/* ** 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 #include #include #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(Video)->GoFullscreen(fullscreen)); TrueHeight = height; if (fullscreen) { for (Win32Video::ModeInfo *mode = static_cast(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 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(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(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(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 (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(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 }