2V2-e.1: 3D draw-command channel — recording D3D8 device, StateManager, GrpBase, camera

EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform
IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw
(vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state).
The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order
(__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End)
are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix
updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH
perspective with every vertex on screen; offline and live pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-23 20:15:54 +09:00
co-authored by Claude Opus 5.5
parent 668f48d6ec
commit 5bfa13c5cc
27 changed files with 3616 additions and 777 deletions
@@ -0,0 +1,55 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
// The 3D draw calls the ported game render (CPythonApplication::RenderGame) issues through
// CStateManager, recorded by the platform's IDirect3DDevice8 (RecordingDevice.cpp) and consumed by
// Godot. Like UIRenderCommands.h this header stays free of D3D and godot-cpp types.
//
// Matrices are D3D8's row-vector layout (translation in elements 12..14), exactly as 40250 set them.
struct Render3DDraw {
float world[16];
float view[16];
float proj[16];
// Stage 0/1 textures, named like UIRenderTextureName: the pack path of a file texture or
// "mem:<id>@<revision>"; empty when the stage has no texture.
std::string texture0;
std::string texture1;
// The referenced vertices, rebased so indices start at 0. normals/uv0/uv1/diffuse are empty when
// the vertex format has no such element. pretransformed: D3DFVF_XYZRHW (screen-space x, y, z, rhw
// in positions + rhw).
bool pretransformed = false;
std::vector<float> positions; // x, y, z
std::vector<float> rhw;
std::vector<float> normals; // x, y, z
std::vector<float> uv0; // u, v
std::vector<float> uv1; // u, v
std::vector<std::uint32_t> diffuse; // 0xAARRGGBB
std::vector<std::uint32_t> indices; // triangle list (strips and fans are expanded), or line list
bool lines = false;
// D3DRS_* / D3DTSS_* values in effect for the draw.
std::uint32_t alpha_blend = 0, src_blend = 0, dest_blend = 0;
std::uint32_t alpha_test = 0, alpha_ref = 0, alpha_func = 0;
std::uint32_t cull_mode = 0, z_enable = 0, z_write = 0, z_func = 0;
std::uint32_t lighting = 0, texture_factor = 0, fog_enable = 0;
std::uint32_t color_op[2] = {}, color_arg1[2] = {}, color_arg2[2] = {};
std::uint32_t alpha_op[2] = {}, alpha_arg1[2] = {}, alpha_arg2[2] = {};
// D3DMATERIAL8 diffuse/ambient/emissive (r, g, b, a) and light 0 when enabled.
float material_diffuse[4] = {1, 1, 1, 1};
float material_ambient[4] = {};
float material_emissive[4] = {};
bool light0 = false;
float light0_direction[3] = {};
float light0_diffuse[4] = {};
float light0_ambient[4] = {};
std::uint32_t ambient = 0; // D3DRS_AMBIENT
};
void Render3DBeginFrame();
void Render3DAdd(Render3DDraw draw);
const std::vector<Render3DDraw>& Render3DDraws();