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| 1 | +/* |
| 2 | +** Command & Conquer Generals Zero Hour(tm) |
| 3 | +** Copyright 2025 Electronic Arts Inc. |
| 4 | +** |
| 5 | +** This program is free software: you can redistribute it and/or modify |
| 6 | +** it under the terms of the GNU General Public License as published by |
| 7 | +** the Free Software Foundation, either version 3 of the License, or |
| 8 | +** (at your option) any later version. |
| 9 | +** |
| 10 | +** This program is distributed in the hope that it will be useful, |
| 11 | +** but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 | +** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 13 | +** GNU General Public License for more details. |
| 14 | +** |
| 15 | +** You should have received a copy of the GNU General Public License |
| 16 | +** along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 17 | +*/ |
| 18 | + |
| 19 | +// TheSuperHackers @refactor bobtista 10/04/2026 DX8Backend forwarding adapter. |
| 20 | +// Every method in this file is a one-line trampoline to the existing |
| 21 | +// DX8Wrapper static API. Keep it that way — if behavior needs to change it |
| 22 | +// should change in DX8Wrapper, not here. |
| 23 | + |
| 24 | +#include "DX8Backend.h" |
| 25 | + |
| 26 | +#include "dx8wrapper.h" |
| 27 | +#include "vector3.h" |
| 28 | +#include "matrix4.h" |
| 29 | +#include "matrix3d.h" |
| 30 | +#include "light.h" |
| 31 | +#include "lightenvironment.h" |
| 32 | + |
| 33 | +DX8Backend::DX8Backend() |
| 34 | +{ |
| 35 | +} |
| 36 | + |
| 37 | +DX8Backend::~DX8Backend() |
| 38 | +{ |
| 39 | +} |
| 40 | + |
| 41 | +// -- Device state queries ---------------------------------------------------- |
| 42 | + |
| 43 | +bool DX8Backend::Is_Device_Lost() const |
| 44 | +{ |
| 45 | + return DX8Wrapper::Is_Device_Lost(); |
| 46 | +} |
| 47 | + |
| 48 | +bool DX8Backend::Has_Stencil() |
| 49 | +{ |
| 50 | + return DX8Wrapper::Has_Stencil(); |
| 51 | +} |
| 52 | + |
| 53 | +WW3DFormat DX8Backend::Get_Back_Buffer_Format() |
| 54 | +{ |
| 55 | + return DX8Wrapper::getBackBufferFormat(); |
| 56 | +} |
| 57 | + |
| 58 | +SurfaceClass * DX8Backend::Get_Back_Buffer(unsigned int num) |
| 59 | +{ |
| 60 | + return DX8Wrapper::_Get_DX8_Back_Buffer(num); |
| 61 | +} |
| 62 | + |
| 63 | +void DX8Backend::Set_Gamma(float gamma, float bright, float contrast, bool calibrate, bool uselimit) |
| 64 | +{ |
| 65 | + DX8Wrapper::Set_Gamma(gamma, bright, contrast, calibrate, uselimit); |
| 66 | +} |
| 67 | + |
| 68 | +// -- Frame lifecycle --------------------------------------------------------- |
| 69 | + |
| 70 | +void DX8Backend::Begin_Scene() |
| 71 | +{ |
| 72 | + DX8Wrapper::Begin_Scene(); |
| 73 | +} |
| 74 | + |
| 75 | +void DX8Backend::End_Scene(bool flip_frame) |
| 76 | +{ |
| 77 | + DX8Wrapper::End_Scene(flip_frame); |
| 78 | +} |
| 79 | + |
| 80 | +void DX8Backend::Flip_To_Primary() |
| 81 | +{ |
| 82 | + DX8Wrapper::Flip_To_Primary(); |
| 83 | +} |
| 84 | + |
| 85 | +void DX8Backend::Clear(bool clear_color, bool clear_z_stencil, |
| 86 | + const Vector3 & color, |
| 87 | + float dest_alpha, float z, unsigned int stencil) |
| 88 | +{ |
| 89 | + DX8Wrapper::Clear(clear_color, clear_z_stencil, color, dest_alpha, z, stencil); |
| 90 | +} |
| 91 | + |
| 92 | +void DX8Backend::Set_Viewport(const RenderBackendViewport & viewport) |
| 93 | +{ |
| 94 | + D3DVIEWPORT8 vp; |
| 95 | + vp.X = viewport.x; |
| 96 | + vp.Y = viewport.y; |
| 97 | + vp.Width = viewport.width; |
| 98 | + vp.Height = viewport.height; |
| 99 | + vp.MinZ = viewport.min_z; |
| 100 | + vp.MaxZ = viewport.max_z; |
| 101 | + DX8Wrapper::Set_Viewport(&vp); |
| 102 | +} |
| 103 | + |
| 104 | +// -- Vertex / index buffers -------------------------------------------------- |
| 105 | + |
| 106 | +void DX8Backend::Set_Vertex_Buffer(const VertexBufferClass * vb, unsigned int stream) |
| 107 | +{ |
| 108 | + DX8Wrapper::Set_Vertex_Buffer(vb, stream); |
| 109 | +} |
| 110 | + |
| 111 | +void DX8Backend::Set_Vertex_Buffer(const DynamicVBAccessClass & vba) |
| 112 | +{ |
| 113 | + DX8Wrapper::Set_Vertex_Buffer(vba); |
| 114 | +} |
| 115 | + |
| 116 | +void DX8Backend::Set_Index_Buffer(const IndexBufferClass * ib, unsigned short index_base_offset) |
| 117 | +{ |
| 118 | + DX8Wrapper::Set_Index_Buffer(ib, index_base_offset); |
| 119 | +} |
| 120 | + |
| 121 | +void DX8Backend::Set_Index_Buffer(const DynamicIBAccessClass & iba, unsigned short index_base_offset) |
| 122 | +{ |
| 123 | + DX8Wrapper::Set_Index_Buffer(iba, index_base_offset); |
| 124 | +} |
| 125 | + |
| 126 | +void DX8Backend::Set_Index_Buffer_Index_Offset(unsigned int offset) |
| 127 | +{ |
| 128 | + DX8Wrapper::Set_Index_Buffer_Index_Offset(offset); |
| 129 | +} |
| 130 | + |
| 131 | +// -- State: shaders, materials, textures ------------------------------------ |
| 132 | + |
| 133 | +void DX8Backend::Set_Shader(const ShaderClass & shader) |
| 134 | +{ |
| 135 | + DX8Wrapper::Set_Shader(shader); |
| 136 | +} |
| 137 | + |
| 138 | +void DX8Backend::Get_Shader(ShaderClass & shader) |
| 139 | +{ |
| 140 | + DX8Wrapper::Get_Shader(shader); |
| 141 | +} |
| 142 | + |
| 143 | +void DX8Backend::Set_Material(const VertexMaterialClass * material) |
| 144 | +{ |
| 145 | + DX8Wrapper::Set_Material(material); |
| 146 | +} |
| 147 | + |
| 148 | +void DX8Backend::Set_Texture(unsigned int stage, TextureBaseClass * texture) |
| 149 | +{ |
| 150 | + DX8Wrapper::Set_Texture(stage, texture); |
| 151 | +} |
| 152 | + |
| 153 | +void DX8Backend::Apply_Render_State_Changes() |
| 154 | +{ |
| 155 | + DX8Wrapper::Apply_Render_State_Changes(); |
| 156 | +} |
| 157 | + |
| 158 | +void DX8Backend::Apply_Default_State() |
| 159 | +{ |
| 160 | + DX8Wrapper::Apply_Default_State(); |
| 161 | +} |
| 162 | + |
| 163 | +void DX8Backend::Invalidate_Cached_Render_States() |
| 164 | +{ |
| 165 | + DX8Wrapper::Invalidate_Cached_Render_States(); |
| 166 | +} |
| 167 | + |
| 168 | +// -- Transforms -------------------------------------------------------------- |
| 169 | + |
| 170 | +void DX8Backend::Set_Transform(TransformKind transform, const Matrix4x4 & m) |
| 171 | +{ |
| 172 | + DX8Wrapper::Set_Transform(static_cast<D3DTRANSFORMSTATETYPE>(transform), m); |
| 173 | +} |
| 174 | + |
| 175 | +void DX8Backend::Set_Transform(TransformKind transform, const Matrix3D & m) |
| 176 | +{ |
| 177 | + DX8Wrapper::Set_Transform(static_cast<D3DTRANSFORMSTATETYPE>(transform), m); |
| 178 | +} |
| 179 | + |
| 180 | +void DX8Backend::Get_Transform(TransformKind transform, Matrix4x4 & m) |
| 181 | +{ |
| 182 | + DX8Wrapper::Get_Transform(static_cast<D3DTRANSFORMSTATETYPE>(transform), m); |
| 183 | +} |
| 184 | + |
| 185 | +void DX8Backend::Set_World_Identity() |
| 186 | +{ |
| 187 | + DX8Wrapper::Set_World_Identity(); |
| 188 | +} |
| 189 | + |
| 190 | +void DX8Backend::Set_View_Identity() |
| 191 | +{ |
| 192 | + DX8Wrapper::Set_View_Identity(); |
| 193 | +} |
| 194 | + |
| 195 | +bool DX8Backend::Is_World_Identity() |
| 196 | +{ |
| 197 | + return DX8Wrapper::Is_World_Identity(); |
| 198 | +} |
| 199 | + |
| 200 | +bool DX8Backend::Is_View_Identity() |
| 201 | +{ |
| 202 | + return DX8Wrapper::Is_View_Identity(); |
| 203 | +} |
| 204 | + |
| 205 | +void DX8Backend::Set_Projection_Transform_With_Z_Bias(const Matrix4x4 & matrix, float znear, float zfar) |
| 206 | +{ |
| 207 | + DX8Wrapper::Set_Projection_Transform_With_Z_Bias(matrix, znear, zfar); |
| 208 | +} |
| 209 | + |
| 210 | +// -- Lighting and fog -------------------------------------------------------- |
| 211 | + |
| 212 | +void DX8Backend::Set_Light(unsigned int index, const LightClass & light) |
| 213 | +{ |
| 214 | + DX8Wrapper::Set_Light(index, light); |
| 215 | +} |
| 216 | + |
| 217 | +void DX8Backend::Set_Ambient(const Vector3 & color) |
| 218 | +{ |
| 219 | + DX8Wrapper::Set_Ambient(color); |
| 220 | +} |
| 221 | + |
| 222 | +const Vector3 & DX8Backend::Get_Ambient() const |
| 223 | +{ |
| 224 | + return DX8Wrapper::Get_Ambient(); |
| 225 | +} |
| 226 | + |
| 227 | +void DX8Backend::Set_Fog(bool enable, const Vector3 & color, float start, float end) |
| 228 | +{ |
| 229 | + DX8Wrapper::Set_Fog(enable, color, start, end); |
| 230 | +} |
| 231 | + |
| 232 | +bool DX8Backend::Get_Fog_Enable() const |
| 233 | +{ |
| 234 | + return DX8Wrapper::Get_Fog_Enable(); |
| 235 | +} |
| 236 | + |
| 237 | +void DX8Backend::Set_Light_Environment(LightEnvironmentClass * light_env) |
| 238 | +{ |
| 239 | + DX8Wrapper::Set_Light_Environment(light_env); |
| 240 | +} |
| 241 | + |
| 242 | +LightEnvironmentClass * DX8Backend::Get_Light_Environment() const |
| 243 | +{ |
| 244 | + return DX8Wrapper::Get_Light_Environment(); |
| 245 | +} |
| 246 | + |
| 247 | +// -- Draw calls -------------------------------------------------------------- |
| 248 | + |
| 249 | +void DX8Backend::Draw_Triangles(unsigned short start_index, |
| 250 | + unsigned short polygon_count, |
| 251 | + unsigned short min_vertex_index, |
| 252 | + unsigned short vertex_count) |
| 253 | +{ |
| 254 | + DX8Wrapper::Draw_Triangles(start_index, polygon_count, min_vertex_index, vertex_count); |
| 255 | +} |
| 256 | + |
| 257 | +void DX8Backend::Draw_Triangles(unsigned int buffer_type, |
| 258 | + unsigned short start_index, |
| 259 | + unsigned short polygon_count, |
| 260 | + unsigned short min_vertex_index, |
| 261 | + unsigned short vertex_count) |
| 262 | +{ |
| 263 | + DX8Wrapper::Draw_Triangles(buffer_type, start_index, polygon_count, min_vertex_index, vertex_count); |
| 264 | +} |
| 265 | + |
| 266 | +void DX8Backend::Draw_Strip(unsigned short start_index, |
| 267 | + unsigned short index_count, |
| 268 | + unsigned short min_vertex_index, |
| 269 | + unsigned short vertex_count) |
| 270 | +{ |
| 271 | + DX8Wrapper::Draw_Strip(start_index, index_count, min_vertex_index, vertex_count); |
| 272 | +} |
| 273 | + |
| 274 | +// -- Programmable pipeline --------------------------------------------------- |
| 275 | + |
| 276 | +void DX8Backend::Set_Vertex_Shader(unsigned long vertex_shader) |
| 277 | +{ |
| 278 | + DX8Wrapper::Set_Vertex_Shader(static_cast<DWORD>(vertex_shader)); |
| 279 | +} |
| 280 | + |
| 281 | +void DX8Backend::Set_Pixel_Shader(unsigned long pixel_shader) |
| 282 | +{ |
| 283 | + DX8Wrapper::Set_Pixel_Shader(static_cast<DWORD>(pixel_shader)); |
| 284 | +} |
| 285 | + |
| 286 | +void DX8Backend::Set_Vertex_Shader_Constant(int reg, const void * data, int count) |
| 287 | +{ |
| 288 | + DX8Wrapper::Set_Vertex_Shader_Constant(reg, data, count); |
| 289 | +} |
| 290 | + |
| 291 | +void DX8Backend::Set_Pixel_Shader_Constant(int reg, const void * data, int count) |
| 292 | +{ |
| 293 | + DX8Wrapper::Set_Pixel_Shader_Constant(reg, data, count); |
| 294 | +} |
| 295 | + |
| 296 | +// -- Render targets ---------------------------------------------------------- |
| 297 | + |
| 298 | +TextureClass * DX8Backend::Create_Render_Target(int width, int height, WW3DFormat format) |
| 299 | +{ |
| 300 | + return DX8Wrapper::Create_Render_Target(width, height, format); |
| 301 | +} |
| 302 | + |
| 303 | +void DX8Backend::Set_Render_Target_With_Z(TextureClass * texture, ZTextureClass * ztexture) |
| 304 | +{ |
| 305 | + DX8Wrapper::Set_Render_Target_With_Z(texture, ztexture); |
| 306 | +} |
| 307 | + |
| 308 | +bool DX8Backend::Is_Render_To_Texture() |
| 309 | +{ |
| 310 | + return DX8Wrapper::Is_Render_To_Texture(); |
| 311 | +} |
| 312 | + |
| 313 | +void DX8Backend::Set_Shadow_Map(int idx, ZTextureClass * ztex) |
| 314 | +{ |
| 315 | + DX8Wrapper::Set_Shadow_Map(idx, ztex); |
| 316 | +} |
| 317 | + |
| 318 | +ZTextureClass * DX8Backend::Get_Shadow_Map(int idx) |
| 319 | +{ |
| 320 | + return DX8Wrapper::Get_Shadow_Map(idx); |
| 321 | +} |
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