the old-new win32 port
[libpicofe.git] / win32 / direct.cpp
diff --git a/win32/direct.cpp b/win32/direct.cpp
new file mode 100644 (file)
index 0000000..033f87c
--- /dev/null
@@ -0,0 +1,410 @@
+// 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