gzdoom/src/win32/fb_d3d9_wipe.cpp

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2016-03-01 15:47:10 +00:00
/*
** fb_d3d9_wipe.cpp
** Implements the different screen wipes using Direct3D calls.
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#ifdef _DEBUG
#define D3D_DEBUG_INFO
#endif
#define DIRECT3D_VERSION 0x0900
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d9.h>
#include <stdio.h>
#define USE_WINDOWS_DWORD
#include "doomtype.h"
#include "f_wipe.h"
#include "win32iface.h"
#include "templates.h"
#include "m_random.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
class D3DFB::Wiper_Crossfade : public D3DFB::Wiper
{
public:
Wiper_Crossfade();
bool Run(int ticks, D3DFB *fb);
private:
int Clock;
};
class D3DFB::Wiper_Melt : public D3DFB::Wiper
{
public:
Wiper_Melt();
bool Run(int ticks, D3DFB *fb);
private:
// Match the strip sizes that oldschool Doom used.
static const int WIDTH = 160, HEIGHT = 200;
int y[WIDTH];
};
class D3DFB::Wiper_Burn : public D3DFB::Wiper
{
public:
Wiper_Burn(D3DFB *fb);
~Wiper_Burn();
bool Run(int ticks, D3DFB *fb);
private:
static const int WIDTH = 64, HEIGHT = 64;
BYTE BurnArray[WIDTH * (HEIGHT + 5)];
IDirect3DTexture9 *BurnTexture;
int Density;
int BurnTime;
struct BURNVERTEX
{
FLOAT x, y, z, rhw;
FLOAT tu0, tv0;
FLOAT tu1, tv1;
};
#define D3DFVF_BURNVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX2)
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// D3DFB :: WipeStartScreen
//
// Called before the current screen has started rendering. This needs to
// save what was drawn the previous frame so that it can be animated into
// what gets drawn this frame.
//
// In fullscreen mode, we use GetFrontBufferData() to grab the data that
// is visible on screen right now.
//
// In windowed mode, we can't do that because we'll get the whole desktop.
// Instead, we can conveniently use the TempRenderTexture, which is normally
// used for gamma-correcting copying the image to the back buffer.
//
//==========================================================================
bool D3DFB::WipeStartScreen(int type)
{
IDirect3DSurface9 *tsurf;
D3DSURFACE_DESC desc;
if (!Accel2D)
{
return Super::WipeStartScreen(type);
}
switch (type)
{
case wipe_Melt:
ScreenWipe = new Wiper_Melt;
break;
case wipe_Burn:
ScreenWipe = new Wiper_Burn(this);
break;
case wipe_Fade:
ScreenWipe = new Wiper_Crossfade;
break;
default:
return false;
}
InitialWipeScreen = GetCurrentScreen(D3DPOOL_DEFAULT);
// Create another texture to copy the final wipe screen to so
// we can still gamma correct the wipe. Since this is just for
// gamma correction, it's okay to fail (though not desirable.)
if (PixelDoubling || Windowed)
{
if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)))
{
if (FAILED(tsurf->GetDesc(&desc)) ||
FAILED(D3DDevice->CreateTexture(desc.Width, desc.Height,
1, D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT,
&FinalWipeScreen, NULL)))
{
(FinalWipeScreen = TempRenderTexture)->AddRef();
}
tsurf->Release();
}
}
else
{
(FinalWipeScreen = TempRenderTexture)->AddRef();
}
// Make even fullscreen model render to the TempRenderTexture, so
// we can have a copy of the new screen readily available.
GatheringWipeScreen = true;
return true;
}
//==========================================================================
//
// D3DFB :: WipeEndScreen
//
// The screen we want to animate to has just been drawn. This function is
// called in place of Update(), so it has not been Presented yet.
//
//==========================================================================
void D3DFB::WipeEndScreen()
{
if (!Accel2D)
{
Super::WipeEndScreen();
return;
}
// Don't do anything if there is no starting point.
if (InitialWipeScreen == NULL)
{
return;
}
// If the whole screen was drawn without 2D accel, get it in to
// video memory now.
if (!In2D)
{
Begin2D(true);
}
EndBatch(); // Make sure all batched primitives have been drawn.
// Don't do anything if there is no ending point.
if (OldRenderTarget == NULL)
{
return;
}
// If these are different, reverse their roles so we don't need to
// waste time copying from TempRenderTexture to FinalWipeScreen.
if (FinalWipeScreen != TempRenderTexture)
{
swapvalues(RenderTexture[CurrRenderTexture], FinalWipeScreen);
TempRenderTexture = RenderTexture[CurrRenderTexture];
}
// At this point, InitialWipeScreen holds the screen we are wiping from.
// FinalWipeScreen holds the screen we are wiping to, which may be the
// same texture as TempRenderTexture.
}
//==========================================================================
//
// D3DFB :: WipeDo
//
// Perform the actual wipe animation. The number of tics since the last
// time this function was called is passed in. Returns true when the wipe
// is over. The first time this function has been called, the screen is
// still locked from before and EndScene() still has not been called.
// Successive times need to call BeginScene().
//
//==========================================================================
bool D3DFB::WipeDo(int ticks)
{
if (!Accel2D)
{
return Super::WipeDo(ticks);
}
// Sanity checks.
if (InitialWipeScreen == NULL || FinalWipeScreen == NULL)
{
return true;
}
if (GatheringWipeScreen)
{ // This is the first time we've been called for this wipe.
GatheringWipeScreen = false;
if (OldRenderTarget == NULL)
{
return true;
}
D3DDevice->SetRenderTarget(0, OldRenderTarget);
}
else
{ // This is the second or later time we've been called for this wipe.
D3DDevice->BeginScene();
InScene = true;
}
SAFE_RELEASE( OldRenderTarget );
if (TempRenderTexture != NULL && TempRenderTexture != FinalWipeScreen)
{
IDirect3DSurface9 *targetsurf;
if (SUCCEEDED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)))
{
if (SUCCEEDED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)))
{
if (FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
{
// Setting the render target failed.
}
}
targetsurf->Release();
}
}
In2D = 3;
EnableAlphaTest(FALSE);
bool done = ScreenWipe->Run(ticks, this);
DrawLetterbox();
return done;
}
//==========================================================================
//
// D3DFB :: WipeCleanup
//
// Release any resources that were specifically created for the wipe.
//
//==========================================================================
void D3DFB::WipeCleanup()
{
if (ScreenWipe != NULL)
{
delete ScreenWipe;
ScreenWipe = NULL;
}
SAFE_RELEASE( InitialWipeScreen );
SAFE_RELEASE( FinalWipeScreen );
GatheringWipeScreen = false;
if (!Accel2D)
{
Super::WipeCleanup();
return;
}
}
//==========================================================================
//
// D3DFB :: Wiper Constructor
//
//==========================================================================
D3DFB::Wiper::~Wiper()
{
}
//==========================================================================
//
// D3DFB :: Wiper :: DrawScreen
//
// Draw either the initial or target screen completely to the screen.
//
//==========================================================================
void D3DFB::Wiper::DrawScreen(D3DFB *fb, IDirect3DTexture9 *tex,
D3DBLENDOP blendop, D3DCOLOR color0, D3DCOLOR color1)
{
FBVERTEX verts[4];
fb->CalcFullscreenCoords(verts, false, false, color0, color1);
fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX);
fb->SetTexture(0, tex);
fb->SetAlphaBlend(blendop, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
fb->SetPixelShader(fb->Shaders[SHADER_NormalColor]);
fb->D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(FBVERTEX));
}
// WIPE: CROSSFADE ---------------------------------------------------------
//==========================================================================
//
// D3DFB :: Wiper_Crossfade Constructor
//
//==========================================================================
D3DFB::Wiper_Crossfade::Wiper_Crossfade()
: Clock(0)
{
}
//==========================================================================
//
// D3DFB :: Wiper_Crossfade :: Run
//
// Fades the old screen into the new one over 32 ticks.
//
//==========================================================================
bool D3DFB::Wiper_Crossfade::Run(int ticks, D3DFB *fb)
{
Clock += ticks;
// Put the initial screen back to the buffer.
DrawScreen(fb, fb->InitialWipeScreen);
// Draw the new screen on top of it.
DrawScreen(fb, fb->FinalWipeScreen, D3DBLENDOP_ADD,
D3DCOLOR_COLORVALUE(0,0,0,Clock / 32.f), D3DCOLOR_RGBA(255,255,255,0));
return Clock >= 32;
}
// WIPE: MELT --------------------------------------------------------------
//==========================================================================
//
// D3DFB :: Wiper_Melt Constructor
//
//==========================================================================
D3DFB::Wiper_Melt::Wiper_Melt()
{
int i, r;
// setup initial column positions
// (y<0 => not ready to scroll yet)
y[0] = -(M_Random() & 15);
for (i = 1; i < WIDTH; ++i)
{
r = (M_Random()%3) - 1;
y[i] = clamp(y[i-1] + r, -15, 0);
}
}
//==========================================================================
//
// D3DFB :: Wiper_Melt :: Run
//
// Fades the old screen into the new one over 32 ticks.
//
//==========================================================================
bool D3DFB::Wiper_Melt::Run(int ticks, D3DFB *fb)
{
// Draw the new screen on the bottom.
DrawScreen(fb, fb->FinalWipeScreen);
int i, dy;
int fbwidth = fb->Width;
int fbheight = fb->Height;
bool done = true;
// Copy the old screen in vertical strips on top of the new one.
while (ticks--)
{
done = true;
for (i = 0; i < WIDTH; i++)
{
if (y[i] < 0)
{
y[i]++;
done = false;
}
else if (y[i] < HEIGHT)
{
dy = (y[i] < 16) ? y[i]+1 : 8;
y[i] = MIN(y[i] + dy, HEIGHT);
done = false;
}
if (ticks == 0)
{ // Only draw for the final tick.
RECT rect;
POINT dpt;
dpt.x = i * fbwidth / WIDTH;
dpt.y = MAX(0, y[i] * fbheight / HEIGHT);
rect.left = dpt.x;
rect.top = 0;
rect.right = (i + 1) * fbwidth / WIDTH;
rect.bottom = fbheight - dpt.y;
if (rect.bottom > rect.top)
{
fb->CheckQuadBatch();
BufferedTris *quad = &fb->QuadExtra[fb->QuadBatchPos];
FBVERTEX *vert = &fb->VertexData[fb->VertexPos];
WORD *index = &fb->IndexData[fb->IndexPos];
quad->Group1 = 0;
quad->Flags = BQF_DisableAlphaTest;
quad->ShaderNum = BQS_Plain;
quad->Palette = NULL;
quad->Texture = fb->InitialWipeScreen;
quad->NumVerts = 4;
quad->NumTris = 2;
// Fill the vertex buffer.
float u0 = rect.left / float(fb->FBWidth);
float v0 = 0;
float u1 = rect.right / float(fb->FBWidth);
float v1 = (rect.bottom - rect.top) / float(fb->FBHeight);
float x0 = float(rect.left) - 0.5f;
float x1 = float(rect.right) - 0.5f;
float y0 = float(dpt.y + fb->LBOffsetI) - 0.5f;
float y1 = float(fbheight + fb->LBOffsetI) - 0.5f;
vert[0].x = x0;
vert[0].y = y0;
vert[0].z = 0;
vert[0].rhw = 1;
vert[0].color0 = 0;
vert[0].color1 = 0xFFFFFFF;
vert[0].tu = u0;
vert[0].tv = v0;
vert[1].x = x1;
vert[1].y = y0;
vert[1].z = 0;
vert[1].rhw = 1;
vert[1].color0 = 0;
vert[1].color1 = 0xFFFFFFF;
vert[1].tu = u1;
vert[1].tv = v0;
vert[2].x = x1;
vert[2].y = y1;
vert[2].z = 0;
vert[2].rhw = 1;
vert[2].color0 = 0;
vert[2].color1 = 0xFFFFFFF;
vert[2].tu = u1;
vert[2].tv = v1;
vert[3].x = x0;
vert[3].y = y1;
vert[3].z = 0;
vert[3].rhw = 1;
vert[3].color0 = 0;
vert[3].color1 = 0xFFFFFFF;
vert[3].tu = u0;
vert[3].tv = v1;
// Fill the vertex index buffer.
index[0] = fb->VertexPos;
index[1] = fb->VertexPos + 1;
index[2] = fb->VertexPos + 2;
index[3] = fb->VertexPos;
index[4] = fb->VertexPos + 2;
index[5] = fb->VertexPos + 3;
// Batch the quad.
fb->QuadBatchPos++;
fb->VertexPos += 4;
fb->IndexPos += 6;
}
}
}
}
fb->EndQuadBatch();
return done;
}
// WIPE: BURN --------------------------------------------------------------
//==========================================================================
//
// D3DFB :: Wiper_Burn Constructor
//
//==========================================================================
D3DFB::Wiper_Burn::Wiper_Burn(D3DFB *fb)
{
Density = 4;
BurnTime = 0;
memset(BurnArray, 0, sizeof(BurnArray));
if (fb->Shaders[SHADER_BurnWipe] == NULL || FAILED(fb->D3DDevice->CreateTexture(WIDTH, HEIGHT, 1,
D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &BurnTexture, NULL)))
{
BurnTexture = NULL;
}
}
//==========================================================================
//
// D3DFB :: Wiper_Burn Destructor
//
//==========================================================================
D3DFB::Wiper_Burn::~Wiper_Burn()
{
SAFE_RELEASE( BurnTexture );
}
//==========================================================================
//
// D3DFB :: Wiper_Burn :: Run
//
//==========================================================================
bool D3DFB::Wiper_Burn::Run(int ticks, D3DFB *fb)
{
bool done;
BurnTime += ticks;
ticks *= 2;
// Make the fire burn
done = false;
while (!done && ticks--)
{
Density = wipe_CalcBurn(BurnArray, WIDTH, HEIGHT, Density);
done = (Density < 0);
}
// Update the burn texture with the new burn data
D3DLOCKED_RECT lrect;
if (SUCCEEDED(BurnTexture->LockRect(0, &lrect, NULL, D3DLOCK_DISCARD)))
{
const BYTE *src = BurnArray;
BYTE *dest = (BYTE *)lrect.pBits;
for (int y = HEIGHT; y != 0; --y)
{
for (int x = WIDTH; x != 0; --x)
{
*dest++ = *src++;
}
dest += lrect.Pitch - WIDTH;
}
BurnTexture->UnlockRect(0);
}
// Put the initial screen back to the buffer.
DrawScreen(fb, fb->InitialWipeScreen);
// Burn the new screen on top of it.
float top = fb->LBOffset - 0.5f;
float right = float(fb->Width) - 0.5f;
float bot = float(fb->Height) + top;
float texright = float(fb->Width) / float(fb->FBWidth);
float texbot = float(fb->Height) / float(fb->FBHeight);
BURNVERTEX verts[4] =
{
{ -0.5f, top, 0.5f, 1.f, 0.f, 0.f, 0, 0 },
{ right, top, 0.5f, 1.f, texright, 0.f, 1, 0 },
{ right, bot, 0.5f, 1.f, texright, texbot, 1, 1 },
{ -0.5f, bot, 0.5f, 1.f, 0.f, texbot, 0, 1 }
};
fb->D3DDevice->SetFVF(D3DFVF_BURNVERTEX);
fb->SetTexture(0, fb->FinalWipeScreen);
fb->SetTexture(1, BurnTexture);
fb->SetAlphaBlend(D3DBLENDOP_ADD, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
fb->SetPixelShader(fb->Shaders[SHADER_BurnWipe]);
fb->D3DDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
if (fb->SM14)
{
fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
}
fb->D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, sizeof(BURNVERTEX));
fb->D3DDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
if (fb->SM14)
{
fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
}
fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX);
// The fire may not always stabilize, so the wipe is forced to end
// after an arbitrary maximum time.
return done || (BurnTime > 40);
}