forked from electronicarts/CnC_Generals_Zero_Hour
-
Notifications
You must be signed in to change notification settings - Fork 205
Expand file tree
/
Copy pathDX8Backend.cpp
More file actions
303 lines (249 loc) · 7.88 KB
/
Copy pathDX8Backend.cpp
File metadata and controls
303 lines (249 loc) · 7.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2026 TheSuperHackers
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// TheSuperHackers @refactor bobtista 10/04/2026 DX8Backend forwarding adapter.
// Every method in this file is a one-line trampoline to the existing
// DX8Wrapper static API. Keep it that way — if behavior needs to change it
// should change in DX8Wrapper, not here.
#include "DX8Backend.h"
#include "dx8wrapper.h"
#include "vector3.h"
#include "matrix4.h"
#include "matrix3d.h"
#include "light.h"
#include "lightenvironment.h"
DX8Backend::DX8Backend()
{
}
DX8Backend::~DX8Backend()
{
}
bool DX8Backend::Is_Device_Lost() const
{
return DX8Wrapper::Is_Device_Lost();
}
bool DX8Backend::Has_Stencil()
{
return DX8Wrapper::Has_Stencil();
}
WW3DFormat DX8Backend::Get_Back_Buffer_Format()
{
return DX8Wrapper::getBackBufferFormat();
}
SurfaceClass * DX8Backend::Get_Back_Buffer(unsigned int num)
{
return DX8Wrapper::_Get_DX8_Back_Buffer(num);
}
void DX8Backend::Set_Gamma(float gamma, float bright, float contrast, bool calibrate, bool uselimit)
{
DX8Wrapper::Set_Gamma(gamma, bright, contrast, calibrate, uselimit);
}
void DX8Backend::Begin_Scene()
{
DX8Wrapper::Begin_Scene();
}
void DX8Backend::End_Scene(bool flip_frame)
{
DX8Wrapper::End_Scene(flip_frame);
}
void DX8Backend::Flip_To_Primary()
{
DX8Wrapper::Flip_To_Primary();
}
void DX8Backend::Clear(bool clear_color, bool clear_z_stencil,
const Vector3 & color,
float dest_alpha, float z, unsigned int stencil)
{
DX8Wrapper::Clear(clear_color, clear_z_stencil, color, dest_alpha, z, stencil);
}
void DX8Backend::Set_Viewport(const RenderBackendViewport & viewport)
{
D3DVIEWPORT8 vp;
vp.X = viewport.x;
vp.Y = viewport.y;
vp.Width = viewport.width;
vp.Height = viewport.height;
vp.MinZ = viewport.min_z;
vp.MaxZ = viewport.max_z;
DX8Wrapper::Set_Viewport(&vp);
}
void DX8Backend::Set_Vertex_Buffer(const VertexBufferClass * vb, unsigned int stream)
{
DX8Wrapper::Set_Vertex_Buffer(vb, stream);
}
void DX8Backend::Set_Vertex_Buffer(const DynamicVBAccessClass & vba)
{
DX8Wrapper::Set_Vertex_Buffer(vba);
}
void DX8Backend::Set_Index_Buffer(const IndexBufferClass * ib, unsigned short index_base_offset)
{
DX8Wrapper::Set_Index_Buffer(ib, index_base_offset);
}
void DX8Backend::Set_Index_Buffer(const DynamicIBAccessClass & iba, unsigned short index_base_offset)
{
DX8Wrapper::Set_Index_Buffer(iba, index_base_offset);
}
void DX8Backend::Set_Index_Buffer_Index_Offset(unsigned int offset)
{
DX8Wrapper::Set_Index_Buffer_Index_Offset(offset);
}
void DX8Backend::Set_Shader(const ShaderClass & shader)
{
DX8Wrapper::Set_Shader(shader);
}
void DX8Backend::Get_Shader(ShaderClass & shader)
{
DX8Wrapper::Get_Shader(shader);
}
void DX8Backend::Set_Material(const VertexMaterialClass * material)
{
DX8Wrapper::Set_Material(material);
}
void DX8Backend::Set_Texture(unsigned int stage, TextureBaseClass * texture)
{
DX8Wrapper::Set_Texture(stage, texture);
}
void DX8Backend::Apply_Render_State_Changes()
{
DX8Wrapper::Apply_Render_State_Changes();
}
void DX8Backend::Apply_Default_State()
{
DX8Wrapper::Apply_Default_State();
}
void DX8Backend::Invalidate_Cached_Render_States()
{
DX8Wrapper::Invalidate_Cached_Render_States();
}
void DX8Backend::Set_Transform(TransformKind transform, const Matrix4x4 & m)
{
DX8Wrapper::Set_Transform(static_cast<D3DTRANSFORMSTATETYPE>(transform), m);
}
void DX8Backend::Set_Transform(TransformKind transform, const Matrix3D & m)
{
DX8Wrapper::Set_Transform(static_cast<D3DTRANSFORMSTATETYPE>(transform), m);
}
void DX8Backend::Get_Transform(TransformKind transform, Matrix4x4 & m)
{
DX8Wrapper::Get_Transform(static_cast<D3DTRANSFORMSTATETYPE>(transform), m);
}
void DX8Backend::Set_World_Identity()
{
DX8Wrapper::Set_World_Identity();
}
void DX8Backend::Set_View_Identity()
{
DX8Wrapper::Set_View_Identity();
}
bool DX8Backend::Is_World_Identity()
{
return DX8Wrapper::Is_World_Identity();
}
bool DX8Backend::Is_View_Identity()
{
return DX8Wrapper::Is_View_Identity();
}
void DX8Backend::Set_Projection_Transform_With_Z_Bias(const Matrix4x4 & matrix, float znear, float zfar)
{
DX8Wrapper::Set_Projection_Transform_With_Z_Bias(matrix, znear, zfar);
}
void DX8Backend::Set_Light(unsigned int index, const LightClass & light)
{
DX8Wrapper::Set_Light(index, light);
}
void DX8Backend::Set_Ambient(const Vector3 & color)
{
DX8Wrapper::Set_Ambient(color);
}
const Vector3 & DX8Backend::Get_Ambient() const
{
return DX8Wrapper::Get_Ambient();
}
void DX8Backend::Set_Fog(bool enable, const Vector3 & color, float start, float end)
{
DX8Wrapper::Set_Fog(enable, color, start, end);
}
bool DX8Backend::Get_Fog_Enable() const
{
return DX8Wrapper::Get_Fog_Enable();
}
void DX8Backend::Set_Light_Environment(LightEnvironmentClass * light_env)
{
DX8Wrapper::Set_Light_Environment(light_env);
}
LightEnvironmentClass * DX8Backend::Get_Light_Environment() const
{
return DX8Wrapper::Get_Light_Environment();
}
void DX8Backend::Draw_Triangles(unsigned short start_index,
unsigned short polygon_count,
unsigned short min_vertex_index,
unsigned short vertex_count)
{
DX8Wrapper::Draw_Triangles(start_index, polygon_count, min_vertex_index, vertex_count);
}
void DX8Backend::Draw_Triangles(unsigned int buffer_type,
unsigned short start_index,
unsigned short polygon_count,
unsigned short min_vertex_index,
unsigned short vertex_count)
{
DX8Wrapper::Draw_Triangles(buffer_type, start_index, polygon_count, min_vertex_index, vertex_count);
}
void DX8Backend::Draw_Strip(unsigned short start_index,
unsigned short index_count,
unsigned short min_vertex_index,
unsigned short vertex_count)
{
DX8Wrapper::Draw_Strip(start_index, index_count, min_vertex_index, vertex_count);
}
void DX8Backend::Set_Vertex_Shader(unsigned long vertex_shader)
{
DX8Wrapper::Set_Vertex_Shader(static_cast<DWORD>(vertex_shader));
}
void DX8Backend::Set_Pixel_Shader(unsigned long pixel_shader)
{
DX8Wrapper::Set_Pixel_Shader(static_cast<DWORD>(pixel_shader));
}
void DX8Backend::Set_Vertex_Shader_Constant(int reg, const void * data, int count)
{
DX8Wrapper::Set_Vertex_Shader_Constant(reg, data, count);
}
void DX8Backend::Set_Pixel_Shader_Constant(int reg, const void * data, int count)
{
DX8Wrapper::Set_Pixel_Shader_Constant(reg, data, count);
}
TextureClass * DX8Backend::Create_Render_Target(int width, int height, WW3DFormat format)
{
return DX8Wrapper::Create_Render_Target(width, height, format);
}
void DX8Backend::Set_Render_Target_With_Z(TextureClass * texture, ZTextureClass * ztexture)
{
DX8Wrapper::Set_Render_Target_With_Z(texture, ztexture);
}
bool DX8Backend::Is_Render_To_Texture()
{
return DX8Wrapper::Is_Render_To_Texture();
}
void DX8Backend::Set_Shadow_Map(int idx, ZTextureClass * ztex)
{
DX8Wrapper::Set_Shadow_Map(idx, ztex);
}
ZTextureClass * DX8Backend::Get_Shadow_Map(int idx)
{
return DX8Wrapper::Get_Shadow_Map(idx);
}