/* ** fb_d3d9_wipe.cpp ** Implements the different screen wipes using Direct3D calls. ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 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. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #ifdef _DEBUG #define D3D_DEBUG_INFO #endif #define DIRECT3D_VERSION 0x0900 #define WIN32_LEAN_AND_MEAN #include #include #include #define USE_WINDOWS_DWORD #include "doomtype.h" #include "f_wipe.h" #include "win32iface.h" #include "templates.h" #include "m_random.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- class D3DFB::Wiper_Crossfade : public D3DFB::Wiper { public: Wiper_Crossfade(); bool Run(int ticks, D3DFB *fb); private: int Clock; }; class D3DFB::Wiper_Melt : public D3DFB::Wiper { public: Wiper_Melt(); bool Run(int ticks, D3DFB *fb); private: // Match the strip sizes that oldschool Doom used. static const int WIDTH = 160, HEIGHT = 200; int y[WIDTH]; }; class D3DFB::Wiper_Burn : public D3DFB::Wiper { public: Wiper_Burn(D3DFB *fb); ~Wiper_Burn(); bool Run(int ticks, D3DFB *fb); private: static const int WIDTH = 64, HEIGHT = 64; BYTE BurnArray[WIDTH * (HEIGHT + 5)]; IDirect3DTexture9 *BurnTexture; int Density; int BurnTime; struct BURNVERTEX { FLOAT x, y, z, rhw; FLOAT tu0, tv0; FLOAT tu1, tv1; }; #define D3DFVF_BURNVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX2) }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PRIVATE DATA DEFINITIONS ------------------------------------------------ // PUBLIC DATA DEFINITIONS ------------------------------------------------- // CODE -------------------------------------------------------------------- //========================================================================== // // D3DFB :: WipeStartScreen // // Called before the current screen has started rendering. This needs to // save what was drawn the previous frame so that it can be animated into // what gets drawn this frame. // // In fullscreen mode, we use GetFrontBufferData() to grab the data that // is visible on screen right now. // // In windowed mode, we can't do that because we'll get the whole desktop. // Instead, we can conveniently use the TempRenderTexture, which is normally // used for gamma-correcting copying the image to the back buffer. // //========================================================================== bool D3DFB::WipeStartScreen(int type) { IDirect3DSurface9 *tsurf; D3DSURFACE_DESC desc; if (!Accel2D) { return Super::WipeStartScreen(type); } switch (type) { case wipe_Melt: ScreenWipe = new Wiper_Melt; break; case wipe_Burn: ScreenWipe = new Wiper_Burn(this); break; case wipe_Fade: ScreenWipe = new Wiper_Crossfade; break; default: return false; } InitialWipeScreen = GetCurrentScreen(D3DPOOL_DEFAULT); // Create another texture to copy the final wipe screen to so // we can still gamma correct the wipe. Since this is just for // gamma correction, it's okay to fail (though not desirable.) if (PixelDoubling || Windowed) { if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &tsurf))) { if (FAILED(tsurf->GetDesc(&desc)) || FAILED(D3DDevice->CreateTexture(desc.Width, desc.Height, 1, D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT, &FinalWipeScreen, NULL))) { FinalWipeScreen = TempRenderTexture; } tsurf->Release(); } } else { FinalWipeScreen = TempRenderTexture; } // Make even fullscreen model render to the TempRenderTexture, so // we can have a copy of the new screen readily available. GatheringWipeScreen = true; return true; } //========================================================================== // // D3DFB :: WipeEndScreen // // The screen we want to animate to has just been drawn. This function is // called in place of Update(), so it has not been Presented yet. // //========================================================================== void D3DFB::WipeEndScreen() { if (!Accel2D) { Super::WipeEndScreen(); return; } // Don't do anything if there is no starting point. if (InitialWipeScreen == NULL) { return; } // If the whole screen was drawn without 2D accel, get it in to // video memory now. if (!In2D) { Begin2D(true); } EndBatch(); // Make sure all batched primitives have been drawn. // Don't do anything if there is no ending point. if (OldRenderTarget == NULL) { return; } // If these are different, reverse their roles so we don't need to // waste time copying from TempRenderTexture to FinalWipeScreen. swap(FinalWipeScreen, TempRenderTexture); // At this point, InitialWipeScreen holds the screen we are wiping from. // FinalWipeScreen holds the screen we are wiping to, which may be the // same texture as TempRenderTexture. } //========================================================================== // // D3DFB :: WipeDo // // Perform the actual wipe animation. The number of tics since the last // time this function was called is passed in. Returns true when the wipe // is over. The first time this function has been called, the screen is // still locked from before and EndScene() still has not been called. // Successive times need to call BeginScene(). // //========================================================================== bool D3DFB::WipeDo(int ticks) { if (!Accel2D) { return Super::WipeDo(ticks); } // Sanity checks. if (InitialWipeScreen == NULL || FinalWipeScreen == NULL) { return true; } if (GatheringWipeScreen) { // This is the first time we've been called for this wipe. GatheringWipeScreen = false; if (OldRenderTarget == NULL) { return true; } D3DDevice->SetRenderTarget(0, OldRenderTarget); } else { // This is the second or later time we've been called for this wipe. D3DDevice->BeginScene(); InScene = true; } SAFE_RELEASE( OldRenderTarget ); if (TempRenderTexture != NULL && TempRenderTexture != FinalWipeScreen) { 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(); } } In2D = 3; EnableAlphaTest(FALSE); bool done = ScreenWipe->Run(ticks, this); DrawLetterbox(); return done; } //========================================================================== // // D3DFB :: WipeCleanup // // Release any resources that were specifically created for the wipe. // //========================================================================== void D3DFB::WipeCleanup() { if (ScreenWipe != NULL) { delete ScreenWipe; ScreenWipe = NULL; } SAFE_RELEASE( InitialWipeScreen ); if (FinalWipeScreen != NULL && FinalWipeScreen != TempRenderTexture) { FinalWipeScreen->Release(); } FinalWipeScreen = NULL; GatheringWipeScreen = false; if (!Accel2D) { Super::WipeCleanup(); return; } } //========================================================================== // // D3DFB :: Wiper Constructor // //========================================================================== D3DFB::Wiper::~Wiper() { } //========================================================================== // // D3DFB :: Wiper :: DrawScreen // // Draw either the initial or target screen completely to the screen. // //========================================================================== void D3DFB::Wiper::DrawScreen(D3DFB *fb, IDirect3DTexture9 *tex, D3DBLENDOP blendop, D3DCOLOR color0, D3DCOLOR color1) { FBVERTEX verts[4]; fb->CalcFullscreenCoords(verts, false, false, color0, color1); fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX); fb->SetTexture(0, tex); fb->SetAlphaBlend(blendop, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA); fb->SetPixelShader(fb->Shaders[SHADER_NormalColor]); fb->D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX)); } // WIPE: CROSSFADE --------------------------------------------------------- //========================================================================== // // D3DFB :: Wiper_Crossfade Constructor // //========================================================================== D3DFB::Wiper_Crossfade::Wiper_Crossfade() : Clock(0) { } //========================================================================== // // D3DFB :: Wiper_Crossfade :: Run // // Fades the old screen into the new one over 32 ticks. // //========================================================================== bool D3DFB::Wiper_Crossfade::Run(int ticks, D3DFB *fb) { Clock += ticks; // Put the initial screen back to the buffer. DrawScreen(fb, fb->InitialWipeScreen); // Draw the new screen on top of it. DrawScreen(fb, fb->FinalWipeScreen, D3DBLENDOP_ADD, D3DCOLOR_COLORVALUE(0,0,0,Clock / 32.f), D3DCOLOR_RGBA(255,255,255,0)); return Clock >= 32; } // WIPE: MELT -------------------------------------------------------------- //========================================================================== // // D3DFB :: Wiper_Melt Constructor // //========================================================================== D3DFB::Wiper_Melt::Wiper_Melt() { int i, r; // setup initial column positions // (y<0 => not ready to scroll yet) y[0] = -(M_Random() & 15); for (i = 1; i < WIDTH; ++i) { r = (M_Random()%3) - 1; y[i] = clamp(y[i-1] + r, -15, 0); } } //========================================================================== // // D3DFB :: Wiper_Melt :: Run // // Fades the old screen into the new one over 32 ticks. // //========================================================================== bool D3DFB::Wiper_Melt::Run(int ticks, D3DFB *fb) { // Draw the new screen on the bottom. DrawScreen(fb, fb->FinalWipeScreen); int i, dy; int fbwidth = fb->Width; int fbheight = fb->Height; bool done = true; // Copy the old screen in vertical strips on top of the new one. while (ticks--) { done = true; for (i = 0; i < WIDTH; i++) { if (y[i] < 0) { y[i]++; done = false; } else if (y[i] < HEIGHT) { dy = (y[i] < 16) ? y[i]+1 : 8; y[i] = MIN(y[i] + dy, HEIGHT); done = false; } if (ticks == 0) { // Only draw for the final tick. RECT rect; POINT dpt; dpt.x = i * fbwidth / WIDTH; dpt.y = MAX(0, y[i] * fbheight / HEIGHT); rect.left = dpt.x; rect.top = fb->LBOffsetI; rect.right = (i + 1) * fbwidth / WIDTH; rect.bottom = fbheight - dpt.y + fb->LBOffsetI; dpt.y += fb->LBOffsetI; if (rect.bottom > rect.top) { fb->CheckQuadBatch(); BufferedQuad *quad = &fb->QuadExtra[fb->QuadBatchPos]; FBVERTEX *vert = &fb->VertexData[fb->VertexPos]; WORD *index = &fb->IndexData[fb->IndexPos]; quad->Group1 = 0; quad->Flags = BQF_DisableAlphaTest; quad->ShaderNum = BQS_Plain; quad->Palette = NULL; quad->Texture = fb->InitialWipeScreen; // Fill the vertex buffer. float u0 = rect.left / float(fb->FBWidth); float v0 = 0; float u1 = rect.right / float(fb->FBWidth); float v1 = (rect.bottom - rect.top) / float(fb->FBHeight); float x0 = float(rect.left) - 0.5f; float x1 = float(rect.right) - 0.5f; float y0 = float(dpt.y) - 0.5f; float y1 = float(fbheight) - 0.5f; vert[0].x = x0; vert[0].y = y0; vert[0].z = 0; vert[0].rhw = 1; vert[0].color0 = 0; vert[0].color1 = 0xFFFFFFF; 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 = 0xFFFFFFF; 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 = 0xFFFFFFF; 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 = 0xFFFFFFF; vert[3].tu = u0; vert[3].tv = v1; // Fill the vertex index buffer. index[0] = fb->VertexPos; index[1] = fb->VertexPos + 1; index[2] = fb->VertexPos + 2; index[3] = fb->VertexPos; index[4] = fb->VertexPos + 2; index[5] = fb->VertexPos + 3; // Batch the quad. fb->QuadBatchPos++; fb->VertexPos += 4; fb->IndexPos += 6; } } } } fb->EndQuadBatch(); return done; } // WIPE: BURN -------------------------------------------------------------- //========================================================================== // // D3DFB :: Wiper_Burn Constructor // //========================================================================== D3DFB::Wiper_Burn::Wiper_Burn(D3DFB *fb) { Density = 4; BurnTime = 0; memset(BurnArray, 0, sizeof(BurnArray)); if (fb->Shaders[SHADER_BurnWipe] == NULL || FAILED(fb->D3DDevice->CreateTexture(WIDTH, HEIGHT, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &BurnTexture, NULL))) { BurnTexture = NULL; } } //========================================================================== // // D3DFB :: Wiper_Burn Destructor // //========================================================================== D3DFB::Wiper_Burn::~Wiper_Burn() { SAFE_RELEASE( BurnTexture ); } //========================================================================== // // D3DFB :: Wiper_Burn :: Run // //========================================================================== bool D3DFB::Wiper_Burn::Run(int ticks, D3DFB *fb) { bool done; BurnTime += ticks; ticks *= 2; // Make the fire burn done = false; while (!done && ticks--) { Density = wipe_CalcBurn(BurnArray, WIDTH, HEIGHT, Density); done = (Density < 0); } // Update the burn texture with the new burn data D3DLOCKED_RECT lrect; if (SUCCEEDED(BurnTexture->LockRect(0, &lrect, NULL, D3DLOCK_DISCARD))) { const BYTE *src = BurnArray; BYTE *dest = (BYTE *)lrect.pBits; for (int y = HEIGHT; y != 0; --y) { for (int x = WIDTH; x != 0; --x) { *dest++ = *src++; } dest += lrect.Pitch - WIDTH; } BurnTexture->UnlockRect(0); } // Put the initial screen back to the buffer. DrawScreen(fb, fb->InitialWipeScreen); // Burn the new screen on top of it. float top = fb->LBOffset - 0.5f; float right = float(fb->Width) - 0.5f; float bot = float(fb->Height) + top; float texright = float(fb->Width) / float(fb->FBWidth); float texbot = float(fb->Height) / float(fb->FBHeight); BURNVERTEX verts[4] = { { -0.5f, top, 0.5f, 1.f, 0.f, 0.f, 0, 0 }, { right, top, 0.5f, 1.f, texright, 0.f, 1, 0 }, { right, bot, 0.5f, 1.f, texright, texbot, 1, 1 }, { -0.5f, bot, 0.5f, 1.f, 0.f, texbot, 0, 1 } }; fb->D3DDevice->SetFVF(D3DFVF_BURNVERTEX); fb->SetTexture(0, fb->FinalWipeScreen); fb->SetTexture(1, BurnTexture); fb->SetAlphaBlend(D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA); fb->SetPixelShader(fb->Shaders[SHADER_BurnWipe]); fb->D3DDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); if (fb->SM14) { fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); } fb->D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(BURNVERTEX)); fb->D3DDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT); if (fb->SM14) { fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); } fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX); // The fire may not always stabilize, so the wipe is forced to end // after an arbitrary maximum time. return done || (BurnTime > 40); }