#include "app.h" static IDirect3D8 *Direct3D=NULL; IDirect3DDevice8 *Device=NULL; IDirect3DSurface8 *DirectBack=NULL; // Back Buffer static IDirect3DVertexBuffer8 *VertexBuffer=NULL; struct CustomVertex { float x,y,z; // Vertex cordinates unsigned int colour; float u,v; // Texture coordinates }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) static CustomVertex VertexList[4]; int DirectInit() { D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE mode; int i=0,ret=0; memset(&d3dpp,0,sizeof(d3dpp)); memset(&mode,0,sizeof(mode)); Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1; // Set up the structure used to create the D3D device: d3dpp.BackBufferWidth =MainWidth; d3dpp.BackBufferHeight=MainHeight; d3dpp.BackBufferCount =1; d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD; #ifdef _XBOX d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8; d3dpp.FullScreen_RefreshRateInHz=60; #else Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode); d3dpp.BackBufferFormat=mode.Format; d3dpp.Windowed=1; #endif // Try to create a device with hardware vertex processing: for (i=0;i<4;i++) { int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING; #ifdef _XBOX if (i==1) { // If 60Hz didn't work, try PAL 50Hz instead: d3dpp.FullScreen_RefreshRateInHz=0; d3dpp.BackBufferHeight=MainHeight=576; } #endif // Try software vertex processing: if (i==2) behave=D3DCREATE_MIXED_VERTEXPROCESSING; if (i==3) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING; Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,behave,&d3dpp,&Device); if (Device) break; } if (Device==NULL) return 1; Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack); if (DirectBack==NULL) return 1; Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer); if (VertexBuffer==NULL) return 1; ret=TexScreenInit(); if (ret) return 1; FontInit(); Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting // Set up texture modes: Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP); Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP); return 0; } void DirectExit() { FontExit(); TexScreenExit(); RELEASE(VertexBuffer) RELEASE(DirectBack) RELEASE(Device) RELEASE(Direct3D) } static int MakeVertexList() { struct CustomVertex *vert=NULL,*pv=NULL; float dist=0.0f; float scalex=0.0f,scaley=0.0f; unsigned int colour=0xffffff; float right=0.0f,bottom=0.0f; if (LoopMode!=8) colour=0x102040; dist=10.0f; scalex=dist*1.3333f; scaley=dist; scalex*=640.0f/(float)MainWidth; scaley*=448.0f/(float)MainHeight; vert=VertexList; // Put the vertices for the corners of the screen: pv=vert; pv->z=dist; pv->x=-scalex; pv->y=scaley; pv->colour=colour; pv++; *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++; *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++; *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++; // Find where the screen images ends on the texture right =(float)EmuWidth /(float)TexWidth; bottom=(float)EmuHeight/(float)TexHeight; // Write texture coordinates: pv=vert; pv->u=0.0f; pv->v=0.00f; pv++; pv->u=right; pv->v=0.00f; pv++; pv->u=0.0f; pv->v=bottom; pv++; pv->u=right; pv->v=bottom; pv++; return 0; } int DirectClear(unsigned int colour) { Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0); return 0; } int DirectPresent() { Device->Present(NULL,NULL,NULL,NULL); return 0; } static int SetupMatrices() { D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f ); D3DXMATRIX mat; float nudgex=0.0f,nudgey=0.0f; memset(&mat,0,sizeof(mat)); mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f; Device->SetTransform(D3DTS_WORLD,&mat); look.x=(float)Inp.axis[2]/2457.6f; look.y=(float)Inp.axis[3]/2457.6f; look.z=10.0f; // Nudge pixels to the centre of each screen pixel: nudgex=13.3333f/(float)(MainWidth <<1); nudgey=10.0000f/(float)(MainHeight<<1); eye.x +=nudgex; eye.y +=nudgey; look.x+=nudgex; look.y+=nudgey; D3DXMatrixLookAtLH(&mat,&eye,&look,&up); Device->SetTransform(D3DTS_VIEW,&mat); D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f); Device->SetTransform(D3DTS_PROJECTION,&mat); return 0; } int DirectScreen() { unsigned char *lock=NULL; // Copy the screen to the screen texture: #ifdef _XBOX TexScreenSwizzle(); #else TexScreenLinear(); #endif SetupMatrices(); MakeVertexList(); // Copy vertices in: VertexBuffer->Lock(0,sizeof(VertexList),&lock,0); if (lock==NULL) return 1; memcpy(lock,VertexList,sizeof(VertexList)); VertexBuffer->Unlock(); Device->SetTexture(0,TexScreen); Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex)); Device->SetVertexShader(D3DFVF_CUSTOMVERTEX); Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2); return 0; }