gzdoom-gles/src/win32/win32iface.h
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00

438 lines
13 KiB
C++

/*
** 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 <windows.h>
#include <ddraw.h>
#include <d3d9.h>
#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 GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
void ReleaseScreenshotBuffer();
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:4;
BYTE BlendOp:4;
BYTE SrcBlend, DestBlend;
};
DWORD Group1;
};
D3DPal *Palette;
PackingTexture *Texture;
};
void SetInitialState();
bool CreateResources();
void ReleaseResources();
bool CreateFBTexture();
bool CreatePaletteTexture();
bool CreateGrayPaletteTexture();
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();
IDirect3DTexture9 *GetCurrentScreen();
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 D3DBLEND GetStyleAlpha(int type);
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 EnableAlphaTest(BOOL enabled);
void SetAlphaBlend(D3DBLENDOP op, 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, D3DCOLOR border_color);
void SetPalTexBilinearConstants(PackingTexture *texture);
BOOL AlphaTestEnabled;
BOOL AlphaBlendEnabled;
D3DBLENDOP AlphaBlendOp;
D3DBLEND AlphaSrcBlend;
D3DBLEND AlphaDestBlend;
float Constant[3][4];
D3DCOLOR CurBorderColor;
IDirect3DPixelShader9 *CurPixelShader;
IDirect3DTexture9 *Texture[2];
PalEntry SourcePalette[256];
D3DCOLOR BorderColor;
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 *ScreenshotTexture;
IDirect3DSurface9 *ScreenshotSurface;
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, *InvPalTexShader;
IDirect3DPixelShader9 *PlainShader, *InvPlainShader;
IDirect3DPixelShader9 *RedToAlphaShader;
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;
#elif _DEBUG
#define STARTLOG
#define STOPLOG
#define LOG(x) { OutputDebugString(x); }
#define LOG1(x,y) { char poo[1024]; sprintf(poo, x, y); OutputDebugString(poo); }
#define LOG2(x,y,z) { char poo[1024]; sprintf(poo, x, y, z); OutputDebugString(poo); }
#define LOG3(x,y,z,zz) { char poo[1024]; sprintf(poo, x, y, z, zz); OutputDebugString(poo); }
#define LOG4(x,y,z,a,b) { char poo[1024]; sprintf(poo, x, y, z, a, b); OutputDebugString(poo); }
#define LOG5(x,y,z,a,b,c) { char poo[1024]; sprintf(poo, x, y, z, a, b, c); OutputDebugString(poo); }
#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