qzdoom/src/win32/win32iface.h
Randy Heit 4ebfdac887 - Changed all coordinates for DrawTexture() to floating point so that the
player sprites will retain the same precision they had when they were
  rendered as part of the 3D view. (needed for propery alignment of flashes
  on top of weapon sprites) It worked just fine for D3D, but software
  rendering was another matter. I consequently did battle with imprecisions
  in the whole masked texture drawing routines that had previously been
  partially masked by only drawing on whole pixel boundaries. Particularly,
  the tops of posts are calculated by multiplying by spryscale, and the
  texture mapping coordinates are calculated by multiplying by dc_iscale
  (where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
  values, there is a significant variance. For best results, the drawing
  routines should only use one of these values, but that would mean
  introducing division into the inner loop. If the division removed the
  necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
  Or would the divide be slower than the fudging? Or would I be better off
  doing it like Build and using transparent pixel checks instead, not
  bothering with skipping transparent areas? For now, I chop off the
  fractional part of the top coordinate for software drawing, since it was
  the easiest thing to do (even if it wasn't the most correct thing to do).


SVN r1955 (trunk)
2009-11-01 01:27:33 +00:00

486 lines
14 KiB
C++

/*
** win32iface.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __WIN32IFACE_H
#define __WIN32IFACE_H
#ifndef DIRECTDRAW_VERSION
#define DIRECTDRAW_VERSION 0x0300
#endif
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x0900
#endif
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <ddraw.h>
#include <d3d9.h>
#include "hardware.h"
#define SAFE_RELEASE(x) { if (x != NULL) { x->Release(); x = NULL; } }
EXTERN_CVAR (Bool, vid_vsync)
class D3DTex;
class D3DPal;
class Win32Video : public IVideo
{
public:
Win32Video (int parm);
~Win32Video ();
bool InitD3D9();
void InitDDraw();
EDisplayType GetDisplayType () { return DISPLAY_Both; }
void SetWindowedScale (float scale);
DFrameBuffer *CreateFrameBuffer (int width, int height, bool fs, DFrameBuffer *old);
void StartModeIterator (int bits, bool fs);
bool NextMode (int *width, int *height, bool *letterbox);
bool GoFullscreen (bool yes);
void BlankForGDI ();
private:
struct ModeInfo
{
ModeInfo (int inX, int inY, int inBits, int inRealY, int inDoubling)
: next (NULL),
width (inX),
height (inY),
bits (inBits),
realheight (inRealY),
doubling (inDoubling)
{}
ModeInfo *next;
int width, height, bits;
int realheight;
int doubling;
} *m_Modes;
ModeInfo *m_IteratorMode;
int m_IteratorBits;
bool m_IteratorFS;
bool m_IsFullscreen;
void AddMode (int x, int y, int bits, int baseHeight, int doubling);
void FreeModes ();
static HRESULT WINAPI EnumDDModesCB (LPDDSURFACEDESC desc, void *modes);
void AddD3DModes (D3DFORMAT format);
void AddLowResModes ();
void AddLetterboxModes ();
void ScaleModes (int doubling);
friend class DDrawFB;
friend class D3DFB;
};
class BaseWinFB : public DFrameBuffer
{
DECLARE_ABSTRACT_CLASS(BaseWinFB, DFrameBuffer)
public:
BaseWinFB (int width, int height) : DFrameBuffer (width, height), Windowed (true) {}
bool IsFullscreen () { return !Windowed; }
virtual void Blank () = 0;
virtual bool PaintToWindow () = 0;
virtual HRESULT GetHR () = 0;
protected:
virtual bool CreateResources () = 0;
virtual void ReleaseResources () = 0;
bool Windowed;
friend int I_PlayMovie (const char *name);
friend class Win32Video;
BaseWinFB() {}
};
class DDrawFB : public BaseWinFB
{
DECLARE_CLASS(DDrawFB, BaseWinFB)
public:
DDrawFB (int width, int height, bool fullscreen);
~DDrawFB ();
bool IsValid ();
bool Lock ();
bool Lock (bool buffer);
void Unlock ();
void ForceBuffering (bool force);
void Update ();
PalEntry *GetPalette ();
void GetFlashedPalette (PalEntry pal[256]);
void UpdatePalette ();
bool SetGamma (float gamma);
bool SetFlash (PalEntry rgb, int amount);
void GetFlash (PalEntry &rgb, int &amount);
int GetPageCount ();
int QueryNewPalette ();
void PaletteChanged ();
void SetVSync (bool vsync);
void NewRefreshRate();
HRESULT GetHR ();
void Blank ();
bool PaintToWindow ();
private:
enum LockSurfRes { NoGood, Good, GoodWasLost };
bool CreateResources ();
void ReleaseResources ();
bool CreateSurfacesAttached ();
bool CreateSurfacesComplex ();
bool CreateBlitterSource ();
LockSurfRes LockSurf (LPRECT lockrect, LPDIRECTDRAWSURFACE surf);
void RebuildColorTable ();
void MaybeCreatePalette ();
bool AddBackBuf (LPDIRECTDRAWSURFACE *surface, int num);
HRESULT AttemptRestore ();
HRESULT LastHR;
BYTE GammaTable[3][256];
PalEntry SourcePalette[256];
PALETTEENTRY PalEntries[256];
DWORD FlipFlags;
LPDIRECTDRAWPALETTE Palette;
LPDIRECTDRAWSURFACE PrimarySurf;
LPDIRECTDRAWSURFACE BackSurf;
LPDIRECTDRAWSURFACE BackSurf2;
LPDIRECTDRAWSURFACE BlitSurf;
LPDIRECTDRAWSURFACE LockingSurf;
LPDIRECTDRAWCLIPPER Clipper;
HPALETTE GDIPalette;
DWORD ClipSize;
PalEntry Flash;
int FlashAmount;
int BufferCount;
int BufferPitch;
int TrueHeight;
int PixelDoubling;
float Gamma;
bool NeedGammaUpdate;
bool NeedPalUpdate;
bool NeedResRecreate;
bool MustBuffer; // The screen is not 8-bit, or there is no backbuffer
bool BufferingNow; // Most recent Lock was buffered
bool WasBuffering; // Second most recent Lock was buffered
bool Write8bit;
bool UpdatePending; // On final unlock, call Update()
bool UseBlitter; // Use blitter to copy from sys mem to video mem
bool UsePfx;
DDrawFB() {}
};
class D3DFB : public BaseWinFB
{
DECLARE_CLASS(D3DFB, BaseWinFB)
public:
D3DFB (int width, int height, bool fullscreen);
~D3DFB ();
bool IsValid ();
bool Lock ();
bool Lock (bool buffered);
void Unlock ();
void Update ();
void Flip ();
PalEntry *GetPalette ();
void GetFlashedPalette (PalEntry palette[256]);
void UpdatePalette ();
bool SetGamma (float gamma);
bool SetFlash (PalEntry rgb, int amount);
void GetFlash (PalEntry &rgb, int &amount);
int GetPageCount ();
bool IsFullscreen ();
void PaletteChanged ();
int QueryNewPalette ();
void Blank ();
bool PaintToWindow ();
void SetVSync (bool vsync);
void NewRefreshRate();
void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
void ReleaseScreenshotBuffer();
void SetBlendingRect (int x1, int y1, int x2, int y2);
bool Begin2D (bool copy3d);
void DrawBlendingRect ();
FNativeTexture *CreateTexture (FTexture *gametex, bool wrapping);
FNativePalette *CreatePalette (FRemapTable *remap);
void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin);
void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
bool WipeStartScreen(int type);
void WipeEndScreen();
bool WipeDo(int ticks);
void WipeCleanup();
HRESULT GetHR ();
private:
friend class D3DTex;
friend class D3DPal;
struct PackedTexture;
struct PackingTexture;
struct FBVERTEX
{
FLOAT x, y, z, rhw;
D3DCOLOR color0, color1;
FLOAT tu, tv;
};
#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1)
struct BufferedQuad
{
union
{
struct
{
BYTE Flags;
BYTE ShaderNum:4;
BYTE BlendOp:4;
BYTE SrcBlend, DestBlend;
};
DWORD Group1;
};
D3DPal *Palette;
PackingTexture *Texture;
};
enum
{
PSCONST_PaletteMod = 2,
PSCONST_Weights = 6,
PSCONST_Gamma = 7,
};
enum
{
SHADER_NormalColor,
SHADER_NormalColorPal,
SHADER_NormalColorInv,
SHADER_NormalColorPalInv,
SHADER_RedToAlpha,
SHADER_RedToAlphaInv,
SHADER_VertexColor,
SHADER_SpecialColormap,
SHADER_SpecialColormapPal,
SHADER_InGameColormap,
SHADER_InGameColormapDesat,
SHADER_InGameColormapInv,
SHADER_InGameColormapInvDesat,
SHADER_InGameColormapPal,
SHADER_InGameColormapPalDesat,
SHADER_InGameColormapPalInv,
SHADER_InGameColormapPalInvDesat,
SHADER_BurnWipe,
SHADER_GammaCorrection,
NUM_SHADERS
};
static const char *const ShaderNames[NUM_SHADERS];
void SetInitialState();
bool CreateResources();
void ReleaseResources();
bool LoadShaders();
void CreateBlockSurfaces();
bool CreateFBTexture();
bool CreatePaletteTexture();
bool CreateGammaTexture();
bool CreateVertexes();
void DoOffByOneCheck();
void UploadPalette();
void UpdateGammaTexture(float igamma);
void FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync);
void CalcFullscreenCoords (FBVERTEX verts[4], bool viewarea_only, bool can_double, D3DCOLOR color0, D3DCOLOR color1) const;
bool Reset();
IDirect3DTexture9 *GetCurrentScreen();
void ReleaseDefaultPoolItems();
void KillNativePals();
void KillNativeTexs();
PackedTexture *AllocPackedTexture(int width, int height, bool wrapping, D3DFORMAT format);
void DrawPackedTextures(int packnum);
void DrawLetterbox();
void Draw3DPart(bool copy3d);
bool SetStyle(D3DTex *tex, DCanvas::DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedQuad &quad);
static D3DBLEND GetStyleAlpha(int type);
static void SetColorOverlay(DWORD color, float alpha, D3DCOLOR &color0, D3DCOLOR &color1);
void DoWindowedGamma();
void AddColorOnlyQuad(int left, int top, int width, int height, D3DCOLOR color);
void CheckQuadBatch();
void BeginQuadBatch();
void EndQuadBatch();
void BeginLineBatch();
void EndLineBatch();
void EndBatch();
D3DCAPS9 DeviceCaps;
// State
void EnableAlphaTest(BOOL enabled);
void SetAlphaBlend(D3DBLENDOP op, D3DBLEND srcblend=D3DBLEND(0), D3DBLEND destblend=D3DBLEND(0));
void SetConstant(int cnum, float r, float g, float b, float a);
void SetPixelShader(IDirect3DPixelShader9 *shader);
void SetTexture(int tnum, IDirect3DTexture9 *texture);
void SetPaletteTexture(IDirect3DTexture9 *texture, int count, D3DCOLOR border_color);
void SetPalTexBilinearConstants(PackingTexture *texture);
BOOL AlphaTestEnabled;
BOOL AlphaBlendEnabled;
D3DBLENDOP AlphaBlendOp;
D3DBLEND AlphaSrcBlend;
D3DBLEND AlphaDestBlend;
float Constant[3][4];
D3DCOLOR CurBorderColor;
IDirect3DPixelShader9 *CurPixelShader;
IDirect3DTexture9 *Texture[5];
PalEntry SourcePalette[256];
D3DCOLOR BorderColor;
D3DCOLOR FlashColor0, FlashColor1;
PalEntry FlashColor;
int FlashAmount;
int TrueHeight;
int PixelDoubling;
int SkipAt;
int LBOffsetI;
float LBOffset;
float Gamma;
bool UpdatePending;
bool NeedPalUpdate;
bool NeedGammaUpdate;
int FBWidth, FBHeight;
bool VSync;
RECT BlendingRect;
int In2D;
bool InScene;
bool SM14;
bool GatheringWipeScreen;
bool AALines;
BYTE BlockNum;
D3DPal *Palettes;
D3DTex *Textures;
PackingTexture *Packs;
IDirect3DDevice9 *D3DDevice;
IDirect3DTexture9 *FBTexture;
IDirect3DTexture9 *TempRenderTexture;
IDirect3DTexture9 *PaletteTexture;
IDirect3DTexture9 *GammaTexture;
IDirect3DTexture9 *ScreenshotTexture;
IDirect3DSurface9 *ScreenshotSurface;
IDirect3DVertexBuffer9 *VertexBuffer;
FBVERTEX *VertexData;
IDirect3DIndexBuffer9 *IndexBuffer;
WORD *IndexData;
BufferedQuad *QuadExtra;
int VertexPos;
int IndexPos;
int QuadBatchPos;
enum { BATCH_None, BATCH_Quads, BATCH_Lines } BatchType;
IDirect3DPixelShader9 *Shaders[NUM_SHADERS];
IDirect3DPixelShader9 *GammaShader;
IDirect3DSurface9 *BlockSurface[2];
IDirect3DSurface9 *OldRenderTarget;
IDirect3DTexture9 *InitialWipeScreen, *FinalWipeScreen;
D3DFB() {}
class Wiper
{
public:
virtual ~Wiper();
virtual bool Run(int ticks, D3DFB *fb) = 0;
};
class Wiper_Melt; friend class Wiper_Melt;
class Wiper_Burn; friend class Wiper_Burn;
class Wiper_Crossfade; friend class Wiper_Crossfade;
Wiper *ScreenWipe;
};
#if 0
#define STARTLOG do { if (!dbg) dbg = fopen ("k:/vid.log", "w"); } while(0)
#define STOPLOG do { if (dbg) { fclose (dbg); dbg=NULL; } } while(0)
#define LOG(x) do { if (dbg) { fprintf (dbg, x); fflush (dbg); } } while(0)
#define LOG1(x,y) do { if (dbg) { fprintf (dbg, x, y); fflush (dbg); } } while(0)
#define LOG2(x,y,z) do { if (dbg) { fprintf (dbg, x, y, z); fflush (dbg); } } while(0)
#define LOG3(x,y,z,zz) do { if (dbg) { fprintf (dbg, x, y, z, zz); fflush (dbg); } } while(0)
#define LOG4(x,y,z,a,b) do { if (dbg) { fprintf (dbg, x, y, z, a, b); fflush (dbg); } } while(0)
#define LOG5(x,y,z,a,b,c) do { if (dbg) { fprintf (dbg, x, y, z, a, b, c); fflush (dbg); } } while(0)
FILE *dbg;
#elif _DEBUG
#define STARTLOG
#define STOPLOG
#define LOG(x) { OutputDebugString(x); }
#define LOG1(x,y) { char poo[1024]; mysnprintf(poo, countof(poo), x, y); OutputDebugString(poo); }
#define LOG2(x,y,z) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z); OutputDebugString(poo); }
#define LOG3(x,y,z,zz) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z, zz); OutputDebugString(poo); }
#define LOG4(x,y,z,a,b) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z, a, b); OutputDebugString(poo); }
#define LOG5(x,y,z,a,b,c) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z, a, b, c); OutputDebugString(poo); }
#else
#define STARTLOG
#define STOPLOG
#define LOG(x)
#define LOG1(x,y)
#define LOG2(x,y,z)
#define LOG3(x,y,z,zz)
#define LOG4(x,y,z,a,b)
#define LOG5(x,y,z,a,b,c)
#endif
#endif // __WIN32IFACE_H