rodecomp/Source/Render/DX9/RenderSystemDX9.h
2026-10-27 10:42:13 +01:00

69 lines
2.2 KiB
C++

#ifndef RAGNAROK_SOURCE_RENDER_DX9_RENDERSYSTEMDX9_H
#define RAGNAROK_SOURCE_RENDER_DX9_RENDERSYSTEMDX9_H
#include "Render/DX9/DeviceOwnerDX9.h"
#include "Render/RenderAdapter.h"
#include "Render/RenderSystemBase.h"
#include "Render/DX9/RendererDX9.h"
struct RenderSystemDX9Context {
const DeviceOptionsDX9& deviceOptions;
const AdapterConfiguration& adapter;
const bool& serviceUsesDX7;
D3DX9Runtime& d3dx;
TextureCache& textures;
TextureSources& sources;
EffectRetirement& retirement;
const ServiceOptions& options;
const unsigned char& multitexture;
FogConfiguration& fog;
const unsigned char& worldFlag;
const unsigned& overlayColor;
RenderDiagnostic& diagnostic;
const float& projectionScale;
float& heightScale;
float& tangent;
float& cotangent;
};
class CRenderSystemDX9 : public CRenderSystemBase {
public:
explicit CRenderSystemDX9(RenderSystemDX9Context& context);
~CRenderSystemDX9() override;
std::int32_t Backend() override;
HRESULT Initialize(HWND window) override;
HRESULT Close() override;
bool IsWindowed() override;
std::uint32_t Width() override;
std::uint32_t Height() override;
CRenderer* CreateRenderer() override;
void DestroySurface(CSurface* surface) override;
CSurface* CreateSurface(std::uint32_t width, std::uint32_t height) override;
CTexture* CreateTexture(std::uint32_t width, std::uint32_t height, std::int32_t format, bool dynamic, bool renderTarget) override;
CSurface* CreateSurfaceOrTexture(std::uint32_t width, std::uint32_t height) override;
CTexture* BackBufferTexture() override;
std::shared_ptr<CSurface> BackBufferSurface() override;
void UpdateOption() override;
void PrepareErrorDialog() override;
void RestoreDisplayMode() override;
HRESULT TestDevice() override;
HRESULT Present(bool option) override;
// INLINED
DeviceOwnerDX9& Device() {
return *this->m_device;
}
private:
/* 0004 */ DeviceOwnerDX9* m_device;
/* 0008 */ CTexture* m_defaultTexture;
/* 000C */ std::shared_ptr<CSurface> m_backBuffer;
RenderSystemDX9Context* m_context;
RendererDX9Context m_rendererContext;
TextureDX9Context m_textureContext;
SurfaceDX9Context m_surfaceContext;
void RefreshContexts();
};
#endif