mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-12 21:52:01 +00:00
3892 lines
95 KiB
C++
3892 lines
95 KiB
C++
/*
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** fb_d3d9.cpp
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** Code to let ZDoom use Direct3D 9 as a simple framebuffer
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2011 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This file does _not_ implement hardware-acclerated 3D rendering. It is
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** just a means of getting the pixel data to the screen in a more reliable
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** method on modern hardware by copying the entire frame to a texture,
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** drawing that to the screen, and presenting.
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**
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** That said, it does implement hardware-accelerated 2D rendering.
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*/
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// HEADER FILES ------------------------------------------------------------
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#ifdef _DEBUG
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#define D3D_DEBUG_INFO
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#endif
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#define DIRECT3D_VERSION 0x0900
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <d3d9.h>
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#include <stdio.h>
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#define USE_WINDOWS_DWORD
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#include "doomtype.h"
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#include "c_dispatch.h"
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#include "templates.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "i_input.h"
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#include "v_video.h"
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#include "v_pfx.h"
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#include "stats.h"
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#include "doomerrors.h"
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#include "r_main.h"
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#include "r_data/r_translate.h"
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#include "f_wipe.h"
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#include "sbar.h"
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#include "win32iface.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "w_wad.h"
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#include "r_data/colormaps.h"
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#include "SkylineBinPack.h"
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// MACROS ------------------------------------------------------------------
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// The number of points for the vertex buffer.
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#define NUM_VERTS 10240
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// The number of indices for the index buffer.
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#define NUM_INDEXES ((NUM_VERTS * 6) / 4)
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// The number of quads we can batch together.
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#define MAX_QUAD_BATCH (NUM_INDEXES / 6)
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// The default size for a texture atlas.
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#define DEF_ATLAS_WIDTH 512
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#define DEF_ATLAS_HEIGHT 512
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// TYPES -------------------------------------------------------------------
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IMPLEMENT_CLASS(D3DFB, false, false)
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struct D3DFB::PackedTexture
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{
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D3DFB::Atlas *Owner;
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PackedTexture **Prev, *Next;
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// Pixels this image covers
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RECT Area;
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// Texture coordinates for this image
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float Left, Top, Right, Bottom;
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// Texture has extra space on the border?
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bool Padded;
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};
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struct D3DFB::Atlas
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{
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Atlas(D3DFB *fb, int width, int height, D3DFORMAT format);
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~Atlas();
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PackedTexture *AllocateImage(const Rect &rect, bool padded);
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void FreeBox(PackedTexture *box);
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SkylineBinPack Packer;
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Atlas *Next;
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IDirect3DTexture9 *Tex;
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D3DFORMAT Format;
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PackedTexture *UsedList; // Boxes that contain images
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int Width, Height;
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bool OneUse;
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};
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class D3DTex : public FNativeTexture
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{
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public:
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D3DTex(FTexture *tex, D3DFB *fb, bool wrapping);
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~D3DTex();
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FTexture *GameTex;
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D3DFB::PackedTexture *Box;
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D3DTex **Prev;
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D3DTex *Next;
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bool IsGray;
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bool Create(D3DFB *fb, bool wrapping);
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bool Update();
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bool CheckWrapping(bool wrapping);
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D3DFORMAT GetTexFormat();
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FTextureFormat ToTexFmt(D3DFORMAT fmt);
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};
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class D3DPal : public FNativePalette
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{
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public:
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D3DPal(FRemapTable *remap, D3DFB *fb);
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~D3DPal();
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D3DPal **Prev;
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D3DPal *Next;
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IDirect3DTexture9 *Tex;
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D3DCOLOR BorderColor;
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bool DoColorSkip;
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bool Update();
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FRemapTable *Remap;
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int RoundedPaletteSize;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern HWND Window;
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extern IVideo *Video;
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extern BOOL AppActive;
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extern int SessionState;
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extern bool VidResizing;
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EXTERN_CVAR (Bool, fullscreen)
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR (Float, transsouls)
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EXTERN_CVAR (Int, vid_refreshrate)
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extern IDirect3D9 *D3D;
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extern cycle_t BlitCycles;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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const char *const D3DFB::ShaderNames[D3DFB::NUM_SHADERS] =
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{
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"NormalColor.pso",
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"NormalColorPal.pso",
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"NormalColorInv.pso",
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"NormalColorPalInv.pso",
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"RedToAlpha.pso",
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"RedToAlphaInv.pso",
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"VertexColor.pso",
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"SpecialColormap.pso",
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"SpecialColorMapPal.pso",
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"InGameColormap.pso",
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"InGameColormapDesat.pso",
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"InGameColormapInv.pso",
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"InGameColormapInvDesat.pso",
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"InGameColormapPal.pso",
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"InGameColormapPalDesat.pso",
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"InGameColormapPalInv.pso",
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"InGameColormapPalInvDesat.pso",
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"BurnWipe.pso",
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"GammaCorrection.pso",
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};
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Bool, vid_hw2d, true, CVAR_NOINITCALL)
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{
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V_SetBorderNeedRefresh();
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ST_SetNeedRefresh();
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}
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CVAR(Bool, d3d_antilag, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Int, d3d_showpacks, 0, 0)
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CVAR(Bool, vid_hwaalines, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// D3DFB - Constructor
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//
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//==========================================================================
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D3DFB::D3DFB (UINT adapter, int width, int height, bool fullscreen)
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: BaseWinFB (width, height)
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{
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D3DPRESENT_PARAMETERS d3dpp;
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LastHR = 0;
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Adapter = adapter;
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D3DDevice = NULL;
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VertexBuffer = NULL;
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IndexBuffer = NULL;
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FBTexture = NULL;
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TempRenderTexture = NULL;
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RenderTexture[0] = NULL;
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RenderTexture[1] = NULL;
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InitialWipeScreen = NULL;
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ScreenshotTexture = NULL;
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ScreenshotSurface = NULL;
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FinalWipeScreen = NULL;
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PaletteTexture = NULL;
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GammaTexture = NULL;
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FrontCopySurface = NULL;
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for (int i = 0; i < NUM_SHADERS; ++i)
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{
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Shaders[i] = NULL;
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}
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GammaShader = NULL;
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BlockSurface[0] = NULL;
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BlockSurface[1] = NULL;
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VSync = vid_vsync;
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BlendingRect.left = 0;
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BlendingRect.top = 0;
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BlendingRect.right = FBWidth;
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BlendingRect.bottom = FBHeight;
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In2D = 0;
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Palettes = NULL;
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Textures = NULL;
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Accel2D = true;
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GatheringWipeScreen = false;
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ScreenWipe = NULL;
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InScene = false;
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QuadExtra = new BufferedTris[MAX_QUAD_BATCH];
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Atlases = NULL;
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PixelDoubling = 0;
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SkipAt = -1;
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CurrRenderTexture = 0;
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RenderTextureToggle = 0;
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Gamma = 1.0;
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FlashColor0 = 0;
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FlashColor1 = 0xFFFFFFFF;
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FlashColor = 0;
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FlashAmount = 0;
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NeedGammaUpdate = false;
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NeedPalUpdate = false;
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if (MemBuffer == NULL)
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{
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return;
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}
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memcpy(SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
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Windowed = !(static_cast<Win32Video *>(Video)->GoFullscreen(fullscreen));
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TrueHeight = height;
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if (fullscreen)
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{
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for (Win32Video::ModeInfo *mode = static_cast<Win32Video *>(Video)->m_Modes; mode != NULL; mode = mode->next)
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{
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if (mode->width == Width && mode->height == Height)
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{
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TrueHeight = mode->realheight;
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PixelDoubling = mode->doubling;
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break;
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}
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}
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}
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// Offset from top of screen to top of letterboxed screen
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LBOffsetI = (TrueHeight - Height) / 2;
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LBOffset = float(LBOffsetI);
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FillPresentParameters(&d3dpp, fullscreen, VSync);
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HRESULT hr;
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LOG("CreateDevice attempt 1 hwvp\n");
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if (FAILED(hr = D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
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D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
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(hr != D3DERR_DEVICELOST || D3DDevice == NULL))
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{
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LOG2("CreateDevice returned hr %08x dev %p; attempt 2 swvp\n", hr, D3DDevice);
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if (FAILED(D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
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(hr != D3DERR_DEVICELOST || D3DDevice == NULL))
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{
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if (d3dpp.FullScreen_RefreshRateInHz != 0)
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{
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d3dpp.FullScreen_RefreshRateInHz = 0;
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LOG2("CreateDevice returned hr %08x dev %p; attempt 3 (hwvp, default Hz)\n", hr, D3DDevice);
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if (FAILED(hr = D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
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D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
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(hr != D3DERR_DEVICELOST || D3DDevice == NULL))
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{
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LOG2("CreateDevice returned hr %08x dev %p; attempt 4 (swvp, default Hz)\n", hr, D3DDevice);
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if (FAILED(D3D->CreateDevice(Adapter, D3DDEVTYPE_HAL, Window,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &d3dpp, &D3DDevice)) &&
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hr != D3DERR_DEVICELOST)
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{
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D3DDevice = NULL;
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}
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}
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}
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}
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}
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LOG2("Final CreateDevice returned HR %08x and device %p\n", hr, D3DDevice);
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LastHR = hr;
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if (D3DDevice != NULL)
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{
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D3DADAPTER_IDENTIFIER9 adapter_id;
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D3DDEVICE_CREATION_PARAMETERS create_params;
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if (FAILED(hr = D3DDevice->GetDeviceCaps(&DeviceCaps)))
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{
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memset(&DeviceCaps, 0, sizeof(DeviceCaps));
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}
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if (SUCCEEDED(hr = D3DDevice->GetCreationParameters(&create_params)) &&
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SUCCEEDED(hr = D3D->GetAdapterIdentifier(create_params.AdapterOrdinal, 0, &adapter_id)))
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{
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// NVidia's drivers lie, claiming they don't support
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// antialiased lines when, really, they do.
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if (adapter_id.VendorId == 0x10de)
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{
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DeviceCaps.LineCaps |= D3DLINECAPS_ANTIALIAS;
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}
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// ATI's drivers apparently also lie, so screw this caps bit.
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}
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CreateResources();
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SetInitialState();
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}
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}
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//==========================================================================
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//
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// D3DFB - Destructor
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//
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//==========================================================================
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D3DFB::~D3DFB ()
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{
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ReleaseResources();
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SAFE_RELEASE( D3DDevice );
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delete[] QuadExtra;
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}
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//==========================================================================
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//
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// D3DFB :: SetInitialState
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//
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// Called after initial device creation and reset, when everything is set
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// to D3D's defaults.
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//
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//==========================================================================
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void D3DFB::SetInitialState()
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{
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AlphaBlendEnabled = FALSE;
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AlphaBlendOp = D3DBLENDOP_ADD;
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AlphaSrcBlend = D3DBLEND(0);
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AlphaDestBlend = D3DBLEND(0);
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CurPixelShader = NULL;
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memset(Constant, 0, sizeof(Constant));
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for (unsigned i = 0; i < countof(Texture); ++i)
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{
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Texture[i] = NULL;
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D3DDevice->SetSamplerState(i, D3DSAMP_ADDRESSU, (i == 1 && SM14) ? D3DTADDRESS_BORDER : D3DTADDRESS_CLAMP);
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D3DDevice->SetSamplerState(i, D3DSAMP_ADDRESSV, (i == 1 && SM14) ? D3DTADDRESS_BORDER : D3DTADDRESS_CLAMP);
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if (i > 1)
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{
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// Set linear filtering for the SM14 gamma texture.
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D3DDevice->SetSamplerState(i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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}
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}
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NeedGammaUpdate = true;
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NeedPalUpdate = true;
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OldRenderTarget = NULL;
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if (!Windowed && SM14)
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{
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// Fix for Radeon 9000, possibly other R200s: When the device is
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// reset, it resets the gamma ramp, but the driver apparently keeps a
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// cached copy of the ramp that it doesn't update, so when
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// SetGammaRamp is called later to handle the NeedGammaUpdate flag,
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// it doesn't do anything, because the gamma ramp is the same as the
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// one passed in the last call, even though the visible gamma ramp
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// actually has changed.
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//
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// So here we force the gamma ramp to something absolutely horrible and
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// trust that we will be able to properly set the gamma later when
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// NeedGammaUpdate is handled.
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D3DGAMMARAMP ramp;
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memset(&ramp, 0, sizeof(ramp));
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D3DDevice->SetGammaRamp(0, 0, &ramp);
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}
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// This constant is used for grayscaling weights (.xyz) and color inversion (.w)
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float weights[4] = { 77/256.f, 143/256.f, 37/256.f, 1 };
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D3DDevice->SetPixelShaderConstantF(PSCONST_Weights, weights, 1);
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// D3DRS_ALPHATESTENABLE defaults to FALSE
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// D3DRS_ALPHAREF defaults to 0
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D3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_NOTEQUAL);
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AlphaTestEnabled = FALSE;
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CurBorderColor = 0;
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// Clear to black, just in case it wasn't done already.
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D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 0, 0);
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}
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//==========================================================================
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//
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// D3DFB :: FillPresentParameters
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//
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//==========================================================================
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void D3DFB::FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync)
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{
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memset (pp, 0, sizeof(*pp));
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pp->Windowed = !fullscreen;
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pp->SwapEffect = D3DSWAPEFFECT_DISCARD;
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pp->BackBufferWidth = Width << PixelDoubling;
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pp->BackBufferHeight = TrueHeight << PixelDoubling;
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pp->BackBufferFormat = fullscreen ? D3DFMT_A8R8G8B8 : D3DFMT_UNKNOWN;
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pp->BackBufferCount = 1;
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pp->hDeviceWindow = Window;
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pp->PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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if (fullscreen)
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{
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pp->FullScreen_RefreshRateInHz = vid_refreshrate;
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}
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}
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//==========================================================================
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//
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// D3DFB :: CreateResources
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//
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//==========================================================================
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bool D3DFB::CreateResources()
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{
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Atlases = NULL;
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if (!Windowed)
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{
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// Remove the window border in fullscreen mode
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SetWindowLong (Window, GWL_STYLE, WS_POPUP|WS_VISIBLE|WS_SYSMENU);
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}
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else
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{
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// Resize the window to match desired dimensions
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RECT rect = { 0, 0, Width, Height };
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AdjustWindowRectEx(&rect, WS_VISIBLE|WS_OVERLAPPEDWINDOW, FALSE, WS_EX_APPWINDOW);
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int sizew = rect.right - rect.left;
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int sizeh = rect.bottom - rect.top;
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LOG2 ("Resize window to %dx%d\n", sizew, sizeh);
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VidResizing = true;
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// 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.
|
|
In2D = 0;
|
|
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];
|
|
}
|
|
|
|
if (Windowed)
|
|
{
|
|
RECT box;
|
|
GetClientRect(Window, &box);
|
|
if (box.right > 0 && box.right > 0 && (Width != box.right || Height != box.bottom))
|
|
{
|
|
Resize(box.right, box.bottom);
|
|
|
|
TrueHeight = Height;
|
|
PixelDoubling = 0;
|
|
LBOffsetI = 0;
|
|
LBOffset = 0.0f;
|
|
Reset();
|
|
|
|
V_OutputResized(Width, Height);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
auto &map = swrenderer::realfixedcolormap;
|
|
if (map == NULL)
|
|
{
|
|
color0 = 0;
|
|
color1 = 0xFFFFFFF;
|
|
}
|
|
else
|
|
{
|
|
color0 = D3DCOLOR_COLORVALUE(map->ColorizeStart[0] / 2, map->ColorizeStart[1] / 2, map->ColorizeStart[2] / 2, 0);
|
|
color1 = D3DCOLOR_COLORVALUE(map->ColorizeEnd[0] / 2, map->ColorizeEnd[1] / 2, map->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 ()
|
|
{
|
|
}
|
|
|
|
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 <packnum> 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 D3DFB::DrawTextureParms (FTexture *img, DrawParms &parms)
|
|
{
|
|
if (In2D < 2)
|
|
{
|
|
Super::DrawTextureParms(img, parms);
|
|
return;
|
|
}
|
|
if (!InScene)
|
|
{
|
|
return;
|
|
}
|
|
|
|
D3DTex *tex = static_cast<D3DTex *>(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)
|
|
{
|
|
double wi = MIN(parms.windowright, parms.texwidth);
|
|
x0 += parms.windowleft * xscale;
|
|
u0 = float(u0 + parms.windowleft * uscale);
|
|
x1 -= (parms.texwidth - wi) * xscale;
|
|
u1 = float(u1 - (parms.texwidth - wi) * 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<D3DTex *>(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.
|
|
//
|
|
// Bottomclip is ignored by this implementation, since the hardware renderer
|
|
// will unconditionally draw the status bar border every frame on top of the
|
|
// polygons, so there's no need to waste time setting up a special scissor
|
|
// rectangle here and needlessly forcing separate batches.
|
|
//
|
|
//==========================================================================
|
|
|
|
void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
|
|
double originx, double originy, double scalex, double scaley,
|
|
DAngle rotation, FDynamicColormap *colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
|
|
{
|
|
// Use an equation similar to player sprites to determine shade
|
|
double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
|
|
|
|
BufferedTris *quad;
|
|
FBVERTEX *verts;
|
|
D3DTex *tex;
|
|
float yoffs, uscale, vscale;
|
|
int i, ipos;
|
|
D3DCOLOR color0, color1;
|
|
float ox, oy;
|
|
float cosrot, sinrot;
|
|
bool dorotate = rotation != 0;
|
|
|
|
if (npoints < 3)
|
|
{ // This is no polygon.
|
|
return;
|
|
}
|
|
if (In2D < 2)
|
|
{
|
|
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel, bottomclip);
|
|
return;
|
|
}
|
|
if (!InScene)
|
|
{
|
|
return;
|
|
}
|
|
tex = static_cast<D3DTex *>(texture->GetNative(true));
|
|
if (tex == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
cosrot = (float)cos(rotation.Radians());
|
|
sinrot = (float)sin(rotation.Radians());
|
|
|
|
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);
|
|
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.f, 1.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<D3DPal *>(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
|
|
}
|