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Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
103 lines
3.5 KiB
C++
103 lines
3.5 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 <SDL3/SDL.h>
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#include <cstddef>
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#include <vector>
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DEFINE_GUID(SOFTWARE_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02);
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struct TextureCache {
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Direct3DRMTextureImpl* texture;
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Uint8 version;
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SDL_Surface* cached;
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};
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struct MeshCache {
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const MeshGroup* meshGroup;
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int version;
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bool flat;
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std::vector<D3DRMVERTEX> vertices;
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std::vector<uint16_t> indices;
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};
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class Direct3DRMSoftwareRenderer : public Direct3DRMRenderer {
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public:
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Direct3DRMSoftwareRenderer(DWORD width, DWORD height);
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~Direct3DRMSoftwareRenderer() override;
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void PushLights(const SceneLight* vertices, size_t count) override;
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Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUI, float scaleX, float scaleY) 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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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, FColor color) override;
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void Download(SDL_Surface* target) override;
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void SetDither(bool dither) override;
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void SetPalette(SDL_Palette* palette) override;
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private:
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void ClearZBuffer();
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void DrawTriangleProjected(
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const D3DRMVERTEX& v0,
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const D3DRMVERTEX& v1,
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const D3DRMVERTEX& v2,
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const Appearance& appearance
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);
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void DrawTriangleClipped(const D3DRMVERTEX (&v)[3], const Appearance& appearance);
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void ProjectVertex(const D3DVECTOR& v, D3DRMVECTOR4D& p) const;
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Uint32 BlendPixel(Uint8* pixelAddr, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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SDL_Color ApplyLighting(const D3DVECTOR& position, const D3DVECTOR& normal, const Appearance& appearance);
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void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
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void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
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SDL_Surface* m_renderedImage = nullptr;
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SDL_Palette* m_palette;
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SDL_Texture* m_uploadBuffer = nullptr;
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SDL_Renderer* m_renderer;
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const SDL_PixelFormatDetails* m_format;
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int m_bytesPerPixel;
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std::vector<SceneLight> m_lights;
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std::vector<TextureCache> m_textures;
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std::vector<MeshCache> m_meshs;
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D3DVALUE m_front;
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D3DVALUE m_back;
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Matrix3x3 m_normalMatrix;
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D3DRMMATRIX4D m_projection;
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std::vector<float> m_zBuffer;
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std::vector<D3DRMVERTEX> m_transformedVerts;
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Plane m_frustumPlanes[6];
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};
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inline static void Direct3DRMSoftware_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
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{
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D3DDEVICEDESC halDesc = {};
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D3DDEVICEDESC helDesc = {};
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helDesc.dcmColorModel = D3DCOLOR_RGB;
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helDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
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helDesc.dwDeviceZBufferBitDepth = DDBD_32;
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helDesc.dwDeviceRenderBitDepth = DDBD_32;
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helDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
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helDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
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helDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
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EnumDevice(cb, ctx, "Miniwin Emulation", &halDesc, &helDesc, SOFTWARE_GUID);
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}
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