5 static IDirect3D8 *Direct3D=NULL;
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6 IDirect3DDevice8 *Device=NULL;
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7 IDirect3DSurface8 *DirectBack=NULL; // Back Buffer
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9 static IDirect3DVertexBuffer8 *VertexBuffer=NULL;
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13 float x,y,z; // Vertex cordinates
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14 unsigned int colour;
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15 float u,v; // Texture coordinates
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17 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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19 static CustomVertex VertexList[4];
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24 LPDIRECTDRAW7 m_pDD;
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25 LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer;
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26 LPDIRECTDRAWSURFACE7 m_pddsBackBuffer;
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28 // quick and dirty stuff..
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29 static int DirectDrawInit()
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33 ret = DirectDrawCreateEx(NULL, (VOID**)&m_pDD, IID_IDirectDraw7, NULL);
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34 if (ret) { LOGFAIL(); return 1; }
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36 // Set cooperative level
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37 ret = m_pDD->SetCooperativeLevel( FrameWnd, DDSCL_NORMAL );
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38 if (ret) { LOGFAIL(); return 1; }
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40 // Create the primary surface
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41 DDSURFACEDESC2 ddsd;
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42 ZeroMemory( &ddsd, sizeof( ddsd ) );
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43 ddsd.dwSize = sizeof( ddsd );
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44 ddsd.dwFlags = DDSD_CAPS;
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45 ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
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47 ret = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL );
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48 if (ret) { LOGFAIL(); return 1; }
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50 // Create the backbuffer surface
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51 ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
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52 ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
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54 ddsd.dwHeight = 240;
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56 ret = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL );
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57 if (ret) { LOGFAIL(); return 1; }
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60 LPDIRECTDRAWCLIPPER pcClipper = NULL;
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61 ret = m_pDD->CreateClipper( 0, &pcClipper, NULL );
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62 if (ret) { LOGFAIL(); return 1; }
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64 ret = pcClipper->SetHWnd( 0, FrameWnd );
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65 if (ret) { LOGFAIL(); return 1; }
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67 ret = m_pddsFrontBuffer->SetClipper( pcClipper );
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68 if (ret) { LOGFAIL(); return 1; }
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74 memset(&sd, 0, sizeof(sd));
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75 sd.dwSize = sizeof(sd);
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76 ret = m_pddsBackBuffer->Lock(NULL, &sd, DDLOCK_SURFACEMEMORYPTR|DDLOCK_WAIT|DDLOCK_WRITEONLY, NULL);
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77 if (ret) { LOGFAIL(); return 1; }
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79 memset(sd.lpSurface, 0xcc, 200*200);
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81 ret = m_pddsBackBuffer->Unlock(NULL);
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82 if (ret) { LOGFAIL(); return 1; }
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85 ZeroMemory( &ddbltfx, sizeof(ddbltfx) );
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86 ddbltfx.dwSize = sizeof(ddbltfx);
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87 ddbltfx.dwFillColor = 0xff00;
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89 ret = m_pddsBackBuffer->Blt( NULL, NULL, NULL, DDBLT_COLORFILL, &ddbltfx );
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92 ret = m_pddsFrontBuffer->Blt(NULL, m_pddsBackBuffer, NULL, DDBLT_WAIT, NULL);
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93 if (ret) { LOGFAIL(); return 1; }
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96 ret = m_pddsFrontBuffer->Blt(NULL, m_pddsBackBuffer, NULL, DDBLT_WAIT, NULL);
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97 if (ret) { LOGFAIL(); return 1; }
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99 ret = m_pddsFrontBuffer->Blt(NULL, m_pddsBackBuffer, NULL, DDBLT_WAIT, NULL);
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100 if (ret) { LOGFAIL(); return 1; }
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108 D3DPRESENT_PARAMETERS d3dpp;
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109 D3DDISPLAYMODE mode;
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112 memset(&d3dpp,0,sizeof(d3dpp));
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113 memset(&mode,0,sizeof(mode));
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115 Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;
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117 // Set up the structure used to create the D3D device:
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118 d3dpp.BackBufferWidth =MainWidth;
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119 d3dpp.BackBufferHeight=MainHeight;
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120 d3dpp.BackBufferCount =1;
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121 d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
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124 d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;
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125 d3dpp.FullScreen_RefreshRateInHz=60;
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127 Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);
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128 d3dpp.BackBufferFormat=mode.Format;
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132 // Try to create a device with hardware vertex processing:
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135 int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;
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137 // Try software vertex processing:
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138 if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING;
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139 if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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141 Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,
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142 behave|D3DCREATE_MULTITHREADED,&d3dpp,&Device);
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150 Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_REF,FrameWnd,
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151 D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED,&d3dpp,&Device);
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152 if (Device==NULL) goto fail0;
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153 HMODULE test = LoadLibrary("d3d8d.dll");
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154 if (test != NULL) FreeLibrary(test);
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156 error("Sorry, but this program requires Direct3D with hardware acceleration.\n\n"
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157 "You can try using Direct3D software emulation, but you have to install "
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158 "DirectX SDK for it to work\n(it seems to be missing now).");
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166 Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);
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167 if (DirectBack==NULL) goto fail1;
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169 Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);
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170 if (VertexBuffer==NULL) goto fail2;
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172 ret=TexScreenInit(); if (ret) goto fail3;
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176 Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting
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178 // Set up texture modes:
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179 Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);
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180 Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);
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185 RELEASE(VertexBuffer)
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187 RELEASE(DirectBack)
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193 // error("Failed to use Direct3D, trying DirectDraw..");
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196 return DirectDrawInit();
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204 RELEASE(VertexBuffer)
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205 RELEASE(DirectBack)
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211 static int MakeVertexList()
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213 struct CustomVertex *vert=NULL,*pv=NULL;
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215 float scalex=0.0f,scaley=0.0f;
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216 unsigned int colour=0xffffff;
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217 float right=0.0f,bottom=0.0f;
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219 if (LoopMode!=8) colour=0x102040;
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221 dist=10.0f; scalex=dist*1.3333f; scaley=dist;
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223 scalex*=640.0f/(float)MainWidth;
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224 scaley*=448.0f/(float)MainHeight;
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228 // Put the vertices for the corners of the screen:
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231 pv->x=-scalex; pv->y=scaley;
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232 pv->colour=colour; pv++;
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234 *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;
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235 *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;
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236 *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;
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238 // Find where the screen images ends on the texture
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239 right =(float)EmuWidth /(float)TexWidth;
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240 bottom=(float)EmuHeight/(float)TexHeight;
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242 // Write texture coordinates:
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244 pv->u=0.0f; pv->v=0.00f; pv++;
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245 pv->u=right; pv->v=0.00f; pv++;
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246 pv->u=0.0f; pv->v=bottom; pv++;
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247 pv->u=right; pv->v=bottom; pv++;
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252 int DirectClear(unsigned int colour)
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254 Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);
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258 int DirectPresent()
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260 Device->Present(NULL,NULL,NULL,NULL);
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264 static int SetupMatrices()
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266 D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );
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267 D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );
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268 D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );
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270 float nudgex=0.0f,nudgey=0.0f;
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272 memset(&mat,0,sizeof(mat));
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274 mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;
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275 Device->SetTransform(D3DTS_WORLD,&mat);
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277 look.x=(float)Inp.axis[2]/2457.6f;
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278 look.y=(float)Inp.axis[3]/2457.6f;
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281 // Nudge pixels to the centre of each screen pixel:
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282 nudgex=13.3333f/(float)(MainWidth <<1);
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283 nudgey=10.0000f/(float)(MainHeight<<1);
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284 eye.x +=nudgex; eye.y +=nudgey;
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285 look.x+=nudgex; look.y+=nudgey;
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287 D3DXMatrixLookAtLH(&mat,&eye,&look,&up);
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288 Device->SetTransform(D3DTS_VIEW,&mat);
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290 D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);
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291 Device->SetTransform(D3DTS_PROJECTION,&mat);
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297 unsigned char *lock=NULL;
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300 // Copy the screen to the screen texture:
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302 TexScreenSwizzle();
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304 ret=TexScreenLinear();
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305 if (ret) dprintf2("TexScreenLinear failed\n");
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312 // Copy vertices in:
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313 VertexBuffer->Lock(0,sizeof(VertexList),&lock,0);
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314 if (lock==NULL) { dprintf2("VertexBuffer->Lock failed\n"); return 1; }
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315 memcpy(lock,VertexList,sizeof(VertexList));
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316 VertexBuffer->Unlock();
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318 ret=Device->BeginScene();
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319 if (ret) dprintf2("BeginScene failed\n");
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320 ret=Device->SetTexture(0,TexScreen);
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321 if (ret) dprintf2("SetTexture failed\n");
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322 ret=Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));
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323 if (ret) dprintf2("SetStreamSource failed\n");
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324 ret=Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);
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325 if (ret) dprintf2("SetVertexShader failed\n");
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326 ret=Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
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327 if (ret) dprintf2("DrawPrimitive failed\n");
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328 ret=Device->EndScene();
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329 if (ret) dprintf2("EndScene failed\n");
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