mirror of
https://github.com/isledecomp/isle-portable.git
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130 lines
4.1 KiB
C++
130 lines
4.1 KiB
C++
#pragma once
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#include "d3drmrenderer.h"
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#include "d3drmtexture_impl.h"
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#include "ddraw_impl.h"
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#include "ddsurface_impl.h"
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#include <SDL3/SDL.h>
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#include <vector>
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DEFINE_GUID(SDL3_GPU_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01);
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typedef struct {
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D3DRMMATRIX4D projection;
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D3DRMMATRIX4D worldViewMatrix;
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D3DRMMATRIX4D normalMatrix;
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} ViewportUniforms;
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static_assert(sizeof(ViewportUniforms) % 16 == 0);
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static_assert(sizeof(ViewportUniforms) == 192);
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struct FragmentShadingData {
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SceneLight lights[3];
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int lightCount;
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float shininess;
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SDL_Color color;
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int useTexture;
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};
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static_assert(sizeof(FragmentShadingData) % 16 == 0);
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static_assert(sizeof(FragmentShadingData) == 160);
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struct SDL3TextureCache {
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Direct3DRMTextureImpl* texture;
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Uint32 version;
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SDL_GPUTexture* gpuTexture;
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};
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struct SDL3MeshCache {
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const MeshGroup* meshGroup;
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int version;
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SDL_GPUBuffer* vertexBuffer;
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SDL_GPUBuffer* indexBuffer;
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size_t indexCount;
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};
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class Direct3DRMSDL3GPURenderer : public Direct3DRMRenderer {
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public:
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static Direct3DRMRenderer* Create(DWORD width, DWORD height);
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~Direct3DRMSDL3GPURenderer() override;
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void PushLights(const SceneLight* vertices, size_t count) override;
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Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
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Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
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void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
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void SetFrustumPlanes(const Plane* frustumPlanes) override;
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void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
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const char* GetName() override;
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HRESULT BeginFrame() override;
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void EnableTransparency() override;
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void SubmitDraw(
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DWORD meshId,
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const D3DRMMATRIX4D& modelViewMatrix,
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const D3DRMMATRIX4D& worldMatrix,
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const D3DRMMATRIX4D& viewMatrix,
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const Matrix3x3& normalMatrix,
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const Appearance& appearance
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) override;
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HRESULT FinalizeFrame() override;
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void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
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void Clear(float r, float g, float b) override;
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void Flip() override;
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void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
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void Download(SDL_Surface* target) override;
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private:
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Direct3DRMSDL3GPURenderer(
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DWORD width,
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DWORD height,
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SDL_GPUDevice* device,
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SDL_GPUGraphicsPipeline* opaquePipeline,
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SDL_GPUGraphicsPipeline* transparentPipeline,
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SDL_GPUGraphicsPipeline* uiPipeline,
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SDL_GPUSampler* sampler,
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SDL_GPUSampler* uiSampler,
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SDL_GPUTransferBuffer* uploadBuffer,
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int uploadBufferSize
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);
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void StartRenderPass(float r, float g, float b, bool clear);
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void WaitForPendingUpload();
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void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
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SDL_GPUTransferBuffer* GetUploadBuffer(size_t size);
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SDL_GPUTexture* CreateTextureFromSurface(SDL_Surface* surface);
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void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
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SDL3MeshCache UploadMesh(const MeshGroup& meshGroup);
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MeshGroup m_uiMesh;
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SDL3MeshCache m_uiMeshCache;
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D3DVALUE m_front;
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D3DVALUE m_back;
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ViewportUniforms m_uniforms;
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FragmentShadingData m_fragmentShadingData;
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D3DDEVICEDESC m_desc;
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D3DRMMATRIX4D m_projection;
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std::vector<SDL3TextureCache> m_textures;
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std::vector<SDL3MeshCache> m_meshs;
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SDL_GPUDevice* m_device;
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SDL_GPUGraphicsPipeline* m_opaquePipeline;
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SDL_GPUGraphicsPipeline* m_transparentPipeline;
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SDL_GPUGraphicsPipeline* m_uiPipeline;
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SDL_GPUTexture* m_transferTexture = nullptr;
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SDL_GPUTexture* m_depthTexture = nullptr;
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SDL_GPUTexture* m_dummyTexture;
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int m_uploadBufferSize;
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SDL_GPUTransferBuffer* m_uploadBuffer;
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SDL_GPUTransferBuffer* m_downloadBuffer = nullptr;
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SDL_GPUBuffer* m_vertexBuffer = nullptr;
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SDL_GPUSampler* m_sampler;
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SDL_GPUSampler* m_uiSampler;
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SDL_GPUCommandBuffer* m_cmdbuf = nullptr;
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SDL_GPURenderPass* m_renderPass = nullptr;
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SDL_GPUFence* m_uploadFence = nullptr;
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};
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inline static void Direct3DRMSDL3GPU_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
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{
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Direct3DRMRenderer* device = Direct3DRMSDL3GPURenderer::Create(640, 480);
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if (device) {
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EnumDevice(cb, ctx, device, SDL3_GPU_GUID);
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delete device;
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}
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}
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