picodrive/platform/win32/GenaDrive/Direct.cpp
notaz cc68a136aa initial import
git-svn-id: file:///home/notaz/opt/svn/PicoDrive@2 be3aeb3a-fb24-0410-a615-afba39da0efa
2006-12-19 20:53:21 +00:00

210 lines
5.1 KiB
C++

#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;
}