "\r\n "));
view = setting == "off" ? View::Off
: setting == "split" ? View::Split
: setting == "full" ? View::Full
: setting == "compare" ? View::Compare
: adapter;
return view;
}
// Shader changes to try while the client runs: %TEMP%\t5de-renderer-shaders\fixed_function.hlsl, if there is
// one, replaces the built-in shaders, and is read again when it changes (checked every second or so).
void reload_shaders(t5de::Scene& scene)
{
static ULONGLONG checked = 0;
static std::filesystem::file_time_type loaded{};
if (GetTickCount64() - checked < 1000) {
return;
}
checked = GetTickCount64();
std::error_code error;
const auto path = std::filesystem::temp_directory_path(error) / L"t5de-renderer-shaders" / L"fixed_function.hlsl";
const auto modified = std::filesystem::last_write_time(path, error);
if (error || modified == loaded) {
return;
}
const HANDLE file = CreateFileW(path.c_str(), GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_WRITE, nullptr,
OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr);
if (file == INVALID_HANDLE_VALUE) {
return;
}
std::string source(static_cast<std::size_t>(std::filesystem::file_size(path, error)), ' ');
DWORD read = 0;
ReadFile(file, source.data(), static_cast<DWORD>(source.size()), &read, nullptr);
CloseHandle(file);
source.resize(read);
loaded = modified;
scene.setShaderSource(std::move(source));
info("shaders reloaded from {}", path.string());
}
// Where the child window goes in the client's 3D view, and where in the 3D view its scene starts (offset).
struct Placement {
RECT window{};
int offset = 0;
};
Placement placement(HWND parent, View view)
{
Placement place;
GetClientRect(parent, &place.window);
if (view == View::Split || view == View::Compare) {
place.window.left = place.window.right / 2;
}
place.offset = view == View::Compare ? 0 : place.window.left;
if (view == View::Off) {
place.window = {};
}
return place;
}
} // namespace
@@ -203,19 +278,29 @@ int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
}
// Follow the client's 3D view's size.
const RECT place = placement(clientWindow, channel->view);
const auto [place, offset] = placement(clientWindow, current_view(channel->view));
const int width = place.right - place.left;
const int height = place.bottom - place.top;
if (std::memcmp(&place, &placed, sizeof(RECT)) != 0 && width > 0 && height > 0) {
SetWindowPos(window, nullptr, place.left, place.top, width, height, SWP_NOZORDER | SWP_NOACTIVATE);
swapChain->Resize(static_cast<Uint32>(width), static_cast<Uint32>(height));
if (std::memcmp(&place, &placed, sizeof(RECT)) != 0) {
placed = place;
info("drawing {}x{} at {} in the client's 3D view", width, height, place.left);
if (width > 0 && height > 0) {
SetWindowPos(window, nullptr, place.left, place.top, width, height,
SWP_NOZORDER | SWP_NOACTIVATE | SWP_SHOWWINDOW);
swapChain->Resize(static_cast<Uint32>(width), static_cast<Uint32>(height));
info("drawing {}x{} at {} in the client's 3D view, its scene from {}", width, height, place.left, offset);
} else {
ShowWindow(window, SW_HIDE);
channel->covering = 0;
info("hidden");
}
}
reload_shaders(scene);
LARGE_INTEGER start, end;
QueryPerformanceCounter(&start);
if (scene.execute(std::span(frame).first(complete), place.left, width > 0 && height > 0)) {
const bool covers = current_view(channel->view) == View::Full && width > 0 && height > 0;
if (scene.execute(std::span(frame).first(complete), offset, width > 0 && height > 0)) {
swapChain->Present(0);
channel->covering = covers ? 1 : 0; // the client's renderer can stop drawing (or must start again)
QueryPerformanceCounter(&end);
drawTime += static_cast<double>(end.QuadPart - start.QuadPart) / static_cast<double>(frequency.QuadPart);
latency += static_cast<double>(end.QuadPart - static_cast<LONGLONG>(scene.lastSentAt())) /
@@ -233,6 +318,7 @@ int WINAPI wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
frame.erase(frame.begin(), frame.begin() + static_cast<std::ptrdiff_t>(complete));
}
channel->covering = 0;
info("exiting");
DestroyWindow(window);
return 0;
+16 -15
View File
@@ -4,7 +4,6 @@
#include <string>
#include "fixed_function_hlsl.hpp"
#include "log.hpp"
namespace t5de {
@@ -56,7 +55,7 @@ constexpr std::uint32_t hasColors = 4;
} // namespace
Scene::Scene(IRenderDevice* device, IDeviceContext* context, ISwapChain* swapChain)
: device_(device), context_(context), swapChain_(swapChain)
: device_(device), context_(context), swapChain_(swapChain), shaderSource_(fixedFunctionHlsl)
{
BufferDesc constants;
constants.Name = "Constants";
@@ -86,6 +85,13 @@ Scene::Scene(IRenderDevice* device, IDeviceContext* context, ISwapChain* swapCha
constants_.flags[2] = 127; // the client's alpha reference
}
void Scene::setShaderSource(std::string source)
{
shaderSource_ = std::move(source);
shaders_.clear();
pipelines_.clear();
}
bool Scene::execute(std::span<const std::byte> commands, int offsetX, bool draw)
{
offsetX_ = offsetX;
@@ -217,6 +223,13 @@ bool Scene::execute(std::span<const std::byte> commands, int offsetX, bool draw)
void Scene::setProjection(const protocol::SetProjection& projection)
{
std::memcpy(constants_.projection, projection.m, sizeof(constants_.projection));
// The client's projections give depth from -1 to 1, as OpenGL does; IMVU's Direct3D renderer maps it to 0 to 1
// (z' = z / 2 + w / 2) before setting them, and so do we. (It also shifts them half a pixel, which Direct3D 9
// needs and Direct3D 11 doesn't.)
for (int row = 0; row < 4; ++row) {
float* m = constants_.projection + row * 4;
m[2] = 0.5f * m[2] + 0.5f * m[3];
}
constants_.viewport[0] = static_cast<float>(projection.width);
constants_.viewport[1] = static_cast<float>(projection.height);
if (!onscreen_) {
@@ -535,18 +548,6 @@ void Scene::drawPointSprites(const protocol::Command& command)
if (!buffer || prepare(0, true) == nullptr) {
return;
}
if (spritesLogged_ < 5) {
++spritesLogged_;
const Texture* texture = textures_.contains(state_.texture0) ? &textures_[state_.texture0] : nullptr;
log::info("particles: {}, texture {} {}x{} flags {}, blending {} mode {}, depth test {} write {}, alpha test {} "
"reference {}, lighting {}, fog {}, ambient ({:.2f} {:.2f} {:.2f}), texture transform [{} {} {} {} {} {}]",
sprites->count, state_.texture0, texture ? texture->width : 0, texture ? texture->height : 0,
texture ? texture->flags : 0, state_.blending, state_.blendMode, state_.depthTest, state_.depthWrite,
constants_.flags[1], constants_.flags[2], constants_.flags[0], constants_.fog[2], constants_.ambient[0],
constants_.ambient[1], constants_.ambient[2], constants_.texTransform0[0], constants_.texTransform0[1],
constants_.texTransform0[2], constants_.texTransform0[4], constants_.texTransform0[5],
constants_.texTransform0[6]);
}
IBuffer* buffers[] = {buffer};
context_->SetVertexBuffers(0, 1, buffers, nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION,
SET_VERTEX_BUFFERS_FLAG_RESET);
@@ -565,7 +566,7 @@ const Scene::Shaders& Scene::shaders(std::uint32_t streams, std::uint32_t textur
const std::string source = std::string("#define HAS_NORMALS ") + ((streams & hasNormals) != 0 ? "1" : "0") +
"\n#define HAS_TEX_COORDS " + ((streams & hasTexCoords) != 0 ? "1" : "0") +
"\n#define HAS_COLORS " + ((streams & hasColors) != 0 ? "1" : "0") +
"\n#define TEXTURES " + std::to_string(textures) + "\n" + fixedFunctionHlsl;
"\n#define TEXTURES " + std::to_string(textures) + "\n" + shaderSource_;
Shaders created;
ShaderCreateInfo info;
info.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
+5 -1
View File
@@ -6,6 +6,7 @@
#include <cstddef>
#include <cstdint>
#include <span>
#include <string>
#include <unordered_map>
#include "EngineFactoryD3D11.h"
@@ -23,6 +24,9 @@ public:
// present).
bool execute(std::span<const std::byte> commands, int offsetX, bool draw);
// Replaces the shaders' source (the built-in one by default): for trying changes while the client runs.
void setShaderSource(std::string source);
// When the adapter sent the last frame carried out (QueryPerformanceCounter).
[[nodiscard]] std::uint64_t lastSentAt() const { return lastSentAt_; }
@@ -111,13 +115,13 @@ private:
std::unordered_map<std::uint32_t, Buffer> buffers_;
std::unordered_map<std::uint32_t, Shaders> shaders_;
std::unordered_map<std::uint32_t, Pipeline> pipelines_;
std::string shaderSource_;
Constants constants_{};
State state_;
bool onscreen_ = false; // in a frame drawn into the window
bool draw_ = true;
std::uint64_t lastSentAt_ = 0;
int spritesLogged_ = 0;
int offsetX_ = 0;
};
+7 -6
View File
@@ -3,10 +3,8 @@
// environment's ambient light, plus each light's color times max(0, N.L); no specular or emissive light;
// - textures: none (the lit color), one (times the lit color), or two (the second blended over the first by its
// alpha, then times the lit color), both on the vertex's texture coordinates with their own transforms;
// - an alpha test passing pixels whose alpha is greater than the reference, then linear fog. Direct3D 9 fogs by
// distance from the eye only for projections with +1 as their (3, 4) element; IMVU's (right-handed) have -1, so
// it fogs by the depth buffer's value (0 to 1) against the fog's start and end (in scene units, 1 to 50 in
// rooms): in effect, no fog. Reproduced as is.
// - an alpha test passing pixels whose alpha is greater than the reference, then linear fog by view depth (checked
// against the client: fogging by depth buffer value instead looks nothing like it).
//
// Particles (vs_sprite) are Direct3D 9 point sprites there: camera-facing squares, viewport height / distance pixels
// across (1 to 64), textured over the whole square; here each is drawn as an instance of a 4-vertex strip.
@@ -50,6 +48,7 @@ struct PSInput
float4 Color : COLOR0;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float Depth : TEXCOORD2;
};
void vs_main(in VSInput input, out PSInput output)
@@ -57,6 +56,7 @@ void vs_main(in VSInput input, out PSInput output)
float4 world = mul(float4(input.Position, 1.0), g_World);
float4 view = mul(world, g_View);
output.Position = mul(view, g_Projection);
output.Depth = abs(view.z);
float4 material = float4(1.0, 1.0, 1.0, 1.0);
#if HAS_COLORS
@@ -101,10 +101,11 @@ void vs_sprite(in SpriteInput input, out PSInput output)
{
float4 view = mul(mul(float4(input.Position, 1.0), g_World), g_View);
float4 clip = mul(view, g_Projection);
float size = clamp(g_Viewport.y / max(length(view.xyz), 1e-4), 1.0, 64.0);
float size = clamp(g_Viewport.y / max(length(view.xyz), 1e-4), 1.0, 2048.0);
float2 corner = float2((input.Corner & 1) != 0 ? 1.0 : -1.0, (input.Corner & 2) != 0 ? -1.0 : 1.0);
clip.xy += corner * size / g_Viewport.xy * clip.w; // half the size each way, in clip space
output.Position = clip;
output.Depth = abs(view.z);
// No normals: lit by the ambient light alone.
float4 material = input.Color.zyxw;
@@ -138,7 +139,7 @@ float4 ps_main(in PSInput input) : SV_Target
}
if (g_Fog.z > 0.5)
{
float visible = saturate((g_Fog.y - input.Position.z) / max(g_Fog.y - g_Fog.x, 1e-6));
float visible = saturate((g_Fog.y - input.Depth) / max(g_Fog.y - g_Fog.x, 1e-6));
color.rgb = lerp(g_FogColor.rgb, color.rgb, visible);
}
return color;