- Removed the screenshot parameter from D_Display(), since it was a relic of

a long-abandoned experiment to write directly to video memory instead of
  to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
  produced on a 320x200 screen, rather than producing more, thinner strips
  for wider screens.


SVN r659 (trunk)
This commit is contained in:
Randy Heit 2008-01-01 03:07:05 +00:00
parent db54c43175
commit dc98279403
11 changed files with 1580 additions and 1116 deletions

View File

@ -1,3 +1,12 @@
December 31, 2007
- Removed the screenshot parameter from D_Display(), since it was a relic of
a long-abandoned experiment to write directly to video memory instead of
to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
produced on a 320x200 screen, rather than producing more, thinner strips
for wider screens.
December 29, 2007
- Started writing Direct3D-friendly wipe code. It's just a Q&D crossfade for
now.

View File

@ -228,7 +228,8 @@ CUSTOM_CVAR (Int, msgmidcolor2, 4, CVAR_ARCHIVE)
static void maybedrawnow (bool tick, bool force)
{
if (ConsoleDrawing || !gotconback || screen->IsLocked ())
// FIXME: Does not work right with hw2d
if (ConsoleDrawing || !gotconback || screen->IsLocked () || 1)
{
return;
}

View File

@ -438,7 +438,7 @@ CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
//
//==========================================================================
void D_Display (bool screenshot)
void D_Display ()
{
bool wipe;
bool hw2d;
@ -489,7 +489,7 @@ void D_Display (bool screenshot)
}
setmodeneeded = false;
if (screen->Lock (screenshot))
if (screen->Lock (false))
{
SB_state = screen->GetPageCount ();
BorderNeedRefresh = screen->GetPageCount ();
@ -506,7 +506,6 @@ void D_Display (bool screenshot)
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
{ // save the current screen if about to wipe
BorderNeedRefresh = screen->GetPageCount ();
wipe = true;
if (wipegamestate != GS_FORCEWIPEFADE)
{
wipe = screen->WipeStartScreen (wipetype);
@ -536,14 +535,10 @@ void D_Display (bool screenshot)
{
case GS_FULLCONSOLE:
screen->SetBlendingRect(0,0,0,0);
if (!screenshot)
{
hw2d = screen->Begin2D();
}
hw2d = screen->Begin2D();
C_DrawConsole (false);
M_Drawer ();
if (!screenshot)
screen->Update ();
screen->Update ();
return;
case GS_LEVEL:
@ -573,13 +568,10 @@ void D_Display (bool screenshot)
{
AM_Drawer ();
}
if (!screenshot)
if ((hw2d = screen->Begin2D()))
{
if ((hw2d = screen->Begin2D()))
{
// Redraw the status bar every frame when using 2D accel
SB_state = screen->GetPageCount();
}
// Redraw the status bar every frame when using 2D accel
SB_state = screen->GetPageCount();
}
if (realviewheight == SCREENHEIGHT && viewactive)
{
@ -596,30 +588,21 @@ void D_Display (bool screenshot)
case GS_INTERMISSION:
screen->SetBlendingRect(0,0,0,0);
if (!screenshot)
{
screen->Begin2D();
}
hw2d = screen->Begin2D();
WI_Drawer ();
CT_Drawer ();
break;
case GS_FINALE:
screen->SetBlendingRect(0,0,0,0);
if (!screenshot)
{
screen->Begin2D();
}
hw2d = screen->Begin2D();
F_Drawer ();
CT_Drawer ();
break;
case GS_DEMOSCREEN:
screen->SetBlendingRect(0,0,0,0);
if (!screenshot)
{
screen->Begin2D();
}
hw2d = screen->Begin2D();
D_PageDrawer ();
CT_Drawer ();
break;
@ -655,17 +638,14 @@ void D_Display (bool screenshot)
NoWipe = 10;
}
if (!wipe || screenshot || NoWipe < 0)
if (!wipe || NoWipe < 0)
{
NetUpdate (); // send out any new accumulation
// normal update
C_DrawConsole (hw2d); // draw console
M_Drawer (); // menu is drawn even on top of everything
FStat::PrintStat ();
if (!screenshot)
{
screen->Update (); // page flip or blit buffer
}
screen->Update (); // page flip or blit buffer
}
else
{
@ -792,7 +772,7 @@ void D_DoomLoop ()
S_UpdateSounds (players[consoleplayer].camera); // move positional sounds
// Update display, next frame, with current state.
I_StartTic ();
D_Display (false);
D_Display ();
}
catch (CRecoverableError &error)
{

View File

@ -38,8 +38,7 @@ void D_DoomMain (void);
// Called by IO functions when input is detected.
void D_PostEvent (const event_t* ev);
// [RH] Passed true if just drawing for a screenshot
void D_Display (bool screenshot);
void D_Display ();
//

View File

@ -53,6 +53,10 @@ static int fade;
// Melt -------------------------------------------------------------
// Match the strip sizes that oldschool Doom used on a 320x200 screen.
#define MELT_WIDTH 160
#define MELT_HEIGHT 200
void wipe_shittyColMajorXform (short *array)
{
int x, y;
@ -84,14 +88,12 @@ bool wipe_initMelt (int ticks)
// setup initial column positions
// (y<0 => not ready to scroll yet)
y = new int[SCREENWIDTH*sizeof(int)];
y[0] = -(M_Random()&0xf);
for (i = 1; i < SCREENWIDTH; i++)
y = new int[MELT_WIDTH];
y[0] = -(M_Random() & 15);
for (i = 1; i < MELT_WIDTH; i++)
{
r = (M_Random()%3) - 1;
y[i] = y[i-1] + r;
if (y[i] > 0) y[i] = 0;
else if (y[i] == -16) y[i] = -15;
y[i] = clamp(y[i-1] + r, -15, 0);
}
return 0;
@ -99,50 +101,51 @@ bool wipe_initMelt (int ticks)
bool wipe_doMelt (int ticks)
{
int i;
int j;
int dy;
int idx;
short* s;
short* d;
bool done = true;
int width = SCREENWIDTH / 2;
int i, j, dy, x;
const short *s;
short *d;
bool done;
while (ticks--)
{
for (i = 0; i < width; i++)
done = true;
for (i = 0; i < MELT_WIDTH; i++)
{
if (y[i] < 0)
{
y[i]++; done = false;
}
else if (y[i] < SCREENHEIGHT)
{
int pitch = screen->GetPitch() / 2;
dy = (y[i] < 16) ? y[i]+1 : 8;
dy = (dy * SCREENHEIGHT) / 200;
if (y[i]+dy >= SCREENHEIGHT)
dy = SCREENHEIGHT - y[i];
s = &wipe_scr_end[i*SCREENHEIGHT+y[i]];
d = &((short *)screen->GetBuffer())[y[i]*pitch+i];
idx = 0;
for (j=dy;j;j--)
{
d[idx] = *(s++);
idx += pitch;
}
y[i] += dy;
s = &wipe_scr_start[i*SCREENHEIGHT];
d = &((short *)screen->GetBuffer())[y[i]*pitch+i];
idx = 0;
for (j=SCREENHEIGHT-y[i];j;j--)
{
d[idx] = *(s++);
idx += pitch;
}
y[i]++;
done = false;
}
else if (y[i] < MELT_HEIGHT)
{
dy = (y[i] < 16) ? y[i]+1 : 8;
y[i] = MIN(y[i] + dy, MELT_HEIGHT);
done = false;
}
if (ticks == 0 && y[i] >= 0)
{ // Only draw for the final tick.
const int pitch = screen->GetPitch() / 2;
int sy = y[i] * SCREENHEIGHT / MELT_HEIGHT;
for (x = i * (SCREENWIDTH/2) / MELT_WIDTH; x < (i + 1) * (SCREENWIDTH/2) / MELT_WIDTH; ++x)
{
s = &wipe_scr_end[x*SCREENHEIGHT];
d = &((short *)screen->GetBuffer())[x];
for (j = sy; j != 0; --j)
{
*d = *(s++);
d += pitch;
}
s = &wipe_scr_start[x*SCREENHEIGHT];
for (j = SCREENHEIGHT - sy; j != 0; --j)
{
*d = *(s++);
d += pitch;
}
}
}
}
}
@ -167,136 +170,147 @@ bool wipe_initBurn (int ticks)
return 0;
}
int wipe_CalcBurn (BYTE *burnarray, int width, int height, int density)
{
// This is a modified version of the fire that was once used
// on the player setup menu.
static int voop;
int a, b;
BYTE *from;
// generator
from = &burnarray[width * height];
b = voop;
voop += density / 3;
for (a = 0; a < density/8; a++)
{
unsigned int offs = (a+b) & (width - 1);
unsigned int v = M_Random();
v = MIN(from[offs] + 4 + (v & 15) + (v >> 3) + (M_Random() & 31), 255u);
from[offs] = from[width*2 + ((offs + width*3/2) & (width - 1))] = v;
}
density = MIN(density + 10, width * 7);
from = burnarray;
for (b = 0; b <= height; b += 2)
{
BYTE *pixel = from;
// special case: first pixel on line
BYTE *p = pixel + (width << 1);
unsigned int top = *p + *(p + width - 1) + *(p + 1);
unsigned int bottom = *(pixel + (width << 2));
unsigned int c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
*pixel = c1;
*(pixel + width) = (c1 + bottom) >> 1;
pixel++;
// main line loop
for (a = 1; a < width-1; a++)
{
// sum top pixels
p = pixel + (width << 1);
top = *p + *(p - 1) + *(p + 1);
// bottom pixel
bottom = *(pixel + (width << 2));
// combine pixels
c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
// store pixels
*pixel = c1;
*(pixel + width) = (c1 + bottom) >> 1; // interpolate
// next pixel
pixel++;
}
// special case: last pixel on line
p = pixel + (width << 1);
top = *p + *(p - 1) + *(p - width + 1);
bottom = *(pixel + (width << 2));
c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
*pixel = c1;
*(pixel + width) = (c1 + bottom) >> 1;
// next line
from += width << 1;
}
// Check for done-ness. (Every pixel with level 126 or higher counts as done.)
for (a = width * height, from = burnarray; a != 0; --a, ++from)
{
if (*from < 126)
{
return density;
}
}
return -1;
}
bool wipe_doBurn (int ticks)
{
static int voop;
bool done;
// This is a modified version of the fire from the player
// setup menu.
burntime += ticks;
ticks *= 2;
// Make the fire burn
while (ticks--)
done = false;
while (!done && ticks--)
{
int a, b;
BYTE *from;
// generator
from = burnarray + FIREHEIGHT * FIREWIDTH;
b = voop;
voop += density / 3;
for (a = 0; a < density/8; a++)
{
unsigned int offs = (a+b) % FIREWIDTH;
unsigned int v = M_Random();
v = from[offs] + 4 + (v & 15) + (v >> 3) + (M_Random() & 31);
if (v > 255)
v = 255;
from[offs] = from[FIREWIDTH*2 + (offs + FIREWIDTH*3/2)%FIREWIDTH] = v;
}
density += 10;
if (density > FIREWIDTH*7)
density = FIREWIDTH*7;
from = burnarray;
for (b = 0; b <= FIREHEIGHT; b += 2)
{
BYTE *pixel = from;
// special case: first pixel on line
BYTE *p = pixel + (FIREWIDTH << 1);
unsigned int top = *p + *(p + FIREWIDTH - 1) + *(p + 1);
unsigned int bottom = *(pixel + (FIREWIDTH << 2));
unsigned int c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
*pixel = c1;
*(pixel + FIREWIDTH) = (c1 + bottom) >> 1;
pixel++;
// main line loop
for (a = 1; a < FIREWIDTH-1; a++)
{
// sum top pixels
p = pixel + (FIREWIDTH << 1);
top = *p + *(p - 1) + *(p + 1);
// bottom pixel
bottom = *(pixel + (FIREWIDTH << 2));
// combine pixels
c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
// store pixels
*pixel = c1;
*(pixel + FIREWIDTH) = (c1 + bottom) >> 1; // interpolate
// next pixel
pixel++;
}
// special case: last pixel on line
p = pixel + (FIREWIDTH << 1);
top = *p + *(p - 1) + *(p - FIREWIDTH + 1);
bottom = *(pixel + (FIREWIDTH << 2));
c1 = (top + bottom) >> 2;
if (c1 > 1) c1--;
*pixel = c1;
*(pixel + FIREWIDTH) = (c1 + bottom) >> 1;
// next line
from += FIREWIDTH << 1;
}
density = wipe_CalcBurn(burnarray, FIREWIDTH, FIREHEIGHT, density);
done = (density < 0);
}
// Draw the screen
fixed_t xstep, ystep, firex, firey;
int x, y;
BYTE *to, *fromold, *fromnew;
xstep = (FIREWIDTH * FRACUNIT) / SCREENWIDTH;
ystep = (FIREHEIGHT * FRACUNIT) / SCREENHEIGHT;
to = screen->GetBuffer();
fromold = (BYTE *)wipe_scr_start;
fromnew = (BYTE *)wipe_scr_end;
for (y = 0, firey = 0; y < SCREENHEIGHT; y++, firey += ystep)
{
fixed_t xstep, ystep, firex, firey;
int x, y;
BYTE *to, *fromold, *fromnew;
xstep = (FIREWIDTH * FRACUNIT) / SCREENWIDTH;
ystep = (FIREHEIGHT * FRACUNIT) / SCREENHEIGHT;
to = screen->GetBuffer();
fromold = (BYTE *)wipe_scr_start;
fromnew = (BYTE *)wipe_scr_end;
done = true;
for (y = 0, firey = 0; y < SCREENHEIGHT; y++, firey += ystep)
for (x = 0, firex = 0; x < SCREENWIDTH; x++, firex += xstep)
{
for (x = 0, firex = 0; x < SCREENWIDTH; x++, firex += xstep)
{
int fglevel;
int fglevel;
fglevel = burnarray[(firex>>FRACBITS)+(firey>>FRACBITS)*FIREWIDTH] / 2;
if (fglevel >= 63)
{
to[x] = fromnew[x];
}
else if (fglevel == 0)
{
to[x] = fromold[x];
done = false;
}
else
{
int bglevel = 64-fglevel;
DWORD *fg2rgb = Col2RGB8[fglevel];
DWORD *bg2rgb = Col2RGB8[bglevel];
DWORD fg = fg2rgb[fromnew[x]];
DWORD bg = bg2rgb[fromold[x]];
fg = (fg+bg) | 0x1f07c1f;
to[x] = RGB32k[0][0][fg & (fg>>15)];
done = false;
}
fglevel = burnarray[(firex>>FRACBITS)+(firey>>FRACBITS)*FIREWIDTH] / 2;
if (fglevel >= 63)
{
to[x] = fromnew[x];
}
else if (fglevel == 0)
{
to[x] = fromold[x];
done = false;
}
else
{
int bglevel = 64-fglevel;
DWORD *fg2rgb = Col2RGB8[fglevel];
DWORD *bg2rgb = Col2RGB8[bglevel];
DWORD fg = fg2rgb[fromnew[x]];
DWORD bg = bg2rgb[fromold[x]];
fg = (fg+bg) | 0x1f07c1f;
to[x] = RGB32k[0][0][fg & (fg>>15)];
done = false;
}
fromold += SCREENWIDTH;
fromnew += SCREENWIDTH;
to += SCREENPITCH;
}
fromold += SCREENWIDTH;
fromnew += SCREENWIDTH;
to += SCREENPITCH;
}
return done || (burntime > 40);
@ -318,7 +332,7 @@ bool wipe_initFade (int ticks)
bool wipe_doFade (int ticks)
{
fade += ticks;
fade += ticks * 2;
if (fade > 64)
{
screen->DrawBlock (0, 0, SCREENWIDTH, SCREENHEIGHT, (BYTE *)wipe_scr_end);
@ -348,7 +362,6 @@ bool wipe_doFade (int ticks)
to += SCREENPITCH;
}
}
fade++;
return false;
}

View File

@ -32,6 +32,10 @@ void wipe_EndScreen (void);
bool wipe_ScreenWipe (int ticks);
void wipe_Cleanup ();
// The buffer must have an additional 5 rows not included in height
// to use for a seeding area.
int wipe_CalcBurn (BYTE *buffer, int width, int height, int density);
enum
{
wipe_None, // don't bother

View File

@ -77,13 +77,6 @@
IMPLEMENT_CLASS(D3DFB)
struct FBVERTEX
{
FLOAT x, y, z, rhw;
FLOAT tu, tv;
};
#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
class D3DTex : public FNativeTexture
{
public:
@ -143,7 +136,6 @@ extern bool VidResizing;
EXTERN_CVAR (Bool, fullscreen)
EXTERN_CVAR (Float, Gamma)
EXTERN_CVAR (Int, vid_displaybits)
EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR (Float, transsouls)
@ -183,6 +175,7 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
PlainStencilShader = NULL;
DimShader = NULL;
GammaFixerShader = NULL;
BurnShader = NULL;
FBFormat = D3DFMT_UNKNOWN;
PalFormat = D3DFMT_UNKNOWN;
VSync = vid_vsync;
@ -196,6 +189,7 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
Textures = NULL;
Accel2D = true;
GatheringWipeScreen = false;
ScreenWipe = NULL;
Gamma = 1.0;
FlashConstants[0][3] = FlashConstants[0][2] = FlashConstants[0][1] = FlashConstants[0][0] = 0;
@ -263,8 +257,6 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
D3DFB::~D3DFB ()
{
KillNativeTexs();
KillNativePals();
ReleaseResources ();
if (D3DDevice != NULL)
{
@ -335,6 +327,11 @@ bool D3DFB::CreateResources ()
Printf ("Windowed mode gamma will not work.\n");
GammaFixerShader = NULL;
}
if (FAILED(D3DDevice->CreatePixelShader (BurnShaderDef, &BurnShader)))
{
Printf ("Burn screenwipe will not work in D3D mode.\n");
BurnShader = NULL;
}
CurPixelShader = NULL;
memset(Constant, 0, sizeof(Constant));
if (!CreateFBTexture() ||
@ -356,34 +353,9 @@ bool D3DFB::CreateResources ()
void D3DFB::ReleaseResources ()
{
I_SaveWindowedPos ();
if (FBTexture != NULL)
{
FBTexture->Release();
FBTexture = NULL;
}
if (FinalWipeScreen != NULL)
{
if (FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
}
if (TempRenderTexture != NULL)
{
TempRenderTexture->Release();
TempRenderTexture = NULL;
}
if (InitialWipeScreen != NULL)
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
VertexBuffer = NULL;
}
KillNativeTexs();
KillNativePals();
ReleaseDefaultPoolItems();
if (PaletteTexture != NULL)
{
PaletteTexture->Release();
@ -424,28 +396,57 @@ void D3DFB::ReleaseResources ()
GammaFixerShader->Release();
GammaFixerShader = NULL;
}
if (BurnShader != NULL)
{
BurnShader->Release();
BurnShader = NULL;
}
if (ScreenWipe != NULL)
{
delete ScreenWipe;
ScreenWipe = NULL;
}
GatheringWipeScreen = false;
}
bool D3DFB::Reset ()
// Free resources created with D3DPOOL_DEFAULT.
void D3DFB::ReleaseDefaultPoolItems()
{
D3DPRESENT_PARAMETERS d3dpp;
// Free resources created with D3DPOOL_DEFAULT.
if (FBTexture != NULL)
{
FBTexture->Release();
FBTexture = NULL;
}
if (FinalWipeScreen != NULL)
{
if (FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
}
if (TempRenderTexture != NULL)
{
TempRenderTexture->Release();
TempRenderTexture = NULL;
}
if (InitialWipeScreen != NULL)
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
VertexBuffer = NULL;
}
}
bool D3DFB::Reset ()
{
D3DPRESENT_PARAMETERS d3dpp;
ReleaseDefaultPoolItems();
FillPresentParameters (&d3dpp, !Windowed, VSync);
if (!SUCCEEDED(D3DDevice->Reset (&d3dpp)))
{
@ -1072,265 +1073,6 @@ void D3DFB::SetBlendingRect(int x1, int y1, int x2, int y2)
/* 2D Stuff */
/**************************************************************************/
//==========================================================================
//
// 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 *surf, *tsurf;
D3DSURFACE_DESC desc;
if (!test2d)
{
return Super::WipeStartScreen(type);
}
if (type != wipe_Fade)
{
return false;
}
if (Windowed)
{
// The InitialWipeScreen must have the same pixel format as
// the TempRenderTexture.
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)) ||
FAILED(tsurf->GetDesc(&desc)))
{
return false;
}
}
else
{
// GetFrontBufferData works only with this format
desc.Format = D3DFMT_A8R8G8B8;
}
if (FAILED(D3DDevice->CreateTexture(Width, TrueHeight, 1, 0,
desc.Format, D3DPOOL_SYSTEMMEM, &InitialWipeScreen, NULL)))
{
InitialWipeScreen = NULL;
return false;
}
if (FAILED(InitialWipeScreen->GetSurfaceLevel(0, &surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
if (!Windowed)
{
if (FAILED(D3DDevice->GetFrontBufferData(0, surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
FinalWipeScreen = TempRenderTexture;
}
else
{
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)) ||
FAILED(D3DDevice->GetRenderTargetData(tsurf, surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
// 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 (GammaFixerShader != NULL && Gamma != 1)
{
if (FAILED(tsurf->GetDesc(&desc)) ||
FAILED(D3DDevice->CreateTexture(desc.Width, desc.Height,
1, D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT,
&FinalWipeScreen, NULL)))
{
FinalWipeScreen = TempRenderTexture;
}
}
else
{
FinalWipeScreen = TempRenderTexture;
}
}
// Even fullscreen will 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 (!test2d)
{
Super::WipeEndScreen();
return;
}
WipeTime = 0;
// 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();
}
// Don't do anything if there is no ending point.
if (OldRenderTarget == NULL)
{
return;
}
// If these are different, reverse their roles so we don't need to
// waste time copying from TempRenderTexture to FinalWipeScreen.
swap(FinalWipeScreen, TempRenderTexture);
// At this point, InitialWipeScreen holds the screen we are wiping from.
// FinalWipeScreen holds the screen we are wiping to, which may be the
// same texture as TempRenderTexture.
}
//==========================================================================
//
// D3DFB :: WipeDo
//
// Perform the actual wipe animation. The number of tics since the last
// time this function was called is passed in. Returns true when the wipe
// is over. The first time this function has been called, the screen is
// still locked from before and EndScene() still has not been called.
// Successive times need to call BeginScene().
//
//==========================================================================
bool D3DFB::WipeDo(int ticks)
{
if (!test2d)
{
return Super::WipeDo(ticks);
}
WipeTime += 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();
}
OldRenderTarget = NULL;
if (TempRenderTexture != NULL && TempRenderTexture != FinalWipeScreen &&
((Windowed && GammaFixerShader) || GatheringWipeScreen))
{
IDirect3DSurface9 *targetsurf;
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)) ||
FAILED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)) ||
FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
{
// Setting the render target failed.
OldRenderTarget = NULL;
}
}
In2D = 2;
D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->SetFVF(D3DFVF_FBVERTEX);
/* Crossfade only for testing purposes, because it's the simplest.
* More to come later.
*/
// Put the initial screen back to the buffer, presumably with DMA.
IDirect3DSurface9 *source, *target;
if (SUCCEEDED(InitialWipeScreen->GetSurfaceLevel(0, &source)) &&
SUCCEEDED(D3DDevice->GetRenderTarget(0, &target)))
{
D3DDevice->UpdateSurface(source, NULL, target, NULL);
}
// Draw the new screen on top of it.
SetTexture(0, FinalWipeScreen);
SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
SetConstant(0, 0, 0, 0, clamp(WipeTime / 32.f, 0.f, 1.f));
SetConstant(1, 1, 1, 1, 0);
SetPixelShader(PlainShader);
// FIXME: The FinalWipeScreen gets junk at the top in letterbox modes.
D3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
DrawLetterbox();
return WipeTime >= 32;
}
//==========================================================================
//
// D3DFB :: WipeCleanup
//
// Release any resources that were specifically created for the wipe.
//
//==========================================================================
void D3DFB::WipeCleanup()
{
if (!test2d)
{
Super::WipeCleanup();
return;
}
if (InitialWipeScreen != NULL)
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
}
if (FinalWipeScreen != NULL && FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
GatheringWipeScreen = false;
}
//==========================================================================
//
// D3DTex Constructor

View File

@ -339,3 +339,60 @@ const DWORD GammaFixerDef[] =
0x80000000, 0x0200000e, 0x80020000, 0x80550000, 0x0200000e, 0x80040000,
0x80aa0000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
};
// The shader used by the burn effect screen wipe ---------------------------
#if HLSL_SOURCE_CODE
sampler2D NewScreen : register(s0);
sampler2D Burn : register(s1);
float4 main (float2 coord[2] : TEXCOORD0) : COLOR
{
float4 color = tex2D(NewScreen, coord[0]);
float4 alpha = tex2D(Burn, coord[1]);
color.a = alpha.r * 2;
return color;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc burn.ps /Tps_1_4 /VnBurnShaderDef /Fhburn.h /LD
//
//
// Parameters:
//
// sampler2D Burn;
// sampler2D NewScreen;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// NewScreen s0 1
// Burn s1 1
//
ps_1_4
texld r0, t0
texld r1, t1
add r0.w, r1.x, r1.x
+ mov r0.xyz, r0
// approximately 3 instruction slots used (2 texture, 1 arithmetic)
#endif
const DWORD BurnShaderDef[] =
{
0xffff0104, 0x0029fffe, 0x42415443, 0x0000001c, 0x0000006d, 0xffff0104,
0x00000002, 0x0000001c, 0x00000100, 0x00000066, 0x00000044, 0x00010003,
0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000003, 0x00000001,
0x0000004c, 0x00000000, 0x6e727542, 0xababab00, 0x000c0004, 0x00010001,
0x00000001, 0x00000000, 0x5377654e, 0x65657263, 0x7370006e, 0x345f315f,
0x63694d00, 0x6f736f72, 0x28207466, 0x44202952, 0x39584433, 0x61685320,
0x20726564, 0x706d6f43, 0x72656c69, 0x312e3920, 0x37372e35, 0x30302e39,
0xab003030, 0x00000042, 0x800f0000, 0xb0e40000, 0x00000042, 0x800f0001,
0xb0e40001, 0x00000002, 0x80080000, 0x80000001, 0x80000001, 0x40000001,
0x80070000, 0x80e40000, 0x0000ffff
};

635
src/win32/fb_d3d9_wipe.cpp Normal file
View File

@ -0,0 +1,635 @@
/*
** 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 ----------------------------------------------
EXTERN_CVAR(Bool, test2d)
// 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 *surf, *tsurf;
D3DSURFACE_DESC desc;
if (!test2d)
{
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;
}
if (Windowed)
{
// The InitialWipeScreen must have the same pixel format as
// the TempRenderTexture.
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)) ||
FAILED(tsurf->GetDesc(&desc)))
{
return false;
}
}
else
{
if (FAILED(D3DDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &tsurf)) ||
FAILED(tsurf->GetDesc(&desc)))
{
return false;
}
// GetFrontBufferData works only with this format
desc.Format = D3DFMT_A8R8G8B8;
}
if (FAILED(D3DDevice->CreateTexture(desc.Width, desc.Height, 1, 0,
desc.Format, D3DPOOL_SYSTEMMEM, &InitialWipeScreen, NULL)))
{
InitialWipeScreen = NULL;
return false;
}
if (FAILED(InitialWipeScreen->GetSurfaceLevel(0, &surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
if (!Windowed)
{
if (FAILED(D3DDevice->GetFrontBufferData(0, surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
FinalWipeScreen = TempRenderTexture;
}
else
{
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)) ||
FAILED(D3DDevice->GetRenderTargetData(tsurf, surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
// 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 (GammaFixerShader != NULL && Gamma != 1)
{
if (FAILED(tsurf->GetDesc(&desc)) ||
FAILED(D3DDevice->CreateTexture(desc.Width, desc.Height,
1, D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT,
&FinalWipeScreen, NULL)))
{
FinalWipeScreen = TempRenderTexture;
}
}
else
{
FinalWipeScreen = TempRenderTexture;
}
}
// Even fullscreen will 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 (!test2d)
{
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();
}
// Don't do anything if there is no ending point.
if (OldRenderTarget == NULL)
{
return;
}
// If these are different, reverse their roles so we don't need to
// waste time copying from TempRenderTexture to FinalWipeScreen.
swap(FinalWipeScreen, TempRenderTexture);
// At this point, InitialWipeScreen holds the screen we are wiping from.
// FinalWipeScreen holds the screen we are wiping to, which may be the
// same texture as TempRenderTexture.
}
//==========================================================================
//
// D3DFB :: WipeDo
//
// Perform the actual wipe animation. The number of tics since the last
// time this function was called is passed in. Returns true when the wipe
// is over. The first time this function has been called, the screen is
// still locked from before and EndScene() still has not been called.
// Successive times need to call BeginScene().
//
//==========================================================================
bool D3DFB::WipeDo(int ticks)
{
if (!test2d)
{
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();
}
OldRenderTarget = NULL;
if (TempRenderTexture != NULL && TempRenderTexture != FinalWipeScreen &&
((Windowed && GammaFixerShader) || GatheringWipeScreen))
{
IDirect3DSurface9 *targetsurf;
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)) ||
FAILED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)) ||
FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
{
// Setting the render target failed.
OldRenderTarget = NULL;
}
}
In2D = 2;
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;
}
if (InitialWipeScreen != NULL)
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
}
if (FinalWipeScreen != NULL && FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
GatheringWipeScreen = false;
if (!test2d)
{
Super::WipeCleanup();
return;
}
}
//==========================================================================
//
// D3DFB :: Wiper Constructor
//
//==========================================================================
D3DFB::Wiper::~Wiper()
{
}
// 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, presumably with DMA.
IDirect3DSurface9 *source, *target;
if (SUCCEEDED(fb->InitialWipeScreen->GetSurfaceLevel(0, &source)) &&
SUCCEEDED(fb->D3DDevice->GetRenderTarget(0, &target)))
{
fb->D3DDevice->UpdateSurface(source, NULL, target, NULL);
}
// Draw the new screen on top of it.
fb->D3DDevice->SetStreamSource(0, fb->VertexBuffer, 0, sizeof(FBVERTEX));
fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX);
fb->SetTexture(0, fb->FinalWipeScreen);
fb->SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
fb->SetConstant(0, 0, 0, 0, clamp(Clock / 32.f, 0.f, 1.f));
fb->SetConstant(1, 1, 1, 1, 0);
fb->SetPixelShader(fb->PlainShader);
// FIXME: The FinalWipeScreen gets junk at the top in letterbox modes.
fb->D3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
return Clock >= 32;
}
//==========================================================================
//
// 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)
{
IDirect3DSurface9 *source, *target;
if (FAILED(fb->InitialWipeScreen->GetSurfaceLevel(0, &source)) ||
FAILED(fb->D3DDevice->GetRenderTarget(0, &target)))
{
// A fat lot of good we can do if we can't get these two surfaces.
return true;
}
// Draw the new screen on the bottom.
fb->D3DDevice->SetStreamSource(0, fb->VertexBuffer, 0, sizeof(FBVERTEX));
fb->D3DDevice->SetFVF(D3DFVF_FBVERTEX);
fb->SetTexture(0, fb->FinalWipeScreen);
fb->SetAlphaBlend(FALSE);
fb->SetConstant(0, 0, 0, 0, 0);
fb->SetConstant(1, 1, 1, 1, 1);
fb->SetPixelShader(fb->PlainShader);
fb->D3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
int i, dy;
bool done;
// 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 * fb->Width / WIDTH;
dpt.y = MAX(0, y[i] * fb->Height / HEIGHT);
rect.left = dpt.x;
rect.top = 0;
rect.right = (i + 1) * fb->Width / WIDTH;
rect.bottom = fb->Height - dpt.y;
if (rect.bottom > rect.top)
{
fb->D3DDevice->UpdateSurface(source, &rect, target, &dpt);
}
}
}
}
return done;
}
//==========================================================================
//
// D3DFB :: Wiper_Burn Constructor
//
//==========================================================================
D3DFB::Wiper_Burn::Wiper_Burn(D3DFB *fb)
{
Density = 4;
BurnTime = 0;
memset(BurnArray, 0, sizeof(BurnArray));
if (fb->BurnShader == 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()
{
if (BurnTexture != NULL)
{
BurnTexture->Release();
BurnTexture = NULL;
}
}
//==========================================================================
//
// 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.
IDirect3DSurface9 *source, *target;
if (SUCCEEDED(fb->InitialWipeScreen->GetSurfaceLevel(0, &source)) &&
SUCCEEDED(fb->D3DDevice->GetRenderTarget(0, &target)))
{
fb->D3DDevice->UpdateSurface(source, NULL, target, NULL);
}
// 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(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
fb->SetPixelShader(fb->BurnShader);
fb->D3DDevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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);
fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
fb->D3DDevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
// The fire may not always stabilize, so the wipe is forced to end
// after an arbitrary maximum time.
return done || (BurnTime > 40);
}

View File

@ -264,6 +264,7 @@ private:
void FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync);
bool UploadVertices();
bool Reset();
void ReleaseDefaultPoolItems();
void KillNativePals();
void KillNativeTexs();
void DrawLetterbox();
@ -309,8 +310,6 @@ private:
D3DPal *Palettes;
D3DTex *Textures;
int WipeTime;
IDirect3DDevice9 *D3DDevice;
IDirect3DVertexBuffer9 *VertexBuffer;
IDirect3DTexture9 *FBTexture;
@ -323,12 +322,33 @@ private:
IDirect3DPixelShader9 *PlainStencilShader;
IDirect3DPixelShader9 *DimShader;
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;
};
struct FBVERTEX
{
FLOAT x, y, z, rhw;
FLOAT tu, tv;
};
#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
#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)

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