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1 | \r |
2 | #include "app.h"\r |
3 | \r |
4 | static IDirect3D8 *Direct3D=NULL;\r |
5 | IDirect3DDevice8 *Device=NULL;\r |
6 | IDirect3DSurface8 *DirectBack=NULL; // Back Buffer\r |
7 | \r |
8 | static IDirect3DVertexBuffer8 *VertexBuffer=NULL;\r |
9 | \r |
10 | struct CustomVertex\r |
11 | {\r |
12 | float x,y,z; // Vertex cordinates\r |
13 | unsigned int colour;\r |
14 | float u,v; // Texture coordinates\r |
15 | };\r |
16 | #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)\r |
17 | \r |
18 | static CustomVertex VertexList[4];\r |
19 | \r |
20 | int DirectInit()\r |
21 | {\r |
22 | D3DPRESENT_PARAMETERS d3dpp; \r |
23 | D3DDISPLAYMODE mode;\r |
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24 | D3DDEVTYPE dt = D3DDEVTYPE_HAL;\r |
25 | int i,u,ret=0;\r |
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26 | \r |
27 | memset(&d3dpp,0,sizeof(d3dpp));\r |
28 | memset(&mode,0,sizeof(mode));\r |
29 | \r |
30 | Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;\r |
31 | \r |
32 | // Set up the structure used to create the D3D device:\r |
33 | d3dpp.BackBufferWidth =MainWidth;\r |
34 | d3dpp.BackBufferHeight=MainHeight;\r |
35 | d3dpp.BackBufferCount =1;\r |
36 | d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;\r |
37 | \r |
38 | #ifdef _XBOX\r |
39 | d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;\r |
40 | d3dpp.FullScreen_RefreshRateInHz=60;\r |
41 | #else\r |
42 | Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);\r |
43 | d3dpp.BackBufferFormat=mode.Format;\r |
44 | d3dpp.Windowed=1;\r |
45 | #endif\r |
46 | \r |
47 | // Try to create a device with hardware vertex processing:\r |
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48 | for (u=0;u<2;u++)\r |
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49 | {\r |
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50 | for (i=0;i<4;i++)\r |
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51 | {\r |
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52 | int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;\r |
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53 | \r |
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54 | // Try software vertex processing:\r |
55 | if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING;\r |
56 | if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;\r |
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57 | \r |
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58 | Direct3D->CreateDevice(D3DADAPTER_DEFAULT,dt,FrameWnd,behave,&d3dpp,&Device);\r |
59 | if (Device) break;\r |
60 | }\r |
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61 | if (Device) break;\r |
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62 | dt = D3DDEVTYPE_REF;\r |
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63 | }\r |
64 | \r |
65 | if (Device==NULL) return 1;\r |
66 | \r |
67 | Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);\r |
68 | if (DirectBack==NULL) return 1;\r |
69 | \r |
70 | Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);\r |
71 | if (VertexBuffer==NULL) return 1;\r |
72 | \r |
73 | ret=TexScreenInit(); if (ret) return 1;\r |
74 | \r |
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75 | //FontInit();\r |
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76 | \r |
77 | Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting\r |
78 | \r |
79 | // Set up texture modes:\r |
80 | Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);\r |
81 | Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);\r |
82 | return 0;\r |
83 | }\r |
84 | \r |
85 | void DirectExit()\r |
86 | {\r |
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87 | //FontExit();\r |
88 | //TexScreenExit();\r |
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89 | \r |
90 | RELEASE(VertexBuffer)\r |
91 | RELEASE(DirectBack)\r |
92 | RELEASE(Device)\r |
93 | RELEASE(Direct3D)\r |
94 | }\r |
95 | \r |
96 | \r |
97 | static int MakeVertexList()\r |
98 | {\r |
99 | struct CustomVertex *vert=NULL,*pv=NULL;\r |
100 | float dist=0.0f;\r |
101 | float scalex=0.0f,scaley=0.0f;\r |
102 | unsigned int colour=0xffffff;\r |
103 | float right=0.0f,bottom=0.0f;\r |
104 | \r |
105 | if (LoopMode!=8) colour=0x102040;\r |
106 | \r |
107 | dist=10.0f; scalex=dist*1.3333f; scaley=dist;\r |
108 | \r |
109 | scalex*=640.0f/(float)MainWidth;\r |
110 | scaley*=448.0f/(float)MainHeight;\r |
111 | \r |
112 | vert=VertexList;\r |
113 | \r |
114 | // Put the vertices for the corners of the screen:\r |
115 | pv=vert;\r |
116 | pv->z=dist;\r |
117 | pv->x=-scalex; pv->y=scaley;\r |
118 | pv->colour=colour; pv++;\r |
119 | \r |
120 | *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;\r |
121 | *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;\r |
122 | *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;\r |
123 | \r |
124 | // Find where the screen images ends on the texture\r |
125 | right =(float)EmuWidth /(float)TexWidth;\r |
126 | bottom=(float)EmuHeight/(float)TexHeight;\r |
127 | \r |
128 | // Write texture coordinates:\r |
129 | pv=vert;\r |
130 | pv->u=0.0f; pv->v=0.00f; pv++;\r |
131 | pv->u=right; pv->v=0.00f; pv++;\r |
132 | pv->u=0.0f; pv->v=bottom; pv++;\r |
133 | pv->u=right; pv->v=bottom; pv++;\r |
134 | \r |
135 | return 0;\r |
136 | }\r |
137 | \r |
138 | int DirectClear(unsigned int colour)\r |
139 | {\r |
140 | Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);\r |
141 | return 0;\r |
142 | }\r |
143 | \r |
144 | int DirectPresent()\r |
145 | {\r |
146 | Device->Present(NULL,NULL,NULL,NULL);\r |
147 | return 0;\r |
148 | }\r |
149 | \r |
150 | static int SetupMatrices()\r |
151 | {\r |
152 | D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );\r |
153 | D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );\r |
154 | D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );\r |
155 | D3DXMATRIX mat;\r |
156 | float nudgex=0.0f,nudgey=0.0f;\r |
157 | \r |
158 | memset(&mat,0,sizeof(mat));\r |
159 | \r |
160 | mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;\r |
161 | Device->SetTransform(D3DTS_WORLD,&mat);\r |
162 | \r |
163 | look.x=(float)Inp.axis[2]/2457.6f;\r |
164 | look.y=(float)Inp.axis[3]/2457.6f;\r |
165 | look.z=10.0f;\r |
166 | \r |
167 | // Nudge pixels to the centre of each screen pixel:\r |
168 | nudgex=13.3333f/(float)(MainWidth <<1);\r |
169 | nudgey=10.0000f/(float)(MainHeight<<1);\r |
170 | eye.x +=nudgex; eye.y +=nudgey;\r |
171 | look.x+=nudgex; look.y+=nudgey;\r |
172 | \r |
173 | D3DXMatrixLookAtLH(&mat,&eye,&look,&up);\r |
174 | Device->SetTransform(D3DTS_VIEW,&mat);\r |
175 | \r |
176 | D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);\r |
177 | Device->SetTransform(D3DTS_PROJECTION,&mat);\r |
178 | return 0;\r |
179 | }\r |
180 | \r |
181 | int DirectScreen()\r |
182 | {\r |
183 | unsigned char *lock=NULL;\r |
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184 | int ret;\r |
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185 | \r |
186 | // Copy the screen to the screen texture:\r |
187 | #ifdef _XBOX\r |
188 | TexScreenSwizzle();\r |
189 | #else\r |
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190 | ret=TexScreenLinear();\r |
191 | if (ret) dprintf2("TexScreenLinear failed\n");\r |
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192 | #endif\r |
193 | \r |
194 | SetupMatrices();\r |
195 | \r |
196 | MakeVertexList();\r |
197 | \r |
198 | // Copy vertices in:\r |
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199 | VertexBuffer->Lock(0,sizeof(VertexList),&lock,0);\r |
200 | if (lock==NULL) { dprintf2("VertexBuffer->Lock failed\n"); return 1; }\r |
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201 | memcpy(lock,VertexList,sizeof(VertexList));\r |
202 | VertexBuffer->Unlock();\r |
203 | \r |
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204 | ret=Device->SetTexture(0,TexScreen);\r |
205 | if (ret) dprintf2("SetTexture failed\n");\r |
206 | ret=Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));\r |
207 | if (ret) dprintf2("SetStreamSource failed\n");\r |
208 | ret=Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);\r |
209 | if (ret) dprintf2("SetVertexShader failed\n");\r |
210 | ret=Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);\r |
211 | if (ret) dprintf2("DrawPrimitive failed\n");\r |
212 | \r |
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213 | return 0;\r |
214 | }\r |