gzdoom-gles/src/win32/fb_d3d9.cpp

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2016-03-01 15:47:10 +00:00
/*
** fb_d3d9.cpp
** Code to let ZDoom use Direct3D 9 as a simple framebuffer
**
**---------------------------------------------------------------------------
** Copyright 1998-2011 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This file does _not_ implement hardware-acclerated 3D rendering. It is
** just a means of getting the pixel data to the screen in a more reliable
** method on modern hardware by copying the entire frame to a texture,
** drawing that to the screen, and presenting.
**
** That said, it does implement hardware-accelerated 2D rendering.
*/
// HEADER FILES ------------------------------------------------------------
#ifdef _DEBUG
#define D3D_DEBUG_INFO
#endif
#define DIRECT3D_VERSION 0x0900
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d9.h>
#include <stdio.h>
#define USE_WINDOWS_DWORD
#include "doomtype.h"
#include "c_dispatch.h"
#include "templates.h"
#include "i_system.h"
#include "i_video.h"
#include "i_input.h"
#include "v_video.h"
#include "v_pfx.h"
#include "stats.h"
#include "doomerrors.h"
#include "r_main.h"
#include "r_data/r_translate.h"
#include "f_wipe.h"
#include "sbar.h"
#include "win32iface.h"
#include "doomstat.h"
#include "v_palette.h"
#include "w_wad.h"
#include "r_data/colormaps.h"
#include "SkylineBinPack.h"
// MACROS ------------------------------------------------------------------
// The number of points for the vertex buffer.
#define NUM_VERTS 10240
// The number of indices for the index buffer.
#define NUM_INDEXES ((NUM_VERTS * 6) / 4)
// The number of quads we can batch together.
#define MAX_QUAD_BATCH (NUM_INDEXES / 6)
// The default size for a texture atlas.
#define DEF_ATLAS_WIDTH 512
#define DEF_ATLAS_HEIGHT 512
// TYPES -------------------------------------------------------------------
IMPLEMENT_CLASS(D3DFB)
struct D3DFB::PackedTexture
{
D3DFB::Atlas *Owner;
PackedTexture **Prev, *Next;
// Pixels this image covers
RECT Area;
// Texture coordinates for this image
float Left, Top, Right, Bottom;
// Texture has extra space on the border?
bool Padded;
};
struct D3DFB::Atlas
{
Atlas(D3DFB *fb, int width, int height, D3DFORMAT format);
~Atlas();
PackedTexture *AllocateImage(const Rect &rect, bool padded);
void FreeBox(PackedTexture *box);
SkylineBinPack Packer;
Atlas *Next;
IDirect3DTexture9 *Tex;
D3DFORMAT Format;
PackedTexture *UsedList; // Boxes that contain images
int Width, Height;
bool OneUse;
};
class D3DTex : public FNativeTexture
{
public:
D3DTex(FTexture *tex, D3DFB *fb, bool wrapping);
~D3DTex();
FTexture *GameTex;
D3DFB::PackedTexture *Box;
D3DTex **Prev;
D3DTex *Next;
bool IsGray;
bool Create(D3DFB *fb, bool wrapping);
bool Update();
bool CheckWrapping(bool wrapping);
D3DFORMAT GetTexFormat();
FTextureFormat ToTexFmt(D3DFORMAT fmt);
};
class D3DPal : public FNativePalette
{
public:
D3DPal(FRemapTable *remap, D3DFB *fb);
~D3DPal();
D3DPal **Prev;
D3DPal *Next;
IDirect3DTexture9 *Tex;
D3DCOLOR BorderColor;
bool DoColorSkip;
bool Update();
FRemapTable *Remap;
int RoundedPaletteSize;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern HWND Window;
extern IVideo *Video;
extern BOOL AppActive;
extern int SessionState;
extern bool VidResizing;
EXTERN_CVAR (Bool, fullscreen)
EXTERN_CVAR (Float, Gamma)
EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR (Float, transsouls)
EXTERN_CVAR (Int, vid_refreshrate)
extern IDirect3D9 *D3D;
extern cycle_t BlitCycles;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
const char *const D3DFB::ShaderNames[D3DFB::NUM_SHADERS] =
{
"NormalColor.pso",
"NormalColorPal.pso",
"NormalColorInv.pso",
"NormalColorPalInv.pso",
"RedToAlpha.pso",
"RedToAlphaInv.pso",
"VertexColor.pso",
"SpecialColormap.pso",
"SpecialColorMapPal.pso",
"InGameColormap.pso",
"InGameColormapDesat.pso",
"InGameColormapInv.pso",
"InGameColormapInvDesat.pso",
"InGameColormapPal.pso",
"InGameColormapPalDesat.pso",
"InGameColormapPalInv.pso",
"InGameColormapPalInvDesat.pso",
"BurnWipe.pso",
"GammaCorrection.pso",
};
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Bool, vid_hw2d, true, CVAR_NOINITCALL)
{
V_SetBorderNeedRefresh();
ST_SetNeedRefresh();
}
CVAR(Bool, d3d_antilag, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, d3d_showpacks, 0, 0)
CVAR(Bool, vid_hwaalines, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// CODE --------------------------------------------------------------------
//==========================================================================
//
// D3DFB - Constructor
//
//==========================================================================
D3DFB::D3DFB (UINT adapter, int width, int height, bool fullscreen)
: BaseWinFB (width, height)
{
D3DPRESENT_PARAMETERS d3dpp;
LastHR = 0;
Adapter = adapter;
D3DDevice = NULL;
VertexBuffer = NULL;
IndexBuffer = NULL;
FBTexture = NULL;
TempRenderTexture = NULL;
RenderTexture[0] = NULL;
RenderTexture[1] = NULL;
InitialWipeScreen = NULL;
ScreenshotTexture = NULL;
ScreenshotSurface = NULL;
FinalWipeScreen = NULL;
PaletteTexture = NULL;
GammaTexture = NULL;
FrontCopySurface = NULL;
for (int i = 0; i < NUM_SHADERS; ++i)
{
Shaders[i] = NULL;
}
GammaShader = NULL;
BlockSurface[0] = NULL;
BlockSurface[1] = NULL;
VSync = vid_vsync;
BlendingRect.left = 0;
BlendingRect.top = 0;
BlendingRect.right = FBWidth;
BlendingRect.bottom = FBHeight;
In2D = 0;
Palettes = NULL;
Textures = NULL;
Accel2D = true;
GatheringWipeScreen = false;
ScreenWipe = NULL;
InScene = false;
QuadExtra = new BufferedTris[MAX_QUAD_BATCH];
Atlases = NULL;
PixelDoubling = 0;
SkipAt = -1;
CurrRenderTexture = 0;
RenderTextureToggle = 0;
Gamma = 1.0;
FlashColor0 = 0;
FlashColor1 = 0xFFFFFFFF;
FlashColor = 0;
FlashAmount = 0;
NeedGammaUpdate = false;
NeedPalUpdate = false;
if (MemBuffer == NULL)
{
return;
}
memcpy(SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
Windowed = !(static_cast<Win32Video *>(Video)->GoFullscreen(fullscreen));
TrueHeight = height;
if (fullscreen)
{
for (Win32Video::ModeInfo *mode = static_cast<Win32Video *>(Video)->m_Modes; mode != NULL; mode = mode->next)
{
if (mode->width == Width && mode->height == Height)
{
TrueHeight = mode->realheight;
PixelDoubling = mode->doubling;
break;
}
}
}
// Offset from top of screen to top of letterboxed screen
LBOffsetI = (TrueHeight - Height) / 2;
LBOffset = float(LBOffsetI);
FillPresentParameters(&d3dpp, fullscreen, VSync);
HRESULT hr;
LOG("CreateDevice attempt 1 hwvp\n");
if (FAILED(hr = D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
(hr != D3DERR_DEVICELOST || D3DDevice == NULL))
{
LOG2("CreateDevice returned hr %08x dev %p; attempt 2 swvp\n", hr, D3DDevice);
if (FAILED(D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
(hr != D3DERR_DEVICELOST || D3DDevice == NULL))
{
if (d3dpp.FullScreen_RefreshRateInHz != 0)
{
d3dpp.FullScreen_RefreshRateInHz = 0;
LOG2("CreateDevice returned hr %08x dev %p; attempt 3 (hwvp, default Hz)\n", hr, D3DDevice);
if (FAILED(hr = D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
(hr != D3DERR_DEVICELOST || D3DDevice == NULL))
{
LOG2("CreateDevice returned hr %08x dev %p; attempt 4 (swvp, default Hz)\n", hr, D3DDevice);
if (FAILED(D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
hr != D3DERR_DEVICELOST)
{
D3DDevice = NULL;
}
}
}
}
}
LOG2("Final CreateDevice returned HR %08x and device %p\n", hr, D3DDevice);
LastHR = hr;
if (D3DDevice != NULL)
{
D3DADAPTER_IDENTIFIER9 adapter_id;
D3DDEVICE_CREATION_PARAMETERS create_params;
if (FAILED(hr = D3DDevice->GetDeviceCaps(&DeviceCaps)))
{
memset(&DeviceCaps, 0, sizeof(DeviceCaps));
}
if (SUCCEEDED(hr = D3DDevice->GetCreationParameters(&create_params)) &&
SUCCEEDED(hr = D3D->GetAdapterIdentifier(create_params.AdapterOrdinal, 0, &adapter_id)))
{
// NVidia's drivers lie, claiming they don't support
// antialiased lines when, really, they do.
if (adapter_id.VendorId == 0x10de)
{
DeviceCaps.LineCaps |= D3DLINECAPS_ANTIALIAS;
}
// ATI's drivers apparently also lie, so screw this caps bit.
}
CreateResources();
SetInitialState();
}
}
//==========================================================================
//
// D3DFB - Destructor
//
//==========================================================================
D3DFB::~D3DFB ()
{
ReleaseResources();
SAFE_RELEASE( D3DDevice );
delete[] QuadExtra;
}
//==========================================================================
//
// D3DFB :: SetInitialState
//
// Called after initial device creation and reset, when everything is set
// to D3D's defaults.
//
//==========================================================================
void D3DFB::SetInitialState()
{
AlphaBlendEnabled = FALSE;
AlphaBlendOp = D3DBLENDOP_ADD;
AlphaSrcBlend = D3DBLEND(0);
AlphaDestBlend = D3DBLEND(0);
CurPixelShader = NULL;
memset(Constant, 0, sizeof(Constant));
for (unsigned i = 0; i < countof(Texture); ++i)
{
Texture[i] = NULL;
D3DDevice->SetSamplerState(i, D3DSAMP_ADDRESSU, (i == 1 && SM14) ? D3DTADDRESS_BORDER : D3DTADDRESS_CLAMP);
D3DDevice->SetSamplerState(i, D3DSAMP_ADDRESSV, (i == 1 && SM14) ? D3DTADDRESS_BORDER : D3DTADDRESS_CLAMP);
if (i > 1)
{
// Set linear filtering for the SM14 gamma texture.
D3DDevice->SetSamplerState(i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
}
NeedGammaUpdate = true;
NeedPalUpdate = true;
OldRenderTarget = NULL;
if (!Windowed && SM14)
{
// Fix for Radeon 9000, possibly other R200s: When the device is
// reset, it resets the gamma ramp, but the driver apparently keeps a
// cached copy of the ramp that it doesn't update, so when
// SetGammaRamp is called later to handle the NeedGammaUpdate flag,
// it doesn't do anything, because the gamma ramp is the same as the
// one passed in the last call, even though the visible gamma ramp
// actually has changed.
//
// So here we force the gamma ramp to something absolutely horrible and
// trust that we will be able to properly set the gamma later when
// NeedGammaUpdate is handled.
D3DGAMMARAMP ramp;
memset(&ramp, 0, sizeof(ramp));
D3DDevice->SetGammaRamp(0, 0, &ramp);
}
// This constant is used for grayscaling weights (.xyz) and color inversion (.w)
float weights[4] = { 77/256.f, 143/256.f, 37/256.f, 1 };
D3DDevice->SetPixelShaderConstantF(PSCONST_Weights, weights, 1);
// D3DRS_ALPHATESTENABLE defaults to FALSE
// D3DRS_ALPHAREF defaults to 0
D3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_NOTEQUAL);
AlphaTestEnabled = FALSE;
CurBorderColor = 0;
// Clear to black, just in case it wasn't done already.
D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 0, 0);
}
//==========================================================================
//
// D3DFB :: FillPresentParameters
//
//==========================================================================
void D3DFB::FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync)
{
memset (pp, 0, sizeof(*pp));
pp->Windowed = !fullscreen;
pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
pp->BackBufferWidth = Width << PixelDoubling;
pp->BackBufferHeight = TrueHeight << PixelDoubling;
pp->BackBufferFormat = fullscreen ? D3DFMT_A8R8G8B8 : D3DFMT_UNKNOWN;
pp->BackBufferCount = 1;
pp->hDeviceWindow = Window;
pp->PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
if (fullscreen)
{
pp->FullScreen_RefreshRateInHz = vid_refreshrate;
}
}
//==========================================================================
//
// D3DFB :: CreateResources
//
//==========================================================================
bool D3DFB::CreateResources()
{
Atlases = NULL;
if (!Windowed)
{
// Remove the window border in fullscreen mode
SetWindowLong (Window, GWL_STYLE, WS_POPUP|WS_VISIBLE|WS_SYSMENU);
}
else
{
// Resize the window to match desired dimensions
RECT rect = { 0, 0, Width, Height };
AdjustWindowRectEx(&rect, WS_VISIBLE|WS_OVERLAPPEDWINDOW, FALSE, WS_EX_APPWINDOW);
int sizew = rect.right - rect.left;
int sizeh = rect.bottom - rect.top;
LOG2 ("Resize window to %dx%d\n", sizew, sizeh);
VidResizing = true;
// Make sure the window has a border in windowed mode
SetWindowLong(Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW);
if (GetWindowLong(Window, GWL_EXSTYLE) & WS_EX_TOPMOST)
{
// Direct3D 9 will apparently add WS_EX_TOPMOST to fullscreen windows,
// and removing it is a little tricky. Using SetWindowLongPtr to clear it
// will not do the trick, but sending the window behind everything will.
SetWindowPos(Window, HWND_BOTTOM, 0, 0, sizew, sizeh,
SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE);
SetWindowPos(Window, HWND_TOP, 0, 0, 0, 0, SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOSIZE);
}
else
{
SetWindowPos(Window, NULL, 0, 0, sizew, sizeh,
SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOZORDER);
}
I_RestoreWindowedPos();
VidResizing = false;
}
if (!LoadShaders())
{
return false;
}
if (!CreateFBTexture() ||
!CreatePaletteTexture())
{
return false;
}
if (!CreateVertexes())
{
return false;
}
CreateGammaTexture();
CreateBlockSurfaces();
return true;
}
//==========================================================================
//
// D3DFB :: LoadShaders
//
// Returns true if all required shaders were loaded. (Gamma and burn wipe
// are the only ones not considered "required".)
//
//==========================================================================
bool D3DFB::LoadShaders()
{
static const char models[][4] = { "30/", "20/", "14/" };
FString shaderdir, shaderpath;
unsigned model, i;
int lump;
// We determine the best available model simply by trying them all in
// order of decreasing preference.
for (model = 0; model < countof(models); ++model)
{
shaderdir = "shaders/d3d/sm";
shaderdir += models[model];
for (i = 0; i < NUM_SHADERS; ++i)
{
shaderpath = shaderdir;
shaderpath += ShaderNames[i];
lump = Wads.CheckNumForFullName(shaderpath);
if (lump >= 0)
{
FMemLump data = Wads.ReadLump(lump);
if (FAILED(D3DDevice->CreatePixelShader((DWORD *)data.GetMem(), &Shaders[i])) &&
i < SHADER_BurnWipe)
{
break;
}
}
}
if (i == NUM_SHADERS)
{ // Success!
SM14 = (model == countof(models) - 1);
return true;
}
// Failure. Release whatever managed to load (which is probably nothing.)
for (i = 0; i < NUM_SHADERS; ++i)
{
SAFE_RELEASE( Shaders[i] );
}
}
return false;
}
//==========================================================================
//
// D3DFB :: ReleaseResources
//
//==========================================================================
void D3DFB::ReleaseResources ()
{
I_SaveWindowedPos ();
KillNativeTexs();
KillNativePals();
ReleaseDefaultPoolItems();
SAFE_RELEASE( ScreenshotSurface );
SAFE_RELEASE( ScreenshotTexture );
SAFE_RELEASE( PaletteTexture );
for (int i = 0; i < NUM_SHADERS; ++i)
{
SAFE_RELEASE( Shaders[i] );
}
GammaShader = NULL;
if (ScreenWipe != NULL)
{
delete ScreenWipe;
ScreenWipe = NULL;
}
Atlas *pack, *next;
for (pack = Atlases; pack != NULL; pack = next)
{
next = pack->Next;
delete pack;
}
GatheringWipeScreen = false;
}
//==========================================================================
//
// D3DFB :: ReleaseDefaultPoolItems
//
// Free resources created with D3DPOOL_DEFAULT.
//
//==========================================================================
void D3DFB::ReleaseDefaultPoolItems()
{
SAFE_RELEASE( FBTexture );
SAFE_RELEASE( FinalWipeScreen );
SAFE_RELEASE( RenderTexture[0] );
SAFE_RELEASE( RenderTexture[1] );
SAFE_RELEASE( InitialWipeScreen );
SAFE_RELEASE( VertexBuffer );
SAFE_RELEASE( IndexBuffer );
SAFE_RELEASE( BlockSurface[0] );
SAFE_RELEASE( BlockSurface[1] );
SAFE_RELEASE( FrontCopySurface );
}
//==========================================================================
//
// D3DFB :: Reset
//
//==========================================================================
bool D3DFB::Reset ()
{
D3DPRESENT_PARAMETERS d3dpp;
ReleaseDefaultPoolItems();
FillPresentParameters (&d3dpp, !Windowed, VSync);
if (!SUCCEEDED(D3DDevice->Reset (&d3dpp)))
{
if (d3dpp.FullScreen_RefreshRateInHz != 0)
{
d3dpp.FullScreen_RefreshRateInHz = 0;
if (!SUCCEEDED(D3DDevice->Reset (&d3dpp)))
{
return false;
}
}
else
{
return false;
}
}
LOG("Device was reset\n");
if (!CreateFBTexture() || !CreateVertexes())
{
return false;
}
CreateBlockSurfaces();
SetInitialState();
return true;
}
//==========================================================================
//
// D3DFB :: CreateBlockSurfaces
//
// Create blocking surfaces for antilag. It's okay if these can't be
// created; antilag just won't work.
//
//==========================================================================
void D3DFB::CreateBlockSurfaces()
{
BlockNum = 0;
if (SUCCEEDED(D3DDevice->CreateOffscreenPlainSurface(16, 16, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &BlockSurface[0], 0)))
{
if (FAILED(D3DDevice->CreateOffscreenPlainSurface(16, 16, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &BlockSurface[1], 0)))
{
BlockSurface[0]->Release();
BlockSurface[0] = NULL;
}
}
}
//==========================================================================
//
// D3DFB :: KillNativePals
//
// Frees all native palettes.
//
//==========================================================================
void D3DFB::KillNativePals()
{
while (Palettes != NULL)
{
delete Palettes;
}
}
//==========================================================================
//
// D3DFB :: KillNativeTexs
//
// Frees all native textures.
//
//==========================================================================
void D3DFB::KillNativeTexs()
{
while (Textures != NULL)
{
delete Textures;
}
}
//==========================================================================
//
// D3DFB :: CreateFBTexture
//
// Creates the "Framebuffer" texture. With the advent of hardware-assisted
// 2D, this is something of a misnomer now. The FBTexture is only used for
// uploading the software 3D image to video memory so that it can be drawn
// to the real frame buffer.
//
// It also creates the TempRenderTexture, since this seemed like a
// convenient place to do so.
//
//==========================================================================
bool D3DFB::CreateFBTexture ()
{
if (FAILED(D3DDevice->CreateTexture(Width, Height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL)))
{
int pow2width, pow2height, i;
for (i = 1; i < Width; i <<= 1) {} pow2width = i;
for (i = 1; i < Height; i <<= 1) {} pow2height = i;
if (FAILED(D3DDevice->CreateTexture(pow2width, pow2height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &FBTexture, NULL)))
{
return false;
}
else
{
FBWidth = pow2width;
FBHeight = pow2height;
}
}
else
{
FBWidth = Width;
FBHeight = Height;
}
RenderTextureToggle = 0;
RenderTexture[0] = NULL;
RenderTexture[1] = NULL;
if (FAILED(D3DDevice->CreateTexture(FBWidth, FBHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &RenderTexture[0], NULL)))
{
return false;
}
if (Windowed || PixelDoubling)
{
// Windowed or pixel doubling: Create another render texture so we can flip between them.
RenderTextureToggle = 1;
if (FAILED(D3DDevice->CreateTexture(FBWidth, FBHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &RenderTexture[1], NULL)))
{
return false;
}
}
else
{
// Fullscreen and not pixel doubling: Create a render target to have the back buffer copied to.
if (FAILED(D3DDevice->CreateRenderTarget(Width, Height, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &FrontCopySurface, NULL)))
{
return false;
}
}
// Initialize the TempRenderTextures to black.
for (int i = 0; i <= RenderTextureToggle; ++i)
{
IDirect3DSurface9 *surf;
if (SUCCEEDED(RenderTexture[i]->GetSurfaceLevel(0, &surf)))
{
D3DDevice->ColorFill(surf, NULL, D3DCOLOR_XRGB(0,0,0));
surf->Release();
}
}
TempRenderTexture = RenderTexture[0];
CurrRenderTexture = 0;
return true;
}
//==========================================================================
//
// D3DFB :: CreatePaletteTexture
//
//==========================================================================
bool D3DFB::CreatePaletteTexture ()
{
if (FAILED(D3DDevice->CreateTexture (256, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &PaletteTexture, NULL)))
{
return false;
}
return true;
}
//==========================================================================
//
// D3DFB :: CreateGammaTexture
//
//==========================================================================
bool D3DFB::CreateGammaTexture ()
{
// If this fails, you just won't get gamma correction in a window
// on SM14 cards.
assert(GammaTexture == NULL);
if (SM14)
{
return SUCCEEDED(D3DDevice->CreateTexture(256, 1, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED, &GammaTexture, NULL));
}
return false;
}
//==========================================================================
//
// D3DFB :: CreateVertexes
//
//==========================================================================
bool D3DFB::CreateVertexes ()
{
VertexPos = -1;
IndexPos = -1;
QuadBatchPos = -1;
BatchType = BATCH_None;
if (FAILED(D3DDevice->CreateVertexBuffer(sizeof(FBVERTEX)*NUM_VERTS,
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_FBVERTEX, D3DPOOL_DEFAULT, &VertexBuffer, NULL)))
{
return false;
}
if (FAILED(D3DDevice->CreateIndexBuffer(sizeof(WORD)*NUM_INDEXES,
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &IndexBuffer, NULL)))
{
return false;
}
return true;
}
//==========================================================================
//
// D3DFB :: CalcFullscreenCoords
//
//==========================================================================
void D3DFB::CalcFullscreenCoords (FBVERTEX verts[4], bool viewarea_only, bool can_double, D3DCOLOR color0, D3DCOLOR color1) const
{
float offset = OldRenderTarget != NULL ? 0 : LBOffset;
float top = offset - 0.5f;
float texright = float(Width) / float(FBWidth);
float texbot = float(Height) / float(FBHeight);
float mxl, mxr, myt, myb, tmxl, tmxr, tmyt, tmyb;
if (viewarea_only)
{ // Just calculate vertices for the viewarea/BlendingRect
mxl = float(BlendingRect.left) - 0.5f;
mxr = float(BlendingRect.right) - 0.5f;
myt = float(BlendingRect.top) + top;
myb = float(BlendingRect.bottom) + top;
tmxl = float(BlendingRect.left) / float(Width) * texright;
tmxr = float(BlendingRect.right) / float(Width) * texright;
tmyt = float(BlendingRect.top) / float(Height) * texbot;
tmyb = float(BlendingRect.bottom) / float(Height) * texbot;
}
else
{ // Calculate vertices for the whole screen
mxl = -0.5f;
mxr = float(Width << (can_double ? PixelDoubling : 0)) - 0.5f;
myt = top;
myb = float(Height << (can_double ? PixelDoubling : 0)) + top;
tmxl = 0;
tmxr = texright;
tmyt = 0;
tmyb = texbot;
}
//{ mxl, myt, 0, 1, 0, 0xFFFFFFFF, tmxl, tmyt },
//{ mxr, myt, 0, 1, 0, 0xFFFFFFFF, tmxr, tmyt },
//{ mxr, myb, 0, 1, 0, 0xFFFFFFFF, tmxr, tmyb },
//{ mxl, myb, 0, 1, 0, 0xFFFFFFFF, tmxl, tmyb },
verts[0].x = mxl;
verts[0].y = myt;
verts[0].z = 0;
verts[0].rhw = 1;
verts[0].color0 = color0;
verts[0].color1 = color1;
verts[0].tu = tmxl;
verts[0].tv = tmyt;
verts[1].x = mxr;
verts[1].y = myt;
verts[1].z = 0;
verts[1].rhw = 1;
verts[1].color0 = color0;
verts[1].color1 = color1;
verts[1].tu = tmxr;
verts[1].tv = tmyt;
verts[2].x = mxr;
verts[2].y = myb;
verts[2].z = 0;
verts[2].rhw = 1;
verts[2].color0 = color0;
verts[2].color1 = color1;
verts[2].tu = tmxr;
verts[2].tv = tmyb;
verts[3].x = mxl;
verts[3].y = myb;
verts[3].z = 0;
verts[3].rhw = 1;
verts[3].color0 = color0;
verts[3].color1 = color1;
verts[3].tu = tmxl;
verts[3].tv = tmyb;
}
//==========================================================================
//
// D3DFB :: GetPageCount
//
//==========================================================================
int D3DFB::GetPageCount ()
{
return 1;
}
//==========================================================================
//
// D3DFB :: PaletteChanged
//
//==========================================================================
void D3DFB::PaletteChanged ()
{
}
//==========================================================================
//
// D3DFB :: QueryNewPalette
//
//==========================================================================
int D3DFB::QueryNewPalette ()
{
return 0;
}
//==========================================================================
//
// D3DFB :: IsValid
//
//==========================================================================
bool D3DFB::IsValid ()
{
return D3DDevice != NULL;
}
//==========================================================================
//
// D3DFB :: GetHR
//
//==========================================================================
HRESULT D3DFB::GetHR ()
{
return LastHR;
}
//==========================================================================
//
// D3DFB :: IsFullscreen
//
//==========================================================================
bool D3DFB::IsFullscreen ()
{
return !Windowed;
}
//==========================================================================
//
// D3DFB :: Lock
//
//==========================================================================
bool D3DFB::Lock (bool buffered)
{
if (LockCount++ > 0)
{
return false;
}
assert (!In2D);
Accel2D = vid_hw2d;
Buffer = MemBuffer;
return false;
}
//==========================================================================
//
// D3DFB :: Unlock
//
//==========================================================================
void D3DFB::Unlock ()
{
LOG1 ("Unlock <%d>\n", LockCount);
if (LockCount == 0)
{
return;
}
if (UpdatePending && LockCount == 1)
{
Update ();
}
else if (--LockCount == 0)
{
Buffer = NULL;
}
}
//==========================================================================
//
// D3DFB :: Update
//
// When In2D == 0: Copy buffer to screen and present
// When In2D == 1: Copy buffer to screen but do not present
// When In2D == 2: Set up for 2D drawing but do not draw anything
// When In2D == 3: Present and set In2D to 0
//
//==========================================================================
void D3DFB::Update ()
{
if (In2D == 3)
{
if (InScene)
{
DrawRateStuff();
DrawPackedTextures(d3d_showpacks);
EndBatch(); // Make sure all batched primitives are drawn.
Flip();
}
In2D = 0;
return;
}
if (LockCount != 1)
{
I_FatalError ("Framebuffer must have exactly 1 lock to be updated");
if (LockCount > 0)
{
UpdatePending = true;
--LockCount;
}
return;
}
if (In2D == 0)
{
DrawRateStuff();
}
if (NeedGammaUpdate)
{
float psgamma[4];
float igamma;
NeedGammaUpdate = false;
igamma = 1 / Gamma;
if (!Windowed)
{
D3DGAMMARAMP ramp;
for (int i = 0; i < 256; ++i)
{
ramp.blue[i] = ramp.green[i] = ramp.red[i] = WORD(65535.f * powf(i / 255.f, igamma));
}
LOG("SetGammaRamp\n");
D3DDevice->SetGammaRamp(0, D3DSGR_CALIBRATE, &ramp);
}
else
{
if (igamma != 1)
{
UpdateGammaTexture(igamma);
GammaShader = Shaders[SHADER_GammaCorrection];
}
else
{
GammaShader = NULL;
}
}
psgamma[2] = psgamma[1] = psgamma[0] = igamma;
psgamma[3] = 0.5; // For SM14 version
D3DDevice->SetPixelShaderConstantF(PSCONST_Gamma, psgamma, 1);
}
if (NeedPalUpdate)
{
UploadPalette();
}
BlitCycles.Reset();
BlitCycles.Clock();
LockCount = 0;
HRESULT hr = D3DDevice->TestCooperativeLevel();
if (FAILED(hr) && (hr != D3DERR_DEVICENOTRESET || !Reset()))
{
Sleep(1);
return;
}
Draw3DPart(In2D <= 1);
if (In2D == 0)
{
Flip();
}
BlitCycles.Unclock();
//LOG1 ("cycles = %d\n", BlitCycles);
Buffer = NULL;
UpdatePending = false;
}
//==========================================================================
//
// D3DFB :: Flip
//
//==========================================================================
void D3DFB::Flip()
{
assert(InScene);
DrawLetterbox();
DoWindowedGamma();
D3DDevice->EndScene();
CopyNextFrontBuffer();
// Attempt to counter input lag.
if (d3d_antilag && BlockSurface[0] != NULL)
{
D3DLOCKED_RECT lr;
volatile int dummy;
D3DDevice->ColorFill(BlockSurface[BlockNum], NULL, D3DCOLOR_ARGB(0xFF,0,0x20,0x50));
BlockNum ^= 1;
if (!FAILED((BlockSurface[BlockNum]->LockRect(&lr, NULL, D3DLOCK_READONLY))))
{
dummy = *(int *)lr.pBits;
BlockSurface[BlockNum]->UnlockRect();
}
}
// Limiting the frame rate is as simple as waiting for the timer to signal this event.
if (FPSLimitEvent != NULL)
{
WaitForSingleObject(FPSLimitEvent, 1000);
}
D3DDevice->Present(NULL, NULL, NULL, NULL);
InScene = false;
if (RenderTextureToggle)
{
// Flip the TempRenderTexture to the other one now.
CurrRenderTexture ^= RenderTextureToggle;
TempRenderTexture = RenderTexture[CurrRenderTexture];
}
}
//==========================================================================
//
// D3DFB :: CopyNextFrontBuffer
//
// Duplicates the contents of the back buffer that will become the front
// buffer upon Present into FrontCopySurface so that we can get the
// contents of the display without wasting time in GetFrontBufferData().
//
//==========================================================================
void D3DFB::CopyNextFrontBuffer()
{
IDirect3DSurface9 *backbuff;
if (Windowed || PixelDoubling)
{
// Windowed mode or pixel doubling: TempRenderTexture has what we want
SAFE_RELEASE( FrontCopySurface );
if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &backbuff)))
{
FrontCopySurface = backbuff;
}
}
else
{
// Fullscreen, not pixel doubled: The back buffer has what we want,
// but it might be letter boxed.
if (SUCCEEDED(D3DDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuff)))
{
RECT srcrect = { 0, LBOffsetI, Width, LBOffsetI + Height };
D3DDevice->StretchRect(backbuff, &srcrect, FrontCopySurface, NULL, D3DTEXF_NONE);
backbuff->Release();
}
}
}
//==========================================================================
//
// D3DFB :: PaintToWindow
//
//==========================================================================
bool D3DFB::PaintToWindow ()
{
HRESULT hr;
if (LockCount != 0)
{
return false;
}
hr = D3DDevice->TestCooperativeLevel();
if (FAILED(hr))
{
if (hr != D3DERR_DEVICENOTRESET || !Reset())
{
Sleep (1);
return false;
}
}
Draw3DPart(true);
return true;
}
//==========================================================================
//
// D3DFB :: Draw3DPart
//
// The software 3D part, to be exact.
//
//==========================================================================
void D3DFB::Draw3DPart(bool copy3d)
{
if (copy3d)
{
RECT texrect = { 0, 0, Width, Height };
D3DLOCKED_RECT lockrect;
if ((FBWidth == Width && FBHeight == Height &&
SUCCEEDED(FBTexture->LockRect (0, &lockrect, NULL, D3DLOCK_DISCARD))) ||
SUCCEEDED(FBTexture->LockRect (0, &lockrect, &texrect, 0)))
{
if (lockrect.Pitch == Pitch && Pitch == Width)
{
memcpy (lockrect.pBits, MemBuffer, Width * Height);
}
else
{
BYTE *dest = (BYTE *)lockrect.pBits;
BYTE *src = MemBuffer;
for (int y = 0; y < Height; y++)
{
memcpy (dest, src, Width);
dest += lockrect.Pitch;
src += Pitch;
}
}
FBTexture->UnlockRect (0);
}
}
InScene = true;
D3DDevice->BeginScene();
D3DDevice->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, vid_hwaalines);
assert(OldRenderTarget == NULL);
if (TempRenderTexture != NULL &&
((Windowed && TempRenderTexture != FinalWipeScreen) || GatheringWipeScreen || PixelDoubling))
{
IDirect3DSurface9 *targetsurf;
if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)))
{
if (SUCCEEDED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)))
{
if (FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
{
// Setting the render target failed.
}
}
targetsurf->Release();
}
}
SetTexture(0, FBTexture);
SetPaletteTexture(PaletteTexture, 256, BorderColor);
D3DDevice->SetFVF (D3DFVF_FBVERTEX);
memset(Constant, 0, sizeof(Constant));
SetAlphaBlend(D3DBLENDOP(0));
EnableAlphaTest(FALSE);
SetPixelShader(Shaders[SHADER_NormalColorPal]);
if (copy3d)
{
FBVERTEX verts[4];
D3DCOLOR color0, color1;
if (Accel2D)
{
if (realfixedcolormap == NULL)
{
color0 = 0;
color1 = 0xFFFFFFF;
}
else
{
color0 = D3DCOLOR_COLORVALUE(realfixedcolormap->ColorizeStart[0]/2,
realfixedcolormap->ColorizeStart[1]/2, realfixedcolormap->ColorizeStart[2]/2, 0);
color1 = D3DCOLOR_COLORVALUE(realfixedcolormap->ColorizeEnd[0]/2,
realfixedcolormap->ColorizeEnd[1]/2, realfixedcolormap->ColorizeEnd[2]/2, 1);
SetPixelShader(Shaders[SHADER_SpecialColormapPal]);
}
}
else
{
color0 = FlashColor0;
color1 = FlashColor1;
}
CalcFullscreenCoords(verts, Accel2D, false, color0, color1);
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
}
SetPixelShader(Shaders[SHADER_NormalColorPal]);
}
//==========================================================================
//
// D3DFB :: DrawLetterbox
//
// Draws the black bars at the top and bottom of the screen for letterboxed
// modes.
//
//==========================================================================
void D3DFB::DrawLetterbox()
{
if (LBOffsetI != 0)
{
D3DRECT rects[2] = { { 0, 0, Width, LBOffsetI }, { 0, Height + LBOffsetI, Width, TrueHeight } };
D3DDevice->Clear (2, rects, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.f, 0);
}
}
//==========================================================================
//
// D3DFB :: DoWindowedGamma
//
// Draws the render target texture to the real back buffer using a gamma-
// correcting pixel shader.
//
//==========================================================================
void D3DFB::DoWindowedGamma()
{
if (OldRenderTarget != NULL)
{
FBVERTEX verts[4];
CalcFullscreenCoords(verts, false, true, 0, 0xFFFFFFFF);
D3DDevice->SetRenderTarget(0, OldRenderTarget);
D3DDevice->SetFVF(D3DFVF_FBVERTEX);
SetTexture(0, TempRenderTexture);
SetPixelShader(Windowed && GammaShader ? GammaShader : Shaders[SHADER_NormalColor]);
if (SM14 && Windowed && GammaShader)
{
SetTexture(2, GammaTexture);
SetTexture(3, GammaTexture);
SetTexture(4, GammaTexture);
}
SetAlphaBlend(D3DBLENDOP(0));
EnableAlphaTest(FALSE);
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
OldRenderTarget->Release();
OldRenderTarget = NULL;
if (SM14 && Windowed && GammaShader)
{
// SetTexture(0, GammaTexture);
// SetPixelShader(Shaders[SHADER_NormalColor]);
// D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
}
}
}
//==========================================================================
//
// D3DFB :: UpdateGammaTexture
//
// Updates the gamma texture used by the PS14 shader. We only use the first
// half of the texture so that we needn't worry about imprecision causing
// it to grab from the border.
//
//==========================================================================
void D3DFB::UpdateGammaTexture(float igamma)
{
D3DLOCKED_RECT lockrect;
if (GammaTexture != NULL && SUCCEEDED(GammaTexture->LockRect(0, &lockrect, NULL, 0)))
{
BYTE *pix = (BYTE *)lockrect.pBits;
for (int i = 0; i <= 128; ++i)
{
pix[i*4+2] = pix[i*4+1] = pix[i*4] = BYTE(255.f * powf(i / 128.f, igamma));
pix[i*4+3] = 255;
}
GammaTexture->UnlockRect(0);
}
}
//==========================================================================
//
// D3DFB :: DoOffByOneCheck
//
// Pixel Shader 1.x does not have enough precision to properly map a "color"
// from the source texture to an index in the palette texture. The best we
// can do is use 255 pixels of the palette and get the 256th from the
// texture border color. This routine determines which pixel of the texture
// is skipped so that we don't use it for palette data.
//
//==========================================================================
void D3DFB::DoOffByOneCheck ()
{
IDirect3DSurface9 *savedrendertarget;
IDirect3DSurface9 *testsurf, *readsurf;
D3DLOCKED_RECT lockrect;
RECT testrect = { 0, 0, 256, 1 };
float texright = 256.f / float(FBWidth);
float texbot = 1.f / float(FBHeight);
FBVERTEX verts[4] =
{
{ -0.5f, -0.5f, 0.5f, 1.f, D3DCOLOR_RGBA(0,0,0,0), D3DCOLOR_RGBA(255,255,255,255), 0.f, 0.f },
{ 255.5f, -0.5f, 0.5f, 1.f, D3DCOLOR_RGBA(0,0,0,0), D3DCOLOR_RGBA(255,255,255,255), texright, 0.f },
{ 255.5f, 0.5f, 0.5f, 1.f, D3DCOLOR_RGBA(0,0,0,0), D3DCOLOR_RGBA(255,255,255,255), texright, texbot },
{ -0.5f, 0.5f, 0.5f, 1.f, D3DCOLOR_RGBA(0,0,0,0), D3DCOLOR_RGBA(255,255,255,255), 0.f, texbot }
};
int i, c;
if (SkipAt >= 0)
{
return;
}
// Create an easily recognizable R3G3B2 palette.
if (SUCCEEDED(PaletteTexture->LockRect(0, &lockrect, NULL, 0)))
{
BYTE *pal = (BYTE *)(lockrect.pBits);
for (i = 0; i < 256; ++i)
{
pal[i*4+0] = (i & 0x03) << 6; // blue
pal[i*4+1] = (i & 0x1C) << 3; // green
pal[i*4+2] = (i & 0xE0); // red;
pal[i*4+3] = 255;
}
PaletteTexture->UnlockRect (0);
}
else
{
return;
}
// Prepare a texture with values 0-256.
if (SUCCEEDED(FBTexture->LockRect(0, &lockrect, &testrect, 0)))
{
for (i = 0; i < 256; ++i)
{
((BYTE *)lockrect.pBits)[i] = i;
}
FBTexture->UnlockRect(0);
}
else
{
return;
}
// Create a render target that we can draw it to.
if (FAILED(D3DDevice->GetRenderTarget(0, &savedrendertarget)))
{
return;
}
if (FAILED(D3DDevice->CreateRenderTarget(256, 1, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &testsurf, NULL)))
{
return;
}
if (FAILED(D3DDevice->CreateOffscreenPlainSurface(256, 1, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readsurf, NULL)))
{
testsurf->Release();
return;
}
if (FAILED(D3DDevice->SetRenderTarget(0, testsurf)))
{
testsurf->Release();
readsurf->Release();
return;
}
// Write it to the render target using the pixel shader.
D3DDevice->BeginScene();
D3DDevice->SetTexture(0, FBTexture);
D3DDevice->SetTexture(1, PaletteTexture);
D3DDevice->SetFVF(D3DFVF_FBVERTEX);
D3DDevice->SetPixelShader(Shaders[SHADER_NormalColorPal]);
SetConstant(PSCONST_PaletteMod, 1.f, 0.5f / 256.f, 0, 0);
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
D3DDevice->EndScene();
D3DDevice->SetRenderTarget(0, savedrendertarget);
savedrendertarget->Release();
// Now read it back and see where it skips an entry
if (SUCCEEDED(D3DDevice->GetRenderTargetData(testsurf, readsurf)) &&
SUCCEEDED(readsurf->LockRect(&lockrect, &testrect, D3DLOCK_READONLY)))
{
const BYTE *pix = (const BYTE *)lockrect.pBits;
for (i = 0; i < 256; ++i, pix += 4)
{
c = (pix[0] >> 6) | // blue
((pix[1] >> 5) << 2) | // green
((pix[2] >> 5) << 5); // red
if (c != i)
{
break;
}
}
}
readsurf->UnlockRect();
readsurf->Release();
testsurf->Release();
SkipAt = i;
}
void D3DFB::UploadPalette ()
{
D3DLOCKED_RECT lockrect;
if (SkipAt < 0)
{
if (SM14)
{
DoOffByOneCheck();
}
else
{
SkipAt = 256;
}
}
if (SUCCEEDED(PaletteTexture->LockRect(0, &lockrect, NULL, 0)))
{
BYTE *pix = (BYTE *)lockrect.pBits;
int i;
for (i = 0; i < SkipAt; ++i, pix += 4)
{
pix[0] = SourcePalette[i].b;
pix[1] = SourcePalette[i].g;
pix[2] = SourcePalette[i].r;
pix[3] = (i == 0 ? 0 : 255);
// To let masked textures work, the first palette entry's alpha is 0.
}
pix += 4;
for (; i < 255; ++i, pix += 4)
{
pix[0] = SourcePalette[i].b;
pix[1] = SourcePalette[i].g;
pix[2] = SourcePalette[i].r;
pix[3] = 255;
}
PaletteTexture->UnlockRect(0);
BorderColor = D3DCOLOR_XRGB(SourcePalette[255].r, SourcePalette[255].g, SourcePalette[255].b);
}
}
PalEntry *D3DFB::GetPalette ()
{
return SourcePalette;
}
void D3DFB::UpdatePalette ()
{
NeedPalUpdate = true;
}
bool D3DFB::SetGamma (float gamma)
{
LOG1 ("SetGamma %g\n", gamma);
Gamma = gamma;
NeedGammaUpdate = true;
return true;
}
bool D3DFB::SetFlash (PalEntry rgb, int amount)
{
FlashColor = rgb;
FlashAmount = amount;
// Fill in the constants for the pixel shader to do linear interpolation between the palette and the flash:
float r = rgb.r / 255.f, g = rgb.g / 255.f, b = rgb.b / 255.f, a = amount / 256.f;
FlashColor0 = D3DCOLOR_COLORVALUE(r * a, g * a, b * a, 0);
a = 1 - a;
FlashColor1 = D3DCOLOR_COLORVALUE(a, a, a, 1);
return true;
}
void D3DFB::GetFlash (PalEntry &rgb, int &amount)
{
rgb = FlashColor;
amount = FlashAmount;
}
void D3DFB::GetFlashedPalette (PalEntry pal[256])
{
memcpy (pal, SourcePalette, 256*sizeof(PalEntry));
if (FlashAmount)
{
DoBlending (pal, pal, 256, FlashColor.r, FlashColor.g, FlashColor.b, FlashAmount);
}
}
void D3DFB::SetVSync (bool vsync)
{
if (VSync != vsync)
{
VSync = vsync;
Reset();
}
}
void D3DFB::NewRefreshRate ()
{
if (!Windowed)
{
Reset();
}
}
void D3DFB::Blank ()
{
// Only used by movie player, which isn't working with D3D9 yet.
}
void D3DFB::SetBlendingRect(int x1, int y1, int x2, int y2)
{
BlendingRect.left = x1;
BlendingRect.top = y1;
BlendingRect.right = x2;
BlendingRect.bottom = y2;
}
//==========================================================================
//
// D3DFB :: GetScreenshotBuffer
//
// Returns a pointer into a surface holding the current screen data.
//
//==========================================================================
void D3DFB::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
{
D3DLOCKED_RECT lrect;
if (!Accel2D)
{
Super::GetScreenshotBuffer(buffer, pitch, color_type);
return;
}
buffer = NULL;
if ((ScreenshotTexture = GetCurrentScreen()) != NULL)
{
if (FAILED(ScreenshotTexture->GetSurfaceLevel(0, &ScreenshotSurface)))
{
ScreenshotTexture->Release();
ScreenshotTexture = NULL;
}
else if (FAILED(ScreenshotSurface->LockRect(&lrect, NULL, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK)))
{
ScreenshotSurface->Release();
ScreenshotSurface = NULL;
ScreenshotTexture->Release();
ScreenshotTexture = NULL;
}
else
{
buffer = (const BYTE *)lrect.pBits;
pitch = lrect.Pitch;
color_type = SS_BGRA;
}
}
}
//==========================================================================
//
// D3DFB :: ReleaseScreenshotBuffer
//
//==========================================================================
void D3DFB::ReleaseScreenshotBuffer()
{
if (LockCount > 0)
{
Super::ReleaseScreenshotBuffer();
}
if (ScreenshotSurface != NULL)
{
ScreenshotSurface->UnlockRect();
ScreenshotSurface->Release();
ScreenshotSurface = NULL;
}
SAFE_RELEASE( ScreenshotTexture );
}
//==========================================================================
//
// D3DFB :: GetCurrentScreen
//
// Returns a texture containing the pixels currently visible on-screen.
//
//==========================================================================
IDirect3DTexture9 *D3DFB::GetCurrentScreen(D3DPOOL pool)
{
IDirect3DTexture9 *tex;
IDirect3DSurface9 *surf;
D3DSURFACE_DESC desc;
HRESULT hr;
assert(pool == D3DPOOL_SYSTEMMEM || pool == D3DPOOL_DEFAULT);
if (FrontCopySurface == NULL || FAILED(FrontCopySurface->GetDesc(&desc)))
{
return NULL;
}
if (pool == D3DPOOL_SYSTEMMEM)
{
hr = D3DDevice->CreateTexture(desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &tex, NULL);
}
else
{
hr = D3DDevice->CreateTexture(FBWidth, FBHeight, 1, D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT, &tex, NULL);
}
if (FAILED(hr))
{
return NULL;
}
if (FAILED(tex->GetSurfaceLevel(0, &surf)))
{
tex->Release();
return NULL;
}
if (pool == D3DPOOL_SYSTEMMEM)
{
// Video -> System memory : use GetRenderTargetData
hr = D3DDevice->GetRenderTargetData(FrontCopySurface, surf);
}
else
{
// Video -> Video memory : use StretchRect
RECT destrect = { 0, 0, Width, Height };
hr = D3DDevice->StretchRect(FrontCopySurface, NULL, surf, &destrect, D3DTEXF_POINT);
}
surf->Release();
if (FAILED(hr))
{
tex->Release();
return NULL;
}
return tex;
}
/**************************************************************************/
/* 2D Stuff */
/**************************************************************************/
//==========================================================================
//
// D3DFB :: DrawPackedTextures
//
// DEBUG: Draws the texture atlases to the screen, starting with the
// 1-based packnum. Ignores atlases that are flagged for use by one
// texture only.
//
//==========================================================================
void D3DFB::DrawPackedTextures(int packnum)
{
D3DCOLOR empty_colors[8] =
{
0x50FF0000, 0x5000FF00, 0x500000FF, 0x50FFFF00,
0x50FF00FF, 0x5000FFFF, 0x50FF8000, 0x500080FF
};
Atlas *pack;
int x = 8, y = 8;
if (packnum <= 0)
{
return;
}
pack = Atlases;
// Find the first texture atlas that is an actual atlas.
while (pack != NULL && pack->OneUse)
{ // Skip textures that aren't used as atlases
pack = pack->Next;
}
// Skip however many atlases we would have otherwise drawn
// until we've skipped <packnum> of them.
while (pack != NULL && packnum != 1)
{
if (!pack->OneUse)
{ // Skip textures that aren't used as atlases
packnum--;
}
pack = pack->Next;
}
// Draw atlases until we run out of room on the screen.
while (pack != NULL)
{
if (pack->OneUse)
{ // Skip textures that aren't used as atlases
pack = pack->Next;
continue;
}
AddColorOnlyRect(x-1, y-1-LBOffsetI, 258, 258, D3DCOLOR_XRGB(255,255,0));
int back = 0;
for (PackedTexture *box = pack->UsedList; box != NULL; box = box->Next)
{
AddColorOnlyQuad(
x + box->Area.left * 256 / pack->Width,
y + box->Area.top * 256 / pack->Height,
(box->Area.right - box->Area.left) * 256 / pack->Width,
(box->Area.bottom - box->Area.top) * 256 / pack->Height, empty_colors[back]);
back = (back + 1) & 7;
}
// AddColorOnlyQuad(x, y-LBOffsetI, 256, 256, D3DCOLOR_ARGB(180,0,0,0));
CheckQuadBatch();
BufferedTris *quad = &QuadExtra[QuadBatchPos];
FBVERTEX *vert = &VertexData[VertexPos];
quad->Group1 = 0;
if (pack->Format == D3DFMT_L8/* && !tex->IsGray*/)
{
quad->Flags = BQF_WrapUV | BQF_GamePalette/* | BQF_DisableAlphaTest*/;
quad->ShaderNum = BQS_PalTex;
}
else
{
quad->Flags = BQF_WrapUV/* | BQF_DisableAlphaTest*/;
quad->ShaderNum = BQS_Plain;
}
quad->Palette = NULL;
quad->Texture = pack->Tex;
quad->NumVerts = 4;
quad->NumTris = 2;
float x0 = float(x) - 0.5f;
float y0 = float(y) - 0.5f;
float x1 = x0 + 256.f;
float y1 = y0 + 256.f;
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = 0;
vert[0].color1 = 0xFFFFFFFF;
vert[0].tu = 0;
vert[0].tv = 0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = 0;
vert[1].color1 = 0xFFFFFFFF;
vert[1].tu = 1;
vert[1].tv = 0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = 0;
vert[2].color1 = 0xFFFFFFFF;
vert[2].tu = 1;
vert[2].tv = 1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = 0;
vert[3].color1 = 0xFFFFFFFF;
vert[3].tu = 0;
vert[3].tv = 1;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
x += 256 + 8;
if (x > Width - 256)
{
x = 8;
y += 256 + 8;
if (y > TrueHeight - 256)
{
return;
}
}
pack = pack->Next;
}
}
//==========================================================================
//
// D3DFB :: AllocPackedTexture
//
// Finds space to pack an image inside a texture atlas and returns it.
// Large images and those that need to wrap always get their own textures.
//
//==========================================================================
D3DFB::PackedTexture *D3DFB::AllocPackedTexture(int w, int h, bool wrapping, D3DFORMAT format)
{
Atlas *pack;
Rect box;
bool padded;
// The - 2 to account for padding
if (w > 256 - 2 || h > 256 - 2 || wrapping)
{ // Create a new texture atlas.
pack = new Atlas(this, w, h, format);
pack->OneUse = true;
box = pack->Packer.Insert(w, h);
padded = false;
}
else
{ // Try to find space in an existing texture atlas.
w += 2; // Add padding
h += 2;
for (pack = Atlases; pack != NULL; pack = pack->Next)
{
// Use the first atlas it fits in.
if (pack->Format == format)
{
box = pack->Packer.Insert(w, h);
if (box.width != 0)
{
break;
}
}
}
if (pack == NULL)
{ // Create a new texture atlas.
pack = new Atlas(this, DEF_ATLAS_WIDTH, DEF_ATLAS_HEIGHT, format);
box = pack->Packer.Insert(w, h);
}
padded = true;
}
assert(box.width != 0 && box.height != 0);
return pack->AllocateImage(box, padded);
}
//==========================================================================
//
// Atlas Constructor
//
//==========================================================================
D3DFB::Atlas::Atlas(D3DFB *fb, int w, int h, D3DFORMAT format)
: Packer(w, h, true)
{
Tex = NULL;
Format = format;
UsedList = NULL;
OneUse = false;
Width = 0;
Height = 0;
Next = NULL;
// Attach to the end of the atlas list
Atlas **prev = &fb->Atlases;
while (*prev != NULL)
{
prev = &((*prev)->Next);
}
*prev = this;
#if 1
if (FAILED(fb->D3DDevice->CreateTexture(w, h, 1, 0, format, D3DPOOL_MANAGED, &Tex, NULL)))
#endif
{ // Try again, using power-of-2 sizes
int i;
for (i = 1; i < w; i <<= 1) {} w = i;
for (i = 1; i < h; i <<= 1) {} h = i;
if (FAILED(fb->D3DDevice->CreateTexture(w, h, 1, 0, format, D3DPOOL_MANAGED, &Tex, NULL)))
{
return;
}
}
Width = w;
Height = h;
}
//==========================================================================
//
// Atlas Destructor
//
//==========================================================================
D3DFB::Atlas::~Atlas()
{
PackedTexture *box, *next;
SAFE_RELEASE( Tex );
for (box = UsedList; box != NULL; box = next)
{
next = box->Next;
delete box;
}
}
//==========================================================================
//
// Atlas :: AllocateImage
//
// Moves the box from the empty list to the used list, sizing it to the
// requested dimensions and adding additional boxes to the empty list if
// needed.
//
// The passed box *MUST* be in this texture atlas's empty list.
//
//==========================================================================
D3DFB::PackedTexture *D3DFB::Atlas::AllocateImage(const Rect &rect, bool padded)
{
PackedTexture *box = new PackedTexture;
box->Owner = this;
box->Area.left = rect.x;
box->Area.top = rect.y;
box->Area.right = rect.x + rect.width;
box->Area.bottom = rect.y + rect.height;
box->Left = float(box->Area.left + padded) / Width;
box->Right = float(box->Area.right - padded) / Width;
box->Top = float(box->Area.top + padded) / Height;
box->Bottom = float(box->Area.bottom - padded) / Height;
box->Padded = padded;
// Add it to the used list.
box->Next = UsedList;
if (box->Next != NULL)
{
box->Next->Prev = &box->Next;
}
UsedList = box;
box->Prev = &UsedList;
return box;
}
//==========================================================================
//
// Atlas :: FreeBox
//
// Removes a box from the used list and deletes it. Space is returned to the
// waste list. Once all boxes for this atlas are freed, the entire bin
// packer is reinitialized for maximum efficiency.
//
//==========================================================================
void D3DFB::Atlas::FreeBox(D3DFB::PackedTexture *box)
{
*(box->Prev) = box->Next;
if (box->Next != NULL)
{
box->Next->Prev = box->Prev;
}
Rect waste;
waste.x = box->Area.left;
waste.y = box->Area.top;
waste.width = box->Area.right - box->Area.left;
waste.height = box->Area.bottom - box->Area.top;
box->Owner->Packer.AddWaste(waste);
delete box;
if (UsedList == NULL)
{
Packer.Init(Width, Height, true);
}
}
//==========================================================================
//
// D3DTex Constructor
//
//==========================================================================
D3DTex::D3DTex(FTexture *tex, D3DFB *fb, bool wrapping)
{
// Attach to the texture list for the D3DFB
Next = fb->Textures;
if (Next != NULL)
{
Next->Prev = &Next;
}
Prev = &fb->Textures;
fb->Textures = this;
GameTex = tex;
Box = NULL;
IsGray = false;
Create(fb, wrapping);
}
//==========================================================================
//
// D3DTex Destructor
//
//==========================================================================
D3DTex::~D3DTex()
{
if (Box != NULL)
{
Box->Owner->FreeBox(Box);
Box = NULL;
}
// Detach from the texture list
*Prev = Next;
if (Next != NULL)
{
Next->Prev = Prev;
}
// Remove link from the game texture
if (GameTex != NULL)
{
GameTex->Native = NULL;
}
}
//==========================================================================
//
// D3DTex :: CheckWrapping
//
// Returns true if the texture is compatible with the specified wrapping
// mode.
//
//==========================================================================
bool D3DTex::CheckWrapping(bool wrapping)
{
// If it doesn't need to wrap, then it works.
if (!wrapping)
{
return true;
}
// If it needs to wrap, then it can't be packed inside another texture.
return Box->Owner->OneUse;
}
//==========================================================================
//
// D3DTex :: Create
//
// Creates an IDirect3DTexture9 for the texture and copies the image data
// to it. Note that unlike FTexture, this image is row-major.
//
//==========================================================================
bool D3DTex::Create(D3DFB *fb, bool wrapping)
{
assert(Box == NULL);
if (Box != NULL)
{
Box->Owner->FreeBox(Box);
}
Box = fb->AllocPackedTexture(GameTex->GetWidth(), GameTex->GetHeight(), wrapping, GetTexFormat());
if (Box == NULL)
{
return false;
}
if (!Update())
{
Box->Owner->FreeBox(Box);
Box = NULL;
return false;
}
return true;
}
//==========================================================================
//
// D3DTex :: Update
//
// Copies image data from the underlying FTexture to the D3D texture.
//
//==========================================================================
bool D3DTex::Update()
{
D3DSURFACE_DESC desc;
D3DLOCKED_RECT lrect;
RECT rect;
BYTE *dest;
assert(Box != NULL);
assert(Box->Owner != NULL);
assert(Box->Owner->Tex != NULL);
assert(GameTex != NULL);
if (FAILED(Box->Owner->Tex->GetLevelDesc(0, &desc)))
{
return false;
}
rect = Box->Area;
if (FAILED(Box->Owner->Tex->LockRect(0, &lrect, &rect, 0)))
{
return false;
}
dest = (BYTE *)lrect.pBits;
if (Box->Padded)
{
dest += lrect.Pitch + (desc.Format == D3DFMT_L8 ? 1 : 4);
}
GameTex->FillBuffer(dest, lrect.Pitch, GameTex->GetHeight(), ToTexFmt(desc.Format));
if (Box->Padded)
{
// Clear top padding row.
dest = (BYTE *)lrect.pBits;
int numbytes = GameTex->GetWidth() + 2;
if (desc.Format != D3DFMT_L8)
{
numbytes <<= 2;
}
memset(dest, 0, numbytes);
dest += lrect.Pitch;
// Clear left and right padding columns.
if (desc.Format == D3DFMT_L8)
{
for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
{
dest[0] = 0;
dest[numbytes-1] = 0;
dest += lrect.Pitch;
}
}
else
{
for (int y = Box->Area.bottom - Box->Area.top - 2; y > 0; --y)
{
*(DWORD *)dest = 0;
*(DWORD *)(dest + numbytes - 4) = 0;
dest += lrect.Pitch;
}
}
// Clear bottom padding row.
memset(dest, 0, numbytes);
}
Box->Owner->Tex->UnlockRect(0);
return true;
}
//==========================================================================
//
// D3DTex :: GetTexFormat
//
// Returns the texture format that would best fit this texture.
//
//==========================================================================
D3DFORMAT D3DTex::GetTexFormat()
{
FTextureFormat fmt = GameTex->GetFormat();
IsGray = false;
switch (fmt)
{
case TEX_Pal: return D3DFMT_L8;
case TEX_Gray: IsGray = true; return D3DFMT_L8;
case TEX_RGB: return D3DFMT_A8R8G8B8;
case TEX_DXT1: return D3DFMT_DXT1;
case TEX_DXT2: return D3DFMT_DXT2;
case TEX_DXT3: return D3DFMT_DXT3;
case TEX_DXT4: return D3DFMT_DXT4;
case TEX_DXT5: return D3DFMT_DXT5;
default: I_FatalError ("GameTex->GetFormat() returned invalid format.");
}
return D3DFMT_L8;
}
//==========================================================================
//
// D3DTex :: ToTexFmt
//
// Converts a D3DFORMAT constant to something the FTexture system
// understands.
//
//==========================================================================
FTextureFormat D3DTex::ToTexFmt(D3DFORMAT fmt)
{
switch (fmt)
{
case D3DFMT_L8: return IsGray ? TEX_Gray : TEX_Pal;
case D3DFMT_A8R8G8B8: return TEX_RGB;
case D3DFMT_DXT1: return TEX_DXT1;
case D3DFMT_DXT2: return TEX_DXT2;
case D3DFMT_DXT3: return TEX_DXT3;
case D3DFMT_DXT4: return TEX_DXT4;
case D3DFMT_DXT5: return TEX_DXT5;
default:
assert(0); // LOL WUT?
return TEX_Pal;
}
}
//==========================================================================
//
// D3DPal Constructor
//
//==========================================================================
D3DPal::D3DPal(FRemapTable *remap, D3DFB *fb)
: Tex(NULL), Remap(remap)
{
int count;
// Attach to the palette list for the D3DFB
Next = fb->Palettes;
if (Next != NULL)
{
Next->Prev = &Next;
}
Prev = &fb->Palettes;
fb->Palettes = this;
// Palette textures must be 256 entries for Shader Model 1.4
if (fb->SM14)
{
count = 256;
// If the palette isn't big enough, then we don't need to
// worry about setting the gamma ramp.
DoColorSkip = (remap->NumEntries >= 256 - 8);
}
else
{
int pow2count;
// Round up to the nearest power of 2.
for (pow2count = 1; pow2count < remap->NumEntries; pow2count <<= 1)
{ }
count = pow2count;
DoColorSkip = false;
}
BorderColor = 0;
RoundedPaletteSize = count;
if (SUCCEEDED(fb->D3DDevice->CreateTexture(count, 1, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &Tex, NULL)))
{
if (!Update())
{
Tex->Release();
Tex = NULL;
}
}
}
//==========================================================================
//
// D3DPal Destructor
//
//==========================================================================
D3DPal::~D3DPal()
{
SAFE_RELEASE( Tex );
// Detach from the palette list
*Prev = Next;
if (Next != NULL)
{
Next->Prev = Prev;
}
// Remove link from the remap table
if (Remap != NULL)
{
Remap->Native = NULL;
}
}
//==========================================================================
//
// D3DPal :: Update
//
// Copies the palette to the texture.
//
//==========================================================================
bool D3DPal::Update()
{
D3DLOCKED_RECT lrect;
D3DCOLOR *buff;
const PalEntry *pal;
int skipat, i;
assert(Tex != NULL);
if (FAILED(Tex->LockRect(0, &lrect, NULL, 0)))
{
return false;
}
buff = (D3DCOLOR *)lrect.pBits;
pal = Remap->Palette;
// See explanation in UploadPalette() for skipat rationale.
skipat = MIN(Remap->NumEntries, DoColorSkip ? 256 - 8 : 256);
for (i = 0; i < skipat; ++i)
{
buff[i] = D3DCOLOR_ARGB(pal[i].a, pal[i].r, pal[i].g, pal[i].b);
}
for (++i; i < Remap->NumEntries; ++i)
{
buff[i] = D3DCOLOR_ARGB(pal[i].a, pal[i-1].r, pal[i-1].g, pal[i-1].b);
}
BorderColor = D3DCOLOR_ARGB(pal[i].a, pal[i-1].r, pal[i-1].g, pal[i-1].b);
Tex->UnlockRect(0);
return true;
}
//==========================================================================
//
// D3DFB :: Begin2D
//
// Begins 2D mode drawing operations. In particular, DrawTexture is
// rerouted to use Direct3D instead of the software renderer.
//
//==========================================================================
bool D3DFB::Begin2D(bool copy3d)
{
if (!Accel2D)
{
return false;
}
if (In2D)
{
return true;
}
In2D = 2 - copy3d;
Update();
In2D = 3;
return true;
}
//==========================================================================
//
// D3DFB :: DrawBlendingRect
//
// Call after Begin2D to blend the 3D view.
//
//==========================================================================
void D3DFB::DrawBlendingRect()
{
if (!In2D || !Accel2D)
{
return;
}
Dim(FlashColor, FlashAmount / 256.f, viewwindowx, viewwindowy, viewwidth, viewheight);
}
//==========================================================================
//
// D3DFB :: CreateTexture
//
// Returns a native texture that wraps a FTexture.
//
//==========================================================================
FNativeTexture *D3DFB::CreateTexture(FTexture *gametex, bool wrapping)
{
D3DTex *tex = new D3DTex(gametex, this, wrapping);
if (tex->Box == NULL)
{
delete tex;
return NULL;
}
return tex;
}
//==========================================================================
//
// D3DFB :: CreatePalette
//
// Returns a native texture that contains a palette.
//
//==========================================================================
FNativePalette *D3DFB::CreatePalette(FRemapTable *remap)
{
D3DPal *tex = new D3DPal(remap, this);
if (tex->Tex == NULL)
{
delete tex;
return NULL;
}
return tex;
}
//==========================================================================
//
// D3DFB :: Clear
//
// Fills the specified region with a color.
//
//==========================================================================
void D3DFB::Clear (int left, int top, int right, int bottom, int palcolor, uint32 color)
{
if (In2D < 2)
{
Super::Clear(left, top, right, bottom, palcolor, color);
return;
}
if (!InScene)
{
return;
}
if (palcolor >= 0 && color == 0)
{
color = GPalette.BaseColors[palcolor];
}
else if (APART(color) < 255)
{
Dim(color, APART(color)/255.f, left, top, right - left, bottom - top);
return;
}
AddColorOnlyQuad(left, top, right - left, bottom - top, color | 0xFF000000);
}
//==========================================================================
//
// D3DFB :: Dim
//
//==========================================================================
void D3DFB::Dim (PalEntry color, float amount, int x1, int y1, int w, int h)
{
if (amount <= 0)
{
return;
}
if (In2D < 2)
{
Super::Dim(color, amount, x1, y1, w, h);
return;
}
if (!InScene)
{
return;
}
if (amount > 1)
{
amount = 1;
}
AddColorOnlyQuad(x1, y1, w, h, color | (int(amount * 255) << 24));
}
//==========================================================================
//
// D3DFB :: BeginLineBatch
//
//==========================================================================
void D3DFB::BeginLineBatch()
{
if (In2D < 2 || !InScene || BatchType == BATCH_Lines)
{
return;
}
EndQuadBatch(); // Make sure all quads have been drawn first.
VertexBuffer->Lock(0, 0, (void **)&VertexData, D3DLOCK_DISCARD);
VertexPos = 0;
BatchType = BATCH_Lines;
}
//==========================================================================
//
// D3DFB :: EndLineBatch
//
//==========================================================================
void D3DFB::EndLineBatch()
{
if (In2D < 2 || !InScene || BatchType != BATCH_Lines)
{
return;
}
VertexBuffer->Unlock();
if (VertexPos > 0)
{
SetPixelShader(Shaders[SHADER_VertexColor]);
SetAlphaBlend(D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, VertexPos / 2);
}
VertexPos = -1;
BatchType = BATCH_None;
}
//==========================================================================
//
// D3DFB :: DrawLine
//
//==========================================================================
void D3DFB::DrawLine(int x0, int y0, int x1, int y1, int palcolor, uint32 color)
{
if (In2D < 2)
{
Super::DrawLine(x0, y0, x1, y1, palcolor, color);
return;
}
if (!InScene)
{
return;
}
if (BatchType != BATCH_Lines)
{
BeginLineBatch();
}
if (VertexPos == NUM_VERTS)
{ // Flush the buffer and refill it.
EndLineBatch();
BeginLineBatch();
}
// Add the endpoints to the vertex buffer.
VertexData[VertexPos].x = float(x0);
VertexData[VertexPos].y = float(y0) + LBOffset;
VertexData[VertexPos].z = 0;
VertexData[VertexPos].rhw = 1;
VertexData[VertexPos].color0 = color;
VertexData[VertexPos].color1 = 0;
VertexData[VertexPos].tu = 0;
VertexData[VertexPos].tv = 0;
VertexData[VertexPos+1].x = float(x1);
VertexData[VertexPos+1].y = float(y1) + LBOffset;
VertexData[VertexPos+1].z = 0;
VertexData[VertexPos+1].rhw = 1;
VertexData[VertexPos+1].color0 = color;
VertexData[VertexPos+1].color1 = 0;
VertexData[VertexPos+1].tu = 0;
VertexData[VertexPos+1].tv = 0;
VertexPos += 2;
}
//==========================================================================
//
// D3DFB :: DrawPixel
//
//==========================================================================
void D3DFB::DrawPixel(int x, int y, int palcolor, uint32 color)
{
if (In2D < 2)
{
Super::DrawPixel(x, y, palcolor, color);
return;
}
if (!InScene)
{
return;
}
FBVERTEX pt =
{
float(x), float(y), 0, 1, color
};
EndBatch(); // Draw out any batched operations.
SetPixelShader(Shaders[SHADER_VertexColor]);
SetAlphaBlend(D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
D3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, &pt, sizeof(FBVERTEX));
}
//==========================================================================
//
// D3DFB :: DrawTextureV
//
// If not in 2D mode, just call the normal software version.
// If in 2D mode, then use Direct3D calls to perform the drawing.
//
//==========================================================================
void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, double x, double y, uint32 tags_first, va_list tags)
{
if (In2D < 2)
{
Super::DrawTextureV(img, x, y, tags_first, tags);
return;
}
DrawParms parms;
if (!InScene || !ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, true))
{
return;
}
D3DTex *tex = static_cast<D3DTex *>(img->GetNative(false));
if (tex == NULL)
{
assert(tex != NULL);
return;
}
CheckQuadBatch();
double xscale = parms.destwidth / parms.texwidth;
double yscale = parms.destheight / parms.texheight;
double x0 = parms.x - parms.left * xscale;
double y0 = parms.y - parms.top * yscale;
double x1 = x0 + parms.destwidth;
double y1 = y0 + parms.destheight;
float u0 = tex->Box->Left;
float v0 = tex->Box->Top;
float u1 = tex->Box->Right;
float v1 = tex->Box->Bottom;
double uscale = 1.f / tex->Box->Owner->Width;
bool scissoring = false;
FBVERTEX *vert;
float yoffs;
if (parms.flipX)
{
swapvalues(u0, u1);
}
if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
{
x0 += parms.windowleft * xscale;
u0 = float(u0 + parms.windowleft * uscale);
x1 -= (parms.texwidth - parms.windowright) * xscale;
u1 = float(u1 - (parms.texwidth - parms.windowright) * uscale);
}
#if 0
float vscale = 1.f / tex->Box->Owner->Height / yscale;
if (y0 < parms.uclip)
{
v0 += (float(parms.uclip) - y0) * vscale;
y0 = float(parms.uclip);
}
if (y1 > parms.dclip)
{
v1 -= (y1 - float(parms.dclip)) * vscale;
y1 = float(parms.dclip);
}
if (x0 < parms.lclip)
{
u0 += float(parms.lclip - x0) * uscale / xscale * 2;
x0 = float(parms.lclip);
}
if (x1 > parms.rclip)
{
u1 -= (x1 - parms.rclip) * uscale / xscale * 2;
x1 = float(parms.rclip);
}
#else
// Use a scissor test because the math above introduces some jitter
// that is noticeable at low resolutions. Unfortunately, this means this
// quad has to be in a batch by itself.
if (y0 < parms.uclip || y1 > parms.dclip || x0 < parms.lclip || x1 > parms.rclip)
{
scissoring = true;
if (QuadBatchPos > 0)
{
EndQuadBatch();
BeginQuadBatch();
}
RECT scissor = {
parms.lclip, parms.uclip + LBOffsetI,
parms.rclip, parms.dclip + LBOffsetI
};
D3DDevice->SetScissorRect(&scissor);
D3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
}
#endif
parms.bilinear = false;
D3DCOLOR color0, color1;
BufferedTris *quad = &QuadExtra[QuadBatchPos];
if (!SetStyle(tex, parms, color0, color1, *quad))
{
goto done;
}
quad->Texture = tex->Box->Owner->Tex;
if (parms.bilinear)
{
quad->Flags |= BQF_Bilinear;
}
quad->NumTris = 2;
quad->NumVerts = 4;
yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
#if 0
// Coordinates are truncated to integers, because that's effectively
// what the software renderer does. The hardware will instead round
// to nearest, it seems.
x0 = floorf(x0) - 0.5f;
y0 = floorf(y0) - yoffs;
x1 = floorf(x1) - 0.5f;
y1 = floorf(y1) - yoffs;
#else
x0 = x0 - 0.5f;
y0 = y0 - yoffs;
x1 = x1 - 0.5f;
y1 = y1 - yoffs;
#endif
vert = &VertexData[VertexPos];
// Fill the vertex buffer.
vert[0].x = float(x0);
vert[0].y = float(y0);
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = color0;
vert[0].color1 = color1;
vert[0].tu = u0;
vert[0].tv = v0;
vert[1].x = float(x1);
vert[1].y = float(y0);
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = color0;
vert[1].color1 = color1;
vert[1].tu = u1;
vert[1].tv = v0;
vert[2].x = float(x1);
vert[2].y = float(y1);
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = color0;
vert[2].color1 = color1;
vert[2].tu = u1;
vert[2].tv = v1;
vert[3].x = float(x0);
vert[3].y = float(y1);
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = color0;
vert[3].color1 = color1;
vert[3].tu = u0;
vert[3].tv = v1;
// Fill the vertex index buffer.
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
// Batch the quad.
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
done:
if (scissoring)
{
EndQuadBatch();
D3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
}
}
//==========================================================================
//
// D3DFB :: FlatFill
//
// Fills an area with a repeating copy of the texture.
//
//==========================================================================
void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin)
{
if (In2D < 2)
{
Super::FlatFill(left, top, right, bottom, src, local_origin);
return;
}
if (!InScene)
{
return;
}
D3DTex *tex = static_cast<D3DTex *>(src->GetNative(true));
if (tex == NULL)
{
return;
}
float yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
float x0 = float(left);
float y0 = float(top);
float x1 = float(right);
float y1 = float(bottom);
float itw = 1.f / float(src->GetWidth());
float ith = 1.f / float(src->GetHeight());
float xo = local_origin ? x0 : 0;
float yo = local_origin ? y0 : 0;
float u0 = (x0 - xo) * itw;
float v0 = (y0 - yo) * ith;
float u1 = (x1 - xo) * itw;
float v1 = (y1 - yo) * ith;
x0 -= 0.5f;
y0 -= yoffs;
x1 -= 0.5f;
y1 -= yoffs;
CheckQuadBatch();
BufferedTris *quad = &QuadExtra[QuadBatchPos];
FBVERTEX *vert = &VertexData[VertexPos];
quad->Group1 = 0;
if (tex->GetTexFormat() == D3DFMT_L8 && !tex->IsGray)
{
quad->Flags = BQF_WrapUV | BQF_GamePalette; // | BQF_DisableAlphaTest;
quad->ShaderNum = BQS_PalTex;
}
else
{
quad->Flags = BQF_WrapUV; // | BQF_DisableAlphaTest;
quad->ShaderNum = BQS_Plain;
}
quad->Palette = NULL;
quad->Texture = tex->Box->Owner->Tex;
quad->NumVerts = 4;
quad->NumTris = 2;
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = 0;
vert[0].color1 = 0xFFFFFFFF;
vert[0].tu = u0;
vert[0].tv = v0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = 0;
vert[1].color1 = 0xFFFFFFFF;
vert[1].tu = u1;
vert[1].tv = v0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = 0;
vert[2].color1 = 0xFFFFFFFF;
vert[2].tu = u1;
vert[2].tv = v1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = 0;
vert[3].color1 = 0xFFFFFFFF;
vert[3].tu = u0;
vert[3].tv = v1;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
}
//==========================================================================
//
// D3DFB :: FillSimplePoly
//
// Here, "simple" means that a simple triangle fan can draw it.
//
//==========================================================================
void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley,
angle_t rotation, FDynamicColormap *colormap, int lightlevel)
{
// Use an equation similar to player sprites to determine shade
fixed_t shade = LIGHT2SHADE(lightlevel) - 12*FRACUNIT;
BufferedTris *quad;
FBVERTEX *verts;
D3DTex *tex;
float yoffs, uscale, vscale;
int i, ipos;
D3DCOLOR color0, color1;
float ox, oy;
float cosrot, sinrot;
float rot = float(rotation * M_PI / float(1u << 31));
bool dorotate = rot != 0;
if (npoints < 3)
{ // This is no polygon.
return;
}
if (In2D < 2)
{
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel);
return;
}
if (!InScene)
{
return;
}
tex = static_cast<D3DTex *>(texture->GetNative(true));
if (tex == NULL)
{
return;
}
cosrot = cos(rot);
sinrot = sin(rot);
CheckQuadBatch(npoints - 2, npoints);
quad = &QuadExtra[QuadBatchPos];
verts = &VertexData[VertexPos];
color0 = 0;
color1 = 0xFFFFFFFF;
quad->Group1 = 0;
if (tex->GetTexFormat() == D3DFMT_L8 && !tex->IsGray)
{
quad->Flags = BQF_WrapUV | BQF_GamePalette | BQF_DisableAlphaTest;
quad->ShaderNum = BQS_PalTex;
if (colormap != NULL)
{
if (colormap->Desaturate != 0)
{
quad->Flags |= BQF_Desaturated;
}
quad->ShaderNum = BQS_InGameColormap;
quad->Desat = colormap->Desaturate;
color0 = D3DCOLOR_ARGB(255, colormap->Color.r, colormap->Color.g, colormap->Color.b);
double fadelevel = clamp(shade / (NUMCOLORMAPS * 65536.0), 0.0, 1.0);
color1 = D3DCOLOR_ARGB(DWORD((1 - fadelevel) * 255),
DWORD(colormap->Fade.r * fadelevel),
DWORD(colormap->Fade.g * fadelevel),
DWORD(colormap->Fade.b * fadelevel));
}
}
else
{
quad->Flags = BQF_WrapUV | BQF_DisableAlphaTest;
quad->ShaderNum = BQS_Plain;
}
quad->Palette = NULL;
quad->Texture = tex->Box->Owner->Tex;
quad->NumVerts = npoints;
quad->NumTris = npoints - 2;
yoffs = GatheringWipeScreen ? 0 : LBOffset;
uscale = float(1.f / (texture->GetScaledWidth() * scalex));
vscale = float(1.f / (texture->GetScaledHeight() * scaley));
ox = float(originx);
oy = float(originy);
for (i = 0; i < npoints; ++i)
{
verts[i].x = points[i].X;
verts[i].y = points[i].Y + yoffs;
verts[i].z = 0;
verts[i].rhw = 1;
verts[i].color0 = color0;
verts[i].color1 = color1;
float u = points[i].X - 0.5f - ox;
float v = points[i].Y - 0.5f - oy;
if (dorotate)
{
float t = u;
u = t * cosrot - v * sinrot;
v = v * cosrot + t * sinrot;
}
verts[i].tu = u * uscale;
verts[i].tv = v * vscale;
}
for (ipos = IndexPos, i = 2; i < npoints; ++i, ipos += 3)
{
IndexData[ipos ] = VertexPos;
IndexData[ipos + 1] = VertexPos + i - 1;
IndexData[ipos + 2] = VertexPos + i;
}
QuadBatchPos++;
VertexPos += npoints;
IndexPos = ipos;
}
//==========================================================================
//
// D3DFB :: AddColorOnlyQuad
//
// Adds a single-color, untextured quad to the batch.
//
//==========================================================================
void D3DFB::AddColorOnlyQuad(int left, int top, int width, int height, D3DCOLOR color)
{
BufferedTris *quad;
FBVERTEX *verts;
CheckQuadBatch();
quad = &QuadExtra[QuadBatchPos];
verts = &VertexData[VertexPos];
float x = float(left) - 0.5f;
float y = float(top) - 0.5f + (GatheringWipeScreen ? 0 : LBOffset);
quad->Group1 = 0;
quad->ShaderNum = BQS_ColorOnly;
if ((color & 0xFF000000) != 0xFF000000)
{
quad->BlendOp = D3DBLENDOP_ADD;
quad->SrcBlend = D3DBLEND_SRCALPHA;
quad->DestBlend = D3DBLEND_INVSRCALPHA;
}
quad->Palette = NULL;
quad->Texture = NULL;
quad->NumVerts = 4;
quad->NumTris = 2;
verts[0].x = x;
verts[0].y = y;
verts[0].z = 0;
verts[0].rhw = 1;
verts[0].color0 = color;
verts[0].color1 = 0;
verts[0].tu = 0;
verts[0].tv = 0;
verts[1].x = x + width;
verts[1].y = y;
verts[1].z = 0;
verts[1].rhw = 1;
verts[1].color0 = color;
verts[1].color1 = 0;
verts[1].tu = 0;
verts[1].tv = 0;
verts[2].x = x + width;
verts[2].y = y + height;
verts[2].z = 0;
verts[2].rhw = 1;
verts[2].color0 = color;
verts[2].color1 = 0;
verts[2].tu = 0;
verts[2].tv = 0;
verts[3].x = x;
verts[3].y = y + height;
verts[3].z = 0;
verts[3].rhw = 1;
verts[3].color0 = color;
verts[3].color1 = 0;
verts[3].tu = 0;
verts[3].tv = 0;
IndexData[IndexPos ] = VertexPos;
IndexData[IndexPos + 1] = VertexPos + 1;
IndexData[IndexPos + 2] = VertexPos + 2;
IndexData[IndexPos + 3] = VertexPos;
IndexData[IndexPos + 4] = VertexPos + 2;
IndexData[IndexPos + 5] = VertexPos + 3;
QuadBatchPos++;
VertexPos += 4;
IndexPos += 6;
}
//==========================================================================
//
// D3DFB :: AddColorOnlyRect
//
// Like AddColorOnlyQuad, except it's hollow.
//
//==========================================================================
void D3DFB::AddColorOnlyRect(int left, int top, int width, int height, D3DCOLOR color)
{
AddColorOnlyQuad(left, top, width - 1, 1, color); // top
AddColorOnlyQuad(left + width - 1, top, 1, height - 1, color); // right
AddColorOnlyQuad(left + 1, top + height - 1, width - 1, 1, color); // bottom
AddColorOnlyQuad(left, top + 1, 1, height - 1, color); // left
}
//==========================================================================
//
// D3DFB :: CheckQuadBatch
//
// Make sure there's enough room in the batch for one more set of triangles.
//
//==========================================================================
void D3DFB::CheckQuadBatch(int numtris, int numverts)
{
if (BatchType == BATCH_Lines)
{
EndLineBatch();
}
else if (QuadBatchPos == MAX_QUAD_BATCH ||
VertexPos + numverts > NUM_VERTS ||
IndexPos + numtris * 3 > NUM_INDEXES)
{
EndQuadBatch();
}
if (QuadBatchPos < 0)
{
BeginQuadBatch();
}
}
//==========================================================================
//
// D3DFB :: BeginQuadBatch
//
// Locks the vertex buffer for quads and sets the cursor to 0.
//
//==========================================================================
void D3DFB::BeginQuadBatch()
{
if (In2D < 2 || !InScene || QuadBatchPos >= 0)
{
return;
}
EndLineBatch(); // Make sure all lines have been drawn first.
VertexBuffer->Lock(0, 0, (void **)&VertexData, D3DLOCK_DISCARD);
IndexBuffer->Lock(0, 0, (void **)&IndexData, D3DLOCK_DISCARD);
VertexPos = 0;
IndexPos = 0;
QuadBatchPos = 0;
BatchType = BATCH_Quads;
}
//==========================================================================
//
// D3DFB :: EndQuadBatch
//
// Draws all the quads that have been batched up.
//
//==========================================================================
void D3DFB::EndQuadBatch()
{
if (In2D < 2 || !InScene || BatchType != BATCH_Quads)
{
return;
}
BatchType = BATCH_None;
VertexBuffer->Unlock();
IndexBuffer->Unlock();
if (QuadBatchPos == 0)
{
QuadBatchPos = -1;
VertexPos = -1;
IndexPos = -1;
return;
}
D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->SetIndices(IndexBuffer);
bool uv_wrapped = false;
bool uv_should_wrap;
int indexpos, vertpos;
indexpos = vertpos = 0;
for (int i = 0; i < QuadBatchPos; )
{
const BufferedTris *quad = &QuadExtra[i];
int j;
int startindex = indexpos;
int startvertex = vertpos;
indexpos += quad->NumTris * 3;
vertpos += quad->NumVerts;
// Quads with matching parameters should be done with a single
// DrawPrimitive call.
for (j = i + 1; j < QuadBatchPos; ++j)
{
const BufferedTris *q2 = &QuadExtra[j];
if (quad->Texture != q2->Texture ||
quad->Group1 != q2->Group1 ||
quad->Palette != q2->Palette)
{
break;
}
if (quad->ShaderNum == BQS_InGameColormap && (quad->Flags & BQF_Desaturated) && quad->Desat != q2->Desat)
{
break;
}
indexpos += q2->NumTris * 3;
vertpos += q2->NumVerts;
}
// Set the palette (if one)
if ((quad->Flags & BQF_Paletted) == BQF_GamePalette)
{
SetPaletteTexture(PaletteTexture, 256, BorderColor);
}
else if ((quad->Flags & BQF_Paletted) == BQF_CustomPalette)
{
assert(quad->Palette != NULL);
SetPaletteTexture(quad->Palette->Tex, quad->Palette->RoundedPaletteSize, quad->Palette->BorderColor);
}
#if 0
// Set paletted bilinear filtering (IF IT WORKED RIGHT!)
if ((quad->Flags & (BQF_Paletted | BQF_Bilinear)) == (BQF_Paletted | BQF_Bilinear))
{
SetPalTexBilinearConstants(quad->Texture);
}
#endif
// Set the alpha blending
SetAlphaBlend(D3DBLENDOP(quad->BlendOp), D3DBLEND(quad->SrcBlend), D3DBLEND(quad->DestBlend));
// Set the alpha test
EnableAlphaTest(!(quad->Flags & BQF_DisableAlphaTest));
// Set the pixel shader
if (quad->ShaderNum == BQS_PalTex)
{
SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ?
SHADER_NormalColorPalInv : SHADER_NormalColorPal]);
}
else if (quad->ShaderNum == BQS_Plain)
{
SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ?
SHADER_NormalColorInv : SHADER_NormalColor]);
}
else if (quad->ShaderNum == BQS_RedToAlpha)
{
SetPixelShader(Shaders[(quad->Flags & BQF_InvertSource) ?
SHADER_RedToAlphaInv : SHADER_RedToAlpha]);
}
else if (quad->ShaderNum == BQS_ColorOnly)
{
SetPixelShader(Shaders[SHADER_VertexColor]);
}
else if (quad->ShaderNum == BQS_SpecialColormap)
{
int select;
select = !!(quad->Flags & BQF_Paletted);
SetPixelShader(Shaders[SHADER_SpecialColormap + select]);
}
else if (quad->ShaderNum == BQS_InGameColormap)
{
int select;
select = !!(quad->Flags & BQF_Desaturated);
select |= !!(quad->Flags & BQF_InvertSource) << 1;
select |= !!(quad->Flags & BQF_Paletted) << 2;
if (quad->Flags & BQF_Desaturated)
{
SetConstant(PSCONST_Desaturation, quad->Desat / 255.f, (255 - quad->Desat) / 255.f, 0, 0);
}
SetPixelShader(Shaders[SHADER_InGameColormap + select]);
}
// Set the texture clamp addressing mode
uv_should_wrap = !!(quad->Flags & BQF_WrapUV);
if (uv_wrapped != uv_should_wrap)
{
DWORD mode = uv_should_wrap ? D3DTADDRESS_WRAP : D3DTADDRESS_BORDER;
uv_wrapped = uv_should_wrap;
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, mode);
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, mode);
}
// Set the texture
if (quad->Texture != NULL)
{
SetTexture(0, quad->Texture);
}
// Draw the quad
D3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0,
startvertex, // MinIndex
vertpos - startvertex, // NumVertices
startindex, // StartIndex
(indexpos - startindex) / 3 // PrimitiveCount
/*4 * i, 4 * (j - i), 6 * i, 2 * (j - i)*/);
i = j;
}
if (uv_wrapped)
{
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
D3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
QuadBatchPos = -1;
VertexPos = -1;
IndexPos = -1;
}
//==========================================================================
//
// D3DFB :: EndBatch
//
// Draws whichever type of primitive is currently being batched.
//
//==========================================================================
void D3DFB::EndBatch()
{
if (BatchType == BATCH_Quads)
{
EndQuadBatch();
}
else if (BatchType == BATCH_Lines)
{
EndLineBatch();
}
}
//==========================================================================
//
// D3DFB :: SetStyle
//
// Patterned after R_SetPatchStyle.
//
//==========================================================================
bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedTris &quad)
{
D3DFORMAT fmt = tex->GetTexFormat();
FRenderStyle style = parms.style;
float alpha;
bool stencilling;
if (style.Flags & STYLEF_TransSoulsAlpha)
{
alpha = transsouls;
}
else if (style.Flags & STYLEF_Alpha1)
{
alpha = 1;
}
else
{
alpha = clamp<fixed_t> (parms.alpha, 0, FRACUNIT) / 65536.f;
}
style.CheckFuzz();
if (style.BlendOp == STYLEOP_Shadow)
{
style = LegacyRenderStyles[STYLE_TranslucentStencil];
alpha = 0.3f;
parms.fillcolor = 0;
}
// FIXME: Fuzz effect is not written
if (style.BlendOp == STYLEOP_FuzzOrAdd || style.BlendOp == STYLEOP_Fuzz)
{
style.BlendOp = STYLEOP_Add;
}
else if (style.BlendOp == STYLEOP_FuzzOrSub)
{
style.BlendOp = STYLEOP_Sub;
}
else if (style.BlendOp == STYLEOP_FuzzOrRevSub)
{
style.BlendOp = STYLEOP_RevSub;
}
stencilling = false;
quad.Palette = NULL;
quad.Flags = 0;
quad.Desat = 0;
switch (style.BlendOp)
{
default:
case STYLEOP_Add: quad.BlendOp = D3DBLENDOP_ADD; break;
case STYLEOP_Sub: quad.BlendOp = D3DBLENDOP_SUBTRACT; break;
case STYLEOP_RevSub: quad.BlendOp = D3DBLENDOP_REVSUBTRACT; break;
case STYLEOP_None: return false;
}
quad.SrcBlend = GetStyleAlpha(style.SrcAlpha);
quad.DestBlend = GetStyleAlpha(style.DestAlpha);
if (style.Flags & STYLEF_InvertOverlay)
{
// Only the overlay color is inverted, not the overlay alpha.
parms.colorOverlay = D3DCOLOR_ARGB(APART(parms.colorOverlay),
255 - RPART(parms.colorOverlay), 255 - GPART(parms.colorOverlay),
255 - BPART(parms.colorOverlay));
}
SetColorOverlay(parms.colorOverlay, alpha, color0, color1);
if (style.Flags & STYLEF_ColorIsFixed)
{
if (style.Flags & STYLEF_InvertSource)
{ // Since the source color is a constant, we can invert it now
// without spending time doing it in the shader.
parms.fillcolor = D3DCOLOR_XRGB(255 - RPART(parms.fillcolor),
255 - GPART(parms.fillcolor), 255 - BPART(parms.fillcolor));
}
// Set up the color mod to replace the color from the image data.
color0 = (color0 & D3DCOLOR_RGBA(0,0,0,255)) | (parms.fillcolor & D3DCOLOR_RGBA(255,255,255,0));
color1 &= D3DCOLOR_RGBA(0,0,0,255);
if (style.Flags & STYLEF_RedIsAlpha)
{
// Note that if the source texture is paletted, the palette is ignored.
quad.Flags = 0;
quad.ShaderNum = BQS_RedToAlpha;
}
else if (fmt == D3DFMT_L8)
{
quad.Flags = BQF_GamePalette;
quad.ShaderNum = BQS_PalTex;
}
else
{
quad.Flags = 0;
quad.ShaderNum = BQS_Plain;
}
}
else
{
if (style.Flags & STYLEF_RedIsAlpha)
{
quad.Flags = 0;
quad.ShaderNum = BQS_RedToAlpha;
}
else if (fmt == D3DFMT_L8)
{
if (parms.remap != NULL)
{
quad.Flags = BQF_CustomPalette;
quad.Palette = reinterpret_cast<D3DPal *>(parms.remap->GetNative());
quad.ShaderNum = BQS_PalTex;
}
else if (tex->IsGray)
{
quad.Flags = 0;
quad.ShaderNum = BQS_Plain;
}
else
{
quad.Flags = BQF_GamePalette;
quad.ShaderNum = BQS_PalTex;
}
}
else
{
quad.Flags = 0;
quad.ShaderNum = BQS_Plain;
}
if (style.Flags & STYLEF_InvertSource)
{
quad.Flags |= BQF_InvertSource;
}
if (parms.specialcolormap != NULL)
{ // Emulate an invulnerability or similar colormap.
float *start, *end;
start = parms.specialcolormap->ColorizeStart;
end = parms.specialcolormap->ColorizeEnd;
if (quad.Flags & BQF_InvertSource)
{
quad.Flags &= ~BQF_InvertSource;
swapvalues(start, end);
}
quad.ShaderNum = BQS_SpecialColormap;
color0 = D3DCOLOR_RGBA(DWORD(start[0]/2*255), DWORD(start[1]/2*255), DWORD(start[2]/2*255), color0 >> 24);
color1 = D3DCOLOR_RGBA(DWORD(end[0]/2*255), DWORD(end[1]/2*255), DWORD(end[2]/2*255), color1 >> 24);
}
else if (parms.colormapstyle != NULL)
{ // Emulate the fading from an in-game colormap (colorized, faded, and desaturated)
if (parms.colormapstyle->Desaturate != 0)
{
quad.Flags |= BQF_Desaturated;
}
quad.ShaderNum = BQS_InGameColormap;
quad.Desat = parms.colormapstyle->Desaturate;
color0 = D3DCOLOR_ARGB(color1 >> 24,
parms.colormapstyle->Color.r,
parms.colormapstyle->Color.g,
parms.colormapstyle->Color.b);
double fadelevel = parms.colormapstyle->FadeLevel;
color1 = D3DCOLOR_ARGB(DWORD((1 - fadelevel) * 255),
DWORD(parms.colormapstyle->Fade.r * fadelevel),
DWORD(parms.colormapstyle->Fade.g * fadelevel),
DWORD(parms.colormapstyle->Fade.b * fadelevel));
}
}
// For unmasked images, force the alpha from the image data to be ignored.
if (!parms.masked && quad.ShaderNum != BQS_InGameColormap)
{
color0 = (color0 & D3DCOLOR_RGBA(255, 255, 255, 0)) | D3DCOLOR_COLORVALUE(0, 0, 0, alpha);
color1 &= D3DCOLOR_RGBA(255, 255, 255, 0);
// If our alpha is one and we are doing normal adding, then we can turn the blend off completely.
if (quad.BlendOp == D3DBLENDOP_ADD &&
((alpha == 1 && quad.SrcBlend == D3DBLEND_SRCALPHA) || quad.SrcBlend == D3DBLEND_ONE) &&
((alpha == 1 && quad.DestBlend == D3DBLEND_INVSRCALPHA) || quad.DestBlend == D3DBLEND_ZERO))
{
quad.BlendOp = D3DBLENDOP(0);
}
quad.Flags |= BQF_DisableAlphaTest;
}
return true;
}
D3DBLEND D3DFB::GetStyleAlpha(int type)
{
switch (type)
{
case STYLEALPHA_Zero: return D3DBLEND_ZERO;
case STYLEALPHA_One: return D3DBLEND_ONE;
case STYLEALPHA_Src: return D3DBLEND_SRCALPHA;
case STYLEALPHA_InvSrc: return D3DBLEND_INVSRCALPHA;
default: return D3DBLEND_ZERO;
}
}
void D3DFB::SetColorOverlay(DWORD color, float alpha, D3DCOLOR &color0, D3DCOLOR &color1)
{
if (APART(color) != 0)
{
int a = APART(color) * 256 / 255;
color0 = D3DCOLOR_RGBA(
(RPART(color) * a) >> 8,
(GPART(color) * a) >> 8,
(BPART(color) * a) >> 8,
0);
a = 256 - a;
color1 = D3DCOLOR_RGBA(a, a, a, int(alpha * 255));
}
else
{
color0 = 0;
color1 = D3DCOLOR_COLORVALUE(1, 1, 1, alpha);
}
}
void D3DFB::EnableAlphaTest(BOOL enabled)
{
if (enabled != AlphaTestEnabled)
{
AlphaTestEnabled = enabled;
D3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, enabled);
}
}
void D3DFB::SetAlphaBlend(D3DBLENDOP op, D3DBLEND srcblend, D3DBLEND destblend)
{
if (op == 0)
{ // Disable alpha blend
if (AlphaBlendEnabled)
{
AlphaBlendEnabled = FALSE;
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
}
else
{ // Enable alpha blend
assert(srcblend != 0);
assert(destblend != 0);
if (!AlphaBlendEnabled)
{
AlphaBlendEnabled = TRUE;
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
}
if (AlphaBlendOp != op)
{
AlphaBlendOp = op;
D3DDevice->SetRenderState(D3DRS_BLENDOP, op);
}
if (AlphaSrcBlend != srcblend)
{
AlphaSrcBlend = srcblend;
D3DDevice->SetRenderState(D3DRS_SRCBLEND, srcblend);
}
if (AlphaDestBlend != destblend)
{
AlphaDestBlend = destblend;
D3DDevice->SetRenderState(D3DRS_DESTBLEND, destblend);
}
}
}
void D3DFB::SetConstant(int cnum, float r, float g, float b, float a)
{
if (Constant[cnum][0] != r ||
Constant[cnum][1] != g ||
Constant[cnum][2] != b ||
Constant[cnum][3] != a)
{
Constant[cnum][0] = r;
Constant[cnum][1] = g;
Constant[cnum][2] = b;
Constant[cnum][3] = a;
D3DDevice->SetPixelShaderConstantF(cnum, Constant[cnum], 1);
}
}
void D3DFB::SetPixelShader(IDirect3DPixelShader9 *shader)
{
if (CurPixelShader != shader)
{
CurPixelShader = shader;
D3DDevice->SetPixelShader(shader);
}
}
void D3DFB::SetTexture(int tnum, IDirect3DTexture9 *texture)
{
assert(unsigned(tnum) < countof(Texture));
if (Texture[tnum] != texture)
{
Texture[tnum] = texture;
D3DDevice->SetTexture(tnum, texture);
}
}
void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count, D3DCOLOR border_color)
{
if (SM14)
{
// Shader Model 1.4 only uses 256-color palettes.
SetConstant(PSCONST_PaletteMod, 1.f, 0.5f / 256.f, 0, 0);
if (border_color != 0 && CurBorderColor != border_color)
{
CurBorderColor = border_color;
D3DDevice->SetSamplerState(1, D3DSAMP_BORDERCOLOR, border_color);
}
}
else
{
// The pixel shader receives color indexes in the range [0.0,1.0].
// The palette texture is also addressed in the range [0.0,1.0],
// HOWEVER the coordinate 1.0 is the right edge of the texture and
// not actually the texture itself. We need to scale and shift
// the palette indexes so they lie exactly in the center of each
// texel. For a normal palette with 256 entries, that means the
// range we use should be [0.5,255.5], adjusted so the coordinate
// is still within [0.0,1.0].
//
// The constant register c2 is used to hold the multiplier in the
// x part and the adder in the y part.
float fcount = 1 / float(count);
SetConstant(PSCONST_PaletteMod, 255 * fcount, 0.5f * fcount, 0, 0);
}
SetTexture(1, texture);
}
void D3DFB::SetPalTexBilinearConstants(Atlas *tex)
{
#if 0
float con[8];
// Don't bother doing anything if the constants won't be used.
if (PalTexShader == PalTexBilinearShader)
{
return;
}
con[0] = float(tex->Width);
con[1] = float(tex->Height);
con[2] = 0;
con[3] = 1 / con[0];
con[4] = 0;
con[5] = 1 / con[1];
con[6] = con[5];
con[7] = con[3];
D3DDevice->SetPixelShaderConstantF(3, con, 2);
#endif
}