/* ** win32iface.h ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** */ #ifndef __WIN32IFACE_H #define __WIN32IFACE_H #ifndef DIRECTDRAW_VERSION #define DIRECTDRAW_VERSION 0x0300 #endif #ifndef DIRECT3D_VERSION #define DIRECT3D_VERSION 0x0900 #endif #define WIN32_LEAN_AND_MEAN #include #include #include #include "hardware.h" #include "v_video.h" #define SAFE_RELEASE(x) { if (x != NULL) { x->Release(); x = NULL; } } EXTERN_CVAR (Bool, vid_vsync) class D3DTex; class D3DPal; class Win32Video : public IVideo { public: Win32Video (int parm); ~Win32Video (); bool InitD3D9(); void InitDDraw(); EDisplayType GetDisplayType () { return DISPLAY_Both; } void SetWindowedScale (float scale); DFrameBuffer *CreateFrameBuffer (int width, int height, bool fs, DFrameBuffer *old); void StartModeIterator (int bits, bool fs); bool NextMode (int *width, int *height, bool *letterbox); bool GoFullscreen (bool yes); void BlankForGDI (); private: struct ModeInfo { ModeInfo (int inX, int inY, int inBits, int inRealY) : next (NULL), width (inX), height (inY), bits (inBits), realheight (inRealY) {} ModeInfo *next; int width, height, bits; int realheight; } *m_Modes; ModeInfo *m_IteratorMode; int m_IteratorBits; bool m_IteratorFS; bool m_IsFullscreen; bool m_CalledCoInitialize; void AddMode (int x, int y, int bits, int baseHeight); void FreeModes (); static HRESULT WINAPI EnumDDModesCB (LPDDSURFACEDESC desc, void *modes); void AddD3DModes (D3DFORMAT format); void AddLetterboxModes (); friend class DDrawFB; friend class D3DFB; }; class BaseWinFB : public DFrameBuffer { DECLARE_ABSTRACT_CLASS(BaseWinFB, DFrameBuffer) public: BaseWinFB (int width, int height) : DFrameBuffer (width, height), Windowed (true) {} bool IsFullscreen () { return !Windowed; } virtual void Blank () = 0; virtual bool PaintToWindow () = 0; virtual HRESULT GetHR () = 0; protected: virtual bool CreateResources () = 0; virtual void ReleaseResources () = 0; bool Windowed; friend int I_PlayMovie (const char *name); friend class Win32Video; BaseWinFB() {} }; class DDrawFB : public BaseWinFB { DECLARE_CLASS(DDrawFB, BaseWinFB) public: DDrawFB (int width, int height, bool fullscreen); ~DDrawFB (); bool IsValid (); bool Lock (); bool Lock (bool buffer); void Unlock (); void ForceBuffering (bool force); void Update (); PalEntry *GetPalette (); void GetFlashedPalette (PalEntry pal[256]); void UpdatePalette (); bool SetGamma (float gamma); bool SetFlash (PalEntry rgb, int amount); void GetFlash (PalEntry &rgb, int &amount); int GetPageCount (); int QueryNewPalette (); void PaletteChanged (); void SetVSync (bool vsync); HRESULT GetHR (); void Blank (); bool PaintToWindow (); private: enum LockSurfRes { NoGood, Good, GoodWasLost }; bool CreateResources (); void ReleaseResources (); bool CreateSurfacesAttached (); bool CreateSurfacesComplex (); bool CreateBlitterSource (); LockSurfRes LockSurf (LPRECT lockrect, LPDIRECTDRAWSURFACE surf); void RebuildColorTable (); void MaybeCreatePalette (); bool AddBackBuf (LPDIRECTDRAWSURFACE *surface, int num); HRESULT AttemptRestore (); HRESULT LastHR; BYTE GammaTable[3][256]; PalEntry SourcePalette[256]; PALETTEENTRY PalEntries[256]; DWORD FlipFlags; LPDIRECTDRAWPALETTE Palette; LPDIRECTDRAWSURFACE PrimarySurf; LPDIRECTDRAWSURFACE BackSurf; LPDIRECTDRAWSURFACE BackSurf2; LPDIRECTDRAWSURFACE BlitSurf; LPDIRECTDRAWSURFACE LockingSurf; LPDIRECTDRAWCLIPPER Clipper; HPALETTE GDIPalette; BYTE *ClipRegion; DWORD ClipSize; PalEntry Flash; int FlashAmount; int BufferCount; int BufferPitch; int TrueHeight; float Gamma; bool NeedGammaUpdate; bool NeedPalUpdate; bool NeedResRecreate; bool MustBuffer; // The screen is not 8-bit, or there is no backbuffer bool BufferingNow; // Most recent Lock was buffered bool WasBuffering; // Second most recent Lock was buffered bool Write8bit; bool UpdatePending; // On final unlock, call Update() bool UseBlitter; // Use blitter to copy from sys mem to video mem bool UsePfx; DDrawFB() {} }; class D3DFB : public BaseWinFB { DECLARE_CLASS(D3DFB, BaseWinFB) public: D3DFB (int width, int height, bool fullscreen); ~D3DFB (); bool IsValid (); bool Lock (); bool Lock (bool buffered); void Unlock (); void Update (); PalEntry *GetPalette (); void GetFlashedPalette (PalEntry palette[256]); void UpdatePalette (); bool SetGamma (float gamma); bool SetFlash (PalEntry rgb, int amount); void GetFlash (PalEntry &rgb, int &amount); int GetPageCount (); bool IsFullscreen (); void PaletteChanged (); int QueryNewPalette (); void Blank (); bool PaintToWindow (); void SetVSync (bool vsync); void SetBlendingRect (int x1, int y1, int x2, int y2); bool Begin2D (bool copy3d); FNativeTexture *CreateTexture (FTexture *gametex, bool wrapping); FNativePalette *CreatePalette (FRemapTable *remap); void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags); void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color); void Dim (PalEntry color, float amount, int x1, int y1, int w, int h); void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin); void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor); void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor); bool WipeStartScreen(int type); void WipeEndScreen(); bool WipeDo(int ticks); void WipeCleanup(); HRESULT GetHR (); private: friend class D3DTex; friend class D3DPal; struct PackedTexture; struct PackingTexture; struct FBVERTEX { FLOAT x, y, z, rhw; D3DCOLOR color0, color1; FLOAT tu, tv; }; #define D3DFVF_FBVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1) struct BufferedQuad { union { struct { BYTE Flags; BYTE ShaderNum; BYTE SrcBlend, DestBlend; }; DWORD Group1; }; D3DPal *Palette; PackingTexture *Texture; }; void SetInitialState(); bool CreateResources(); void ReleaseResources(); bool CreateFBTexture(); bool CreatePaletteTexture(); bool CreateGrayPaletteTexture(); bool CreateStencilPaletteTexture(); bool CreateShadedPaletteTexture(); bool CreateVertexes(); void UploadPalette(); void FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync); void CalcFullscreenCoords (FBVERTEX verts[4], bool viewarea_only, D3DCOLOR color0, D3DCOLOR color1) const; bool Reset(); void ReleaseDefaultPoolItems(); void KillNativePals(); void KillNativeTexs(); PackedTexture *AllocPackedTexture(int width, int height, bool wrapping, D3DFORMAT format); void DrawPackedTextures(int packnum); void DrawLetterbox(); void Draw3DPart(bool copy3d); bool SetStyle(D3DTex *tex, DCanvas::DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedQuad &quad); static void SetColorOverlay(DWORD color, float alpha, D3DCOLOR &color0, D3DCOLOR &color1); void DoWindowedGamma(); void AddColorOnlyQuad(int left, int top, int width, int height, D3DCOLOR color); void CheckQuadBatch(); void BeginQuadBatch(); void EndQuadBatch(); void BeginLineBatch(); void EndLineBatch(); void EndBatch(); // State void SetAlphaBlend(BOOL enabled, D3DBLEND srcblend=D3DBLEND(0), D3DBLEND destblend=D3DBLEND(0)); void SetConstant(int cnum, float r, float g, float b, float a); void SetPixelShader(IDirect3DPixelShader9 *shader); void SetTexture(int tnum, IDirect3DTexture9 *texture); void SetPaletteTexture(IDirect3DTexture9 *texture, int count); void SetPalTexBilinearConstants(PackingTexture *texture); BOOL AlphaBlendEnabled; D3DBLEND AlphaSrcBlend; D3DBLEND AlphaDestBlend; float Constant[3][4]; IDirect3DPixelShader9 *CurPixelShader; IDirect3DTexture9 *Texture[2]; PalEntry SourcePalette[256]; D3DCOLOR FlashColor0, FlashColor1; PalEntry FlashColor; int FlashAmount; int TrueHeight; int LBOffsetI; float LBOffset; float Gamma; bool UpdatePending; bool NeedPalUpdate; bool NeedGammaUpdate; D3DFORMAT FBFormat; D3DFORMAT PalFormat; int FBWidth, FBHeight; bool VSync; RECT BlendingRect; int In2D; bool InScene; bool SM14; bool GatheringWipeScreen; D3DPal *Palettes; D3DTex *Textures; PackingTexture *Packs; IDirect3DDevice9 *D3DDevice; IDirect3DTexture9 *FBTexture; IDirect3DTexture9 *TempRenderTexture; IDirect3DTexture9 *PaletteTexture; IDirect3DTexture9 *StencilPaletteTexture; IDirect3DTexture9 *ShadedPaletteTexture; IDirect3DVertexBuffer9 *VertexBuffer; FBVERTEX *VertexData; IDirect3DIndexBuffer9 *IndexBuffer; WORD *IndexData; BufferedQuad *QuadExtra; int VertexPos; int IndexPos; int QuadBatchPos; enum { BATCH_None, BATCH_Quads, BATCH_Lines } BatchType; IDirect3DPixelShader9 *PalTexShader, *PalTexBilinearShader; IDirect3DPixelShader9 *PlainShader; IDirect3DPixelShader9 *PlainStencilShader; IDirect3DPixelShader9 *ColorOnlyShader; IDirect3DPixelShader9 *GammaFixerShader; IDirect3DPixelShader9 *BurnShader; IDirect3DSurface9 *OldRenderTarget; IDirect3DTexture9 *InitialWipeScreen, *FinalWipeScreen; D3DFB() {} class Wiper { public: virtual ~Wiper(); virtual bool Run(int ticks, D3DFB *fb) = 0; }; class Wiper_Melt; friend class Wiper_Melt; class Wiper_Burn; friend class Wiper_Burn; class Wiper_Crossfade; friend class Wiper_Crossfade; Wiper *ScreenWipe; }; #if 0 #define STARTLOG do { if (!dbg) dbg = fopen ("k:/vid.log", "w"); } while(0) #define STOPLOG do { if (dbg) { fclose (dbg); dbg=NULL; } } while(0) #define LOG(x) do { if (dbg) { fprintf (dbg, x); fflush (dbg); } } while(0) #define LOG1(x,y) do { if (dbg) { fprintf (dbg, x, y); fflush (dbg); } } while(0) #define LOG2(x,y,z) do { if (dbg) { fprintf (dbg, x, y, z); fflush (dbg); } } while(0) #define LOG3(x,y,z,zz) do { if (dbg) { fprintf (dbg, x, y, z, zz); fflush (dbg); } } while(0) #define LOG4(x,y,z,a,b) do { if (dbg) { fprintf (dbg, x, y, z, a, b); fflush (dbg); } } while(0) #define LOG5(x,y,z,a,b,c) do { if (dbg) { fprintf (dbg, x, y, z, a, b, c); fflush (dbg); } } while(0) FILE *dbg; #else #define STARTLOG #define STOPLOG #define LOG(x) #define LOG1(x,y) #define LOG2(x,y,z) #define LOG3(x,y,z,zz) #define LOG4(x,y,z,a,b) #define LOG5(x,y,z,a,b,c) #endif #endif // __WIN32IFACE_H