#pragma once #include "d3drmrenderer.h" #include "d3drmtexture_impl.h" #include "ddraw_impl.h" #include #include #include DEFINE_GUID(PALETTE_SW_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07); struct PaletteTextureCache { Direct3DRMTextureImpl* texture; Uint8 version; SDL_Surface* cached; }; struct PaletteMeshCache { const MeshGroup* meshGroup; int version; bool flat; std::vector vertices; std::vector indices; }; class Direct3DRMPaletteSWRenderer : public Direct3DRMRenderer { public: Direct3DRMPaletteSWRenderer(DWORD width, DWORD height); ~Direct3DRMPaletteSWRenderer() override; void PushLights(const SceneLight* vertices, size_t count) override; Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUI, float scaleX, float scaleY) override; Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override; void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override; void SetFrustumPlanes(const Plane* frustumPlanes) override; HRESULT BeginFrame() override; void EnableTransparency() override; void SubmitDraw( DWORD meshId, const D3DRMMATRIX4D& modelViewMatrix, const D3DRMMATRIX4D& worldMatrix, const D3DRMMATRIX4D& viewMatrix, const Matrix3x3& normalMatrix, const Appearance& appearance ) override; HRESULT FinalizeFrame() override; void Resize(int width, int height, const ViewportTransform& viewportTransform) override; void Clear(float r, float g, float b) override; void Flip() override; void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect, FColor color) override; void Download(SDL_Surface* target) override; void SetDither(bool dither) override; void SetPalette(SDL_Palette* palette) override; bool UsesPalettedSurfaces() const override { return true; } private: void ClearZBuffer(); void DrawTriangleProjected( const D3DRMVERTEX& v0, const D3DRMVERTEX& v1, const D3DRMVERTEX& v2, const Appearance& appearance ); void DrawTriangleClipped(const D3DRMVERTEX (&v)[3], const Appearance& appearance); void ProjectVertex(const D3DVECTOR& v, D3DRMVECTOR4D& p) const; Uint8 ApplyLighting(const D3DVECTOR& position, const D3DVECTOR& normal, const Appearance& appearance, Uint8 texel); void BuildLightingLUT(); void BuildBlendLUT(); void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture); void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh); SDL_Surface* m_renderedImage = nullptr; SDL_Palette* m_palette = nullptr; SDL_Palette* m_flipPalette = nullptr; // Palette snapshot taken at Flip time (the correct one) bool m_flipPaletteDirty = false; std::vector m_lights; std::vector m_textures; std::vector m_meshes; D3DVALUE m_front; D3DVALUE m_back; Matrix3x3 m_normalMatrix; D3DRMMATRIX4D m_projection; std::vector m_zBuffer; std::vector m_transformedVerts; Plane m_frustumPlanes[6]; // Lighting LUT: for each of 256 palette entries x 32 brightness levels, // store the best-matching palette index. // Usage: m_lightLUT[paletteIndex * 32 + brightnessLevel] static constexpr int LIGHT_LEVELS = 32; Uint8 m_lightLUT[256 * LIGHT_LEVELS]; // Blend LUT: for any two palette indices, the pre-computed 50/50 blend // result mapped to the nearest palette colour. // Usage: m_blendLUT[srcIndex * 256 + dstIndex] Uint8 m_blendLUT[256 * 256]; bool m_lightLUTDirty = true; bool m_transparencyEnabled = false; }; inline static void Direct3DRMPaletteSW_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx) { D3DDEVICEDESC halDesc = {}; D3DDEVICEDESC helDesc = {}; helDesc.dcmColorModel = D3DCOLOR_RGB; helDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH; helDesc.dwDeviceZBufferBitDepth = DDBD_16; helDesc.dwDeviceRenderBitDepth = DDBD_8; helDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE; helDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND; helDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR; EnumDevice(cb, ctx, "Miniwin Paletted Software", &halDesc, &helDesc, PALETTE_SW_GUID); }