isle-portable/miniwin/src/internal/d3drmrenderer_software.h
AllMeatball 1ab11ed091
miniwin: Compartmentalize EnumDevices (#222)
This compartmentalizes everything to a corresponding function
for each renderer backend.
2025-06-03 02:18:20 +02:00

68 lines
2.2 KiB
C++

#pragma once
#include "d3drmrenderer.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <SDL3/SDL.h>
#include <cstddef>
#include <vector>
DEFINE_GUID(SOFTWARE_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02);
struct TextureCache {
Direct3DRMTextureImpl* texture;
Uint8 version;
SDL_Surface* cached;
};
class Direct3DRMSoftwareRenderer : public Direct3DRMRenderer {
public:
Direct3DRMSoftwareRenderer(DWORD width, DWORD height);
void SetBackbuffer(SDL_Surface* backbuffer) override;
void PushVertices(const PositionColorVertex* vertices, size_t count) override;
void PushLights(const SceneLight* vertices, size_t count) override;
Uint32 GetTextureId(IDirect3DRMTexture* texture) override;
void SetProjection(D3DRMMATRIX4D perspective, D3DVALUE front, D3DVALUE back) override;
DWORD GetWidth() override;
DWORD GetHeight() override;
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
const char* GetName() override;
HRESULT Render() override;
private:
void ClearZBuffer();
void DrawTriangleProjected(const PositionColorVertex&, const PositionColorVertex&, const PositionColorVertex&);
void DrawTriangleClipped(
const PositionColorVertex& v0,
const PositionColorVertex& v1,
const PositionColorVertex& v2
);
void ProjectVertex(const PositionColorVertex& v, D3DRMVECTOR4D& p) const;
void BlendPixel(Uint8* pixelAddr, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
SDL_Color ApplyLighting(const PositionColorVertex& vertex);
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
DWORD m_width;
DWORD m_height;
SDL_Surface* m_backbuffer = nullptr;
SDL_Palette* m_palette;
const SDL_PixelFormatDetails* m_format;
int m_bytesPerPixel;
std::vector<SceneLight> m_lights;
std::vector<TextureCache> m_textures;
D3DVALUE m_front;
D3DVALUE m_back;
std::vector<PositionColorVertex> m_vertexBuffer;
float proj[4][4] = {0};
std::vector<float> m_zBuffer;
};
inline static void Direct3DRMSoftware_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
Direct3DRMRenderer* device = nullptr;
device = new Direct3DRMSoftwareRenderer(640, 480);
EnumDevice(cb, ctx, device, SOFTWARE_GUID);
delete device;
}