D3d10 Fivem Review
-- Register NUI callback for D3D10 rendering RegisterNUICallback('d3d10Render', function(data, cb) radar:Draw() cb({ok = true}) end) // d3d10_manager.cpp class D3D10Manager { private: ID3D10Device* device; ID3D10RenderTargetView* renderTarget; ID3D10Texture2D* backBuffer; public: void Cleanup() { if (renderTarget) { renderTarget->Release(); renderTarget = nullptr; } if (backBuffer) { backBuffer->Release(); backBuffer = nullptr; } if (device) { device->Release(); device = nullptr; } }
-- Draw with custom pixel shader function d3d10.DrawWithShader(shaderName, vertices, texture) -- Load compiled .cso shader local shader = LoadShader(shaderName .. ".cso") SetShader(shader) SetShaderTexture(texture) DrawPrimitive(vertices) ResetShader() end // bloom_effect.hlsl - Pixel shader for bloom Texture2D SceneTexture : register(t0); SamplerState LinearSampler : register(s0); cbuffer BloomParams : register(b0) { float bloomIntensity; float bloomRadius; float2 padding; }; d3d10 fivem
return system end -- client/config.lua D3D10Config = { -- Feature flags enableBloom = true, enableMotionBlur = false, enableSSAO = true, enableFXAA = true, -- Quality settings renderScale = 1.0, -- Render scale (0.5-2.0) shadowResolution = 1024, textureFiltering = 16, -- Anisotropic filtering level renderTarget = nullptr
ResetRenderTarget()
void HookD3D10() { ID3D10Device* pDevice = nullptr; // Hook VTable present function MH_Initialize(); MH_CreateHook((LPVOID*)oPresent, hkPresent, (LPVOID*)&oPresent); MH_EnableHook(MH_ALL_HOOKS); } -- client/d3d10_features.lua local d3d10 = {} -- Screen-space quad rendering function d3d10.DrawQuad(x, y, w, h, color) -- Native D3D10 quad via NUI or native calls DrawRect(x + w/2, y + h/2, w, h, color.r, color.g, color.b, color.a) end } if (backBuffer) { backBuffer->