isle-portable/miniwin/src/d3drm/backends/directx9/actual.cpp

509 lines
13 KiB
C++

#include "actual.h"
#include "structs.h"
#include <SDL3/SDL.h>
#include <d3d9.h>
#include <vector>
#include <windows.h>
// Global D3D9 state
static LPDIRECT3D9 g_d3d;
static LPDIRECT3DDEVICE9 g_device;
static HWND g_hwnd;
static int g_width;
static int g_height;
static int g_virtualWidth;
static int g_virtualHeight;
static bool g_hasScene = false;
static std::vector<BridgeSceneLight> g_lights;
static Matrix4x4 g_projection;
static ViewportTransform g_viewportTransform;
bool Actual_Initialize(void* hwnd, int width, int height)
{
g_hwnd = (HWND) hwnd;
g_width = width;
g_height = height;
g_virtualWidth = width;
g_virtualHeight = height;
g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (!g_d3d) {
return false;
}
D3DPRESENT_PARAMETERS pp = {};
pp.Windowed = TRUE;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.hDeviceWindow = g_hwnd;
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.BackBufferWidth = width;
pp.BackBufferHeight = height;
pp.EnableAutoDepthStencil = TRUE;
pp.AutoDepthStencilFormat = D3DFMT_D24S8;
HRESULT hr = g_d3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&pp,
&g_device
);
if (FAILED(hr)) {
g_d3d->Release();
return false;
}
if (FAILED(hr)) {
g_device->Release();
g_d3d->Release();
return false;
}
return true;
}
void Actual_Shutdown()
{
if (g_device) {
g_device->Release();
g_device = nullptr;
}
if (g_d3d) {
g_d3d->Release();
g_d3d = nullptr;
}
}
void Actual_PushLights(const BridgeSceneLight* lightsArray, size_t count)
{
g_lights.assign(lightsArray, lightsArray + count);
}
void Actual_SetProjection(const Matrix4x4* projection, float front, float back)
{
memcpy(&g_projection, projection, sizeof(Matrix4x4));
}
IDirect3DTexture9* UploadSurfaceToD3DTexture(SDL_Surface* surface)
{
IDirect3DTexture9* texture;
HRESULT hr =
g_device->CreateTexture(surface->w, surface->h, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, nullptr);
if (FAILED(hr)) {
return nullptr;
}
SDL_Surface* conv = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ARGB8888);
if (!conv) {
texture->Release();
return nullptr;
}
D3DLOCKED_RECT lockedRect;
texture->LockRect(0, &lockedRect, nullptr, 0);
for (int y = 0; y < conv->h; ++y) {
memcpy(
(uint8_t*) lockedRect.pBits + y * lockedRect.Pitch,
(uint8_t*) conv->pixels + y * conv->pitch,
conv->w * 4
);
}
texture->UnlockRect(0);
SDL_DestroySurface(conv);
return texture;
}
void ReleaseD3DTexture(IDirect3DTexture9* texture)
{
texture->Release();
}
void ReleaseD3DVertexBuffer(IDirect3DVertexBuffer9* buffer)
{
buffer->Release();
}
void ReleaseD3DIndexBuffer(IDirect3DIndexBuffer9* buffer)
{
buffer->Release();
}
void UploadMeshBuffers(
const void* vertices,
int vertexSize,
const uint16_t* indices,
int indexSize,
D3D9MeshCacheEntry& cache
)
{
g_device->CreateVertexBuffer(
vertexSize,
0,
D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1,
D3DPOOL_MANAGED,
&cache.vbo,
nullptr
);
void* vbData;
cache.vbo->Lock(0, 0, &vbData, 0);
memcpy(vbData, vertices, vertexSize);
cache.vbo->Unlock();
g_device->CreateIndexBuffer(indexSize, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &cache.ibo, nullptr);
void* ibData;
cache.ibo->Lock(0, 0, &ibData, 0);
memcpy(ibData, indices, indexSize);
cache.ibo->Unlock();
}
void Actual_Resize(int width, int height, const ViewportTransform& viewportTransform)
{
g_width = width;
g_height = height;
g_viewportTransform = viewportTransform;
D3DPRESENT_PARAMETERS pp = {};
pp.Windowed = TRUE;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.hDeviceWindow = g_hwnd;
pp.BackBufferFormat = D3DFMT_A8R8G8B8;
pp.BackBufferWidth = width;
pp.BackBufferHeight = height;
pp.EnableAutoDepthStencil = TRUE;
pp.AutoDepthStencilFormat = D3DFMT_D24S8;
g_device->Reset(&pp);
}
void StartScene()
{
if (g_hasScene) {
return;
}
g_device->BeginScene();
g_hasScene = true;
}
void Actual_Clear(float r, float g, float b)
{
StartScene();
g_device->Clear(
0,
nullptr,
D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(255, static_cast<int>(r * 255), static_cast<int>(g * 255), static_cast<int>(b * 255)),
1.0f,
0
);
}
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
uint32_t Actual_BeginFrame()
{
StartScene();
g_device->SetRenderState(D3DRS_LIGHTING, TRUE);
g_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
g_device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
g_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
g_device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
g_device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
for (DWORD i = 0; i < 8; ++i) {
g_device->LightEnable(i, FALSE);
}
DWORD lightIdx = 0;
for (const auto& l : g_lights) {
if (lightIdx >= 8) {
break;
}
const FColor c = l.color;
if (l.directional != 1.0f && l.positional != 1.0f) {
g_device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_COLORVALUE(c.r, c.g, c.b, 1.0f));
continue;
}
D3DLIGHT9 light = {};
light.Type = (l.directional == 1.0f) ? D3DLIGHT_DIRECTIONAL : D3DLIGHT_POINT;
light.Ambient = {0, 0, 0, 0};
light.Diffuse = {c.r, c.g, c.b, c.a};
if (light.Type == D3DLIGHT_DIRECTIONAL) {
light.Direction.x = -l.direction.x;
light.Direction.y = -l.direction.y;
light.Direction.z = -l.direction.z;
light.Specular = {0, 0, 0, 0};
}
else if (light.Type == D3DLIGHT_POINT) {
light.Specular = {1, 1, 1, 1};
light.Position.x = l.position.x;
light.Position.y = l.position.y;
light.Position.z = l.position.z;
light.Range = 1000.0f;
light.Attenuation0 = 1.0f;
light.Attenuation1 = 0.0f;
light.Attenuation2 = 0.0f;
}
light.Falloff = 1.0f;
light.Phi = M_PI;
light.Theta = M_PI / 2;
if (SUCCEEDED(g_device->SetLight(lightIdx, &light))) {
g_device->LightEnable(lightIdx, TRUE);
}
++lightIdx;
}
g_device->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1);
return D3D_OK;
}
void Actual_EnableTransparency()
{
g_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
}
D3DMATRIX ToD3DMATRIX(const Matrix4x4& in)
{
D3DMATRIX out;
for (int row = 0; row < 4; ++row) {
out.m[row][0] = static_cast<float>(in[row][0]);
out.m[row][1] = static_cast<float>(in[row][1]);
out.m[row][2] = static_cast<float>(in[row][2]);
out.m[row][3] = static_cast<float>(in[row][3]);
}
return out;
}
void Actual_SubmitDraw(
const D3D9MeshCacheEntry* mesh,
const Matrix4x4* modelViewMatrix,
const Matrix4x4* worldMatrix,
const Matrix4x4* viewMatrix,
const Matrix3x3* normalMatrix,
const Appearance* appearance,
IDirect3DTexture9* texture
)
{
D3DMATRIX proj = ToD3DMATRIX(g_projection);
g_device->SetTransform(D3DTS_PROJECTION, &proj);
D3DMATRIX view = ToD3DMATRIX(*viewMatrix);
g_device->SetTransform(D3DTS_VIEW, &view);
D3DMATRIX world = ToD3DMATRIX(*worldMatrix);
g_device->SetTransform(D3DTS_WORLD, &world);
D3DMATERIAL9 mat = {};
mat.Diffuse.r = appearance->color.r / 255.0f;
mat.Diffuse.g = appearance->color.g / 255.0f;
mat.Diffuse.b = appearance->color.b / 255.0f;
mat.Diffuse.a = appearance->color.a / 255.0f;
mat.Ambient = mat.Diffuse;
if (appearance->shininess != 0) {
g_device->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
mat.Specular.r = 1.0f;
mat.Specular.g = 1.0f;
mat.Specular.b = 1.0f;
mat.Specular.a = 1.0f;
mat.Power = appearance->shininess;
}
else {
g_device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
mat.Specular.r = 0.0f;
mat.Specular.g = 0.0f;
mat.Specular.b = 0.0f;
mat.Specular.a = 0.0f;
mat.Power = 0.0f;
}
g_device->SetMaterial(&mat);
if (texture) {
g_device->SetTexture(0, texture);
g_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
}
else {
g_device->SetTexture(0, nullptr);
}
g_device->SetRenderState(D3DRS_SHADEMODE, mesh->flat ? D3DSHADE_FLAT : D3DSHADE_GOURAUD);
g_device->SetStreamSource(0, mesh->vbo, 0, sizeof(BridgeSceneVertex));
g_device->SetIndices(mesh->ibo);
g_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mesh->vertexCount, 0, mesh->indexCount / 3);
}
uint32_t Actual_Flip()
{
g_device->EndScene();
g_hasScene = false;
return g_device->Present(nullptr, nullptr, nullptr, nullptr);
}
void Actual_Draw2DImage(IDirect3DTexture9* texture, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
{
StartScene();
float left = -g_viewportTransform.offsetX / g_viewportTransform.scale;
float right = (g_width - g_viewportTransform.offsetX) / g_viewportTransform.scale;
float top = -g_viewportTransform.offsetY / g_viewportTransform.scale;
float bottom = (g_height - g_viewportTransform.offsetY) / g_viewportTransform.scale;
auto virtualToScreenX = [&](float x) { return ((x - left) / (right - left)) * g_width; };
auto virtualToScreenY = [&](float y) { return ((y - top) / (bottom - top)) * g_height; };
float x1_virtual = static_cast<float>(dstRect.x);
float y1_virtual = static_cast<float>(dstRect.y);
float x2_virtual = x1_virtual + dstRect.w;
float y2_virtual = y1_virtual + dstRect.h;
float x1 = virtualToScreenX(x1_virtual);
float y1 = virtualToScreenY(y1_virtual);
float x2 = virtualToScreenX(x2_virtual);
float y2 = virtualToScreenY(y2_virtual);
D3DMATRIX identity =
{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
g_device->SetTransform(D3DTS_PROJECTION, &identity);
g_device->SetTransform(D3DTS_VIEW, &identity);
g_device->SetTransform(D3DTS_WORLD, &identity);
g_device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
g_device->SetRenderState(D3DRS_ZENABLE, FALSE);
g_device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
g_device->SetRenderState(D3DRS_LIGHTING, FALSE);
g_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_device->SetTexture(0, texture);
g_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
D3DSURFACE_DESC texDesc;
texture->GetLevelDesc(0, &texDesc);
float texW = static_cast<float>(texDesc.Width);
float texH = static_cast<float>(texDesc.Height);
float u1 = static_cast<float>(srcRect.x) / texW;
float v1 = static_cast<float>(srcRect.y) / texH;
float u2 = static_cast<float>(srcRect.x + srcRect.w) / texW;
float v2 = static_cast<float>(srcRect.y + srcRect.h) / texH;
struct Vertex {
float x, y, z, rhw;
float u, v;
};
Vertex quad[4] = {
{x1, y1, 0.0f, 1.0f, u1, v1},
{x2, y1, 0.0f, 1.0f, u2, v1},
{x2, y2, 0.0f, 1.0f, u2, v2},
{x1, y2, 0.0f, 1.0f, u1, v2},
};
g_device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
g_device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, sizeof(Vertex));
}
uint32_t Actual_Download(SDL_Surface* target)
{
IDirect3DSurface9* backBuffer;
HRESULT hr = g_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
if (FAILED(hr)) {
return hr;
}
IDirect3DSurface9* sysMemSurface;
hr = g_device->CreateOffscreenPlainSurface(
g_width,
g_height,
D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM,
&sysMemSurface,
nullptr
);
if (FAILED(hr)) {
backBuffer->Release();
return hr;
}
hr = g_device->GetRenderTargetData(backBuffer, sysMemSurface);
backBuffer->Release();
if (FAILED(hr)) {
sysMemSurface->Release();
return hr;
}
D3DLOCKED_RECT locked;
hr = sysMemSurface->LockRect(&locked, nullptr, D3DLOCK_READONLY);
if (FAILED(hr)) {
sysMemSurface->Release();
return hr;
}
SDL_Surface* srcSurface =
SDL_CreateSurfaceFrom(g_width, g_height, SDL_PIXELFORMAT_ARGB8888, locked.pBits, locked.Pitch);
if (!srcSurface) {
sysMemSurface->UnlockRect();
sysMemSurface->Release();
return E_FAIL;
}
float srcAspect = static_cast<float>(g_width) / g_height;
float dstAspect = static_cast<float>(target->w) / target->h;
SDL_Rect srcRect;
if (srcAspect > dstAspect) {
int cropWidth = static_cast<int>(g_height * dstAspect);
srcRect = {(g_width - cropWidth) / 2, 0, cropWidth, g_height};
}
else {
int cropHeight = static_cast<int>(g_width / dstAspect);
srcRect = {0, (g_height - cropHeight) / 2, g_width, cropHeight};
}
if (SDL_BlitSurfaceScaled(srcSurface, &srcRect, target, nullptr, SDL_SCALEMODE_NEAREST)) {
SDL_DestroySurface(srcSurface);
sysMemSurface->UnlockRect();
sysMemSurface->Release();
return E_FAIL;
}
SDL_DestroySurface(srcSurface);
sysMemSurface->UnlockRect();
sysMemSurface->Release();
return D3D_OK;
}