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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22 D3DPRESENT_PARAMETERS d3dpp;
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23 D3DDISPLAYMODE mode;
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24 D3DDEVTYPE dt = D3DDEVTYPE_HAL;
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27 memset(&d3dpp,0,sizeof(d3dpp));
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28 memset(&mode,0,sizeof(mode));
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30 Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;
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32 // Set up the structure used to create the D3D device:
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33 d3dpp.BackBufferWidth =MainWidth;
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34 d3dpp.BackBufferHeight=MainHeight;
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35 d3dpp.BackBufferCount =1;
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36 d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;
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39 d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;
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40 d3dpp.FullScreen_RefreshRateInHz=60;
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42 Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);
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43 d3dpp.BackBufferFormat=mode.Format;
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47 // Try to create a device with hardware vertex processing:
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52 int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;
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54 // Try software vertex processing:
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55 if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING;
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56 if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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58 Direct3D->CreateDevice(D3DADAPTER_DEFAULT,dt,FrameWnd,behave,&d3dpp,&Device);
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62 dt = D3DDEVTYPE_REF;
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65 if (Device==NULL) return 1;
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67 Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);
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68 if (DirectBack==NULL) return 1;
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70 Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);
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71 if (VertexBuffer==NULL) return 1;
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73 ret=TexScreenInit(); if (ret) return 1;
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77 Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting
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79 // Set up texture modes:
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80 Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);
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81 Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);
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90 RELEASE(VertexBuffer)
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97 static int MakeVertexList()
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99 struct CustomVertex *vert=NULL,*pv=NULL;
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101 float scalex=0.0f,scaley=0.0f;
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102 unsigned int colour=0xffffff;
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103 float right=0.0f,bottom=0.0f;
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105 if (LoopMode!=8) colour=0x102040;
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107 dist=10.0f; scalex=dist*1.3333f; scaley=dist;
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109 scalex*=640.0f/(float)MainWidth;
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110 scaley*=448.0f/(float)MainHeight;
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114 // Put the vertices for the corners of the screen:
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117 pv->x=-scalex; pv->y=scaley;
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118 pv->colour=colour; pv++;
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120 *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;
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121 *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;
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122 *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;
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124 // Find where the screen images ends on the texture
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125 right =(float)EmuWidth /(float)TexWidth;
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126 bottom=(float)EmuHeight/(float)TexHeight;
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128 // Write texture coordinates:
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130 pv->u=0.0f; pv->v=0.00f; pv++;
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131 pv->u=right; pv->v=0.00f; pv++;
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132 pv->u=0.0f; pv->v=bottom; pv++;
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133 pv->u=right; pv->v=bottom; pv++;
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138 int DirectClear(unsigned int colour)
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140 Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);
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144 int DirectPresent()
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146 Device->Present(NULL,NULL,NULL,NULL);
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150 static int SetupMatrices()
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152 D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );
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153 D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );
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154 D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );
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156 float nudgex=0.0f,nudgey=0.0f;
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158 memset(&mat,0,sizeof(mat));
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160 mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;
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161 Device->SetTransform(D3DTS_WORLD,&mat);
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163 look.x=(float)Inp.axis[2]/2457.6f;
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164 look.y=(float)Inp.axis[3]/2457.6f;
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167 // Nudge pixels to the centre of each screen pixel:
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168 nudgex=13.3333f/(float)(MainWidth <<1);
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169 nudgey=10.0000f/(float)(MainHeight<<1);
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170 eye.x +=nudgex; eye.y +=nudgey;
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171 look.x+=nudgex; look.y+=nudgey;
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173 D3DXMatrixLookAtLH(&mat,&eye,&look,&up);
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174 Device->SetTransform(D3DTS_VIEW,&mat);
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176 D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);
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177 Device->SetTransform(D3DTS_PROJECTION,&mat);
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183 unsigned char *lock=NULL;
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186 // Copy the screen to the screen texture:
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188 TexScreenSwizzle();
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190 ret=TexScreenLinear();
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191 if (ret) dprintf2("TexScreenLinear failed\n");
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198 // Copy vertices in:
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199 VertexBuffer->Lock(0,sizeof(VertexList),&lock,0);
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200 if (lock==NULL) { dprintf2("VertexBuffer->Lock failed\n"); return 1; }
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201 memcpy(lock,VertexList,sizeof(VertexList));
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202 VertexBuffer->Unlock();
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204 ret=Device->SetTexture(0,TexScreen);
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205 if (ret) dprintf2("SetTexture failed\n");
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206 ret=Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));
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207 if (ret) dprintf2("SetStreamSource failed\n");
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208 ret=Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);
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209 if (ret) dprintf2("SetVertexShader failed\n");
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210 ret=Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
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211 if (ret) dprintf2("DrawPrimitive failed\n");
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