mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-01-11 02:21:15 +00:00
386 lines
8.9 KiB
C++
386 lines
8.9 KiB
C++
#include "actual.h"
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#include "structs.h"
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#include <SDL3/SDL.h>
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#include <d3d9.h>
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#include <vector>
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#include <windows.h>
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// Global D3D9 state
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static LPDIRECT3D9 g_d3d;
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static LPDIRECT3DDEVICE9 g_device;
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static HWND g_hwnd;
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static LPDIRECT3DTEXTURE9 g_renderTargetTex;
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static LPDIRECT3DSURFACE9 g_renderTargetSurf;
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static LPDIRECT3DSURFACE9 g_oldRenderTarget;
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static int m_width;
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static int m_height;
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static std::vector<BridgeSceneLight> m_lights;
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static Matrix4x4 m_projection;
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bool Actual_Initialize(void* hwnd, int width, int height)
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{
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g_hwnd = (HWND) hwnd;
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m_width = width;
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m_height = height;
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g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
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if (!g_d3d) {
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return false;
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}
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D3DPRESENT_PARAMETERS pp = {};
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pp.Windowed = TRUE;
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pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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pp.hDeviceWindow = g_hwnd;
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pp.BackBufferFormat = D3DFMT_A8R8G8B8;
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pp.BackBufferWidth = width;
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pp.BackBufferHeight = height;
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pp.EnableAutoDepthStencil = TRUE;
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pp.AutoDepthStencilFormat = D3DFMT_D24S8;
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HRESULT hr = g_d3d->CreateDevice(
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D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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g_hwnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&pp,
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&g_device
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);
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if (FAILED(hr)) {
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g_d3d->Release();
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return false;
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}
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hr = g_device->CreateTexture(
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width,
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height,
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1,
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D3DUSAGE_RENDERTARGET,
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D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT,
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&g_renderTargetTex,
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nullptr
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);
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if (FAILED(hr)) {
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g_device->Release();
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g_d3d->Release();
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return false;
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}
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hr = g_renderTargetTex->GetSurfaceLevel(0, &g_renderTargetSurf);
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if (FAILED(hr)) {
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g_renderTargetTex->Release();
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g_device->Release();
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g_d3d->Release();
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return false;
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}
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g_device->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1);
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return true;
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}
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void Actual_Shutdown()
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{
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if (g_renderTargetSurf) {
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g_renderTargetSurf->Release();
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g_renderTargetSurf = nullptr;
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}
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if (g_renderTargetTex) {
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g_renderTargetTex->Release();
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g_renderTargetTex = nullptr;
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}
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if (g_device) {
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g_device->Release();
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g_device = nullptr;
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}
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if (g_d3d) {
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g_d3d->Release();
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g_d3d = nullptr;
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}
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}
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void Actual_PushLights(const BridgeSceneLight* lightsArray, size_t count)
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{
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m_lights.assign(lightsArray, lightsArray + count);
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}
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void Actual_SetProjection(const Matrix4x4* projection, float front, float back)
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{
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memcpy(&m_projection, projection, sizeof(Matrix4x4));
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}
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IDirect3DTexture9* UploadSurfaceToD3DTexture(SDL_Surface* surface)
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{
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IDirect3DTexture9* texture;
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HRESULT hr =
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g_device->CreateTexture(surface->w, surface->h, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, nullptr);
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if (FAILED(hr)) {
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return nullptr;
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}
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SDL_Surface* conv = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_ARGB8888);
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if (!conv) {
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texture->Release();
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return nullptr;
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}
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D3DLOCKED_RECT lockedRect;
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texture->LockRect(0, &lockedRect, nullptr, 0);
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for (int y = 0; y < conv->h; ++y) {
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memcpy(
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(uint8_t*) lockedRect.pBits + y * lockedRect.Pitch,
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(uint8_t*) conv->pixels + y * conv->pitch,
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conv->w * 4
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);
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}
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texture->UnlockRect(0);
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SDL_DestroySurface(conv);
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return texture;
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}
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void ReleaseD3DTexture(IDirect3DTexture9* texture)
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{
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texture->Release();
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}
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void ReleaseD3DVertexBuffer(IDirect3DVertexBuffer9* buffer)
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{
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buffer->Release();
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}
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void ReleaseD3DIndexBuffer(IDirect3DIndexBuffer9* buffer)
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{
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buffer->Release();
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}
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void UploadMeshBuffers(
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const void* vertices,
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int vertexSize,
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const uint16_t* indices,
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int indexSize,
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D3D9MeshCacheEntry& cache
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)
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{
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g_device->CreateVertexBuffer(
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vertexSize,
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0,
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D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1,
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D3DPOOL_MANAGED,
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&cache.vbo,
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nullptr
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);
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void* vbData;
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cache.vbo->Lock(0, 0, &vbData, 0);
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memcpy(vbData, vertices, vertexSize);
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cache.vbo->Unlock();
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g_device->CreateIndexBuffer(indexSize, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &cache.ibo, nullptr);
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void* ibData;
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cache.ibo->Lock(0, 0, &ibData, 0);
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memcpy(ibData, indices, indexSize);
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cache.ibo->Unlock();
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}
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constexpr float PI = 3.14159265358979323846f;
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void SetupLights()
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{
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g_device->SetRenderState(D3DRS_LIGHTING, TRUE);
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for (DWORD i = 0; i < 8; ++i) {
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g_device->LightEnable(i, FALSE);
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}
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DWORD lightIdx = 0;
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for (const auto& l : m_lights) {
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if (lightIdx >= 8) {
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break;
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}
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const FColor c = l.color;
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if (l.directional != 1.0f && l.positional != 1.0f) {
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g_device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_COLORVALUE(c.r, c.g, c.b, 1.0f));
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continue;
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}
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D3DLIGHT9 light = {};
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light.Type = (l.directional == 1.0f) ? D3DLIGHT_DIRECTIONAL : D3DLIGHT_POINT;
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light.Ambient = {0, 0, 0, 0};
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light.Diffuse = {c.r, c.g, c.b, c.a};
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if (light.Type == D3DLIGHT_DIRECTIONAL) {
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light.Direction.x = -l.direction.x;
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light.Direction.y = -l.direction.y;
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light.Direction.z = -l.direction.z;
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light.Specular = {0, 0, 0, 0};
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}
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else if (light.Type == D3DLIGHT_POINT) {
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light.Specular = {1, 1, 1, 1};
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light.Position.x = l.position.x;
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light.Position.y = l.position.y;
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light.Position.z = l.position.z;
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light.Range = 1000.0f;
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light.Attenuation0 = 1.0f;
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light.Attenuation1 = 0.0f;
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light.Attenuation2 = 0.0f;
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}
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light.Falloff = 1.0f;
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light.Phi = PI;
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light.Theta = PI / 2;
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if (SUCCEEDED(g_device->SetLight(lightIdx, &light))) {
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g_device->LightEnable(lightIdx, TRUE);
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}
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++lightIdx;
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}
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}
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uint32_t Actual_BeginFrame()
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{
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g_device->GetRenderTarget(0, &g_oldRenderTarget);
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g_device->SetRenderTarget(0, g_renderTargetSurf);
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g_device->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
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g_device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
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g_device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
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g_device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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g_device->BeginScene();
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SetupLights();
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return D3D_OK;
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}
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void Actual_EnableTransparency()
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{
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g_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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g_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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g_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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g_device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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}
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D3DMATRIX ToD3DMATRIX(const Matrix4x4& in)
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{
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D3DMATRIX out;
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for (int row = 0; row < 4; ++row) {
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out.m[row][0] = static_cast<float>(in[row][0]);
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out.m[row][1] = static_cast<float>(in[row][1]);
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out.m[row][2] = static_cast<float>(in[row][2]);
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out.m[row][3] = static_cast<float>(in[row][3]);
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}
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return out;
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}
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void Actual_SubmitDraw(
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const D3D9MeshCacheEntry* mesh,
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const Matrix4x4* modelViewMatrix,
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const Matrix3x3* normalMatrix,
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const Appearance* appearance,
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IDirect3DTexture9* texture
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)
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{
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D3DMATRIX worldView = ToD3DMATRIX(*modelViewMatrix);
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g_device->SetTransform(D3DTS_WORLD, &worldView);
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D3DMATRIX proj = ToD3DMATRIX(m_projection);
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g_device->SetTransform(D3DTS_PROJECTION, &proj);
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D3DMATERIAL9 mat = {};
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mat.Diffuse.r = appearance->color.r / 255.0f;
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mat.Diffuse.g = appearance->color.g / 255.0f;
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mat.Diffuse.b = appearance->color.b / 255.0f;
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mat.Diffuse.a = appearance->color.a / 255.0f;
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mat.Ambient = mat.Diffuse;
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if (appearance->shininess != 0) {
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g_device->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
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mat.Specular.r = 1.0f;
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mat.Specular.g = 1.0f;
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mat.Specular.b = 1.0f;
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mat.Specular.a = 1.0f;
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mat.Power = appearance->shininess;
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}
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else {
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g_device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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mat.Specular.r = 0.0f;
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mat.Specular.g = 0.0f;
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mat.Specular.b = 0.0f;
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mat.Specular.a = 0.0f;
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mat.Power = 0.0f;
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}
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g_device->SetMaterial(&mat);
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if (texture) {
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g_device->SetTexture(0, texture);
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g_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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g_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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g_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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g_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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g_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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g_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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}
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else {
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g_device->SetTexture(0, nullptr);
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}
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g_device->SetRenderState(D3DRS_SHADEMODE, mesh->flat ? D3DSHADE_FLAT : D3DSHADE_GOURAUD);
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g_device->SetStreamSource(0, mesh->vbo, 0, sizeof(BridgeSceneVertex));
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g_device->SetIndices(mesh->ibo);
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g_device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mesh->vertexCount, 0, mesh->indexCount / 3);
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}
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uint32_t Actual_FinalizeFrame(void* pixels, int pitch)
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{
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g_device->EndScene();
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g_device->SetRenderTarget(0, g_oldRenderTarget);
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g_oldRenderTarget->Release();
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LPDIRECT3DSURFACE9 sysMemSurf;
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HRESULT hr =
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g_device
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->CreateOffscreenPlainSurface(m_width, m_height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &sysMemSurf, nullptr);
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if (FAILED(hr)) {
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return hr;
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}
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hr = g_device->GetRenderTargetData(g_renderTargetSurf, sysMemSurf);
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if (FAILED(hr)) {
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sysMemSurf->Release();
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return hr;
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}
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D3DLOCKED_RECT lockedRect;
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hr = sysMemSurf->LockRect(&lockedRect, nullptr, D3DLOCK_READONLY);
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if (FAILED(hr)) {
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sysMemSurf->Release();
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return hr;
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}
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BYTE* src = static_cast<BYTE*>(lockedRect.pBits);
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BYTE* dst = static_cast<BYTE*>(pixels);
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int copyWidth = m_width * 4;
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for (int y = 0; y < m_height; y++) {
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memcpy(dst + y * pitch, src + y * lockedRect.Pitch, copyWidth);
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}
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sysMemSurf->UnlockRect();
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sysMemSurf->Release();
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return hr;
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}
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