isle-portable/miniwin/src/d3drm/backends/software/renderer.cpp
2025-06-05 04:07:42 +02:00

501 lines
15 KiB
C++

#include "d3drmrenderer.h"
#include "d3drmrenderer_software.h"
#include "ddsurface_impl.h"
#include "mathutils.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::PushLights(const SceneLight* lights, size_t count)
{
m_lights.assign(lights, lights + count);
}
void Direct3DRMSoftwareRenderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
{
m_front = front;
m_back = back;
memcpy(m_projection, projection, sizeof(D3DRMMATRIX4D));
}
void Direct3DRMSoftwareRenderer::ClearZBuffer()
{
std::fill(m_zBuffer.begin(), m_zBuffer.end(), std::numeric_limits<float>::infinity());
}
void Direct3DRMSoftwareRenderer::ProjectVertex(const GeometryVertex& v, D3DRMVECTOR4D& p) const
{
float px = m_projection[0][0] * v.position.x + m_projection[1][0] * v.position.y +
m_projection[2][0] * v.position.z + m_projection[3][0];
float py = m_projection[0][1] * v.position.x + m_projection[1][1] * v.position.y +
m_projection[2][1] * v.position.z + m_projection[3][1];
float pz = m_projection[0][2] * v.position.x + m_projection[1][2] * v.position.y +
m_projection[2][2] * v.position.z + m_projection[3][2];
float pw = m_projection[0][3] * v.position.x + m_projection[1][3] * v.position.y +
m_projection[2][3] * v.position.z + m_projection[3][3];
p.w = pw;
// Perspective divide
if (pw != 0.0f) {
px /= pw;
py /= pw;
pz /= pw;
}
// Map from NDC [-1,1] to screen coordinates
p.x = (px * 0.5f + 0.5f) * m_width;
p.y = (1.0f - (py * 0.5f + 0.5f)) * m_height;
p.z = pz;
}
GeometryVertex SplitEdge(GeometryVertex a, const GeometryVertex& b, float plane)
{
float t = (plane - a.position.z) / (b.position.z - a.position.z);
a.position.x = a.position.x + t * (b.position.x - a.position.x);
a.position.y = a.position.y + t * (b.position.y - a.position.y);
a.position.z = plane;
a.texCoord.u = a.texCoord.u + t * (b.texCoord.u - a.texCoord.u);
a.texCoord.v = a.texCoord.v + t * (b.texCoord.v - a.texCoord.v);
a.normals.x = a.normals.x + t * (b.normals.x - a.normals.x);
a.normals.y = a.normals.y + t * (b.normals.y - a.normals.y);
a.normals.z = a.normals.z + t * (b.normals.z - a.normals.z);
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) {
a.normals.x /= len;
a.normals.y /= len;
a.normals.z /= len;
}
return a;
}
void Direct3DRMSoftwareRenderer::DrawTriangleClipped(const GeometryVertex (&v)[3], const Appearance& appearance)
{
bool in0 = v[0].position.z >= m_front;
bool in1 = v[1].position.z >= m_front;
bool in2 = v[2].position.z >= m_front;
int insideCount = in0 + in1 + in2;
if (insideCount == 0) {
return;
}
if (insideCount == 3) {
DrawTriangleProjected(v[0], v[1], v[2], appearance);
}
else if (insideCount == 2) {
GeometryVertex split;
if (!in0) {
split = SplitEdge(v[2], v[0], m_front);
DrawTriangleProjected(v[1], v[2], split, appearance);
DrawTriangleProjected(v[1], split, SplitEdge(v[1], v[0], m_front), appearance);
}
else if (!in1) {
split = SplitEdge(v[0], v[1], m_front);
DrawTriangleProjected(v[2], v[0], split, appearance);
DrawTriangleProjected(v[2], split, SplitEdge(v[2], v[1], m_front), appearance);
}
else {
split = SplitEdge(v[1], v[2], m_front);
DrawTriangleProjected(v[0], v[1], split, appearance);
DrawTriangleProjected(v[0], split, SplitEdge(v[0], v[2], m_front), appearance);
}
}
else if (in0) {
DrawTriangleProjected(v[0], SplitEdge(v[0], v[1], m_front), SplitEdge(v[0], v[2], m_front), appearance);
}
else if (in1) {
DrawTriangleProjected(SplitEdge(v[1], v[0], m_front), v[1], SplitEdge(v[1], v[2], m_front), appearance);
}
else {
DrawTriangleProjected(SplitEdge(v[2], v[0], m_front), SplitEdge(v[2], v[1], m_front), v[2], appearance);
}
}
/**
* @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, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
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 = a / 255.0f;
float invAlpha = 1.0f - alpha;
Uint8 outR = static_cast<Uint8>(r * alpha + dstR * invAlpha);
Uint8 outG = static_cast<Uint8>(g * alpha + dstG * invAlpha);
Uint8 outB = static_cast<Uint8>(b * alpha + dstB * invAlpha);
Uint8 outA = static_cast<Uint8>(a + dstA * invAlpha);
Uint32 blended = SDL_MapRGBA(m_format, m_palette, outR, outG, outB, outA);
memcpy(pixelAddr, &blended, m_bytesPerPixel);
}
SDL_Color Direct3DRMSoftwareRenderer::ApplyLighting(const GeometryVertex& vertex, const Appearance& appearance)
{
FColor specular = {0, 0, 0, 0};
FColor diffuse = {0, 0, 0, 0};
// 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 appearance.color;
}
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
diffuse.r += lightColor.r;
diffuse.g += lightColor.g;
diffuse.b += lightColor.b;
continue;
}
// TODO lightVec only has to be calculated once per frame for directional lights
D3DVECTOR lightVec;
if (light.directional == 1.0f) {
lightVec = {-light.direction.x, -light.direction.y, -light.direction.z};
}
else if (light.positional == 1.0f) {
lightVec = {light.position.x - position.x, light.position.y - position.y, light.position.z - position.z};
}
float len = std::sqrt(lightVec.x * lightVec.x + lightVec.y * lightVec.y + lightVec.z * lightVec.z);
if (len == 0.0f) {
continue;
}
lightVec.x /= len;
lightVec.y /= len;
lightVec.z /= len;
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 (appearance.shininess != 0.0f) {
// Using dotNL ignores view angle, but this matches DirectX 5 behavior.
float spec = std::pow(dotNL, appearance.shininess);
specular.r += spec * lightColor.r;
specular.g += spec * lightColor.g;
specular.b += spec * lightColor.b;
}
}
}
return SDL_Color{
static_cast<Uint8>(std::min(255.0f, diffuse.r * appearance.color.r + specular.r * 255.0f)),
static_cast<Uint8>(std::min(255.0f, diffuse.g * appearance.color.g + specular.g * 255.0f)),
static_cast<Uint8>(std::min(255.0f, diffuse.b * appearance.color.b + specular.b * 255.0f)),
appearance.color.a
};
}
void Direct3DRMSoftwareRenderer::DrawTriangleProjected(
const GeometryVertex& v0,
const GeometryVertex& v1,
const GeometryVertex& v2,
const Appearance& appearance
)
{
D3DRMVECTOR4D p0, p1, p2;
ProjectVertex(v0, p0);
ProjectVertex(v1, p1);
ProjectVertex(v2, p2);
// Skip triangles outside the frustum
if ((p0.z < m_front && p1.z < m_front && p2.z < m_front) || (p0.z > m_back && p1.z > m_back && p2.z > m_back)) {
return;
}
// Skip offscreen triangles
if ((p0.x < 0 && p1.x < 0 && p2.x < 0) || (p0.x >= m_width && p1.x >= m_width && p2.x >= m_width) ||
(p0.y < 0 && p1.y < 0 && p2.y < 0) || (p0.y >= m_height && p1.y >= m_height && p2.y >= m_height)) {
return;
}
int minX = std::max(0, (int) std::floor(std::min({p0.x, p1.x, p2.x})));
int maxX = std::min((int) m_width - 1, (int) std::ceil(std::max({p0.x, p1.x, p2.x})));
int minY = std::max(0, (int) std::floor(std::min({p0.y, p1.y, p2.y})));
int maxY = std::min((int) m_height - 1, (int) std::ceil(std::max({p0.y, p1.y, p2.y})));
if (minX > maxX || minY > maxY) {
return;
}
auto edge = [](double x0, double y0, double x1, double y1, double x, double y) {
return (x - x0) * (y1 - y0) - (y - y0) * (x1 - x0);
};
float area = edge(p0.x, p0.y, p1.x, p1.y, p2.x, p2.y);
if (area >= 0) {
return;
}
float invArea = 1.0f / area;
// Per-vertex lighting using vertex normals
SDL_Color c0 = ApplyLighting(v0, appearance);
SDL_Color c1 = ApplyLighting(v1, appearance);
SDL_Color c2 = ApplyLighting(v2, appearance);
Uint32 textureId = appearance.textureId;
int texturePitch;
Uint8* texels = nullptr;
int texWidthScale;
int texHeightScale;
if (textureId != NO_TEXTURE_ID) {
SDL_Surface* texture = m_textures[textureId].cached;
if (texture) {
texturePitch = texture->pitch;
texels = static_cast<Uint8*>(texture->pixels);
texWidthScale = texture->w - 1;
texHeightScale = texture->h - 1;
}
}
Uint8* pixels = (Uint8*) DDBackBuffer->pixels;
int pitch = DDBackBuffer->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(p1.x, p1.y, p2.x, p2.y, px, py) * invArea;
if (w0 < 0.0f || w0 > 1.0f) {
continue;
}
float w1 = edge(p2.x, p2.y, p0.x, p0.y, px, py) * invArea;
if (w1 < 0.0f || w1 > 1.0f - w0) {
continue;
}
float w2 = 1.0f - w0 - w1;
float z = w0 * p0.z + w1 * p1.z + w2 * p2.z;
int zidx = y * m_width + x;
float& zref = m_zBuffer[zidx];
if (z >= zref) {
continue;
}
// Interpolate color
Uint8 r = static_cast<Uint8>(w0 * c0.r + w1 * c1.r + w2 * c2.r);
Uint8 g = static_cast<Uint8>(w0 * c0.g + w1 * c1.g + w2 * c2.g);
Uint8 b = static_cast<Uint8>(w0 * c0.b + w1 * c1.b + w2 * c2.b);
Uint8* pixelAddr = pixels + y * pitch + x * m_bytesPerPixel;
if (appearance.color.a == 255) {
zref = z;
if (texels) {
// Perspective correct interpolate texture coords
float invW = w0 / p0.w + w1 / p1.w + w2 / p2.w;
if (invW == 0.0) {
continue;
}
invW = 1.0 / invW;
float u = static_cast<float>(
((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
u = u - std::floor(u);
v = v - std::floor(v);
int texX = static_cast<int>(u * texWidthScale);
int texY = static_cast<int>(v * texHeightScale);
Uint8* texelAddr = texels + texY * texturePitch + texX * m_bytesPerPixel;
Uint32 texelColor = 0;
memcpy(&texelColor, texelAddr, m_bytesPerPixel);
Uint8 tr, tg, tb, ta;
SDL_GetRGBA(texelColor, m_format, m_palette, &tr, &tg, &tb, &ta);
// Multiply vertex color by texel color
r = (r * tr + 127) / 255;
g = (g * tg + 127) / 255;
b = (b * tb + 127) / 255;
}
Uint32 finalColor = SDL_MapRGBA(m_format, m_palette, r, g, b, 255);
memcpy(pixelAddr, &finalColor, m_bytesPerPixel);
}
else {
// Transparent alpha blending with vertex alpha
BlendPixel(pixelAddr, r, g, b, appearance.color.a);
}
}
}
}
struct TextureDestroyContext {
Direct3DRMSoftwareRenderer* renderer;
Uint32 textureId;
};
void Direct3DRMSoftwareRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new TextureDestroyContext{this, id};
texture->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<TextureDestroyContext*>(arg);
auto& cacheEntry = ctx->renderer->m_textures[ctx->textureId];
if (cacheEntry.cached) {
SDL_UnlockSurface(cacheEntry.cached);
SDL_DestroySurface(cacheEntry.cached);
cacheEntry.cached = nullptr;
cacheEntry.texture = nullptr;
}
delete ctx;
},
ctx
);
}
Uint32 Direct3DRMSoftwareRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
// Check if already mapped
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& texRef = m_textures[i];
if (texRef.texture == texture) {
if (texRef.version != texture->m_version) {
// Update animated textures
SDL_DestroySurface(texRef.cached);
texRef.cached = SDL_ConvertSurface(surface->m_surface, DDBackBuffer->format);
SDL_LockSurface(texRef.cached);
texRef.version = texture->m_version;
}
return i;
}
}
SDL_Surface* convertedRender = SDL_ConvertSurface(surface->m_surface, DDBackBuffer->format);
SDL_LockSurface(convertedRender);
// Reuse freed slot
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& texRef = m_textures[i];
if (texRef.texture == nullptr) {
texRef.texture = texture;
texRef.cached = convertedRender;
texRef.version = texture->m_version;
AddTextureDestroyCallback(i, texture);
return i;
}
}
// Append new
m_textures.push_back({texture, texture->m_version, convertedRender});
AddTextureDestroyCallback(static_cast<Uint32>(m_textures.size() - 1), texture);
return static_cast<Uint32>(m_textures.size() - 1);
}
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 "Miniwin Emulation";
}
HRESULT Direct3DRMSoftwareRenderer::BeginFrame(const D3DRMMATRIX4D& viewMatrix)
{
if (!DDBackBuffer || !SDL_LockSurface(DDBackBuffer)) {
return DDERR_GENERIC;
}
ClearZBuffer();
memcpy(m_viewMatrix, viewMatrix, sizeof(D3DRMMATRIX4D));
m_format = SDL_GetPixelFormatDetails(DDBackBuffer->format);
m_palette = SDL_GetSurfacePalette(DDBackBuffer);
m_bytesPerPixel = m_format->bits_per_pixel / 8;
return DD_OK;
}
void Direct3DRMSoftwareRenderer::SubmitDraw(
const GeometryVertex* vertices,
const size_t count,
const D3DRMMATRIX4D& worldMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
)
{
D3DRMMATRIX4D mvMatrix;
MultiplyMatrix(mvMatrix, worldMatrix, m_viewMatrix);
for (size_t i = 0; i + 2 < count; i += 3) {
GeometryVertex vrts[3];
for (size_t j = 0; j < 3; ++j) {
const GeometryVertex& src = vertices[i + j];
vrts[j].position = TransformPoint(src.position, mvMatrix);
vrts[j].normals = Normalize(TransformNormal(src.normals, normalMatrix));
vrts[j].texCoord = src.texCoord;
}
DrawTriangleClipped(vrts, appearance);
}
}
HRESULT Direct3DRMSoftwareRenderer::FinalizeFrame()
{
SDL_UnlockSurface(DDBackBuffer);
return DD_OK;
}