4 static IDirect3D8 *Direct3D=NULL;
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5 IDirect3DDevice8 *Device=NULL;
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6 IDirect3DSurface8 *DirectBack=NULL; // Back Buffer
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8 static IDirect3DVertexBuffer8 *VertexBuffer=NULL;
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12 float x,y,z; // Vertex cordinates
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13 unsigned int colour;
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14 float u,v; // Texture coordinates
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16 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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18 static CustomVertex VertexList[4];
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23 LPDIRECTDRAW7 m_pDD = NULL;
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24 LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer = NULL;
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25 LPDIRECTDRAWSURFACE7 m_pddsBackBuffer = NULL;
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27 // quick and dirty stuff..
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28 static void DirectExitDDraw()
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30 RELEASE(m_pddsBackBuffer);
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31 RELEASE(m_pddsFrontBuffer);
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35 static int DirectDrawInit()
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38 LPDIRECTDRAWCLIPPER pcClipper = NULL;
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39 DDSURFACEDESC2 ddsd;
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41 ret = DirectDrawCreateEx(NULL, (VOID**)&m_pDD, IID_IDirectDraw7, NULL);
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42 if (ret) { LOGFAIL(); return 1; }
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44 // Set cooperative level
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45 ret = m_pDD->SetCooperativeLevel( FrameWnd, DDSCL_NORMAL );
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46 if (ret) { LOGFAIL(); goto fail; }
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48 // Create the primary surface
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49 ZeroMemory( &ddsd, sizeof( ddsd ) );
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50 ddsd.dwSize = sizeof( ddsd );
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51 ddsd.dwFlags = DDSD_CAPS;
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52 ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
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54 ret = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL );
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55 if (ret) { LOGFAIL(); goto fail; }
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57 // Create the backbuffer surface
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58 ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
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59 ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
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60 ddsd.dwWidth = EmuWidth;
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61 ddsd.dwHeight = EmuHeight;
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63 ret = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL );
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64 if (ret) { LOGFAIL(); goto fail; }
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67 ret = m_pDD->CreateClipper( 0, &pcClipper, NULL );
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68 if (ret) { LOGFAIL(); goto fail; }
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70 ret = pcClipper->SetHWnd( 0, FrameWnd );
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71 if (ret) { LOGFAIL(); goto fail; }
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73 ret = m_pddsFrontBuffer->SetClipper( pcClipper );
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74 if (ret) { LOGFAIL(); goto fail; }
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85 static int DirectScreenDDraw()
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88 unsigned short *ps=EmuScreen;
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91 memset(&sd, 0, sizeof(sd));
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92 sd.dwSize = sizeof(sd);
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93 ret = m_pddsBackBuffer->Lock(NULL, &sd, DDLOCK_SURFACEMEMORYPTR|DDLOCK_WAIT|DDLOCK_WRITEONLY, NULL);
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94 if (ret) { LOGFAIL(); return 1; }
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96 //dprintf2("w: %i h: %i pi: %i pf: %i\n", sd.dwWidth, sd.dwHeight, sd.lPitch, sd.ddpfPixelFormat.dwRGBBitCount);
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98 if (sd.ddpfPixelFormat.dwRGBBitCount == 32)
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100 int *dst = (int *)sd.lpSurface;
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101 for (y = 0; y < EmuHeight; y++)
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103 for (x = 0; x < EmuWidth; x++)
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106 dst[x] = ((s&0xf800)<<8) | ((s&0x07e0)<<5) | ((s&0x001f)<<3);
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108 dst = (int *)((char *)dst + sd.lPitch);
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111 else if (sd.ddpfPixelFormat.dwRGBBitCount == 16)
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113 unsigned short *dst = (unsigned short *)sd.lpSurface;
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114 for (y = 0; y < EmuHeight; y++)
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116 memcpy(dst, ps, EmuWidth*2);
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118 dst = (unsigned short *)((char *)dst + sd.lPitch);
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126 ret = m_pddsBackBuffer->Unlock(NULL);
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127 if (ret) { LOGFAIL(); return 1; }
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131 static int DirectClearDDraw(unsigned int colour)
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135 ZeroMemory( &ddbltfx, sizeof(ddbltfx) );
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136 ddbltfx.dwSize = sizeof(ddbltfx);
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137 ddbltfx.dwFillColor = colour;
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139 if (m_pddsBackBuffer != NULL)
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140 ret = m_pddsBackBuffer->Blt( NULL, NULL, NULL, DDBLT_COLORFILL, &ddbltfx );
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141 if (ret) { LOGFAIL(); return 1; }
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145 static int DirectPresentDDraw()
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147 int ret = m_pddsFrontBuffer->Blt(&FrameRectMy, m_pddsBackBuffer, NULL, DDBLT_WAIT, NULL);
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148 if (ret) { LOGFAIL(); return 1; }
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157 D3DPRESENT_PARAMETERS d3dpp;
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158 D3DDISPLAYMODE mode;
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161 memset(&d3dpp,0,sizeof(d3dpp));
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162 memset(&mode,0,sizeof(mode));
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164 Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;
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166 // Set up the structure used to create the D3D device:
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167 d3dpp.BackBufferWidth =MainWidth;
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168 d3dpp.BackBufferHeight=MainHeight;
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169 d3dpp.BackBufferCount =1;
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170 d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
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171 d3dpp.MultiSampleType =D3DMULTISAMPLE_NONE;
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174 d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;
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175 d3dpp.FullScreen_RefreshRateInHz=60;
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177 Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);
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178 d3dpp.BackBufferFormat=mode.Format;
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180 d3dpp.hDeviceWindow=FrameWnd;
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183 // Try to create a device with hardware vertex processing:
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186 int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;
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188 // Try software vertex processing:
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189 if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING;
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190 if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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192 Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,
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193 behave|D3DCREATE_MULTITHREADED,&d3dpp,&Device);
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201 Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_REF,FrameWnd,
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202 D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED,&d3dpp,&Device);
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203 if (Device==NULL) goto fail0;
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204 HMODULE test = LoadLibrary("d3d8d.dll");
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205 if (test != NULL) FreeLibrary(test);
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207 error("Sorry, but this program requires Direct3D with hardware acceleration.\n\n"
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208 "You can try using Direct3D software emulation, but you have to install "
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209 "DirectX SDK for it to work\n(it seems to be missing now).");
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217 Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);
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218 if (DirectBack==NULL) goto fail1;
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220 Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);
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221 if (VertexBuffer==NULL) goto fail2;
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223 ret=TexScreenInit(); if (ret) goto fail3;
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227 Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting
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229 // Set up texture modes:
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230 Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);
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231 Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);
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236 RELEASE(VertexBuffer)
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238 RELEASE(DirectBack)
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244 // error("Failed to use Direct3D, trying DirectDraw..");
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247 return DirectDrawInit();
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256 RELEASE(VertexBuffer)
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257 RELEASE(DirectBack)
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265 static int MakeVertexList()
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267 struct CustomVertex *vert=NULL,*pv=NULL;
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269 float scalex=0.0f,scaley=0.0f;
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270 unsigned int colour=0xffffff;
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271 float right=0.0f,bottom=0.0f;
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273 if (LoopMode!=8) colour=0x102040;
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275 dist=10.0f; scalex=dist*1.3333f; scaley=dist;
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277 scalex*=640.0f/(float)MainWidth;
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278 scaley*=448.0f/(float)MainHeight;
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282 // Put the vertices for the corners of the screen:
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285 pv->x=-scalex; pv->y=scaley;
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286 pv->colour=colour; pv++;
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288 *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;
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289 *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;
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290 *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;
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292 // Find where the screen images ends on the texture
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293 right =(float)EmuWidth /(float)TexWidth;
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294 bottom=(float)EmuHeight/(float)TexHeight;
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296 // Write texture coordinates:
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298 pv->u=0.0f; pv->v=0.00f; pv++;
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299 pv->u=right; pv->v=0.00f; pv++;
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300 pv->u=0.0f; pv->v=bottom; pv++;
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301 pv->u=right; pv->v=bottom; pv++;
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306 int DirectClear(unsigned int colour)
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308 if (Device == NULL)
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309 return DirectClearDDraw(colour);
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311 Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);
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315 int DirectPresent()
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317 if (Device == NULL)
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318 return DirectPresentDDraw();
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320 Device->Present(NULL,NULL,NULL,NULL);
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324 static int SetupMatrices()
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326 D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );
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327 D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );
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328 D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );
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330 float nudgex=0.0f,nudgey=0.0f;
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332 memset(&mat,0,sizeof(mat));
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334 mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;
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335 Device->SetTransform(D3DTS_WORLD,&mat);
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337 look.x=(float)Inp.axis[2]/2457.6f;
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338 look.y=(float)Inp.axis[3]/2457.6f;
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341 // Nudge pixels to the centre of each screen pixel:
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342 nudgex=13.3333f/(float)(MainWidth <<1);
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343 nudgey=10.0000f/(float)(MainHeight<<1);
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344 eye.x +=nudgex; eye.y +=nudgey;
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345 look.x+=nudgex; look.y+=nudgey;
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347 D3DXMatrixLookAtLH(&mat,&eye,&look,&up);
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348 Device->SetTransform(D3DTS_VIEW,&mat);
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350 D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);
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351 Device->SetTransform(D3DTS_PROJECTION,&mat);
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357 unsigned char *lock=NULL;
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360 if (Device == NULL)
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361 return DirectScreenDDraw();
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363 // Copy the screen to the screen texture:
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365 TexScreenSwizzle();
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367 ret=TexScreenLinear();
\r
368 if (ret) dprintf2("TexScreenLinear failed\n");
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375 // Copy vertices in:
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376 VertexBuffer->Lock(0,sizeof(VertexList),&lock,0);
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377 if (lock==NULL) { dprintf2("VertexBuffer->Lock failed\n"); return 1; }
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378 memcpy(lock,VertexList,sizeof(VertexList));
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379 VertexBuffer->Unlock();
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381 Device->BeginScene();
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382 Device->SetTexture(0,TexScreen);
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383 Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));
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384 Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);
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385 Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
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386 Device->EndScene();
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