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https://github.com/isledecomp/isle-portable.git
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84 lines
2.7 KiB
C++
84 lines
2.7 KiB
C++
#pragma once
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#include "d3drmrenderer.h"
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#include "ddraw_impl.h"
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#include <SDL3/SDL.h>
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#include <citro3d.h>
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#include <vector>
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DEFINE_GUID(Citro3D_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3D, 0x53);
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struct C3DTextureCacheEntry {
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IDirect3DRMTexture* texture;
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Uint32 version;
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C3D_Tex c3dTex;
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uint16_t width;
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uint16_t height;
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};
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struct C3DMeshCacheEntry {
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const MeshGroup* meshGroup = nullptr;
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int version = 0;
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void* vbo = nullptr;
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int vertexCount = 0;
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};
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class Citro3DRenderer : public Direct3DRMRenderer {
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public:
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Citro3DRenderer(DWORD width, DWORD height);
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~Citro3DRenderer() override;
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void PushLights(const SceneLight* lightsArray, size_t count) 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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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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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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private:
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void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
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void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
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void StartFrame();
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D3DRMMATRIX4D m_projection;
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SDL_Surface* m_renderedImage;
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C3D_RenderTarget* m_renderTarget;
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std::vector<C3DTextureCacheEntry> m_textures;
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std::vector<C3DMeshCacheEntry> m_meshs;
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ViewportTransform m_viewportTransform;
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std::vector<SceneLight> m_lights;
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};
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inline static void Citro3DRenderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
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{
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D3DDEVICEDESC halDesc = {};
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halDesc.dcmColorModel = D3DCOLOR_RGB;
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halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
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halDesc.dwDeviceZBufferBitDepth = DDBD_24;
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halDesc.dwDeviceRenderBitDepth = DDBD_32;
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halDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
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halDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
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halDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
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D3DDEVICEDESC helDesc = {};
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EnumDevice(cb, ctx, "Citro3D", &halDesc, &helDesc, Citro3D_GUID);
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}
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