Merge branch 'master' into config-qt

This commit is contained in:
Anders Jenbo 2025-06-03 03:47:47 +02:00 committed by GitHub
commit f4c827c833
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19 changed files with 2044 additions and 1140 deletions

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@ -65,7 +65,7 @@ jobs:
sudo apt-get update sudo apt-get update
sudo apt-get install -y \ sudo apt-get install -y \
libx11-dev libxext-dev libxrandr-dev libxrender-dev libxfixes-dev libxi-dev libxinerama-dev \ libx11-dev libxext-dev libxrandr-dev libxrender-dev libxfixes-dev libxi-dev libxinerama-dev \
libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols qt6-base-dev libxcursor-dev libwayland-dev libxkbcommon-dev wayland-protocols libgl1-mesa-dev libglew-dev qt6-base-dev
- name: Install macOS dependencies (brew) - name: Install macOS dependencies (brew)
if: ${{ matrix.brew }} if: ${{ matrix.brew }}
@ -124,7 +124,7 @@ jobs:
run: | run: |
action_headers=$(find LEGO1/lego/legoomni/include/actions \ action_headers=$(find LEGO1/lego/legoomni/include/actions \
-name '*.h' -print0 | xargs -0 echo) -name '*.h' -print0 | xargs -0 echo)
python3 tools/ncc/ncc.py \ python3 tools/ncc/ncc.py \
--clang-lib ${{ env.LLVM_PATH }}/lib/libclang.so \ --clang-lib ${{ env.LLVM_PATH }}/lib/libclang.so \
--recurse \ --recurse \

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@ -22,6 +22,18 @@ add_library(miniwin STATIC EXCLUDE_FROM_ALL
src/d3drm/backends/sdl3gpu/shaders/generated/ShaderIndex.cpp src/d3drm/backends/sdl3gpu/shaders/generated/ShaderIndex.cpp
) )
find_package(OpenGL)
find_package(GLEW)
if(OpenGL_FOUND AND GLEW_FOUND)
target_sources(miniwin PRIVATE src/d3drm/backends/opengl15/renderer.cpp)
target_compile_definitions(miniwin PRIVATE USE_OPENGL15)
# Find and link OpenGL (1.5)
target_link_libraries(miniwin PRIVATE OpenGL::GL)
# Glew is used for getting a FBO for off screen rendering
target_include_directories(miniwin PRIVATE ${GLEW_INCLUDE_DIRS})
target_link_libraries(miniwin PRIVATE ${GLEW_LIBRARIES})
endif()
# Force reported render mods from MiniWin # Force reported render mods from MiniWin
target_compile_definitions(miniwin PRIVATE MINIWIN_PIXELFORMAT=SDL_PIXELFORMAT_RGB565) target_compile_definitions(miniwin PRIVATE MINIWIN_PIXELFORMAT=SDL_PIXELFORMAT_RGB565)
target_compile_definitions(miniwin PUBLIC MINIWIN) target_compile_definitions(miniwin PUBLIC MINIWIN)

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@ -0,0 +1,257 @@
#include "d3drmrenderer_opengl15.h"
#include "ddraw_impl.h"
#include <GL/glew.h>
#include <cstring>
#include <vector>
Direct3DRMRenderer* OpenGL15Renderer::Create(DWORD width, DWORD height)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_Window* window = DDWindow;
bool testWindow = false;
if (!window) {
window = SDL_CreateWindow("OpenGL 1.5 test", width, height, SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
testWindow = true;
}
SDL_GLContext context = SDL_GL_CreateContext(window);
if (!context) {
if (testWindow) {
SDL_DestroyWindow(window);
}
return nullptr;
}
SDL_GL_MakeCurrent(window, context);
GLenum err = glewInit();
if (err != GLEW_OK) {
if (testWindow) {
SDL_DestroyWindow(window);
}
return nullptr;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
// Setup FBO
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Create color texture
GLuint colorTex;
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex, 0);
// Create depth renderbuffer
GLuint depthRb;
glGenRenderbuffers(1, &depthRb);
glBindRenderbuffer(GL_RENDERBUFFER, depthRb);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRb);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return nullptr;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (testWindow) {
SDL_DestroyWindow(window);
}
return new OpenGL15Renderer(width, height, context, fbo, colorTex, depthRb);
}
OpenGL15Renderer::OpenGL15Renderer(
int width,
int height,
SDL_GLContext context,
GLuint fbo,
GLuint colorTex,
GLuint depthRb
)
: m_width(width), m_height(height), m_context(context), m_fbo(fbo), m_colorTex(colorTex), m_depthRb(depthRb)
{
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_ABGR8888);
}
OpenGL15Renderer::~OpenGL15Renderer()
{
if (m_renderedImage) {
SDL_DestroySurface(m_renderedImage);
}
}
void OpenGL15Renderer::SetBackbuffer(SDL_Surface* surface)
{
m_backbuffer = surface;
}
void OpenGL15Renderer::PushVertices(const PositionColorVertex* verts, size_t count)
{
m_vertices.assign(verts, verts + count);
}
void OpenGL15Renderer::PushLights(const SceneLight* lightsArray, size_t count)
{
m_lights.assign(lightsArray, lightsArray + count);
}
void OpenGL15Renderer::SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back)
{
memcpy(&m_projection, perspective, sizeof(D3DRMMATRIX4D));
m_projection[1][1] *= -1.0f; // OpenGL is upside down
}
Uint32 OpenGL15Renderer::GetTextureId(IDirect3DRMTexture* texture)
{
return NO_TEXTURE_ID; // Stub
}
DWORD OpenGL15Renderer::GetWidth()
{
return m_width;
}
DWORD OpenGL15Renderer::GetHeight()
{
return m_height;
}
void OpenGL15Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
{
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_24; // Todo add support for other depths
helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
memset(helDesc, 0, sizeof(D3DDEVICEDESC));
}
const char* OpenGL15Renderer::GetName()
{
return "OpenGL 1.5 Renderer";
}
HRESULT OpenGL15Renderer::Render()
{
if (!m_backbuffer) {
return DDERR_GENERIC;
}
SDL_GL_MakeCurrent(DDWindow, m_context);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glViewport(0, 0, m_width, m_height);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Disable all lights and reset global ambient
for (int i = 0; i < 8; ++i) {
glDisable(GL_LIGHT0 + i);
}
const GLfloat zeroAmbient[4] = {0.f, 0.f, 0.f, 1.f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, zeroAmbient);
// Setup lights
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
int lightIdx = 0;
for (const auto& l : m_lights) {
if (lightIdx > 7) {
break;
}
GLenum lightId = GL_LIGHT0 + lightIdx++;
const FColor& c = l.color;
GLfloat col[4] = {c.r, c.g, c.b, c.a};
GLfloat pos[4];
if (l.positional == 0.f && l.directional == 0.f) {
// Ambient light only
glLightfv(lightId, GL_AMBIENT, col);
const GLfloat black[4] = {0.f, 0.f, 0.f, 1.f};
glLightfv(lightId, GL_DIFFUSE, black);
glLightfv(lightId, GL_SPECULAR, black);
const GLfloat dummyPos[4] = {0.f, 0.f, 1.f, 0.f};
glLightfv(lightId, GL_POSITION, dummyPos);
}
else {
glLightfv(lightId, GL_AMBIENT, zeroAmbient);
glLightfv(lightId, GL_DIFFUSE, col);
glLightfv(lightId, GL_SPECULAR, col);
if (l.directional == 1.f) {
pos[0] = -l.direction.x;
pos[1] = -l.direction.y;
pos[2] = -l.direction.z;
pos[3] = 0.f;
}
else {
pos[0] = l.position.x;
pos[1] = l.position.y;
pos[2] = l.position.z;
pos[3] = 1.f;
}
glLightfv(lightId, GL_POSITION, pos);
}
glEnable(lightId);
}
glPopMatrix();
// Projection and view
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(&m_projection[0][0]);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Render geometry
glBegin(GL_TRIANGLES);
for (const auto& v : m_vertices) {
glColor4ub(v.colors.r, v.colors.g, v.colors.b, v.colors.a);
glNormal3f(v.normals.x, v.normals.y, v.normals.z);
glTexCoord2f(v.texCoord.u, v.texCoord.v);
// Set per-vertex specular material
glMaterialf(GL_FRONT, GL_SHININESS, v.shininess);
if (v.shininess != 0.0f) {
GLfloat whiteSpec[] = {v.shininess, v.shininess, v.shininess, v.shininess};
glMaterialfv(GL_FRONT, GL_SPECULAR, whiteSpec);
}
else {
GLfloat noSpec[] = {0.f, 0.f, 0.f, 1.f};
glMaterialfv(GL_FRONT, GL_SPECULAR, noSpec);
}
glVertex3f(v.position.x, v.position.y, v.position.z);
}
glEnd();
glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, m_renderedImage->pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Composite onto SDL backbuffer
SDL_BlitSurface(m_renderedImage, nullptr, m_backbuffer, nullptr);
return DD_OK;
}

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@ -1,9 +1,11 @@
#include "ShaderIndex.h" #include "ShaderIndex.h"
#include "d3drmrenderer.h"
#include "d3drmrenderer_sdl3gpu.h" #include "d3drmrenderer_sdl3gpu.h"
#include "ddraw_impl.h" #include "ddraw_impl.h"
#include "miniwin.h" #include "miniwin.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <cstddef>
static SDL_GPUGraphicsPipeline* InitializeGraphicsPipeline(SDL_GPUDevice* device) static SDL_GPUGraphicsPipeline* InitializeGraphicsPipeline(SDL_GPUDevice* device)
{ {
@ -33,21 +35,36 @@ static SDL_GPUGraphicsPipeline* InitializeGraphicsPipeline(SDL_GPUDevice* device
vertexBufferDescs[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX; vertexBufferDescs[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vertexBufferDescs[0].instance_step_rate = 0; vertexBufferDescs[0].instance_step_rate = 0;
SDL_GPUVertexAttribute vertexAttrs[3] = {}; SDL_GPUVertexAttribute vertexAttrs[6] = {};
vertexAttrs[0].location = 0; vertexAttrs[0].location = 0;
vertexAttrs[0].buffer_slot = 0; vertexAttrs[0].buffer_slot = 0;
vertexAttrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3; vertexAttrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
vertexAttrs[0].offset = 0; vertexAttrs[0].offset = offsetof(PositionColorVertex, position);
vertexAttrs[1].location = 1; vertexAttrs[1].location = 1;
vertexAttrs[1].buffer_slot = 0; vertexAttrs[1].buffer_slot = 0;
vertexAttrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3; vertexAttrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
vertexAttrs[1].offset = sizeof(float) * 3; vertexAttrs[1].offset = offsetof(PositionColorVertex, normals);
vertexAttrs[2].location = 2; vertexAttrs[2].location = 2;
vertexAttrs[2].buffer_slot = 0; vertexAttrs[2].buffer_slot = 0;
vertexAttrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM; vertexAttrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
vertexAttrs[2].offset = sizeof(float) * 6; vertexAttrs[2].offset = offsetof(PositionColorVertex, colors);
vertexAttrs[3].location = 3;
vertexAttrs[3].buffer_slot = 0;
vertexAttrs[3].format = SDL_GPU_VERTEXELEMENTFORMAT_UINT;
vertexAttrs[3].offset = offsetof(PositionColorVertex, texId);
vertexAttrs[4].location = 4;
vertexAttrs[4].buffer_slot = 0;
vertexAttrs[4].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
vertexAttrs[4].offset = offsetof(PositionColorVertex, texCoord);
vertexAttrs[5].location = 5;
vertexAttrs[5].buffer_slot = 0;
vertexAttrs[5].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT;
vertexAttrs[5].offset = offsetof(PositionColorVertex, shininess);
SDL_GPUVertexInputState vertexInputState = {}; SDL_GPUVertexInputState vertexInputState = {};
vertexInputState.vertex_buffer_descriptions = vertexBufferDescs; vertexInputState.vertex_buffer_descriptions = vertexBufferDescs;
@ -371,36 +388,7 @@ HRESULT Direct3DRMSDL3GPURenderer::Render()
SDL_DestroySurface(m_renderedImage); SDL_DestroySurface(m_renderedImage);
SDL_UnmapGPUTransferBuffer(m_device, m_downloadTransferBuffer); SDL_UnmapGPUTransferBuffer(m_device, m_downloadTransferBuffer);
m_renderedImage = convertedRender; m_renderedImage = convertedRender;
return Blit(); SDL_BlitSurface(m_renderedImage, nullptr, m_backbuffer, nullptr);
}
HRESULT Direct3DRMSDL3GPURenderer::Blit()
{
// Blit the render back to our backbuffer
SDL_Rect srcRect{0, 0, (int) m_width, (int) m_height};
const SDL_PixelFormatDetails* details = SDL_GetPixelFormatDetails(m_backbuffer->format);
if (details->Amask != 0) {
// Backbuffer supports transparnacy
SDL_Surface* convertedRender = SDL_ConvertSurface(m_renderedImage, m_backbuffer->format);
SDL_DestroySurface(m_renderedImage);
m_renderedImage = convertedRender;
return DD_OK;
}
if (m_renderedImage->format == m_backbuffer->format) {
// No conversion needed
SDL_BlitSurface(m_renderedImage, &srcRect, m_backbuffer, &srcRect);
return DD_OK;
}
// Convert backbuffer to a format that supports transparancy
SDL_Surface* tempBackbuffer = SDL_ConvertSurface(m_backbuffer, m_renderedImage->format);
SDL_BlitSurface(m_renderedImage, &srcRect, tempBackbuffer, &srcRect);
// Then convert the result back to the backbuffer format and write it back
SDL_Surface* newBackBuffer = SDL_ConvertSurface(tempBackbuffer, m_backbuffer->format);
SDL_DestroySurface(tempBackbuffer);
SDL_BlitSurface(newBackBuffer, &srcRect, m_backbuffer, &srcRect);
SDL_DestroySurface(newBackBuffer);
return DD_OK; return DD_OK;
} }

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@ -1,21 +1,28 @@
struct VS_Input struct VS_Input
{ {
float3 Position : TEXCOORD0; float3 Position : POSITION;
float3 Normal : TEXCOORD1; float3 Normal : NORMAL0;
float4 Color : TEXCOORD2; float4 Color : COLOR0;
uint TexId : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float Shininess : TEXCOORD2;
}; };
struct FS_Input struct FS_Input
{ {
float4 Color : TEXCOORD0; float4 Position : SV_POSITION;
float3 Normal : TEXCOORD1; float3 Normal : NORMAL0;
float4 Position : SV_Position; float4 Color : COLOR0;
uint TexId : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float Shininess : TEXCOORD2;
float3 WorldPosition : TEXCOORD3;
}; };
struct FS_Output struct FS_Output
{ {
float4 Color : SV_Target0; float4 Color : SV_Target0;
float Depth : SV_Depth; float Depth : SV_Depth;
}; };
struct SceneLight { struct SceneLight {

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@ -8,8 +8,13 @@ cbuffer ViewportUniforms : register(b0, space1)
FS_Input main(VS_Input input) FS_Input main(VS_Input input)
{ {
FS_Input output; FS_Input output;
output.TexCoord = input.TexCoord;
output.Color = input.Color; output.Color = input.Color;
output.Normal = input.Normal; output.Normal = input.Normal;
output.Position = mul(perspective, float4(input.Position, 1.0)); output.Position = mul(perspective, float4(input.Position, 1.0));
output.WorldPosition = input.Position;
output.TexId = input.TexId;
output.Shininess = input.Shininess;
return output; return output;
} }

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@ -9,53 +9,50 @@ cbuffer LightBuffer : register(b0, space3)
FS_Output main(FS_Input input) FS_Output main(FS_Input input)
{ {
FS_Output output; FS_Output output;
float3 normal = normalize(input.Normal);
float3 fragPos = input.Position.xyz / input.Position.w;
float3 viewPos = float3(0, 0, 0); float3 diffuse = float3(0, 0, 0);
float3 viewDir = normalize(viewPos - fragPos); float3 specular = float3(0, 0, 0);
float3 result = float3(0, 0, 0);
const float shininess = 20.0; // All materials use this in Isle
for (int i = 0; i < lightCount; ++i) { for (int i = 0; i < lightCount; ++i) {
float3 lightColor = lights[i].color.rgb; float3 lightColor = lights[i].color.rgb;
bool hasPos = lights[i].position.w == 1.0; if (lights[i].position.w == 0.0 && lights[i].direction.w == 0.0) {
bool hasDir = lights[i].direction.w == 1.0; diffuse += lightColor;
if (!hasPos && !hasDir) {
// D3DRMLIGHT_AMBIENT
result += input.Color.rgb * lightColor;
continue; continue;
} }
if (hasPos) { float3 lightVec;
// D3DRMLIGHT_POINT if (lights[i].direction.w == 1.0) {
lightVec = normalize(-lights[i].direction.xyz);
}
else {
float3 lightPos = lights[i].position.xyz; float3 lightPos = lights[i].position.xyz;
float3 lightDir = normalize(lightPos - fragPos); lightVec = lightPos - input.WorldPosition;
float diff = max(dot(normal, lightDir), 0.0);
float distance = length(lightPos - fragPos); float len = length(lightVec);
float attenuation = 1.0 / (1.0 + 0.09 * distance + 0.032 * distance * distance); if (len == 0.0f) {
float3 halfwayDir = normalize(lightDir + viewDir); continue;
float spec = pow(max(dot(normal, halfwayDir), 0.0), shininess); }
result += (input.Color.rgb * diff + spec) * lightColor * attenuation;
continue; lightVec /= len;
} }
if (hasDir) { float dotNL = dot(input.Normal, lightVec);
// D3DRMLIGHT_DIRECTIONAL if (dotNL > 0.0f) {
float3 lightDir = normalize(-lights[i].direction.xyz); diffuse += dotNL * lightColor;
float diff = max(dot(normal, lightDir), 0.0);
float3 halfwayDir = normalize(lightDir + viewDir); if (input.Shininess != 0.0f) {
float spec = pow(max(dot(normal, halfwayDir), 0.0), shininess); // Using dotNL ignores view angle, but this matches DirectX 5 behavior.
result += (input.Color.rgb * diff + spec) * lightColor; float spec1 = pow(dotNL, input.Shininess);
continue; specular += spec1 * lightColor;
}
} }
} }
output.Color = float4(result, input.Color.a); float3 baseColor = input.Color.rgb;
float3 finalColor = saturate(diffuse * baseColor + specular);
output.Color = float4(finalColor, input.Color.a);
output.Depth = input.Position.w; output.Depth = input.Position.w;
return output; return output;
} }

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@ -47,10 +47,10 @@ void Direct3DRMSoftwareRenderer::ClearZBuffer()
void Direct3DRMSoftwareRenderer::ProjectVertex(const PositionColorVertex& v, D3DRMVECTOR4D& p) const void Direct3DRMSoftwareRenderer::ProjectVertex(const PositionColorVertex& v, D3DRMVECTOR4D& p) const
{ {
float px = proj[0][0] * v.x + proj[1][0] * v.y + proj[2][0] * v.z + proj[3][0]; float px = proj[0][0] * v.position.x + proj[1][0] * v.position.y + proj[2][0] * v.position.z + proj[3][0];
float py = proj[0][1] * v.x + proj[1][1] * v.y + proj[2][1] * v.z + proj[3][1]; float py = proj[0][1] * v.position.x + proj[1][1] * v.position.y + proj[2][1] * v.position.z + proj[3][1];
float pz = proj[0][2] * v.x + proj[1][2] * v.y + proj[2][2] * v.z + proj[3][2]; float pz = proj[0][2] * v.position.x + proj[1][2] * v.position.y + proj[2][2] * v.position.z + proj[3][2];
float pw = proj[0][3] * v.x + proj[1][3] * v.y + proj[2][3] * v.z + proj[3][3]; float pw = proj[0][3] * v.position.x + proj[1][3] * v.position.y + proj[2][3] * v.position.z + proj[3][3];
p.w = pw; p.w = pw;
@ -69,23 +69,23 @@ void Direct3DRMSoftwareRenderer::ProjectVertex(const PositionColorVertex& v, D3D
PositionColorVertex SplitEdge(PositionColorVertex a, const PositionColorVertex& b, float plane) PositionColorVertex SplitEdge(PositionColorVertex a, const PositionColorVertex& b, float plane)
{ {
float t = (plane - a.z) / (b.z - a.z); float t = (plane - a.position.z) / (b.position.z - a.position.z);
a.x = a.x + t * (b.x - a.x); a.position.x = a.position.x + t * (b.position.x - a.position.x);
a.y = a.y + t * (b.y - a.y); a.position.y = a.position.y + t * (b.position.y - a.position.y);
a.z = plane; a.position.z = plane;
a.u = a.u + t * (b.u - a.u); a.texCoord.u = a.texCoord.u + t * (b.texCoord.u - a.texCoord.u);
a.v = a.v + t * (b.v - a.v); a.texCoord.v = a.texCoord.v + t * (b.texCoord.v - a.texCoord.v);
a.nx = a.nx + t * (b.nx - a.nx); a.normals.x = a.normals.x + t * (b.normals.x - a.normals.x);
a.ny = a.ny + t * (b.ny - a.ny); a.normals.y = a.normals.y + t * (b.normals.y - a.normals.y);
a.nz = a.nz + t * (b.nz - a.nz); a.normals.z = a.normals.z + t * (b.normals.z - a.normals.z);
float len = std::sqrt(a.nx * a.nx + a.ny * a.ny + a.nz * a.nz); float len = std::sqrt(a.normals.x * a.normals.x + a.normals.y * a.normals.y + a.normals.z * a.normals.z);
if (len > 0.0001f) { if (len > 0.0001f) {
a.nx /= len; a.normals.x /= len;
a.ny /= len; a.normals.y /= len;
a.nz /= len; a.normals.z /= len;
} }
return a; return a;
@ -97,9 +97,9 @@ void Direct3DRMSoftwareRenderer::DrawTriangleClipped(
const PositionColorVertex& v2 const PositionColorVertex& v2
) )
{ {
bool in0 = v0.z >= m_front; bool in0 = v0.position.z >= m_front;
bool in1 = v1.z >= m_front; bool in1 = v1.position.z >= m_front;
bool in2 = v2.z >= m_front; bool in2 = v2.position.z >= m_front;
int insideCount = in0 + in1 + in2; int insideCount = in0 + in1 + in2;
@ -164,52 +164,71 @@ void Direct3DRMSoftwareRenderer::BlendPixel(Uint8* pixelAddr, Uint8 r, Uint8 g,
SDL_Color Direct3DRMSoftwareRenderer::ApplyLighting(const PositionColorVertex& vertex) SDL_Color Direct3DRMSoftwareRenderer::ApplyLighting(const PositionColorVertex& vertex)
{ {
float r = 0, g = 0, b = 0; FColor specular = {0, 0, 0, 0};
for (const SceneLight& light : m_lights) { FColor diffuse = {0, 0, 0, 0};
if (light.positional == 0.f && light.directional == 0.f) {
// Position and normal
D3DVECTOR position = vertex.position;
D3DVECTOR normal = vertex.normals;
float normLen = std::sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);
if (normLen == 0.0f) {
return vertex.colors;
}
normal.x /= normLen;
normal.y /= normLen;
normal.z /= normLen;
for (const auto& light : m_lights) {
FColor lightColor = light.color;
if (light.positional == 0.0f && light.directional == 0.0f) {
// Ambient light // Ambient light
r += light.color.r; diffuse.r += lightColor.r;
g += light.color.g; diffuse.g += lightColor.g;
b += light.color.b; diffuse.b += lightColor.b;
continue;
} }
else if (light.directional == 1.f) {
// Directional // TODO lightVec only has to be calculated once per frame for directional lights
D3DVECTOR L = light.direction; D3DVECTOR lightVec;
float Llen = std::sqrt(L.x * L.x + L.y * L.y + L.z * L.z); if (light.directional == 1.0f) {
if (Llen > 0.f) { lightVec = {-light.direction.x, -light.direction.y, -light.direction.z};
L.x /= Llen;
L.y /= Llen;
L.z /= Llen;
float ndotl = std::max(0.0f, -(vertex.nx * L.x + vertex.ny * L.y + vertex.nz * L.z));
r += light.color.r * ndotl;
g += light.color.g * ndotl;
b += light.color.b * ndotl;
}
} }
else if (light.positional == 1.f) { else if (light.positional == 1.0f) {
// Point lightVec = {light.position.x - position.x, light.position.y - position.y, light.position.z - position.z};
D3DVECTOR L = {light.position.x - vertex.x, light.position.y - vertex.y, light.position.z - vertex.z}; }
float Llen = std::sqrt(L.x * L.x + L.y * L.y + L.z * L.z);
if (Llen > 0.f) { float len = std::sqrt(lightVec.x * lightVec.x + lightVec.y * lightVec.y + lightVec.z * lightVec.z);
L.x /= Llen; if (len == 0.0f) {
L.y /= Llen; continue;
L.z /= Llen; }
float ndotl = std::max(0.0f, vertex.nx * L.x + vertex.ny * L.y + vertex.nz * L.z); lightVec.x /= len;
r += light.color.r * ndotl; lightVec.y /= len;
g += light.color.g * ndotl; lightVec.z /= len;
b += light.color.b * ndotl;
float dotNL = normal.x * lightVec.x + normal.y * lightVec.y + normal.z * lightVec.z;
if (dotNL > 0.0f) {
// Diffuse contribution
diffuse.r += dotNL * lightColor.r;
diffuse.g += dotNL * lightColor.g;
diffuse.b += dotNL * lightColor.b;
if (vertex.shininess != 0.0f) {
// Using dotNL ignores view angle, but this matches DirectX 5 behavior.
float spec = std::pow(dotNL, vertex.shininess);
specular.r += spec * lightColor.r;
specular.g += spec * lightColor.g;
specular.b += spec * lightColor.b;
} }
} }
} }
r = std::min(1.0f, r);
g = std::min(1.0f, g);
b = std::min(1.0f, b);
return { return SDL_Color{
static_cast<Uint8>(vertex.r * r), static_cast<Uint8>(std::min(255.0f, diffuse.r * vertex.colors.r + specular.r * 255.0f)),
static_cast<Uint8>(vertex.g * g), static_cast<Uint8>(std::min(255.0f, diffuse.g * vertex.colors.g + specular.g * 255.0f)),
static_cast<Uint8>(vertex.b * b), static_cast<Uint8>(std::min(255.0f, diffuse.b * vertex.colors.b + specular.b * 255.0f)),
vertex.a vertex.colors.a
}; };
} }
@ -305,7 +324,7 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
Uint8 b = static_cast<Uint8>(w0 * c0.b + w1 * c1.b + w2 * c2.b); Uint8 b = static_cast<Uint8>(w0 * c0.b + w1 * c1.b + w2 * c2.b);
Uint8* pixelAddr = pixels + y * pitch + x * m_bytesPerPixel; Uint8* pixelAddr = pixels + y * pitch + x * m_bytesPerPixel;
if (v0.a == 255) { if (v0.colors.a == 255) {
zref = z; zref = z;
if (texels) { if (texels) {
@ -315,8 +334,12 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
continue; continue;
} }
invW = 1.0 / invW; invW = 1.0 / invW;
float u = static_cast<float>(((w0 * v0.u / p0.w) + (w1 * v1.u / p1.w) + (w2 * v2.u / p2.w)) * invW); float u = static_cast<float>(
float v = static_cast<float>(((w0 * v0.v / p0.w) + (w1 * v1.v / p1.w) + (w2 * v2.v / p2.w)) * invW); ((w0 * v0.texCoord.u / p0.w) + (w1 * v1.texCoord.u / p1.w) + (w2 * v2.texCoord.u / p2.w)) * invW
);
float v = static_cast<float>(
((w0 * v0.texCoord.v / p0.w) + (w1 * v1.texCoord.v / p1.w) + (w2 * v2.texCoord.v / p2.w)) * invW
);
// Tile textures // Tile textures
u = u - std::floor(u); u = u - std::floor(u);
@ -344,7 +367,7 @@ void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
} }
else { else {
// Transparent alpha blending with vertex alpha // Transparent alpha blending with vertex alpha
BlendPixel(pixelAddr, r, g, b, v0.a); BlendPixel(pixelAddr, r, g, b, v0.colors.a);
} }
} }
} }
@ -403,6 +426,7 @@ Uint32 Direct3DRMSoftwareRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
if (texRef.texture == nullptr) { if (texRef.texture == nullptr) {
texRef.texture = texture; texRef.texture = texture;
texRef.cached = convertedRender; texRef.cached = convertedRender;
texRef.version = texture->m_version;
AddTextureDestroyCallback(i, texture); AddTextureDestroyCallback(i, texture);
return i; return i;
} }

View File

@ -7,6 +7,9 @@
#include "d3drmmesh_impl.h" #include "d3drmmesh_impl.h"
#include "d3drmobject_impl.h" #include "d3drmobject_impl.h"
#include "d3drmrenderer.h" #include "d3drmrenderer.h"
#ifdef USE_OPENGL15
#include "d3drmrenderer_opengl15.h"
#endif
#include "d3drmrenderer_sdl3gpu.h" #include "d3drmrenderer_sdl3gpu.h"
#include "d3drmrenderer_software.h" #include "d3drmrenderer_software.h"
#include "d3drmtexture_impl.h" #include "d3drmtexture_impl.h"
@ -141,6 +144,11 @@ HRESULT Direct3DRMImpl::CreateDeviceFromSurface(
else if (SDL_memcmp(&guid, &SOFTWARE_GUID, sizeof(GUID)) == 0) { else if (SDL_memcmp(&guid, &SOFTWARE_GUID, sizeof(GUID)) == 0) {
renderer = new Direct3DRMSoftwareRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight); renderer = new Direct3DRMSoftwareRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight);
} }
#ifdef USE_OPENGL15
else if (SDL_memcmp(&guid, &OPENGL15_GUID, sizeof(GUID)) == 0) {
renderer = OpenGL15Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
else { else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Device GUID not recognized"); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Device GUID not recognized");
return E_NOINTERFACE; return E_NOINTERFACE;

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@ -8,7 +8,6 @@ Direct3DRMTextureImpl::Direct3DRMTextureImpl(D3DRMIMAGE* image)
Direct3DRMTextureImpl::Direct3DRMTextureImpl(IDirectDrawSurface* surface) : m_surface(surface) Direct3DRMTextureImpl::Direct3DRMTextureImpl(IDirectDrawSurface* surface) : m_surface(surface)
{ {
MINIWIN_NOT_IMPLEMENTED();
} }
HRESULT Direct3DRMTextureImpl::QueryInterface(const GUID& riid, void** ppvObject) HRESULT Direct3DRMTextureImpl::QueryInterface(const GUID& riid, void** ppvObject)

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@ -31,24 +31,32 @@ static void D3DRMMatrixMultiply(D3DRMMATRIX4D out, const D3DRMMATRIX4D a, const
} }
} }
static D3DVALUE Cofactor3x3(const D3DRMMATRIX4D m, int i, int j)
{
int i1 = (i + 1) % 3;
int i2 = (i + 2) % 3;
int j1 = (j + 1) % 3;
int j2 = (j + 2) % 3;
return m[i1][j1] * m[i2][j2] - m[i2][j1] * m[i1][j2];
}
static void D3DRMMatrixInvertForNormal(Matrix3x3 out, const D3DRMMATRIX4D m) static void D3DRMMatrixInvertForNormal(Matrix3x3 out, const D3DRMMATRIX4D m)
{ {
assert(m[3][3] == 1.f); float a = m[0][0], b = m[0][1], c = m[0][2];
float detM = m[0][0] * Cofactor3x3(m, 0, 0) - m[0][1] * Cofactor3x3(m, 0, 1) + m[0][2] * Cofactor3x3(m, 0, 2); float d = m[1][0], e = m[1][1], f = m[1][2];
for (int i = 0; i < 3; ++i) { float g = m[2][0], h = m[2][1], i = m[2][2];
for (int j = 0; j < 3; ++j) {
out[i][j] = (((i + j) % 2) ? -1 : 1) * Cofactor3x3(m, i, j) / detM; float det = a * (e * i - f * h) - b * (d * i - f * g) + c * (d * h - e * g);
}
if (fabs(det) < 1e-6f) {
memset(out, 0, sizeof(Matrix3x3));
return;
} }
float invDet = 1.0f / det;
out[0][0] = (e * i - f * h) * invDet;
out[1][0] = (c * h - b * i) * invDet;
out[2][0] = (b * f - c * e) * invDet;
out[0][1] = (f * g - d * i) * invDet;
out[1][1] = (a * i - c * g) * invDet;
out[2][1] = (c * d - a * f) * invDet;
out[0][2] = (d * h - e * g) * invDet;
out[1][2] = (b * g - a * h) * invDet;
out[2][2] = (a * e - b * d) * invDet;
} }
static void D3DRMMatrixInvertOrthogonal(D3DRMMATRIX4D out, const D3DRMMATRIX4D m) static void D3DRMMatrixInvertOrthogonal(D3DRMMATRIX4D out, const D3DRMMATRIX4D m)
@ -221,11 +229,18 @@ HRESULT Direct3DRMViewportImpl::CollectSceneData()
D3DRMRENDERQUALITY quality = mesh->GetGroupQuality(gi); D3DRMRENDERQUALITY quality = mesh->GetGroupQuality(gi);
IDirect3DRMTexture* texture = nullptr; IDirect3DRMTexture* texture = nullptr;
mesh->GetGroupTexture(gi, &texture); mesh->GetGroupTexture(gi, &texture);
IDirect3DRMMaterial* material = nullptr;
mesh->GetGroupMaterial(gi, &material);
Uint32 texId = NO_TEXTURE_ID; Uint32 texId = NO_TEXTURE_ID;
if (texture) { if (texture) {
texId = m_renderer->GetTextureId(texture); texId = m_renderer->GetTextureId(texture);
texture->Release(); texture->Release();
} }
float shininess = 0.0f;
if (material) {
shininess = material->GetPower();
material->Release();
}
for (DWORD fi = 0; fi < faceCount; ++fi) { for (DWORD fi = 0; fi < faceCount; ++fi) {
D3DVECTOR norm; D3DVECTOR norm;
@ -271,20 +286,27 @@ HRESULT Direct3DRMViewportImpl::CollectSceneData()
viewNorm.z = norm.x * worldMatrixInvert[0][2] + norm.y * worldMatrixInvert[1][2] + viewNorm.z = norm.x * worldMatrixInvert[0][2] + norm.y * worldMatrixInvert[1][2] +
norm.z * worldMatrixInvert[2][2]; norm.z * worldMatrixInvert[2][2];
float len =
sqrtf(viewNorm.x * viewNorm.x + viewNorm.y * viewNorm.y + viewNorm.z * viewNorm.z);
if (len > 0.0f) {
float invLen = 1.0f / len;
viewNorm.x *= invLen;
viewNorm.y *= invLen;
viewNorm.z *= invLen;
}
PositionColorVertex vtx; PositionColorVertex vtx;
vtx.x = viewPos.x; vtx.position = viewPos;
vtx.y = viewPos.y; vtx.normals = viewNorm;
vtx.z = viewPos.z; vtx.colors = {
vtx.nx = viewNorm.x; static_cast<Uint8>((color >> 16) & 0xFF),
vtx.ny = viewNorm.y; static_cast<Uint8>((color >> 8) & 0xFF),
vtx.nz = viewNorm.z; static_cast<Uint8>((color >> 0) & 0xFF),
vtx.r = (color >> 16) & 0xFF; static_cast<Uint8>((color >> 24) & 0xFF)
vtx.g = (color >> 8) & 0xFF; };
vtx.b = (color >> 0) & 0xFF; vtx.shininess = shininess;
vtx.a = (color >> 24) & 0xFF;
vtx.texId = texId; vtx.texId = texId;
vtx.u = dv.tu; vtx.texCoord = {dv.tu, dv.tv};
vtx.v = dv.tv;
verts.push_back(vtx); verts.push_back(vtx);
} }
} }

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@ -1,3 +1,6 @@
#ifdef USE_OPENGL15
#include "d3drmrenderer_opengl15.h"
#endif
#include "d3drmrenderer_sdl3gpu.h" #include "d3drmrenderer_sdl3gpu.h"
#include "d3drmrenderer_software.h" #include "d3drmrenderer_software.h"
#include "ddpalette_impl.h" #include "ddpalette_impl.h"
@ -223,14 +226,11 @@ void EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx, Direct3DRMRenderer* devi
HRESULT DirectDrawImpl::EnumDevices(LPD3DENUMDEVICESCALLBACK cb, void* ctx) HRESULT DirectDrawImpl::EnumDevices(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{ {
Direct3DRMRenderer* device = Direct3DRMSDL3GPURenderer::Create(640, 480); Direct3DRMSDL3GPU_EnumDevice(cb, ctx);
if (device) { #ifdef USE_OPENGL15
EnumDevice(cb, ctx, device, SDL3_GPU_GUID); OpenGL15Renderer_EnumDevice(cb, ctx);
delete device; #endif
} Direct3DRMSoftware_EnumDevice(cb, ctx);
device = new Direct3DRMSoftwareRenderer(640, 480);
EnumDevice(cb, ctx, device, SOFTWARE_GUID);
delete device;
return S_OK; return S_OK;
} }
@ -321,6 +321,11 @@ HRESULT DirectDrawImpl::CreateDevice(
if (SDL_memcmp(&guid, &SDL3_GPU_GUID, sizeof(GUID)) == 0) { if (SDL_memcmp(&guid, &SDL3_GPU_GUID, sizeof(GUID)) == 0) {
renderer = Direct3DRMSDL3GPURenderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight); renderer = Direct3DRMSDL3GPURenderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
} }
#ifdef USE_OPENGL15
else if (SDL_memcmp(&guid, &OPENGL15_GUID, sizeof(GUID)) == 0) {
renderer = OpenGL15Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
else if (SDL_memcmp(&guid, &SOFTWARE_GUID, sizeof(GUID)) == 0) { else if (SDL_memcmp(&guid, &SOFTWARE_GUID, sizeof(GUID)) == 0) {
renderer = new Direct3DRMSoftwareRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight); renderer = new Direct3DRMSoftwareRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight);
} }

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@ -6,13 +6,19 @@
#define NO_TEXTURE_ID 0xffffffff #define NO_TEXTURE_ID 0xffffffff
typedef struct PositionColorVertex { struct TexCoord {
float x, y, z;
float nx, ny, nz;
Uint8 r, g, b, a;
Uint32 texId = NO_TEXTURE_ID;
float u, v; float u, v;
} PositionColorVertex; };
struct PositionColorVertex {
D3DVECTOR position;
D3DVECTOR normals;
SDL_Color colors;
Uint32 texId;
TexCoord texCoord;
float shininess;
};
static_assert(sizeof(PositionColorVertex) == 44);
struct FColor { struct FColor {
float r, g, b, a; float r, g, b, a;
@ -25,6 +31,7 @@ struct SceneLight {
D3DVECTOR direction; D3DVECTOR direction;
float directional = 0.f; // direction is valid if 1.f float directional = 0.f; // direction is valid if 1.f
}; };
static_assert(sizeof(SceneLight) == 48);
class Direct3DRMRenderer : public IDirect3DDevice2 { class Direct3DRMRenderer : public IDirect3DDevice2 {
public: public:

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@ -0,0 +1,49 @@
#pragma once
#include "d3drmrenderer.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <vector>
DEFINE_GUID(OPENGL15_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03);
class OpenGL15Renderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
OpenGL15Renderer(int width, int height, SDL_GLContext context, GLuint fbo, GLuint colorTex, GLuint depthRb);
~OpenGL15Renderer() override;
void SetBackbuffer(SDL_Surface* surface) override;
void PushVertices(const PositionColorVertex* verts, size_t count) override;
void PushLights(const SceneLight* lightsArray, size_t count) override;
void SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back) override;
Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
DWORD GetWidth() override;
DWORD GetHeight() override;
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
const char* GetName() override;
HRESULT Render() override;
private:
SDL_GLContext m_context;
D3DRMMATRIX4D m_projection;
SDL_Surface* m_backbuffer = nullptr;
SDL_Surface* m_renderedImage;
int m_width, m_height;
std::vector<PositionColorVertex> m_vertices;
std::vector<SceneLight> m_lights;
GLuint m_fbo = 0;
GLuint m_colorTex = 0;
GLuint m_depthRb = 0;
};
inline static void OpenGL15Renderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = OpenGL15Renderer::Create(640, 480);
if (device) {
EnumDevice(cb, ctx, device, OPENGL15_GUID);
delete device;
}
}

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@ -1,6 +1,7 @@
#pragma once #pragma once
#include "d3drmrenderer.h" #include "d3drmrenderer.h"
#include "ddraw_impl.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
@ -60,3 +61,12 @@ class Direct3DRMSDL3GPURenderer : public Direct3DRMRenderer {
SDL_GPUBuffer* m_vertexBuffer = nullptr; SDL_GPUBuffer* m_vertexBuffer = nullptr;
SDL_Surface* m_renderedImage = nullptr; SDL_Surface* m_renderedImage = nullptr;
}; };
inline static void Direct3DRMSDL3GPU_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = Direct3DRMSDL3GPURenderer::Create(640, 480);
if (device) {
EnumDevice(cb, ctx, device, SDL3_GPU_GUID);
delete device;
}
}

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@ -2,6 +2,7 @@
#include "d3drmrenderer.h" #include "d3drmrenderer.h"
#include "d3drmtexture_impl.h" #include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <cstddef> #include <cstddef>
@ -56,3 +57,11 @@ class Direct3DRMSoftwareRenderer : public Direct3DRMRenderer {
float proj[4][4] = {0}; float proj[4][4] = {0};
std::vector<float> m_zBuffer; std::vector<float> m_zBuffer;
}; };
inline static void Direct3DRMSoftware_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = nullptr;
device = new Direct3DRMSoftwareRenderer(640, 480);
EnumDevice(cb, ctx, device, SOFTWARE_GUID);
delete device;
}

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "d3drmrenderer.h"
#include "miniwin/d3d.h" #include "miniwin/d3d.h"
#include "miniwin/ddraw.h" #include "miniwin/ddraw.h"
@ -43,3 +44,5 @@ struct DirectDrawImpl : public IDirectDraw2, public IDirect3D2 {
HRESULT DirectDrawEnumerate(LPDDENUMCALLBACKA cb, void* context); HRESULT DirectDrawEnumerate(LPDDENUMCALLBACKA cb, void* context);
HRESULT DirectDrawCreate(LPGUID lpGuid, LPDIRECTDRAW* lplpDD, IUnknown* pUnkOuter); HRESULT DirectDrawCreate(LPGUID lpGuid, LPDIRECTDRAW* lplpDD, IUnknown* pUnkOuter);
void EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx, Direct3DRMRenderer* device, GUID deviceGuid);