| 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 |
| 24 | int i=0,ret=0;\r |
| 25 | \r |
| 26 | memset(&d3dpp,0,sizeof(d3dpp));\r |
| 27 | memset(&mode,0,sizeof(mode));\r |
| 28 | \r |
| 29 | Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;\r |
| 30 | \r |
| 31 | // Set up the structure used to create the D3D device:\r |
| 32 | d3dpp.BackBufferWidth =MainWidth;\r |
| 33 | d3dpp.BackBufferHeight=MainHeight;\r |
| 34 | d3dpp.BackBufferCount =1;\r |
| 35 | d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;\r |
| 36 | \r |
| 37 | #ifdef _XBOX\r |
| 38 | d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;\r |
| 39 | d3dpp.FullScreen_RefreshRateInHz=60;\r |
| 40 | #else\r |
| 41 | Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);\r |
| 42 | d3dpp.BackBufferFormat=mode.Format;\r |
| 43 | d3dpp.Windowed=1;\r |
| 44 | #endif\r |
| 45 | \r |
| 46 | // Try to create a device with hardware vertex processing:\r |
| 47 | for (i=0;i<4;i++)\r |
| 48 | {\r |
| 49 | int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;\r |
| 50 | \r |
| 51 | #ifdef _XBOX\r |
| 52 | if (i==1)\r |
| 53 | {\r |
| 54 | // If 60Hz didn't work, try PAL 50Hz instead:\r |
| 55 | d3dpp.FullScreen_RefreshRateInHz=0;\r |
| 56 | d3dpp.BackBufferHeight=MainHeight=576;\r |
| 57 | }\r |
| 58 | #endif\r |
| 59 | \r |
| 60 | // Try software vertex processing:\r |
| 61 | if (i==2) behave=D3DCREATE_MIXED_VERTEXPROCESSING;\r |
| 62 | if (i==3) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;\r |
| 63 | \r |
| 64 | Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,behave,&d3dpp,&Device);\r |
| 65 | if (Device) break;\r |
| 66 | }\r |
| 67 | \r |
| 68 | if (Device==NULL) return 1;\r |
| 69 | \r |
| 70 | Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);\r |
| 71 | if (DirectBack==NULL) return 1;\r |
| 72 | \r |
| 73 | Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);\r |
| 74 | if (VertexBuffer==NULL) return 1;\r |
| 75 | \r |
| 76 | ret=TexScreenInit(); if (ret) return 1;\r |
| 77 | \r |
| 78 | FontInit();\r |
| 79 | \r |
| 80 | Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting\r |
| 81 | \r |
| 82 | // Set up texture modes:\r |
| 83 | Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);\r |
| 84 | Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);\r |
| 85 | return 0;\r |
| 86 | }\r |
| 87 | \r |
| 88 | void DirectExit()\r |
| 89 | {\r |
| 90 | FontExit();\r |
| 91 | TexScreenExit();\r |
| 92 | \r |
| 93 | RELEASE(VertexBuffer)\r |
| 94 | RELEASE(DirectBack)\r |
| 95 | RELEASE(Device)\r |
| 96 | RELEASE(Direct3D)\r |
| 97 | }\r |
| 98 | \r |
| 99 | \r |
| 100 | static int MakeVertexList()\r |
| 101 | {\r |
| 102 | struct CustomVertex *vert=NULL,*pv=NULL;\r |
| 103 | float dist=0.0f;\r |
| 104 | float scalex=0.0f,scaley=0.0f;\r |
| 105 | unsigned int colour=0xffffff;\r |
| 106 | float right=0.0f,bottom=0.0f;\r |
| 107 | \r |
| 108 | if (LoopMode!=8) colour=0x102040;\r |
| 109 | \r |
| 110 | dist=10.0f; scalex=dist*1.3333f; scaley=dist;\r |
| 111 | \r |
| 112 | scalex*=640.0f/(float)MainWidth;\r |
| 113 | scaley*=448.0f/(float)MainHeight;\r |
| 114 | \r |
| 115 | vert=VertexList;\r |
| 116 | \r |
| 117 | // Put the vertices for the corners of the screen:\r |
| 118 | pv=vert;\r |
| 119 | pv->z=dist;\r |
| 120 | pv->x=-scalex; pv->y=scaley;\r |
| 121 | pv->colour=colour; pv++;\r |
| 122 | \r |
| 123 | *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;\r |
| 124 | *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;\r |
| 125 | *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;\r |
| 126 | \r |
| 127 | // Find where the screen images ends on the texture\r |
| 128 | right =(float)EmuWidth /(float)TexWidth;\r |
| 129 | bottom=(float)EmuHeight/(float)TexHeight;\r |
| 130 | \r |
| 131 | // Write texture coordinates:\r |
| 132 | pv=vert;\r |
| 133 | pv->u=0.0f; pv->v=0.00f; pv++;\r |
| 134 | pv->u=right; pv->v=0.00f; pv++;\r |
| 135 | pv->u=0.0f; pv->v=bottom; pv++;\r |
| 136 | pv->u=right; pv->v=bottom; pv++;\r |
| 137 | \r |
| 138 | return 0;\r |
| 139 | }\r |
| 140 | \r |
| 141 | int DirectClear(unsigned int colour)\r |
| 142 | {\r |
| 143 | Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);\r |
| 144 | return 0;\r |
| 145 | }\r |
| 146 | \r |
| 147 | int DirectPresent()\r |
| 148 | {\r |
| 149 | Device->Present(NULL,NULL,NULL,NULL);\r |
| 150 | return 0;\r |
| 151 | }\r |
| 152 | \r |
| 153 | static int SetupMatrices()\r |
| 154 | {\r |
| 155 | D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );\r |
| 156 | D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );\r |
| 157 | D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );\r |
| 158 | D3DXMATRIX mat;\r |
| 159 | float nudgex=0.0f,nudgey=0.0f;\r |
| 160 | \r |
| 161 | memset(&mat,0,sizeof(mat));\r |
| 162 | \r |
| 163 | mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;\r |
| 164 | Device->SetTransform(D3DTS_WORLD,&mat);\r |
| 165 | \r |
| 166 | look.x=(float)Inp.axis[2]/2457.6f;\r |
| 167 | look.y=(float)Inp.axis[3]/2457.6f;\r |
| 168 | look.z=10.0f;\r |
| 169 | \r |
| 170 | // Nudge pixels to the centre of each screen pixel:\r |
| 171 | nudgex=13.3333f/(float)(MainWidth <<1);\r |
| 172 | nudgey=10.0000f/(float)(MainHeight<<1);\r |
| 173 | eye.x +=nudgex; eye.y +=nudgey;\r |
| 174 | look.x+=nudgex; look.y+=nudgey;\r |
| 175 | \r |
| 176 | D3DXMatrixLookAtLH(&mat,&eye,&look,&up);\r |
| 177 | Device->SetTransform(D3DTS_VIEW,&mat);\r |
| 178 | \r |
| 179 | D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);\r |
| 180 | Device->SetTransform(D3DTS_PROJECTION,&mat);\r |
| 181 | return 0;\r |
| 182 | }\r |
| 183 | \r |
| 184 | int DirectScreen()\r |
| 185 | {\r |
| 186 | unsigned char *lock=NULL;\r |
| 187 | \r |
| 188 | // Copy the screen to the screen texture:\r |
| 189 | #ifdef _XBOX\r |
| 190 | TexScreenSwizzle();\r |
| 191 | #else\r |
| 192 | TexScreenLinear();\r |
| 193 | #endif\r |
| 194 | \r |
| 195 | SetupMatrices();\r |
| 196 | \r |
| 197 | MakeVertexList();\r |
| 198 | \r |
| 199 | // Copy vertices in:\r |
| 200 | VertexBuffer->Lock(0,sizeof(VertexList),&lock,0); if (lock==NULL) return 1;\r |
| 201 | memcpy(lock,VertexList,sizeof(VertexList));\r |
| 202 | VertexBuffer->Unlock();\r |
| 203 | \r |
| 204 | Device->SetTexture(0,TexScreen);\r |
| 205 | Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));\r |
| 206 | Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);\r |
| 207 | Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);\r |
| 208 | \r |
| 209 | return 0;\r |
| 210 | }\r |