mirror of
https://github.com/RaySollium99/picodrive.git
synced 2025-09-05 15:27:46 -04:00
210 lines
5.1 KiB
C++
210 lines
5.1 KiB
C++
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#include "app.h"
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static IDirect3D8 *Direct3D=NULL;
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IDirect3DDevice8 *Device=NULL;
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IDirect3DSurface8 *DirectBack=NULL; // Back Buffer
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static IDirect3DVertexBuffer8 *VertexBuffer=NULL;
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struct CustomVertex
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{
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float x,y,z; // Vertex cordinates
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unsigned int colour;
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float u,v; // Texture coordinates
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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static CustomVertex VertexList[4];
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int DirectInit()
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{
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D3DPRESENT_PARAMETERS d3dpp;
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D3DDISPLAYMODE mode;
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int i=0,ret=0;
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memset(&d3dpp,0,sizeof(d3dpp));
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memset(&mode,0,sizeof(mode));
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Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;
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// Set up the structure used to create the D3D device:
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d3dpp.BackBufferWidth =MainWidth;
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d3dpp.BackBufferHeight=MainHeight;
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d3dpp.BackBufferCount =1;
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d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
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#ifdef _XBOX
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d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;
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d3dpp.FullScreen_RefreshRateInHz=60;
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#else
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Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);
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d3dpp.BackBufferFormat=mode.Format;
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d3dpp.Windowed=1;
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#endif
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// Try to create a device with hardware vertex processing:
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for (i=0;i<4;i++)
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{
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int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;
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#ifdef _XBOX
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if (i==1)
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{
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// If 60Hz didn't work, try PAL 50Hz instead:
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d3dpp.FullScreen_RefreshRateInHz=0;
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d3dpp.BackBufferHeight=MainHeight=576;
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}
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#endif
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// Try software vertex processing:
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if (i==2) behave=D3DCREATE_MIXED_VERTEXPROCESSING;
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if (i==3) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,behave,&d3dpp,&Device);
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if (Device) break;
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}
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if (Device==NULL) return 1;
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Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);
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if (DirectBack==NULL) return 1;
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Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);
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if (VertexBuffer==NULL) return 1;
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ret=TexScreenInit(); if (ret) return 1;
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FontInit();
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Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting
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// Set up texture modes:
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Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);
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Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);
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return 0;
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}
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void DirectExit()
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{
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FontExit();
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TexScreenExit();
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RELEASE(VertexBuffer)
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RELEASE(DirectBack)
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RELEASE(Device)
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RELEASE(Direct3D)
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}
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static int MakeVertexList()
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{
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struct CustomVertex *vert=NULL,*pv=NULL;
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float dist=0.0f;
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float scalex=0.0f,scaley=0.0f;
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unsigned int colour=0xffffff;
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float right=0.0f,bottom=0.0f;
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if (LoopMode!=8) colour=0x102040;
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dist=10.0f; scalex=dist*1.3333f; scaley=dist;
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scalex*=640.0f/(float)MainWidth;
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scaley*=448.0f/(float)MainHeight;
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vert=VertexList;
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// Put the vertices for the corners of the screen:
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pv=vert;
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pv->z=dist;
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pv->x=-scalex; pv->y=scaley;
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pv->colour=colour; pv++;
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*pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;
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*pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;
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*pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;
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// Find where the screen images ends on the texture
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right =(float)EmuWidth /(float)TexWidth;
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bottom=(float)EmuHeight/(float)TexHeight;
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// Write texture coordinates:
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pv=vert;
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pv->u=0.0f; pv->v=0.00f; pv++;
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pv->u=right; pv->v=0.00f; pv++;
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pv->u=0.0f; pv->v=bottom; pv++;
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pv->u=right; pv->v=bottom; pv++;
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return 0;
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}
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int DirectClear(unsigned int colour)
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{
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Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);
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return 0;
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}
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int DirectPresent()
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{
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Device->Present(NULL,NULL,NULL,NULL);
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return 0;
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}
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static int SetupMatrices()
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{
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D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX mat;
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float nudgex=0.0f,nudgey=0.0f;
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memset(&mat,0,sizeof(mat));
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mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;
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Device->SetTransform(D3DTS_WORLD,&mat);
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look.x=(float)Inp.axis[2]/2457.6f;
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look.y=(float)Inp.axis[3]/2457.6f;
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look.z=10.0f;
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// Nudge pixels to the centre of each screen pixel:
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nudgex=13.3333f/(float)(MainWidth <<1);
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nudgey=10.0000f/(float)(MainHeight<<1);
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eye.x +=nudgex; eye.y +=nudgey;
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look.x+=nudgex; look.y+=nudgey;
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D3DXMatrixLookAtLH(&mat,&eye,&look,&up);
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Device->SetTransform(D3DTS_VIEW,&mat);
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D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);
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Device->SetTransform(D3DTS_PROJECTION,&mat);
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return 0;
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}
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int DirectScreen()
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{
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unsigned char *lock=NULL;
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// Copy the screen to the screen texture:
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#ifdef _XBOX
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TexScreenSwizzle();
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#else
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TexScreenLinear();
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#endif
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SetupMatrices();
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MakeVertexList();
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// Copy vertices in:
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VertexBuffer->Lock(0,sizeof(VertexList),&lock,0); if (lock==NULL) return 1;
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memcpy(lock,VertexList,sizeof(VertexList));
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VertexBuffer->Unlock();
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Device->SetTexture(0,TexScreen);
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Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));
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Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);
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Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
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return 0;
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}
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