#include "app.h" #ifdef USE_D3D // d3d 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]; #endif // ddraw #include LPDIRECTDRAW7 m_pDD = NULL; LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer = NULL; LPDIRECTDRAWSURFACE7 m_pddsBackBuffer = NULL; // quick and dirty stuff.. static void DirectExitDDraw() { RELEASE(m_pddsBackBuffer); RELEASE(m_pddsFrontBuffer); RELEASE(m_pDD); } static int DirectDrawInit() { HRESULT ret; LPDIRECTDRAWCLIPPER pcClipper = NULL; DDSURFACEDESC2 ddsd; ret = DirectDrawCreateEx(NULL, (VOID**)&m_pDD, IID_IDirectDraw7, NULL); if (ret) { LOGFAIL(); return 1; } // Set cooperative level ret = m_pDD->SetCooperativeLevel( FrameWnd, DDSCL_NORMAL ); if (ret) { LOGFAIL(); goto fail; } // Create the primary surface ZeroMemory( &ddsd, sizeof( ddsd ) ); ddsd.dwSize = sizeof( ddsd ); ddsd.dwFlags = DDSD_CAPS; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; ret = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL ); if (ret) { LOGFAIL(); goto fail; } // Create the backbuffer surface ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY; ddsd.dwWidth = EmuWidth; ddsd.dwHeight = EmuHeight; ret = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL ); if (ret) { LOGFAIL(); goto fail; } // clipper ret = m_pDD->CreateClipper( 0, &pcClipper, NULL ); if (ret) { LOGFAIL(); goto fail; } ret = pcClipper->SetHWnd( 0, FrameWnd ); if (ret) { LOGFAIL(); goto fail; } ret = m_pddsFrontBuffer->SetClipper( pcClipper ); if (ret) { LOGFAIL(); goto fail; } RELEASE(pcClipper); return 0; fail: RELEASE(pcClipper); DirectExitDDraw(); return 1; } static int DirectScreenDDraw() { DDSURFACEDESC2 sd; unsigned short *ps=EmuScreen; int ret, x, y; memset(&sd, 0, sizeof(sd)); sd.dwSize = sizeof(sd); ret = m_pddsBackBuffer->Lock(NULL, &sd, DDLOCK_SURFACEMEMORYPTR|DDLOCK_WAIT|DDLOCK_WRITEONLY, NULL); if (ret) { LOGFAIL(); return 1; } //lprintf("w: %i h: %i pi: %i pf: %i\n", sd.dwWidth, sd.dwHeight, sd.lPitch, sd.ddpfPixelFormat.dwRGBBitCount); if (sd.ddpfPixelFormat.dwRGBBitCount == 32) { int *dst = (int *)sd.lpSurface; for (y = 0; y < EmuHeight; y++) { for (x = 0; x < EmuWidth; x++) { int s = *ps++; dst[x] = ((s&0xf800)<<8) | ((s&0x07e0)<<5) | ((s&0x001f)<<3); } dst = (int *)((char *)dst + sd.lPitch); } } else if (sd.ddpfPixelFormat.dwRGBBitCount == 24) /* wine uses this for me */ { void *dst = sd.lpSurface; for (y = 0; y < EmuHeight; y++) { unsigned char *dst1 = (unsigned char *) dst; for (x = 0; x < EmuWidth; x++, dst1 += 3) { int s = *ps++; dst1[2] = (s&0xf800)>>8; dst1[1] = (s&0x07e0)>>3; dst1[0] = s<<3; // BGR } dst = (void *)((char *)dst + sd.lPitch); } } else if (sd.ddpfPixelFormat.dwRGBBitCount == 16) { unsigned short *dst = (unsigned short *)sd.lpSurface; for (y = 0; y < EmuHeight; y++) { memcpy(dst, ps, EmuWidth*2); ps += EmuWidth; dst = (unsigned short *)((char *)dst + sd.lPitch); } } else { LOGFAIL(); } ret = m_pddsBackBuffer->Unlock(NULL); if (ret) { LOGFAIL(); return 1; } return 0; } static int DirectClearDDraw(unsigned int colour) { int ret; DDBLTFX ddbltfx; ZeroMemory( &ddbltfx, sizeof(ddbltfx) ); ddbltfx.dwSize = sizeof(ddbltfx); ddbltfx.dwFillColor = colour; if (m_pddsBackBuffer != NULL) ret = m_pddsBackBuffer->Blt( NULL, NULL, NULL, DDBLT_COLORFILL, &ddbltfx ); if (ret) { LOGFAIL(); return 1; } return 0; } static int DirectPresentDDraw() { int ret = 0; if (FrameRectMy.right - FrameRectMy.left > 0 && FrameRectMy.bottom - FrameRectMy.top > 0) ret = m_pddsFrontBuffer->Blt(&FrameRectMy, m_pddsBackBuffer, &EmuScreenRect, DDBLT_WAIT, NULL); if (ret) { LOGFAIL(); return 1; } return 0; } /* D3D */ int DirectInit() { #if USE_D3D D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE mode; int i,u,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; d3dpp.MultiSampleType =D3DMULTISAMPLE_NONE; #ifdef _XBOX d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8; d3dpp.FullScreen_RefreshRateInHz=60; #else Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode); d3dpp.BackBufferFormat=mode.Format; d3dpp.Windowed=1; d3dpp.hDeviceWindow=FrameWnd; #endif // Try to create a device with hardware vertex processing: for (i=0;i<3;i++) { int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING; // Try software vertex processing: if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING; if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING; Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd, behave|D3DCREATE_MULTITHREADED,&d3dpp,&Device); if (Device) break; } if (Device==NULL) { #if 0 // try ref Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_REF,FrameWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED,&d3dpp,&Device); if (Device==NULL) goto fail0; HMODULE test = LoadLibrary("d3d8d.dll"); if (test != NULL) FreeLibrary(test); else { error("Sorry, but this program requires Direct3D with hardware acceleration.\n\n" "You can try using Direct3D software emulation, but you have to install " "DirectX SDK for it to work\n(it seems to be missing now)."); goto fail1; } #else goto fail1; #endif } Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack); if (DirectBack==NULL) goto fail1; Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer); if (VertexBuffer==NULL) goto fail2; ret=TexScreenInit(); if (ret) goto fail3; //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; fail3: RELEASE(VertexBuffer) fail2: RELEASE(DirectBack) fail1: RELEASE(Device) fail0: RELEASE(Direct3D) // error("Failed to use Direct3D, trying DirectDraw.."); #endif // try DirectDraw return DirectDrawInit(); } void DirectExit() { #ifdef USE_D3D TexScreenExit(); // d3d RELEASE(VertexBuffer) RELEASE(DirectBack) RELEASE(Device) RELEASE(Direct3D) #endif DirectExitDDraw(); } int DirectClear(unsigned int colour) { #ifdef USE_D3D if (Device != NULL) { Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0); return 0; } #endif return DirectClearDDraw(colour); } int DirectPresent() { #ifdef USE_D3D if (Device != NULL) { Device->Present(NULL,NULL,NULL,NULL); return 0; } #endif return DirectPresentDDraw(); } #ifdef USE_D3D #define PI 3.14159265f 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; } 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; int ret; if (Device == NULL) return DirectScreenDDraw(); // Copy the screen to the screen texture: #ifdef _XBOX TexScreenSwizzle(); #else ret=TexScreenLinear(); if (ret) lprintf("TexScreenLinear failed\n"); #endif SetupMatrices(); MakeVertexList(); // Copy vertices in: VertexBuffer->Lock(0,sizeof(VertexList),&lock,0); if (lock==NULL) { lprintf("VertexBuffer->Lock failed\n"); return 1; } memcpy(lock,VertexList,sizeof(VertexList)); VertexBuffer->Unlock(); Device->BeginScene(); Device->SetTexture(0,TexScreen); Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex)); Device->SetVertexShader(D3DFVF_CUSTOMVERTEX); Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2); Device->EndScene(); return 0; } #else int DirectScreen() { return DirectScreenDDraw(); } #endif