+++ /dev/null
-// ddraw\r
-#include <ddraw.h>\r
-#include "../common/lprintf.h"\r
-#include "direct.h"\r
-#include "main.h"\r
-\r
-#define EmuWidth 320\r
-#define EmuHeight 240\r
-\r
-#define RELEASE(x) if (x) x->Release(); x=NULL;\r
-#define LOGFAIL() lprintf("fail: %s %s:%i\n", __FUNCTION__, __FILE__, __LINE__)\r
-\r
-static LPDIRECTDRAW7 m_pDD = NULL;\r
-static LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer = NULL;\r
-static LPDIRECTDRAWSURFACE7 m_pddsBackBuffer = NULL;\r
-\r
-// quick and dirty stuff..\r
-void DirectExit(void)\r
-{\r
- RELEASE(m_pddsBackBuffer);\r
- RELEASE(m_pddsFrontBuffer);\r
- RELEASE(m_pDD);\r
-}\r
-\r
-int DirectInit(void)\r
-{\r
- HRESULT ret;\r
- LPDIRECTDRAWCLIPPER pcClipper = NULL;\r
- DDSURFACEDESC2 ddsd;\r
-\r
- ret = DirectDrawCreateEx(NULL, (VOID**)&m_pDD, IID_IDirectDraw7, NULL);\r
- if (ret) { LOGFAIL(); return 1; }\r
-\r
- // Set cooperative level\r
- ret = m_pDD->SetCooperativeLevel( FrameWnd, DDSCL_NORMAL );\r
- if (ret) { LOGFAIL(); goto fail; }\r
-\r
- // Create the primary surface\r
- ZeroMemory( &ddsd, sizeof( ddsd ) );\r
- ddsd.dwSize = sizeof( ddsd );\r
- ddsd.dwFlags = DDSD_CAPS;\r
- ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;\r
-\r
- ret = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL );\r
- if (ret) { LOGFAIL(); goto fail; }\r
-\r
- // Create the backbuffer surface\r
- ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;\r
- ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;\r
- ddsd.dwWidth = EmuWidth;\r
- ddsd.dwHeight = EmuHeight;\r
-\r
- ret = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL );\r
- if (ret) { LOGFAIL(); goto fail; }\r
-\r
- // clipper\r
- ret = m_pDD->CreateClipper( 0, &pcClipper, NULL );\r
- if (ret) { LOGFAIL(); goto fail; }\r
-\r
- ret = pcClipper->SetHWnd( 0, FrameWnd );\r
- if (ret) { LOGFAIL(); goto fail; }\r
-\r
- ret = m_pddsFrontBuffer->SetClipper( pcClipper );\r
- if (ret) { LOGFAIL(); goto fail; }\r
-\r
- RELEASE(pcClipper);\r
- return 0;\r
-\r
-fail:\r
- RELEASE(pcClipper);\r
- DirectExit();\r
- return 1;\r
-}\r
-\r
-int DirectScreen(const void *emu_screen)\r
-{\r
- const unsigned short *ps = (const unsigned short *)emu_screen;\r
- DDSURFACEDESC2 sd;\r
- int ret, x, y;\r
-\r
- memset(&sd, 0, sizeof(sd));\r
- sd.dwSize = sizeof(sd);\r
- ret = m_pddsBackBuffer->Lock(NULL, &sd, DDLOCK_SURFACEMEMORYPTR|DDLOCK_WAIT|DDLOCK_WRITEONLY, NULL);\r
- if (ret) { LOGFAIL(); return 1; }\r
-\r
- //lprintf("w: %i h: %i pi: %i pf: %i\n", sd.dwWidth, sd.dwHeight, sd.lPitch, sd.ddpfPixelFormat.dwRGBBitCount);\r
-\r
- if (sd.ddpfPixelFormat.dwRGBBitCount == 32)\r
- {\r
- int *dst = (int *)sd.lpSurface;\r
- for (y = 0; y < EmuHeight; y++)\r
- {\r
- for (x = 0; x < EmuWidth; x++)\r
- {\r
- int s = *ps++;\r
- dst[x] = ((s&0xf800)<<8) | ((s&0x07e0)<<5) | ((s&0x001f)<<3);\r
- }\r
- dst = (int *)((char *)dst + sd.lPitch);\r
- }\r
- }\r
- else if (sd.ddpfPixelFormat.dwRGBBitCount == 24) /* wine uses this for me */\r
- {\r
- void *dst = sd.lpSurface;\r
- for (y = 0; y < EmuHeight; y++)\r
- {\r
- unsigned char *dst1 = (unsigned char *) dst;\r
- for (x = 0; x < EmuWidth; x++, dst1 += 3)\r
- {\r
- int s = *ps++;\r
- dst1[2] = (s&0xf800)>>8; dst1[1] = (s&0x07e0)>>3; dst1[0] = s<<3; // BGR\r
- }\r
- dst = (void *)((char *)dst + sd.lPitch);\r
- }\r
- }\r
- else if (sd.ddpfPixelFormat.dwRGBBitCount == 16)\r
- {\r
- unsigned short *dst = (unsigned short *)sd.lpSurface;\r
- for (y = 0; y < EmuHeight; y++)\r
- {\r
- memcpy(dst, ps, EmuWidth*2);\r
- ps += EmuWidth;\r
- dst = (unsigned short *)((char *)dst + sd.lPitch);\r
- }\r
- }\r
- else\r
- {\r
- LOGFAIL();\r
- }\r
-\r
- ret = m_pddsBackBuffer->Unlock(NULL);\r
- if (ret) { LOGFAIL(); return 1; }\r
- return 0;\r
-}\r
-\r
-int DirectClear(unsigned int colour)\r
-{\r
- int ret = 0;\r
- DDBLTFX ddbltfx;\r
- ZeroMemory( &ddbltfx, sizeof(ddbltfx) );\r
- ddbltfx.dwSize = sizeof(ddbltfx);\r
- ddbltfx.dwFillColor = colour;\r
-\r
- if (m_pddsBackBuffer != NULL)\r
- ret = m_pddsBackBuffer->Blt( NULL, NULL, NULL, DDBLT_COLORFILL, &ddbltfx );\r
- if (ret) { LOGFAIL(); return 1; }\r
- return 0;\r
-}\r
-\r
-int DirectPresent(void)\r
-{\r
- int ret = 0;\r
- if (FrameRectMy.right - FrameRectMy.left > 0 && FrameRectMy.bottom - FrameRectMy.top > 0)\r
- ret = m_pddsFrontBuffer->Blt(&FrameRectMy, m_pddsBackBuffer, &EmuScreenRect, DDBLT_WAIT, NULL);\r
- if (ret) { LOGFAIL(); return 1; }\r
- return 0;\r
-}\r
-\r
-\r
-/* D3D */\r
-#ifdef USE_D3D\r
-static IDirect3D8 *Direct3D=NULL;\r
-IDirect3DDevice8 *Device=NULL;\r
-IDirect3DSurface8 *DirectBack=NULL; // Back Buffer\r
-\r
-static IDirect3DVertexBuffer8 *VertexBuffer=NULL;\r
-\r
-struct CustomVertex\r
-{\r
- float x,y,z; // Vertex cordinates\r
- unsigned int colour;\r
- float u,v; // Texture coordinates\r
-};\r
-#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)\r
-\r
-static CustomVertex VertexList[4];\r
-\r
-int DirectInit()\r
-{\r
- D3DPRESENT_PARAMETERS d3dpp;\r
- D3DDISPLAYMODE mode;\r
- int i,u,ret=0;\r
-\r
- memset(&d3dpp,0,sizeof(d3dpp));\r
- memset(&mode,0,sizeof(mode));\r
-\r
- Direct3D=Direct3DCreate8(D3D_SDK_VERSION); if (Direct3D==NULL) return 1;\r
-\r
- // Set up the structure used to create the D3D device:\r
- d3dpp.BackBufferWidth =MainWidth;\r
- d3dpp.BackBufferHeight=MainHeight;\r
- d3dpp.BackBufferCount =1;\r
- d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD;\r
- d3dpp.MultiSampleType =D3DMULTISAMPLE_NONE;\r
-\r
-#ifdef _XBOX\r
- d3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;\r
- d3dpp.FullScreen_RefreshRateInHz=60;\r
-#else\r
- Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&mode);\r
- d3dpp.BackBufferFormat=mode.Format;\r
- d3dpp.Windowed=1;\r
- d3dpp.hDeviceWindow=FrameWnd;\r
-#endif\r
-\r
- // Try to create a device with hardware vertex processing:\r
- for (i=0;i<3;i++)\r
- {\r
- int behave=D3DCREATE_HARDWARE_VERTEXPROCESSING;\r
-\r
- // Try software vertex processing:\r
- if (i==1) behave=D3DCREATE_MIXED_VERTEXPROCESSING;\r
- if (i==2) behave=D3DCREATE_SOFTWARE_VERTEXPROCESSING;\r
-\r
- Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,FrameWnd,\r
- behave|D3DCREATE_MULTITHREADED,&d3dpp,&Device);\r
- if (Device) break;\r
- }\r
-\r
- if (Device==NULL)\r
- {\r
-#if 0\r
- // try ref\r
- Direct3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_REF,FrameWnd,\r
- D3DCREATE_SOFTWARE_VERTEXPROCESSING|D3DCREATE_MULTITHREADED,&d3dpp,&Device);\r
- if (Device==NULL) goto fail0;\r
- HMODULE test = LoadLibrary("d3d8d.dll");\r
- if (test != NULL) FreeLibrary(test);\r
- else {\r
- error("Sorry, but this program requires Direct3D with hardware acceleration.\n\n"\r
- "You can try using Direct3D software emulation, but you have to install "\r
- "DirectX SDK for it to work\n(it seems to be missing now).");\r
- goto fail1;\r
- }\r
-#else\r
- goto fail1;\r
-#endif\r
- }\r
-\r
- Device->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&DirectBack);\r
- if (DirectBack==NULL) goto fail1;\r
-\r
- Device->CreateVertexBuffer(sizeof(VertexList),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&VertexBuffer);\r
- if (VertexBuffer==NULL) goto fail2;\r
-\r
- ret=TexScreenInit(); if (ret) goto fail3;\r
-\r
- //FontInit();\r
-\r
- Device->SetRenderState(D3DRS_LIGHTING,0); // Turn off lighting\r
-\r
- // Set up texture modes:\r
- Device->SetTextureStageState(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);\r
- Device->SetTextureStageState(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);\r
-\r
- return 0;\r
-\r
-fail3:\r
- RELEASE(VertexBuffer)\r
-fail2:\r
- RELEASE(DirectBack)\r
-fail1:\r
- RELEASE(Device)\r
-fail0:\r
- RELEASE(Direct3D)\r
-\r
- return 1;\r
-}\r
-\r
-void DirectExit()\r
-{\r
- TexScreenExit();\r
-\r
- // d3d\r
- RELEASE(VertexBuffer)\r
- RELEASE(DirectBack)\r
- RELEASE(Device)\r
- RELEASE(Direct3D)\r
-}\r
-\r
-int DirectClear(unsigned int colour)\r
-{\r
- if (Device != NULL) {\r
- Device->Clear(0,NULL,D3DCLEAR_TARGET,colour,1.0f,0);\r
- return 0;\r
- }\r
-\r
- return 1;\r
-}\r
-\r
-int DirectPresent()\r
-{\r
- if (Device != NULL) {\r
- Device->Present(NULL,NULL,NULL,NULL);\r
- return 0;\r
- }\r
-\r
- return 1;\r
-}\r
-\r
-#define PI 3.14159265f\r
-\r
-static int MakeVertexList()\r
-{\r
- struct CustomVertex *vert=NULL,*pv=NULL;\r
- float dist=0.0f;\r
- float scalex=0.0f,scaley=0.0f;\r
- unsigned int colour=0xffffff;\r
- float right=0.0f,bottom=0.0f;\r
-\r
- if (LoopMode!=8) colour=0x102040;\r
-\r
- dist=10.0f; scalex=dist*1.3333f; scaley=dist;\r
-\r
- scalex*=640.0f/(float)MainWidth;\r
- scaley*=448.0f/(float)MainHeight;\r
-\r
- vert=VertexList;\r
-\r
- // Put the vertices for the corners of the screen:\r
- pv=vert;\r
- pv->z=dist;\r
- pv->x=-scalex; pv->y=scaley;\r
- pv->colour=colour; pv++;\r
-\r
- *pv=vert[0]; pv->x= scalex; pv->y= scaley; pv++;\r
- *pv=vert[0]; pv->x=-scalex; pv->y=-scaley; pv++;\r
- *pv=vert[0]; pv->x= scalex; pv->y=-scaley; pv++;\r
-\r
- // Find where the screen images ends on the texture\r
- right =(float)EmuWidth /(float)TexWidth;\r
- bottom=(float)EmuHeight/(float)TexHeight;\r
-\r
- // Write texture coordinates:\r
- pv=vert;\r
- pv->u=0.0f; pv->v=0.00f; pv++;\r
- pv->u=right; pv->v=0.00f; pv++;\r
- pv->u=0.0f; pv->v=bottom; pv++;\r
- pv->u=right; pv->v=bottom; pv++;\r
-\r
- return 0;\r
-}\r
-\r
-static int SetupMatrices()\r
-{\r
- D3DXVECTOR3 eye ( 0.0f, 0.0f, 0.0f );\r
- D3DXVECTOR3 look( 0.0f, 0.0f, 0.0f );\r
- D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );\r
- D3DXMATRIX mat;\r
- float nudgex=0.0f,nudgey=0.0f;\r
-\r
- memset(&mat,0,sizeof(mat));\r
-\r
- mat.m[0][0]=mat.m[1][1]=mat.m[2][2]=mat.m[3][3]=1.0f;\r
- Device->SetTransform(D3DTS_WORLD,&mat);\r
-\r
- look.x=(float)Inp.axis[2]/2457.6f;\r
- look.y=(float)Inp.axis[3]/2457.6f;\r
- look.z=10.0f;\r
-\r
- // Nudge pixels to the centre of each screen pixel:\r
- nudgex=13.3333f/(float)(MainWidth <<1);\r
- nudgey=10.0000f/(float)(MainHeight<<1);\r
- eye.x +=nudgex; eye.y +=nudgey;\r
- look.x+=nudgex; look.y+=nudgey;\r
-\r
- D3DXMatrixLookAtLH(&mat,&eye,&look,&up);\r
- Device->SetTransform(D3DTS_VIEW,&mat);\r
-\r
- D3DXMatrixPerspectiveFovLH(&mat, 0.5f*PI, 1.3333f, 0.2f, 1000.0f);\r
- Device->SetTransform(D3DTS_PROJECTION,&mat);\r
- return 0;\r
-}\r
-\r
-int DirectScreen()\r
-{\r
- unsigned char *lock=NULL;\r
- int ret;\r
-\r
- if (Device == NULL)\r
- return DirectScreenDDraw();\r
-\r
- // Copy the screen to the screen texture:\r
-#ifdef _XBOX\r
- TexScreenSwizzle();\r
-#else\r
- ret=TexScreenLinear();\r
- if (ret) lprintf("TexScreenLinear failed\n");\r
-#endif\r
-\r
- SetupMatrices();\r
-\r
- MakeVertexList();\r
-\r
- // Copy vertices in:\r
- VertexBuffer->Lock(0,sizeof(VertexList),&lock,0);\r
- if (lock==NULL) { lprintf("VertexBuffer->Lock failed\n"); return 1; }\r
- memcpy(lock,VertexList,sizeof(VertexList));\r
- VertexBuffer->Unlock();\r
-\r
- Device->BeginScene();\r
- Device->SetTexture(0,TexScreen);\r
- Device->SetStreamSource(0,VertexBuffer,sizeof(CustomVertex));\r
- Device->SetVertexShader(D3DFVF_CUSTOMVERTEX);\r
- Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);\r
- Device->EndScene();\r
-\r
- return 0;\r
-}\r
-#endif\r
-\r