--- /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