mirror of
https://github.com/isledecomp/isle-portable.git
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825 lines
23 KiB
C++
825 lines
23 KiB
C++
#include "d3drmrenderer.h"
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#include "d3drmrenderer_software.h"
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#include "ddsurface_impl.h"
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#include "mathutils.h"
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#include "meshutils.h"
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#include "miniwin.h"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cmath>
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#include <cstring>
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#include <limits>
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#if defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86)
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#include <xmmintrin.h>
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#if defined(__i386__) || defined(_M_IX86)
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#include <xmmintrin.h>
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#endif
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#endif
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#if defined(__arm__) || defined(__aarch64__)
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#include <arm_neon.h>
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#endif
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#if defined(__wasm_simd128__)
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#include <wasm_simd128.h>
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#endif
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Direct3DRMSoftwareRenderer::Direct3DRMSoftwareRenderer(DWORD width, DWORD height)
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{
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m_virtualWidth = width;
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m_virtualHeight = height;
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m_renderer = SDL_CreateRenderer(DDWindow, NULL);
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ViewportTransform viewportTransform = {1.0f, 0.0f, 0.0f};
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Resize(width, height, viewportTransform);
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}
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Direct3DRMSoftwareRenderer::~Direct3DRMSoftwareRenderer()
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{
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SDL_DestroySurface(m_renderedImage);
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SDL_DestroyTexture(m_uploadBuffer);
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SDL_DestroyRenderer(m_renderer);
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}
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void Direct3DRMSoftwareRenderer::PushLights(const SceneLight* lights, size_t count)
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{
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m_lights.assign(lights, lights + count);
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}
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void Direct3DRMSoftwareRenderer::SetFrustumPlanes(const Plane* frustumPlanes)
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{
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memcpy(m_frustumPlanes, frustumPlanes, sizeof(m_frustumPlanes));
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}
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void Direct3DRMSoftwareRenderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
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{
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m_front = front;
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m_back = back;
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memcpy(m_projection, projection, sizeof(D3DRMMATRIX4D));
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}
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void Direct3DRMSoftwareRenderer::ClearZBuffer()
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{
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const size_t size = m_zBuffer.size();
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const float inf = std::numeric_limits<float>::infinity();
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size_t i = 0;
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#if defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86)
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if (SDL_HasSSE2()) {
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__m128 inf4 = _mm_set1_ps(inf);
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for (; i + 4 <= size; i += 4) {
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_mm_storeu_ps(&m_zBuffer[i], inf4);
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}
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}
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#if defined(__i386__) || defined(_M_IX86)
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else if (SDL_HasMMX()) {
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const __m64 mm_inf = _mm_set_pi32(0x7F800000, 0x7F800000);
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for (; i + 2 <= size; i += 2) {
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*reinterpret_cast<__m64*>(&m_zBuffer[i]) = mm_inf;
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}
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_mm_empty();
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}
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#endif
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#elif (defined(__arm__) || defined(__aarch64__)) && !defined(__3DS__)
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if (SDL_HasNEON()) {
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float32x4_t inf4 = vdupq_n_f32(inf);
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for (; i + 4 <= size; i += 4) {
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vst1q_f32(&m_zBuffer[i], inf4);
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}
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}
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#elif defined(__wasm_simd128__)
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const size_t simdWidth = 4;
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v128_t infVec = wasm_f32x4_splat(inf);
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for (; i + simdWidth <= size; i += simdWidth) {
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wasm_v128_store(&m_zBuffer[i], infVec);
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}
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#endif
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for (; i < size; ++i) {
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m_zBuffer[i] = inf;
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}
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}
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void Direct3DRMSoftwareRenderer::ProjectVertex(const D3DVECTOR& v, D3DRMVECTOR4D& p) const
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{
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float px = m_projection[0][0] * v.x + m_projection[1][0] * v.y + m_projection[2][0] * v.z + m_projection[3][0];
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float py = m_projection[0][1] * v.x + m_projection[1][1] * v.y + m_projection[2][1] * v.z + m_projection[3][1];
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float pz = m_projection[0][2] * v.x + m_projection[1][2] * v.y + m_projection[2][2] * v.z + m_projection[3][2];
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float pw = m_projection[0][3] * v.x + m_projection[1][3] * v.y + m_projection[2][3] * v.z + m_projection[3][3];
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p.w = pw;
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// Perspective divide
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if (pw != 0.0f) {
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float invW = 1.0f / pw;
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px *= invW;
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py *= invW;
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pz *= invW;
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}
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// Map from NDC [-1,1] to screen coordinates
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p.x = (px * 0.5f + 0.5f) * m_width;
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p.y = (1.0f - (py * 0.5f + 0.5f)) * m_height;
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p.z = pz;
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}
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D3DRMVERTEX SplitEdge(D3DRMVERTEX a, const D3DRMVERTEX& b, float plane)
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{
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float t = (plane - a.position.z) / (b.position.z - a.position.z);
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a.position.x += t * (b.position.x - a.position.x);
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a.position.y += t * (b.position.y - a.position.y);
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a.position.z = plane;
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a.texCoord.u += t * (b.texCoord.u - a.texCoord.u);
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a.texCoord.v += t * (b.texCoord.v - a.texCoord.v);
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a.normal.x += t * (b.normal.x - a.normal.x);
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a.normal.y += t * (b.normal.y - a.normal.y);
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a.normal.z += t * (b.normal.z - a.normal.z);
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a.normal = Normalize(a.normal);
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return a;
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}
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bool IsTriangleOutsideViewCone(
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const D3DVECTOR& v0,
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const D3DVECTOR& v1,
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const D3DVECTOR& v2,
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const Plane* frustumPlanes
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)
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{
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for (int i = 0; i < 4; ++i) {
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const Plane& plane = frustumPlanes[i];
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float d0 = DotProduct(plane.normal, v0) + plane.d;
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float d1 = DotProduct(plane.normal, v1) + plane.d;
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float d2 = DotProduct(plane.normal, v2) + plane.d;
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if (d0 < 0 && d1 < 0 && d2 < 0) {
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return true;
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}
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}
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return false;
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}
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void Direct3DRMSoftwareRenderer::DrawTriangleClipped(const D3DRMVERTEX (&v)[3], const Appearance& appearance)
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{
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bool in0 = v[0].position.z >= m_front;
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bool in1 = v[1].position.z >= m_front;
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bool in2 = v[2].position.z >= m_front;
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int insideCount = in0 + in1 + in2;
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if (insideCount == 0 || v[0].position.z > m_back && v[1].position.z > m_back && v[2].position.z > m_back) {
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return; // Outside clipping
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}
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if (IsTriangleOutsideViewCone(v[0].position, v[1].position, v[2].position, m_frustumPlanes)) {
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return;
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}
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if (insideCount == 3) {
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DrawTriangleProjected(v[0], v[1], v[2], appearance);
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}
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else if (insideCount == 2) {
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D3DRMVERTEX split;
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if (!in0) {
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split = SplitEdge(v[2], v[0], m_front);
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DrawTriangleProjected(v[1], v[2], split, appearance);
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DrawTriangleProjected(v[1], split, SplitEdge(v[1], v[0], m_front), appearance);
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}
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else if (!in1) {
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split = SplitEdge(v[0], v[1], m_front);
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DrawTriangleProjected(v[2], v[0], split, appearance);
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DrawTriangleProjected(v[2], split, SplitEdge(v[2], v[1], m_front), appearance);
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}
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else {
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split = SplitEdge(v[1], v[2], m_front);
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DrawTriangleProjected(v[0], v[1], split, appearance);
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DrawTriangleProjected(v[0], split, SplitEdge(v[0], v[2], m_front), appearance);
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}
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}
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else if (in0) {
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DrawTriangleProjected(v[0], SplitEdge(v[0], v[1], m_front), SplitEdge(v[0], v[2], m_front), appearance);
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}
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else if (in1) {
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DrawTriangleProjected(SplitEdge(v[1], v[0], m_front), v[1], SplitEdge(v[1], v[2], m_front), appearance);
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}
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else {
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DrawTriangleProjected(SplitEdge(v[2], v[0], m_front), SplitEdge(v[2], v[1], m_front), v[2], appearance);
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}
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}
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Uint32 Direct3DRMSoftwareRenderer::BlendPixel(Uint8* pixelAddr, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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Uint32 dstPixel;
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switch (m_bytesPerPixel) {
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case 1:
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dstPixel = *pixelAddr;
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break;
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case 2:
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dstPixel = *(Uint16*) pixelAddr;
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break;
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case 4:
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dstPixel = *(Uint32*) pixelAddr;
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break;
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}
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Uint8 dstR, dstG, dstB, dstA;
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SDL_GetRGBA(dstPixel, m_format, m_palette, &dstR, &dstG, &dstB, &dstA);
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float alpha = a / 255.0f;
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float invAlpha = 1.0f - alpha;
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Uint8 outR = static_cast<Uint8>(r * alpha + dstR * invAlpha);
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Uint8 outG = static_cast<Uint8>(g * alpha + dstG * invAlpha);
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Uint8 outB = static_cast<Uint8>(b * alpha + dstB * invAlpha);
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Uint8 outA = static_cast<Uint8>(a + dstA * invAlpha);
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return SDL_MapRGBA(m_format, m_palette, outR, outG, outB, outA);
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}
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SDL_Color Direct3DRMSoftwareRenderer::ApplyLighting(
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const D3DVECTOR& position,
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const D3DVECTOR& oNormal,
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const Appearance& appearance
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)
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{
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FColor specular = {0, 0, 0, 0};
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FColor diffuse = {0, 0, 0, 0};
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D3DVECTOR normal = Normalize(TransformNormal(oNormal, m_normalMatrix));
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for (const auto& light : m_lights) {
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FColor lightColor = light.color;
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if (light.positional == 0.0f && light.directional == 0.0f) {
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// Ambient light
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diffuse.r += lightColor.r;
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diffuse.g += lightColor.g;
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diffuse.b += lightColor.b;
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continue;
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}
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// TODO lightVec only has to be calculated once per frame for directional lights
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D3DVECTOR lightVec;
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if (light.directional == 1.0f) {
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lightVec = {-light.direction.x, -light.direction.y, -light.direction.z};
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}
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else if (light.positional == 1.0f) {
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lightVec = {light.position.x - position.x, light.position.y - position.y, light.position.z - position.z};
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}
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lightVec = Normalize(lightVec);
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float dotNL = DotProduct(normal, lightVec);
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if (dotNL > 0.0f) {
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// Diffuse contribution
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diffuse.r += dotNL * lightColor.r;
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diffuse.g += dotNL * lightColor.g;
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diffuse.b += dotNL * lightColor.b;
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// Specular
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if (appearance.shininess > 0.0f && light.directional == 1.0f) {
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D3DVECTOR viewVec = Normalize({-position.x, -position.y, -position.z});
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D3DVECTOR H = Normalize({lightVec.x + viewVec.x, lightVec.y + viewVec.y, lightVec.z + viewVec.z});
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float dotNH = std::max(DotProduct(normal, H), 0.0f);
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float spec = std::pow(dotNH, appearance.shininess);
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specular.r += spec * lightColor.r;
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specular.g += spec * lightColor.g;
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specular.b += spec * lightColor.b;
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}
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}
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}
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return SDL_Color{
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static_cast<Uint8>(std::min(255.0f, diffuse.r * appearance.color.r + specular.r * 255.0f)),
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static_cast<Uint8>(std::min(255.0f, diffuse.g * appearance.color.g + specular.g * 255.0f)),
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static_cast<Uint8>(std::min(255.0f, diffuse.b * appearance.color.b + specular.b * 255.0f)),
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appearance.color.a
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};
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}
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struct VertexXY {
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float x, y, z, w;
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SDL_Color color;
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float u_over_w, v_over_w;
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float one_over_w;
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};
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VertexXY InterpolateVertex(float y, const VertexXY& v0, const VertexXY& v1)
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{
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float dy = v1.y - v0.y;
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if (fabsf(dy) < 1e-6f) {
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dy = 1e-6f;
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}
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float t = (y - v0.y) / dy;
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VertexXY r;
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r.x = v0.x + t * (v1.x - v0.x);
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r.z = v0.z + t * (v1.z - v0.z);
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r.w = v0.w + t * (v1.w - v0.w);
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r.color.r = static_cast<Uint8>(v0.color.r + t * (v1.color.r - v0.color.r));
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r.color.g = static_cast<Uint8>(v0.color.g + t * (v1.color.g - v0.color.g));
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r.color.b = static_cast<Uint8>(v0.color.b + t * (v1.color.b - v0.color.b));
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r.color.a = static_cast<Uint8>(v0.color.a + t * (v1.color.a - v0.color.a));
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r.u_over_w = v0.u_over_w + t * (v1.u_over_w - v0.u_over_w);
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r.v_over_w = v0.v_over_w + t * (v1.v_over_w - v0.v_over_w);
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r.one_over_w = v0.one_over_w + t * (v1.one_over_w - v0.one_over_w);
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return r;
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}
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inline D3DVECTOR Subtract(const D3DVECTOR& a, const D3DVECTOR& b)
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{
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return {a.x - b.x, a.y - b.y, a.z - b.z};
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}
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inline bool IsBackface(const D3DVECTOR& v0, const D3DVECTOR& v1, const D3DVECTOR& v2)
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{
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D3DVECTOR normal = CrossProduct(Subtract(v1, v0), Subtract(v2, v0));
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return DotProduct(normal, v0) >= 0.0f;
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}
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void Direct3DRMSoftwareRenderer::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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{
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if (IsBackface(v0.position, v1.position, v2.position)) {
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return;
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}
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D3DRMVECTOR4D p0, p1, p2;
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ProjectVertex(v0.position, p0);
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ProjectVertex(v1.position, p1);
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ProjectVertex(v2.position, p2);
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Uint8 r, g, b;
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SDL_Color c0 = ApplyLighting(v0.position, v0.normal, appearance);
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SDL_Color c1 = {}, c2 = {};
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if (!appearance.flat) {
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c1 = ApplyLighting(v1.position, v1.normal, appearance);
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c2 = ApplyLighting(v2.position, v2.normal, appearance);
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}
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Uint8* pixels = (Uint8*) m_renderedImage->pixels;
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int pitch = m_renderedImage->pitch;
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VertexXY verts[3] = {
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{p0.x, p0.y, p0.z, p0.w, c0, v0.texCoord.u, v0.texCoord.v},
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{p1.x, p1.y, p1.z, p1.w, c1, v1.texCoord.u, v1.texCoord.v},
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{p2.x, p2.y, p2.z, p2.w, c2, v2.texCoord.u, v2.texCoord.v}
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};
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Uint32 textureId = appearance.textureId;
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int texturePitch;
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Uint8* texels = nullptr;
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int texWidthScale;
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int texHeightScale;
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if (textureId != NO_TEXTURE_ID) {
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SDL_Surface* texture = m_textures[textureId].cached;
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if (texture) {
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texturePitch = texture->pitch;
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texels = static_cast<Uint8*>(texture->pixels);
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texWidthScale = texture->w - 1;
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texHeightScale = texture->h - 1;
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}
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verts[0].u_over_w = v0.texCoord.u / p0.w;
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verts[0].v_over_w = v0.texCoord.v / p0.w;
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verts[0].one_over_w = 1.0f / p0.w;
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verts[1].u_over_w = v1.texCoord.u / p1.w;
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verts[1].v_over_w = v1.texCoord.v / p1.w;
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verts[1].one_over_w = 1.0f / p1.w;
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verts[2].u_over_w = v2.texCoord.u / p2.w;
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verts[2].v_over_w = v2.texCoord.v / p2.w;
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verts[2].one_over_w = 1.0f / p2.w;
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}
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// Sort verts
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if (verts[0].y > verts[1].y) {
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std::swap(verts[0], verts[1]);
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}
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if (verts[1].y > verts[2].y) {
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std::swap(verts[1], verts[2]);
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}
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if (verts[0].y > verts[1].y) {
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std::swap(verts[0], verts[1]);
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}
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int minY = std::max(0, (int) std::ceil(verts[0].y));
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int maxY = std::min((int) m_height - 1, (int) std::floor(verts[2].y));
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for (int y = minY; y <= maxY; ++y) {
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VertexXY left, right;
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if (y < verts[1].y) {
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left = InterpolateVertex(y, verts[0], verts[1]);
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right = InterpolateVertex(y, verts[0], verts[2]);
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}
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else {
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left = InterpolateVertex(y, verts[1], verts[2]);
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right = InterpolateVertex(y, verts[0], verts[2]);
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}
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if (left.x > right.x) {
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std::swap(left, right);
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}
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int startX = std::max(0, (int) std::ceil(left.x));
|
|
int endX = std::min((int) m_width - 1, (int) std::floor(right.x));
|
|
|
|
float span = right.x - left.x;
|
|
if (span == 0.0f) {
|
|
continue;
|
|
}
|
|
|
|
for (int x = startX; x <= endX; ++x) {
|
|
float t = (x - left.x) / span;
|
|
float z = left.z + t * (right.z - left.z);
|
|
|
|
int zidx = y * m_width + x;
|
|
float& zref = m_zBuffer[zidx];
|
|
if (z >= zref) {
|
|
continue;
|
|
}
|
|
|
|
Uint8 r, g, b;
|
|
if (appearance.flat) {
|
|
r = c0.r;
|
|
g = c0.g;
|
|
b = c0.b;
|
|
}
|
|
else {
|
|
r = static_cast<Uint8>(left.color.r + t * (right.color.r - left.color.r));
|
|
g = static_cast<Uint8>(left.color.g + t * (right.color.g - left.color.g));
|
|
b = static_cast<Uint8>(left.color.b + t * (right.color.b - left.color.b));
|
|
}
|
|
|
|
Uint8* pixelAddr = pixels + y * pitch + x * m_bytesPerPixel;
|
|
Uint32 finalColor;
|
|
|
|
if (appearance.color.a == 255) {
|
|
zref = z;
|
|
|
|
if (texels) {
|
|
// Perspective correct interpolate texture coords
|
|
float one_over_w = left.one_over_w + t * (right.one_over_w - left.one_over_w);
|
|
float u_over_w = left.u_over_w + t * (right.u_over_w - left.u_over_w);
|
|
float v_over_w = left.v_over_w + t * (right.v_over_w - left.v_over_w);
|
|
|
|
float inv_w = 1.0f / one_over_w;
|
|
float u = u_over_w * inv_w;
|
|
float v = v_over_w * inv_w;
|
|
|
|
// Tile textures
|
|
u -= std::floor(u);
|
|
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;
|
|
switch (m_bytesPerPixel) {
|
|
case 1:
|
|
texelColor = *texelAddr;
|
|
break;
|
|
case 2:
|
|
texelColor = *(Uint16*) texelAddr;
|
|
break;
|
|
case 4:
|
|
texelColor = *(Uint32*) texelAddr;
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
finalColor = SDL_MapRGBA(m_format, m_palette, r, g, b, 255);
|
|
}
|
|
else {
|
|
finalColor = BlendPixel(pixelAddr, r, g, b, appearance.color.a);
|
|
}
|
|
|
|
switch (m_bytesPerPixel) {
|
|
case 1:
|
|
*pixelAddr = static_cast<Uint8>(finalColor);
|
|
break;
|
|
case 2:
|
|
*reinterpret_cast<Uint16*>(pixelAddr) = static_cast<Uint16>(finalColor);
|
|
break;
|
|
case 4:
|
|
*reinterpret_cast<Uint32*>(pixelAddr) = finalColor;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct CacheDestroyContext {
|
|
Direct3DRMSoftwareRenderer* renderer;
|
|
Uint32 id;
|
|
};
|
|
|
|
void Direct3DRMSoftwareRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
|
|
{
|
|
auto* ctx = new CacheDestroyContext{this, id};
|
|
texture->AddDestroyCallback(
|
|
[](IDirect3DRMObject* obj, void* arg) {
|
|
auto* ctx = static_cast<CacheDestroyContext*>(arg);
|
|
auto& cacheEntry = ctx->renderer->m_textures[ctx->id];
|
|
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, bool isUI, float scaleX, float scaleY)
|
|
{
|
|
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, m_renderedImage->format);
|
|
SDL_LockSurface(texRef.cached);
|
|
texRef.version = texture->m_version;
|
|
}
|
|
return i;
|
|
}
|
|
}
|
|
|
|
SDL_Surface* convertedRender = SDL_ConvertSurface(surface->m_surface, m_renderedImage->format);
|
|
SDL_LockSurface(convertedRender);
|
|
|
|
// Reuse freed slot
|
|
for (Uint32 i = 0; i < m_textures.size(); ++i) {
|
|
auto& texRef = m_textures[i];
|
|
if (!texRef.texture) {
|
|
texRef = {texture, texture->m_version, convertedRender};
|
|
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);
|
|
}
|
|
|
|
MeshCache UploadMesh(const MeshGroup& meshGroup)
|
|
{
|
|
MeshCache cache{&meshGroup, meshGroup.version};
|
|
|
|
cache.flat = meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT;
|
|
|
|
if (cache.flat) {
|
|
FlattenSurfaces(
|
|
meshGroup.vertices.data(),
|
|
meshGroup.vertices.size(),
|
|
meshGroup.indices.data(),
|
|
meshGroup.indices.size(),
|
|
meshGroup.texture != nullptr,
|
|
cache.vertices,
|
|
cache.indices
|
|
);
|
|
}
|
|
else {
|
|
cache.vertices.assign(meshGroup.vertices.begin(), meshGroup.vertices.end());
|
|
cache.indices.assign(meshGroup.indices.begin(), meshGroup.indices.end());
|
|
}
|
|
|
|
return cache;
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
|
|
{
|
|
auto* ctx = new CacheDestroyContext{this, id};
|
|
mesh->AddDestroyCallback(
|
|
[](IDirect3DRMObject* obj, void* arg) {
|
|
auto* ctx = static_cast<CacheDestroyContext*>(arg);
|
|
auto& cacheEntry = ctx->renderer->m_meshs[ctx->id];
|
|
if (cacheEntry.meshGroup) {
|
|
cacheEntry.meshGroup = nullptr;
|
|
cacheEntry.vertices.clear();
|
|
cacheEntry.indices.clear();
|
|
}
|
|
delete ctx;
|
|
},
|
|
ctx
|
|
);
|
|
}
|
|
|
|
Uint32 Direct3DRMSoftwareRenderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup)
|
|
{
|
|
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
|
|
auto& cache = m_meshs[i];
|
|
if (cache.meshGroup == meshGroup) {
|
|
if (cache.version != meshGroup->version) {
|
|
cache = std::move(UploadMesh(*meshGroup));
|
|
}
|
|
return i;
|
|
}
|
|
}
|
|
|
|
auto newCache = UploadMesh(*meshGroup);
|
|
|
|
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
|
|
auto& cache = m_meshs[i];
|
|
if (!cache.meshGroup) {
|
|
cache = std::move(newCache);
|
|
AddMeshDestroyCallback(i, mesh);
|
|
return i;
|
|
}
|
|
}
|
|
|
|
m_meshs.push_back(std::move(newCache));
|
|
AddMeshDestroyCallback((Uint32) (m_meshs.size() - 1), mesh);
|
|
return (Uint32) (m_meshs.size() - 1);
|
|
}
|
|
|
|
HRESULT Direct3DRMSoftwareRenderer::BeginFrame()
|
|
{
|
|
if (!m_renderedImage || !SDL_LockSurface(m_renderedImage)) {
|
|
return DDERR_GENERIC;
|
|
}
|
|
ClearZBuffer();
|
|
|
|
m_format = SDL_GetPixelFormatDetails(m_renderedImage->format);
|
|
m_palette = SDL_GetSurfacePalette(m_renderedImage);
|
|
m_bytesPerPixel = m_format->bits_per_pixel / 8;
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::EnableTransparency()
|
|
{
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::SubmitDraw(
|
|
DWORD meshId,
|
|
const D3DRMMATRIX4D& modelViewMatrix,
|
|
const D3DRMMATRIX4D& worldMatrix,
|
|
const D3DRMMATRIX4D& viewMatrix,
|
|
const Matrix3x3& normalMatrix,
|
|
const Appearance& appearance
|
|
)
|
|
{
|
|
memcpy(m_normalMatrix, normalMatrix, sizeof(Matrix3x3));
|
|
|
|
auto& mesh = m_meshs[meshId];
|
|
|
|
// Pre-transform all vertex positions and normals
|
|
m_transformedVerts.clear();
|
|
m_transformedVerts.reserve(mesh.vertices.size());
|
|
for (const auto& src : mesh.vertices) {
|
|
D3DRMVERTEX& dst = m_transformedVerts.emplace_back();
|
|
dst.position = TransformPoint(src.position, modelViewMatrix);
|
|
dst.normal = src.normal;
|
|
dst.texCoord = src.texCoord;
|
|
}
|
|
|
|
// Assemble triangles using index buffer
|
|
for (size_t i = 0; i + 2 < mesh.indices.size(); i += 3) {
|
|
DrawTriangleClipped(
|
|
{m_transformedVerts[mesh.indices[i]],
|
|
m_transformedVerts[mesh.indices[i + 1]],
|
|
m_transformedVerts[mesh.indices[i + 2]]},
|
|
appearance
|
|
);
|
|
}
|
|
}
|
|
|
|
HRESULT Direct3DRMSoftwareRenderer::FinalizeFrame()
|
|
{
|
|
SDL_UnlockSurface(m_renderedImage);
|
|
|
|
return DD_OK;
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::Resize(int width, int height, const ViewportTransform& viewportTransform)
|
|
{
|
|
m_viewportTransform = viewportTransform;
|
|
float aspect = static_cast<float>(width) / height;
|
|
float virtualAspect = static_cast<float>(m_virtualWidth) / m_virtualHeight;
|
|
|
|
// Cap to virtual canvase for performance
|
|
if (aspect > virtualAspect) {
|
|
m_height = std::min(height, m_virtualHeight);
|
|
m_width = static_cast<int>(m_height * aspect);
|
|
}
|
|
else {
|
|
m_width = std::min(width, m_virtualWidth);
|
|
m_height = static_cast<int>(m_width / aspect);
|
|
}
|
|
|
|
m_viewportTransform.scale =
|
|
std::min(static_cast<float>(m_width) / m_virtualWidth, static_cast<float>(m_height) / m_virtualHeight);
|
|
|
|
m_viewportTransform.offsetX = (m_width - (m_virtualWidth * m_viewportTransform.scale)) / 2.0f;
|
|
m_viewportTransform.offsetY = (m_height - (m_virtualHeight * m_viewportTransform.scale)) / 2.0f;
|
|
|
|
if (m_renderedImage) {
|
|
SDL_DestroySurface(m_renderedImage);
|
|
}
|
|
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
|
|
|
|
if (m_uploadBuffer) {
|
|
SDL_DestroyTexture(m_uploadBuffer);
|
|
}
|
|
m_uploadBuffer =
|
|
SDL_CreateTexture(m_renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STREAMING, m_width, m_height);
|
|
|
|
m_zBuffer.resize(m_width * m_height);
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::Clear(float r, float g, float b)
|
|
{
|
|
SDL_Rect rect = {0, 0, m_renderedImage->w, m_renderedImage->h};
|
|
const SDL_PixelFormatDetails* details = SDL_GetPixelFormatDetails(m_renderedImage->format);
|
|
Uint32 color = SDL_MapRGB(details, m_palette, r * 255, g * 255, b * 255);
|
|
SDL_FillSurfaceRect(m_renderedImage, &rect, color);
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::Flip()
|
|
{
|
|
SDL_UpdateTexture(m_uploadBuffer, nullptr, m_renderedImage->pixels, m_renderedImage->pitch);
|
|
SDL_RenderTexture(m_renderer, m_uploadBuffer, nullptr, nullptr);
|
|
SDL_RenderPresent(m_renderer);
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::Draw2DImage(
|
|
Uint32 textureId,
|
|
const SDL_Rect& srcRect,
|
|
const SDL_Rect& dstRect,
|
|
FColor color
|
|
)
|
|
{
|
|
SDL_Rect centeredRect = {
|
|
static_cast<int>(dstRect.x * m_viewportTransform.scale + m_viewportTransform.offsetX),
|
|
static_cast<int>(dstRect.y * m_viewportTransform.scale + m_viewportTransform.offsetY),
|
|
static_cast<int>(dstRect.w * m_viewportTransform.scale),
|
|
static_cast<int>(dstRect.h * m_viewportTransform.scale),
|
|
};
|
|
|
|
if (textureId == NO_TEXTURE_ID) {
|
|
Uint32 sdlColor = SDL_MapRGBA(
|
|
m_format,
|
|
m_palette,
|
|
static_cast<Uint8>(color.r * 255),
|
|
static_cast<Uint8>(color.g * 255),
|
|
static_cast<Uint8>(color.b * 255),
|
|
static_cast<Uint8>(color.a * 255)
|
|
);
|
|
SDL_FillSurfaceRect(m_renderedImage, ¢eredRect, sdlColor);
|
|
return;
|
|
}
|
|
|
|
SDL_Surface* surface = m_textures[textureId].cached;
|
|
SDL_UnlockSurface(surface);
|
|
SDL_BlitSurfaceScaled(surface, &srcRect, m_renderedImage, ¢eredRect, SDL_SCALEMODE_LINEAR);
|
|
SDL_LockSurface(surface);
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::SetDither(bool dither)
|
|
{
|
|
}
|
|
|
|
void Direct3DRMSoftwareRenderer::Download(SDL_Surface* target)
|
|
{
|
|
SDL_Rect srcRect = {
|
|
static_cast<int>(m_viewportTransform.offsetX),
|
|
static_cast<int>(m_viewportTransform.offsetY),
|
|
static_cast<int>(m_virtualWidth * m_viewportTransform.scale),
|
|
static_cast<int>(m_virtualHeight * m_viewportTransform.scale),
|
|
};
|
|
|
|
SDL_BlitSurfaceScaled(m_renderedImage, &srcRect, target, nullptr, SDL_SCALEMODE_LINEAR);
|
|
}
|