isle-portable/miniwin/src/d3drm/backends/software/renderer.cpp
Anders Jenbo 0ab5070b46
software: Add support for transparent surfaces (#201)
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
2025-05-31 02:41:09 +02:00

276 lines
7.5 KiB
C++

#include "d3drmrenderer.h"
#include "d3drmrenderer_software.h"
#include "miniwin.h"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cmath>
#include <cstring>
#include <limits>
Direct3DRMSoftwareRenderer::Direct3DRMSoftwareRenderer(DWORD width, DWORD height) : m_width(width), m_height(height)
{
m_zBuffer.resize(m_width * m_height);
}
void Direct3DRMSoftwareRenderer::SetBackbuffer(SDL_Surface* buf)
{
m_backbuffer = buf;
}
void Direct3DRMSoftwareRenderer::PushLights(const SceneLight* vertices, size_t count)
{
MINIWIN_NOT_IMPLEMENTED();
}
void Direct3DRMSoftwareRenderer::PushVertices(const PositionColorVertex* vertices, size_t count)
{
if (!count) {
return;
}
m_vertexBuffer.resize(count);
memcpy(m_vertexBuffer.data(), vertices, count * sizeof(PositionColorVertex));
}
void Direct3DRMSoftwareRenderer::SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back)
{
m_front = front;
m_back = back;
memcpy(proj, perspective, sizeof(proj));
}
void Direct3DRMSoftwareRenderer::ClearZBuffer()
{
std::fill(m_zBuffer.begin(), m_zBuffer.end(), std::numeric_limits<float>::infinity());
}
void Direct3DRMSoftwareRenderer::ProjectVertex(const PositionColorVertex& v, float& out_x, float& out_y, float& out_z)
const
{
float px = proj[0][0] * v.x + proj[1][0] * v.y + proj[2][0] * v.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 pz = proj[0][2] * v.x + proj[1][2] * v.y + proj[2][2] * v.z + proj[3][2];
float pw = proj[0][3] * v.x + proj[1][3] * v.y + proj[2][3] * v.z + proj[3][3];
// Perspective divide
if (pw != 0.0f) {
px /= pw;
py /= pw;
pz /= pw;
}
// Map from NDC [-1,1] to screen coordinates
out_x = (px * 0.5f + 0.5f) * m_width;
out_y = (1.0f - (py * 0.5f + 0.5f)) * m_height;
out_z = pz;
}
PositionColorVertex SplitEdge(PositionColorVertex a, const PositionColorVertex& b, float plane)
{
float t = (plane - a.z) / (b.z - a.z);
a.x = a.x + t * (b.x - a.x);
a.y = a.y + t * (b.y - a.y);
a.z = plane;
return a;
}
void Direct3DRMSoftwareRenderer::DrawTriangleClipped(
const PositionColorVertex& v0,
const PositionColorVertex& v1,
const PositionColorVertex& v2
)
{
bool in0 = v0.z >= m_front;
bool in1 = v1.z >= m_front;
bool in2 = v2.z >= m_front;
int insideCount = in0 + in1 + in2;
if (insideCount == 0) {
return;
}
if (insideCount == 3) {
DrawTriangleProjected(v0, v1, v2);
}
else if (insideCount == 2) {
PositionColorVertex split;
if (!in0) {
split = SplitEdge(v2, v0, m_front);
DrawTriangleProjected(v1, v2, split);
DrawTriangleProjected(v1, split, SplitEdge(v1, v0, m_front));
}
else if (!in1) {
split = SplitEdge(v0, v1, m_front);
DrawTriangleProjected(v2, v0, split);
DrawTriangleProjected(v2, split, SplitEdge(v2, v1, m_front));
}
else {
split = SplitEdge(v1, v2, m_front);
DrawTriangleProjected(v0, v1, split);
DrawTriangleProjected(v0, split, SplitEdge(v0, v2, m_front));
}
}
else if (in0) {
DrawTriangleProjected(v0, SplitEdge(v0, v1, m_front), SplitEdge(v0, v2, m_front));
}
else if (in1) {
DrawTriangleProjected(SplitEdge(v1, v0, m_front), v1, SplitEdge(v1, v2, m_front));
}
else {
DrawTriangleProjected(SplitEdge(v2, v0, m_front), SplitEdge(v2, v1, m_front), v2);
}
}
/**
* @todo pre-compute a blending table when running in 256 colors since the game always uses an alpha of 152
*/
void Direct3DRMSoftwareRenderer::BlendPixel(Uint8* pixelAddr, const PositionColorVertex& srcColor)
{
Uint32 dstPixel = 0;
memcpy(&dstPixel, pixelAddr, m_bytesPerPixel);
Uint8 dstR, dstG, dstB, dstA;
SDL_GetRGBA(dstPixel, m_format, m_palette, &dstR, &dstG, &dstB, &dstA);
float alpha = srcColor.a / 255.0f;
float invAlpha = 1.0f - alpha;
Uint8 outR = static_cast<Uint8>(srcColor.r * alpha + dstR * invAlpha);
Uint8 outG = static_cast<Uint8>(srcColor.g * alpha + dstG * invAlpha);
Uint8 outB = static_cast<Uint8>(srcColor.b * alpha + dstB * invAlpha);
Uint8 outA = static_cast<Uint8>(srcColor.a + dstA * invAlpha);
Uint32 blended = SDL_MapRGBA(m_format, m_palette, outR, outG, outB, outA);
memcpy(pixelAddr, &blended, m_bytesPerPixel);
}
void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
const PositionColorVertex& v0,
const PositionColorVertex& v1,
const PositionColorVertex& v2
)
{
float x0, y0, z0, x1, y1, z1, x2, y2, z2;
ProjectVertex(v0, x0, y0, z0);
ProjectVertex(v1, x1, y1, z1);
ProjectVertex(v2, x2, y2, z2);
// Skip triangles outside the frustum
if ((z0 < m_front && z1 < m_front && z2 < m_front) || (z0 > m_back && z1 > m_back && z2 > m_back)) {
return;
}
// Skip offscreen triangles
if ((x0 < 0 && x1 < 0 && x2 < 0) || (x0 >= m_width && x1 >= m_width && x2 >= m_width) ||
(y0 < 0 && y1 < 0 && y2 < 0) || (y0 >= m_height && y1 >= m_height && y2 >= m_height)) {
return;
}
int minX = std::max(0, (int) std::floor(std::min({x0, x1, x2})));
int maxX = std::min((int) m_width - 1, (int) std::ceil(std::max({x0, x1, x2})));
int minY = std::max(0, (int) std::floor(std::min({y0, y1, y2})));
int maxY = std::min((int) m_height - 1, (int) std::ceil(std::max({y0, y1, y2})));
if (minX > maxX || minY > maxY) {
return;
}
auto edge = [](float x0, float y0, float x1, float y1, float x, float y) {
return (x - x0) * (y1 - y0) - (y - y0) * (x1 - x0);
};
float area = edge(x0, y0, x1, y1, x2, y2);
if (area >= 0) {
return;
}
float invArea = 1.0f / area;
Uint32 color;
if (v0.a == 255) {
color = SDL_MapRGBA(m_format, m_palette, v0.r, v0.g, v0.b, v0.a);
}
Uint8* pixels = (Uint8*) m_backbuffer->pixels;
int pitch = m_backbuffer->pitch;
for (int y = minY; y <= maxY; ++y) {
for (int x = minX; x <= maxX; ++x) {
float px = x + 0.5f;
float py = y + 0.5f;
float w0 = edge(x1, y1, x2, y2, px, py) * invArea;
if (w0 < 0.0f || w0 > 1.0f) {
continue;
}
float w1 = edge(x2, y2, x0, y0, px, py) * invArea;
if (w1 < 0.0f || w1 > 1.0f - w0) {
continue;
}
float w2 = 1.0f - w0 - w1;
float z = w0 * z0 + w1 * z1 + w2 * z2;
int zidx = y * m_width + x;
float& zref = m_zBuffer[zidx];
if (z >= zref) {
continue;
}
Uint8* pixelAddr = pixels + y * pitch + x * m_bytesPerPixel;
if (v0.a == 255) {
zref = z;
memcpy(pixelAddr, &color, m_bytesPerPixel);
}
else {
BlendPixel(pixelAddr, v0);
}
}
}
}
DWORD Direct3DRMSoftwareRenderer::GetWidth()
{
return m_width;
}
DWORD Direct3DRMSoftwareRenderer::GetHeight()
{
return m_height;
}
void Direct3DRMSoftwareRenderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
{
memset(halDesc, 0, sizeof(D3DDEVICEDESC));
helDesc->dcmColorModel = D3DCOLORMODEL::RGB;
helDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
helDesc->dwDeviceZBufferBitDepth = DDBD_32;
helDesc->dwDeviceRenderBitDepth = DDBD_8 | DDBD_16 | DDBD_24 | DDBD_32;
helDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
helDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
helDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
}
const char* Direct3DRMSoftwareRenderer::GetName()
{
return "Software Renderer";
}
HRESULT Direct3DRMSoftwareRenderer::Render()
{
if (!m_backbuffer || m_vertexBuffer.size() % 3 != 0 || !SDL_LockSurface(m_backbuffer)) {
return DDERR_GENERIC;
}
ClearZBuffer();
m_format = SDL_GetPixelFormatDetails(m_backbuffer->format);
m_palette = SDL_GetSurfacePalette(m_backbuffer);
m_bytesPerPixel = m_format->bits_per_pixel / 8;
for (size_t i = 0; i + 2 < m_vertexBuffer.size(); i += 3) {
DrawTriangleClipped(m_vertexBuffer[i], m_vertexBuffer[i + 1], m_vertexBuffer[i + 2]);
}
SDL_UnlockSurface(m_backbuffer);
m_vertexBuffer.clear();
return DD_OK;
}