picodrive/platform/win32/direct.cpp
notaz 823b9004c4 the old-new win32 port
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@804 be3aeb3a-fb24-0410-a615-afba39da0efa
2009-10-05 16:12:45 +00:00

410 lines
10 KiB
C++

// ddraw
#include <ddraw.h>
#include "../common/lprintf.h"
#include "direct.h"
#include "main.h"
#define EmuWidth 320
#define EmuHeight 240
#define RELEASE(x) if (x) x->Release(); x=NULL;
#define LOGFAIL() lprintf("fail: %s %s:%i\n", __FUNCTION__, __FILE__, __LINE__)
static LPDIRECTDRAW7 m_pDD = NULL;
static LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer = NULL;
static LPDIRECTDRAWSURFACE7 m_pddsBackBuffer = NULL;
// quick and dirty stuff..
void DirectExit(void)
{
RELEASE(m_pddsBackBuffer);
RELEASE(m_pddsFrontBuffer);
RELEASE(m_pDD);
}
int DirectInit(void)
{
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);
DirectExit();
return 1;
}
int DirectScreen(const void *emu_screen)
{
const unsigned short *ps = (const unsigned short *)emu_screen;
DDSURFACEDESC2 sd;
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;
}
int DirectClear(unsigned int colour)
{
int ret = 0;
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;
}
int DirectPresent(void)
{
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 */
#ifdef USE_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];
int DirectInit()
{
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)
return 1;
}
void DirectExit()
{
TexScreenExit();
// d3d
RELEASE(VertexBuffer)
RELEASE(DirectBack)
RELEASE(Device)
RELEASE(Direct3D)
}
int DirectClear(unsigned int colour)
{
if (Device != NULL) {
Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);
return 0;
}
return 1;
}
int DirectPresent()
{
if (Device != NULL) {
Device->Present(NULL,NULL,NULL,NULL);
return 0;
}
return 1;
}
#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;
}
#endif