823b9004 |
1 | // ddraw\r |
2 | #include <ddraw.h>\r |
3 | #include "../common/lprintf.h"\r |
4 | #include "direct.h"\r |
5 | #include "main.h"\r |
6 | \r |
7 | #define EmuWidth 320\r |
8 | #define EmuHeight 240\r |
9 | \r |
10 | #define RELEASE(x) if (x) x->Release(); x=NULL;\r |
11 | #define LOGFAIL() lprintf("fail: %s %s:%i\n", __FUNCTION__, __FILE__, __LINE__)\r |
12 | \r |
13 | static LPDIRECTDRAW7 m_pDD = NULL;\r |
14 | static LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer = NULL;\r |
15 | static LPDIRECTDRAWSURFACE7 m_pddsBackBuffer = NULL;\r |
16 | \r |
17 | // quick and dirty stuff..\r |
18 | void DirectExit(void)\r |
19 | {\r |
20 | RELEASE(m_pddsBackBuffer);\r |
21 | RELEASE(m_pddsFrontBuffer);\r |
22 | RELEASE(m_pDD);\r |
23 | }\r |
24 | \r |
25 | int DirectInit(void)\r |
26 | {\r |
27 | HRESULT ret;\r |
28 | LPDIRECTDRAWCLIPPER pcClipper = NULL;\r |
29 | DDSURFACEDESC2 ddsd;\r |
30 | \r |
31 | ret = DirectDrawCreateEx(NULL, (VOID**)&m_pDD, IID_IDirectDraw7, NULL);\r |
32 | if (ret) { LOGFAIL(); return 1; }\r |
33 | \r |
34 | // Set cooperative level\r |
35 | ret = m_pDD->SetCooperativeLevel( FrameWnd, DDSCL_NORMAL );\r |
36 | if (ret) { LOGFAIL(); goto fail; }\r |
37 | \r |
38 | // Create the primary surface\r |
39 | ZeroMemory( &ddsd, sizeof( ddsd ) );\r |
40 | ddsd.dwSize = sizeof( ddsd );\r |
41 | ddsd.dwFlags = DDSD_CAPS;\r |
42 | ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;\r |
43 | \r |
44 | ret = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL );\r |
45 | if (ret) { LOGFAIL(); goto fail; }\r |
46 | \r |
47 | // Create the backbuffer surface\r |
48 | ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;\r |
49 | ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;\r |
50 | ddsd.dwWidth = EmuWidth;\r |
51 | ddsd.dwHeight = EmuHeight;\r |
52 | \r |
53 | ret = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL );\r |
54 | if (ret) { LOGFAIL(); goto fail; }\r |
55 | \r |
56 | // clipper\r |
57 | ret = m_pDD->CreateClipper( 0, &pcClipper, NULL );\r |
58 | if (ret) { LOGFAIL(); goto fail; }\r |
59 | \r |
60 | ret = pcClipper->SetHWnd( 0, FrameWnd );\r |
61 | if (ret) { LOGFAIL(); goto fail; }\r |
62 | \r |
63 | ret = m_pddsFrontBuffer->SetClipper( pcClipper );\r |
64 | if (ret) { LOGFAIL(); goto fail; }\r |
65 | \r |
66 | RELEASE(pcClipper);\r |
67 | return 0;\r |
68 | \r |
69 | fail:\r |
70 | RELEASE(pcClipper);\r |
71 | DirectExit();\r |
72 | return 1;\r |
73 | }\r |
74 | \r |
75 | int DirectScreen(const void *emu_screen)\r |
76 | {\r |
77 | const unsigned short *ps = (const unsigned short *)emu_screen;\r |
78 | DDSURFACEDESC2 sd;\r |
79 | int ret, x, y;\r |
80 | \r |
81 | memset(&sd, 0, sizeof(sd));\r |
82 | sd.dwSize = sizeof(sd);\r |
83 | ret = m_pddsBackBuffer->Lock(NULL, &sd, DDLOCK_SURFACEMEMORYPTR|DDLOCK_WAIT|DDLOCK_WRITEONLY, NULL);\r |
84 | if (ret) { LOGFAIL(); return 1; }\r |
85 | \r |
86 | //lprintf("w: %i h: %i pi: %i pf: %i\n", sd.dwWidth, sd.dwHeight, sd.lPitch, sd.ddpfPixelFormat.dwRGBBitCount);\r |
87 | \r |
88 | if (sd.ddpfPixelFormat.dwRGBBitCount == 32)\r |
89 | {\r |
90 | int *dst = (int *)sd.lpSurface;\r |
91 | for (y = 0; y < EmuHeight; y++)\r |
92 | {\r |
93 | for (x = 0; x < EmuWidth; x++)\r |
94 | {\r |
95 | int s = *ps++;\r |
96 | dst[x] = ((s&0xf800)<<8) | ((s&0x07e0)<<5) | ((s&0x001f)<<3);\r |
97 | }\r |
98 | dst = (int *)((char *)dst + sd.lPitch);\r |
99 | }\r |
100 | }\r |
101 | else if (sd.ddpfPixelFormat.dwRGBBitCount == 24) /* wine uses this for me */\r |
102 | {\r |
103 | void *dst = sd.lpSurface;\r |
104 | for (y = 0; y < EmuHeight; y++)\r |
105 | {\r |
106 | unsigned char *dst1 = (unsigned char *) dst;\r |
107 | for (x = 0; x < EmuWidth; x++, dst1 += 3)\r |
108 | {\r |
109 | int s = *ps++;\r |
110 | dst1[2] = (s&0xf800)>>8; dst1[1] = (s&0x07e0)>>3; dst1[0] = s<<3; // BGR\r |
111 | }\r |
112 | dst = (void *)((char *)dst + sd.lPitch);\r |
113 | }\r |
114 | }\r |
115 | else if (sd.ddpfPixelFormat.dwRGBBitCount == 16)\r |
116 | {\r |
117 | unsigned short *dst = (unsigned short *)sd.lpSurface;\r |
118 | for (y = 0; y < EmuHeight; y++)\r |
119 | {\r |
120 | memcpy(dst, ps, EmuWidth*2);\r |
121 | ps += EmuWidth;\r |
122 | dst = (unsigned short *)((char *)dst + sd.lPitch);\r |
123 | }\r |
124 | }\r |
125 | else\r |
126 | {\r |
127 | LOGFAIL();\r |
128 | }\r |
129 | \r |
130 | ret = m_pddsBackBuffer->Unlock(NULL);\r |
131 | if (ret) { LOGFAIL(); return 1; }\r |
132 | return 0;\r |
133 | }\r |
134 | \r |
135 | int DirectClear(unsigned int colour)\r |
136 | {\r |
137 | int ret = 0;\r |
138 | DDBLTFX ddbltfx;\r |
139 | ZeroMemory( &ddbltfx, sizeof(ddbltfx) );\r |
140 | ddbltfx.dwSize = sizeof(ddbltfx);\r |
141 | ddbltfx.dwFillColor = colour;\r |
142 | \r |
143 | if (m_pddsBackBuffer != NULL)\r |
144 | ret = m_pddsBackBuffer->Blt( NULL, NULL, NULL, DDBLT_COLORFILL, &ddbltfx );\r |
145 | if (ret) { LOGFAIL(); return 1; }\r |
146 | return 0;\r |
147 | }\r |
148 | \r |
149 | int DirectPresent(void)\r |
150 | {\r |
151 | int ret = 0;\r |
152 | if (FrameRectMy.right - FrameRectMy.left > 0 && FrameRectMy.bottom - FrameRectMy.top > 0)\r |
153 | ret = m_pddsFrontBuffer->Blt(&FrameRectMy, m_pddsBackBuffer, &EmuScreenRect, DDBLT_WAIT, NULL);\r |
154 | if (ret) { LOGFAIL(); return 1; }\r |
155 | return 0;\r |
156 | }\r |
157 | \r |
158 | \r |
159 | /* D3D */\r |
160 | #ifdef USE_D3D\r |
161 | static IDirect3D8 *Direct3D=NULL;\r |
162 | IDirect3DDevice8 *Device=NULL;\r |
163 | IDirect3DSurface8 *DirectBack=NULL; // Back Buffer\r |
164 | \r |
165 | static IDirect3DVertexBuffer8 *VertexBuffer=NULL;\r |
166 | \r |
167 | struct CustomVertex\r |
168 | {\r |
169 | float x,y,z; // Vertex cordinates\r |
170 | unsigned int colour;\r |
171 | float u,v; // Texture coordinates\r |
172 | };\r |
173 | #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)\r |
174 | \r |
175 | static CustomVertex VertexList[4];\r |
176 | \r |
177 | int DirectInit()\r |
178 | {\r |
179 | D3DPRESENT_PARAMETERS d3dpp;\r |
180 | D3DDISPLAYMODE mode;\r |
181 | int i,u,ret=0;\r |
182 | \r |
183 | memset(&d3dpp,0,sizeof(d3dpp));\r |
184 | memset(&mode,0,sizeof(mode));\r |
185 | \r |
186 | Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;\r |
187 | \r |
188 | // Set up the structure used to create the D3D device:\r |
189 | d3dpp.BackBufferWidth =MainWidth;\r |
190 | d3dpp.BackBufferHeight=MainHeight;\r |
191 | d3dpp.BackBufferCount =1;\r |
192 | d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;\r |
193 | d3dpp.MultiSampleType =D3DMULTISAMPLE_NONE;\r |
194 | \r |
195 | #ifdef _XBOX\r |
196 | d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;\r |
197 | d3dpp.FullScreen_RefreshRateInHz=60;\r |
198 | #else\r |
199 | Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);\r |
200 | d3dpp.BackBufferFormat=mode.Format;\r |
201 | d3dpp.Windowed=1;\r |
202 | d3dpp.hDeviceWindow=FrameWnd;\r |
203 | #endif\r |
204 | \r |
205 | // Try to create a device with hardware vertex processing:\r |
206 | for (i=0;i<3;i++)\r |
207 | {\r |
208 | int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;\r |
209 | \r |
210 | // Try software vertex processing:\r |
211 | if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING;\r |
212 | if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;\r |
213 | \r |
214 | Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,\r |
215 | behave|D3DCREATE_MULTITHREADED,&d3dpp,&Device);\r |
216 | if (Device) break;\r |
217 | }\r |
218 | \r |
219 | if (Device==NULL)\r |
220 | {\r |
221 | #if 0\r |
222 | // try ref\r |
223 | Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_REF,FrameWnd,\r |
224 | D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED,&d3dpp,&Device);\r |
225 | if (Device==NULL) goto fail0;\r |
226 | HMODULE test = LoadLibrary("d3d8d.dll");\r |
227 | if (test != NULL) FreeLibrary(test);\r |
228 | else {\r |
229 | error("Sorry, but this program requires Direct3D with hardware acceleration.\n\n"\r |
230 | "You can try using Direct3D software emulation, but you have to install "\r |
231 | "DirectX SDK for it to work\n(it seems to be missing now).");\r |
232 | goto fail1;\r |
233 | }\r |
234 | #else\r |
235 | goto fail1;\r |
236 | #endif\r |
237 | }\r |
238 | \r |
239 | Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);\r |
240 | if (DirectBack==NULL) goto fail1;\r |
241 | \r |
242 | Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);\r |
243 | if (VertexBuffer==NULL) goto fail2;\r |
244 | \r |
245 | ret=TexScreenInit(); if (ret) goto fail3;\r |
246 | \r |
247 | //FontInit();\r |
248 | \r |
249 | Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting\r |
250 | \r |
251 | // Set up texture modes:\r |
252 | Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);\r |
253 | Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);\r |
254 | \r |
255 | return 0;\r |
256 | \r |
257 | fail3:\r |
258 | RELEASE(VertexBuffer)\r |
259 | fail2:\r |
260 | RELEASE(DirectBack)\r |
261 | fail1:\r |
262 | RELEASE(Device)\r |
263 | fail0:\r |
264 | RELEASE(Direct3D)\r |
265 | \r |
266 | return 1;\r |
267 | }\r |
268 | \r |
269 | void DirectExit()\r |
270 | {\r |
271 | TexScreenExit();\r |
272 | \r |
273 | // d3d\r |
274 | RELEASE(VertexBuffer)\r |
275 | RELEASE(DirectBack)\r |
276 | RELEASE(Device)\r |
277 | RELEASE(Direct3D)\r |
278 | }\r |
279 | \r |
280 | int DirectClear(unsigned int colour)\r |
281 | {\r |
282 | if (Device != NULL) {\r |
283 | Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);\r |
284 | return 0;\r |
285 | }\r |
286 | \r |
287 | return 1;\r |
288 | }\r |
289 | \r |
290 | int DirectPresent()\r |
291 | {\r |
292 | if (Device != NULL) {\r |
293 | Device->Present(NULL,NULL,NULL,NULL);\r |
294 | return 0;\r |
295 | }\r |
296 | \r |
297 | return 1;\r |
298 | }\r |
299 | \r |
300 | #define PI 3.14159265f\r |
301 | \r |
302 | static int MakeVertexList()\r |
303 | {\r |
304 | struct CustomVertex *vert=NULL,*pv=NULL;\r |
305 | float dist=0.0f;\r |
306 | float scalex=0.0f,scaley=0.0f;\r |
307 | unsigned int colour=0xffffff;\r |
308 | float right=0.0f,bottom=0.0f;\r |
309 | \r |
310 | if (LoopMode!=8) colour=0x102040;\r |
311 | \r |
312 | dist=10.0f; scalex=dist*1.3333f; scaley=dist;\r |
313 | \r |
314 | scalex*=640.0f/(float)MainWidth;\r |
315 | scaley*=448.0f/(float)MainHeight;\r |
316 | \r |
317 | vert=VertexList;\r |
318 | \r |
319 | // Put the vertices for the corners of the screen:\r |
320 | pv=vert;\r |
321 | pv->z=dist;\r |
322 | pv->x=-scalex; pv->y=scaley;\r |
323 | pv->colour=colour; pv++;\r |
324 | \r |
325 | *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;\r |
326 | *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;\r |
327 | *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;\r |
328 | \r |
329 | // Find where the screen images ends on the texture\r |
330 | right =(float)EmuWidth /(float)TexWidth;\r |
331 | bottom=(float)EmuHeight/(float)TexHeight;\r |
332 | \r |
333 | // Write texture coordinates:\r |
334 | pv=vert;\r |
335 | pv->u=0.0f; pv->v=0.00f; pv++;\r |
336 | pv->u=right; pv->v=0.00f; pv++;\r |
337 | pv->u=0.0f; pv->v=bottom; pv++;\r |
338 | pv->u=right; pv->v=bottom; pv++;\r |
339 | \r |
340 | return 0;\r |
341 | }\r |
342 | \r |
343 | static int SetupMatrices()\r |
344 | {\r |
345 | D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );\r |
346 | D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );\r |
347 | D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );\r |
348 | D3DXMATRIX mat;\r |
349 | float nudgex=0.0f,nudgey=0.0f;\r |
350 | \r |
351 | memset(&mat,0,sizeof(mat));\r |
352 | \r |
353 | mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;\r |
354 | Device->SetTransform(D3DTS_WORLD,&mat);\r |
355 | \r |
356 | look.x=(float)Inp.axis[2]/2457.6f;\r |
357 | look.y=(float)Inp.axis[3]/2457.6f;\r |
358 | look.z=10.0f;\r |
359 | \r |
360 | // Nudge pixels to the centre of each screen pixel:\r |
361 | nudgex=13.3333f/(float)(MainWidth <<1);\r |
362 | nudgey=10.0000f/(float)(MainHeight<<1);\r |
363 | eye.x +=nudgex; eye.y +=nudgey;\r |
364 | look.x+=nudgex; look.y+=nudgey;\r |
365 | \r |
366 | D3DXMatrixLookAtLH(&mat,&eye,&look,&up);\r |
367 | Device->SetTransform(D3DTS_VIEW,&mat);\r |
368 | \r |
369 | D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);\r |
370 | Device->SetTransform(D3DTS_PROJECTION,&mat);\r |
371 | return 0;\r |
372 | }\r |
373 | \r |
374 | int DirectScreen()\r |
375 | {\r |
376 | unsigned char *lock=NULL;\r |
377 | int ret;\r |
378 | \r |
379 | if (Device == NULL)\r |
380 | return DirectScreenDDraw();\r |
381 | \r |
382 | // Copy the screen to the screen texture:\r |
383 | #ifdef _XBOX\r |
384 | TexScreenSwizzle();\r |
385 | #else\r |
386 | ret=TexScreenLinear();\r |
387 | if (ret) lprintf("TexScreenLinear failed\n");\r |
388 | #endif\r |
389 | \r |
390 | SetupMatrices();\r |
391 | \r |
392 | MakeVertexList();\r |
393 | \r |
394 | // Copy vertices in:\r |
395 | VertexBuffer->Lock(0,sizeof(VertexList),&lock,0);\r |
396 | if (lock==NULL) { lprintf("VertexBuffer->Lock failed\n"); return 1; }\r |
397 | memcpy(lock,VertexList,sizeof(VertexList));\r |
398 | VertexBuffer->Unlock();\r |
399 | \r |
400 | Device->BeginScene();\r |
401 | Device->SetTexture(0,TexScreen);\r |
402 | Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));\r |
403 | Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);\r |
404 | Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);\r |
405 | Device->EndScene();\r |
406 | \r |
407 | return 0;\r |
408 | }\r |
409 | #endif\r |
410 | \r |