#include #include "DDAccess.h" // This module has access to machine-dependent variables. #include "pstypes.h" #include "pserror.h" #include "Application.h" #include "renderer.h" #include "3d.h" #include "bitmap.h" #include "lightmap.h" #include "rend_d3d.h" #include "d3dtypes.h" #include "d3d.h" #include "ddraw.h" #include "grdefs.h" #include "module.h" #include "bumpmap.h" #include "mem.h" #include "rtperformance.h" #include "appdatabase.h" static oeApplication *ParentApplication; extern int FindArg(char *); extern oeAppDatabase *Database; rendering_state D3D_state={0}; // set initted to zero renderer_preferred_state D3D_preferred_state={0,1,1.5}; int D3D_polys_drawn=0; int D3D_verts_processed=0; int D3D_sets_this_frame[8]={0,0,0,0,0,0,0,0}; int D3D_uploads=0; int D3D_num_texelfx=0; static int D3D_last_frame_polys_drawn=0; static int D3D_last_frame_verts_processed=0; static int D3D_last_uploads=0; #define NUM_TEXTURE_CLASSES 8 // Specific DirectDraw/Direct3D variables LPDIRECTDRAW lpDD1 = NULL; LPDIRECTDRAW4 lpDD = NULL; LPDIRECT3D3 lpD3D = NULL; LPDIRECT3DDEVICE3 lpD3DDevice = NULL; LPDIRECT3DDEVICE lpD3DDeviceEB = NULL; LPDIRECTDRAWSURFACE4 lpBackBuffer = NULL; LPDIRECTDRAWSURFACE4 lpFrontBuffer = NULL; LPDIRECTDRAWSURFACE4 lpZBuffer = NULL; LPDIRECTDRAWCOLORCONTROL lpColorControl=NULL; LPDIRECTDRAWGAMMACONTROL lpGammaControl=NULL; LPDIRECT3DVIEWPORT3 lpViewport=NULL; LPDIRECT3DTEXTURE2 lpTextureInterface=NULL; LPDIRECTDRAWSURFACE4 *BitmapTextureSurfaces,*LightmapTextureSurfaces,*UploadSurfaces,*Upload4444Surfaces,*UploadBumpmapSurfaces,*BumpmapTextureSurfaces=NULL; int d3d_EnvironmentMap = -1; #define MAX_D2D_DEVICES 6 #define MAX_D3D_DEVICES 6 typedef struct d3d_device { GUID guid_2d; LPGUID pguid_2d; GUID guid_3d; LPGUID pguid_3d; char name[1024]; } d3d_device; d3d_device D2D_devices[MAX_D2D_DEVICES]; d3d_device D3D_devices[MAX_D3D_DEVICES]; int Num_d2d_devices = 0; int Num_d3d_devices = 0; // Cache variables int d3d_Cache_tick=0; static int Last_texture_bound[3]={-1,-1,-1}; // For zbuffer enumeration #define MAX_ZDEPTHS 16 int NumZDepths=0; DDPIXELFORMAT ZPixFormats[MAX_ZDEPTHS]; // For texture format enumeration #define MAX_TEXTURE_FORMATS 128 int Num_texture_formats=0; DDPIXELFORMAT RGB_texture_format,Texture_4444_format,Compressed_texture_format,Bumpmap_texture_format; DDPIXELFORMAT TextureFormats[MAX_TEXTURE_FORMATS]; bool D3D_multitexture_state=false; bool D3D_bumpmap_state=false; ubyte D3D_frame_started=0; float d3d_FogDiff=0; // For verifying the texture/alpha types before rendering int Alpha_always_set=-1; // Alpha to multiply by static float Alpha_multiplier=1.0; static float d3d_Alpha_factor=1.0f; // Caps for this device bool d3d_MultiTexture=false; bool d3d_WBuffer=false; bool d3d_ZBias=false; bool d3d_CanMip=false; bool d3d_CanGamma=false; bool d3d_CanFog=false; bool d3d_CanZCompare=false; bool d3d_CanBumpmap=false; bool d3d_CanCompress=false; bool d3d_TextureMemories=false; bool d3d_IsRiva128=false; bool d3d_SubpixelCorrect=true; float d3d_WBias=0,UV_diff=0; void d3d_SetD3DIdentity (D3DMATRIX *mat) { memset (mat,0,sizeof(D3DMATRIX)); mat->_11=1; mat->_22=1; mat->_33=1; mat->_44=1; } void d3d_SetWBufferDepth(float dvWFar) { HRESULT res; D3DMATRIX matWorld; D3DMATRIX matView; D3DMATRIX matProj; d3d_SetD3DIdentity( &matWorld ); d3d_SetD3DIdentity( &matView ); d3d_SetD3DIdentity( &matProj ); res = lpD3DDevice->SetTransform( D3DTRANSFORMSTATE_WORLD, &matWorld ); res = lpD3DDevice->SetTransform( D3DTRANSFORMSTATE_VIEW, &matView ); matProj._43 = 0; matProj._34 = 1; matProj._44 = 1; matProj._33 = 1 / (dvWFar - 1) + 1; res = lpD3DDevice->SetTransform( D3DTRANSFORMSTATE_PROJECTION, &matProj ); } // Get the capabilities of the Direct3D device void d3d_GetCaps () { d3d_TextureMemories=false; d3d_CanFog=false; d3d_MultiTexture = false; d3d_WBuffer = false; d3d_ZBias = false; d3d_CanMip=false; d3d_CanGamma=false; d3d_CanZCompare=false; d3d_WBias=0; d3d_CanBumpmap=false; d3d_IsRiva128=false; d3d_SubpixelCorrect=true; // Check whether the device supports real multitexturing (if not, we're // going to emulate it using multipass rendering) D3DDEVICEDESC ddHwDesc, ddSwDesc; ddHwDesc.dwSize = sizeof(D3DDEVICEDESC); ddSwDesc.dwSize = sizeof(D3DDEVICEDESC); lpD3DDevice->GetCaps( &ddHwDesc, &ddSwDesc ); //See if we have separate texture memories if (ddHwDesc.dwDevCaps & D3DDEVCAPS_SEPARATETEXTUREMEMORIES) { d3d_TextureMemories=true; mprintf ((0,"Device has texture memories!\n")); } // Check to see if this device supports bumpmapping if (ddHwDesc.dwTextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP) { d3d_CanBumpmap=true; mprintf ((0,"Device support bumpmapping!\n")); } else { mprintf ((0,"Device DOES NOT support bumpmapping!\n")); } if (!FindArg("-bumped")) { d3d_CanBumpmap=false; mprintf ((0,"Turning off bumpmapping because switch not found.\n")); } // Check if the device supports single pass multiple texture. if( ddHwDesc.wMaxSimultaneousTextures > 1 ) { if(ddHwDesc.dwTextureOpCaps & D3DTEXOPCAPS_MODULATE) { d3d_MultiTexture = true; UseMultitexture=true; } else { UseMultitexture=false; d3d_TextureMemories=false; } } if (FindArg ("-NoMultitexture")) { d3d_MultiTexture = false; UseMultitexture=false; d3d_TextureMemories=false; } if (d3d_MultiTexture) mprintf ((0,"Device has multitexture caps!\n")); else mprintf ((0,"Device DOES NOT have multitexture caps!\n")); // Get triangle caps and check for caps LPD3DPRIMCAPS pdpc = &ddHwDesc.dpcTriCaps; // Check for Z compare caps if (pdpc->dwZCmpCaps & D3DPCMPCAPS_LESSEQUAL) { d3d_CanZCompare=true; mprintf ((0,"Device HAS Z compare caps!\n")); } else mprintf ((0,"Device DOES NOT have Z compare caps!\n")); // Check if it supports Wbuffering if(pdpc->dwRasterCaps & D3DPRASTERCAPS_WBUFFER ) { mprintf ((0,"Device has Wbuffer!\n")); d3d_WBuffer=true; UseWBuffer=true; } else { mprintf ((0,"Device DOES NOT have Wbuffer!\n")); d3d_WBuffer=false; UseWBuffer=false; } // Check for zbias if( pdpc->dwRasterCaps & D3DPRASTERCAPS_ZBIAS ) { mprintf ((0,"Device has ZBias!\n")); d3d_ZBias=true; } else { mprintf ((0,"Device DOES NOT have ZBias!\n")); d3d_ZBias=false; } // Check for fog table if( pdpc->dwRasterCaps & D3DPRASTERCAPS_FOGVERTEX) { mprintf ((0,"Device has Fogtable!\n")); d3d_CanFog=true; } else { mprintf ((0,"Device DOES NOT have Fogtable!\n")); d3d_CanFog=false; } if (FindArg ("-NoOutdoorFog")) d3d_CanFog=false; // Check for mip mapping if(pdpc->dwTextureFilterCaps & (D3DPTFILTERCAPS_MIPLINEAR)) { d3d_CanMip=true; mprintf ((0,"Device has mip map capabilities!\n")); } else { d3d_CanMip=false; mprintf ((0,"Device DOES NOT have mip map capabilities!\n")); } // Get the interface to the gamma control int ddrval = lpFrontBuffer->QueryInterface( IID_IDirectDrawGammaControl, ( LPVOID *) &lpGammaControl ); if ( ddrval != DD_OK ) mprintf((0, "D3D_INIT: QueryInterface for gamma failed.\n" )); else { mprintf((0, "Gamma interface detection successful!\n" )); d3d_CanGamma=true; } DDCAPS hcaps,helcaps; memset (&hcaps,0,sizeof(DDCAPS)); memset (&helcaps,0,sizeof(DDCAPS)); hcaps.dwSize=sizeof(DDCAPS); helcaps.dwSize=sizeof(DDCAPS); lpDD->GetCaps(&hcaps,&helcaps); if (hcaps.dwCaps2 & DDCAPS2_PRIMARYGAMMA) { mprintf((0, "Device DOES NOT have gamma support.\n" )); } else { mprintf((0, "Secondary gamma detection successful!\n" )); } // Now detect for riva128 (only if wbuffer is not detected for that card) DDDEVICEIDENTIFIER did; lpDD->GetDeviceIdentifier(&did, 0); if(d3d_WBuffer==false && did.dwVendorId ==0x12d2) { if ( did.dwDeviceId == 0x18 || did.dwDeviceId == 0x19) { d3d_IsRiva128=true; //NoLightmaps=true; mprintf ((0,"Device IS Riva128!\n")); } else { mprintf ((0,"Device IS NOT Riva128!\n")); } } if (FindArg("-subpixelcorrect")) d3d_SubpixelCorrect=false; } // Sets up an enviroment variable string for our gamma void d3d_SetGammaString (float val) { char *envstring="SST_GAMMA"; char envvalue[10]; sprintf (envvalue,"%f",val); SetEnvironmentVariable (envstring,envvalue); mprintf ((0,"Setting D3D gamma to %f\n",val)); } // Places a device into our global list of 3d devices to choose from HRESULT WINAPI d3d_Enumerate3DDevice( LPGUID lpGUID, LPSTR lpDeviceDescription, LPSTR lpDeviceName, LPD3DDEVICEDESC lpHWDesc, LPD3DDEVICEDESC lpHELDesc, LPVOID lpContext ) { int use_it = 0; if ( lpHWDesc && lpHWDesc->dwFlags != 0 ) use_it = 1; if ( use_it ) { mprintf((0,"Found 3d device %s: %s\n", lpDeviceName, lpDeviceDescription )); d3d_device *d2d = (d3d_device *)lpContext; d3d_device *d3d = (d3d_device *)&D3D_devices[Num_d3d_devices++]; if ( lpGUID ) { memmove( &d3d->guid_3d, lpGUID, sizeof(GUID) ); d3d->pguid_3d = &d3d->guid_3d; } else { memset( &d3d->guid_3d, 0, sizeof(GUID) ); d3d->pguid_3d = NULL; } memmove( &d3d->guid_2d, &d2d->guid_2d, sizeof(GUID) ); if ( d2d->pguid_2d ) { d3d->pguid_2d = &d3d->guid_2d; } else { d3d->pguid_2d = NULL; } strcat( d3d->name, d2d->name ); } return D3DENUMRET_OK; } // Places a device into our global list of 2d devices to choose from BOOL WINAPI d3d_Enumerate2DDevice( LPGUID lpGUID, LPSTR lpDeviceDescription, LPSTR lpDeviceName, LPVOID lpContext ) { d3d_device *d2d = (d3d_device *)&D2D_devices[Num_d2d_devices++]; mprintf((0, "Found 2d device %s: %s\n", lpDeviceName, lpDeviceDescription )); if ( lpGUID ) { memmove( &d2d->guid_2d, lpGUID, sizeof(GUID) ); d2d->pguid_2d = &d2d->guid_2d; } else { memset( &d2d->guid_2d, 0, sizeof(GUID) ); d2d->pguid_2d = NULL; } strcpy( d2d->name, lpDeviceDescription ); return D3DENUMRET_OK; } // Enumerates the zbuffer types we have to choose from long WINAPI d3d_EnumZPixelFormats (LPDDPIXELFORMAT pixfmt,LPVOID lpContext) { if (NumZDepths>=MAX_ZDEPTHS) return D3DENUMRET_OK; if (!(pixfmt->dwFlags & DDPF_ZBUFFER)) return D3DENUMRET_OK; ZPixFormats[NumZDepths++]=*pixfmt; return D3DENUMRET_OK; } // Enumerates the texture pixel formats we have to choose from long WINAPI d3d_EnumTexturePixelFormats (LPDDPIXELFORMAT pixfmt,LPVOID lpContext) { if (Num_texture_formats>=MAX_TEXTURE_FORMATS) return D3DENUMRET_CANCEL; TextureFormats[Num_texture_formats++]=*pixfmt; return D3DENUMRET_OK; } // Sets up the best device to use d3d_device *d3d_PollDevices() { int i; HRESULT ddrval; Num_d2d_devices = 0; Num_d3d_devices = 0; ddrval = DirectDrawEnumerate( d3d_Enumerate2DDevice, NULL ); if ( ddrval != DD_OK ) { mprintf((0, "D3D_INIT: DirectDrawEnumerate failed.\n" )); goto D3DError; } // Go through all 2d devices then create their 3d devices to create the total // number of 3d devices to to choose from mprintf ((0,"Found %d 2d devices...checking for 3d devices.\n",Num_d2d_devices)); for ( i=0; ipguid_2d, &lpDD1, NULL ); if ( ddrval != DD_OK ) { mprintf((0, "D3D_INIT: DirectDrawCreate failed.\n" )); goto D3DError; } ddrval = lpDD1->QueryInterface( IID_IDirect3D3, ( LPVOID *) &lpD3D ); if ( ddrval != DD_OK ) { lpD3D=NULL; mprintf((0, "D3D_INIT: QueryInterface failed.\n" )); goto D3DError; } // Enumerate this 3d device ddrval = lpD3D->EnumDevices(d3d_Enumerate3DDevice, d2d ); if ( ddrval != DD_OK ) { mprintf((0, "WIN_DD32: D3D enum devices failed. (0x%x)\n", ddrval )); } lpD3D->Release(); lpD3D = NULL; lpDD1->Release(); lpDD1 = NULL; } for ( i=0; i 0 ) { int use_device=0; if (Num_d3d_devices>1) { char tempbuffer[255]; int templen=255; mprintf((0, "More than one D3D device found!\n" )); Database->read("RenderingDeviceName",tempbuffer,&templen); int done=0; for (i=0;i1) use_device=Num_d3d_devices-1; mprintf ((0,"Using %s\n",D3D_devices[use_device].name)); // Use the last device. return &D3D_devices[use_device]; } return NULL; D3DError: mprintf((0, "Direct3D Polling failed.\n" )); return NULL; } // Returns the number of bits used in a mask WORD d3d_GetNumOfBits( DWORD dwMask ) { WORD wBits = 0; while( dwMask ) { dwMask = dwMask & ( dwMask - 1 ); wBits++; } return wBits; } int d3d_GetTexClass (int handle,int map_type) { int w,tex_class; if (map_type==MAP_TYPE_LIGHTMAP) w=GameLightmaps[handle].square_res; else if (map_type==MAP_TYPE_BUMPMAP) w=GameBumpmaps[handle].width; else w=bm_w(handle,0); if (w==256) tex_class=0; else if (w==128) tex_class=1; else if (w==64) tex_class=2; else if (w==32) tex_class=3; else { mprintf ((0,"Bad class for d3d!\n")); Int3(); } return tex_class; } // Given a bitmap handle, a map type, and a destination d3d slot, takes the data // from the application and massages it for direct3d's consumption void d3d_UploadBitmapToSurface (int handle,int map_type,int slot,int new_upload) { DDSURFACEDESC2 surf_desc; LPDIRECTDRAWSURFACE4 dest_sp,upload_sp; HRESULT ddrval; int w,h; ushort *src_data; //mprintf ((0,"Uploading bitmap %d type %d\n",handle,map_type)); //mprintf ((0,"Slot=%d handle=%d\n",slot,handle)); ASSERT (slot!=-1); ASSERT (slot==handle); int tex_class=d3d_GetTexClass (handle,map_type); if (map_type==MAP_TYPE_BITMAP) { w=bm_w(handle,0); h=bm_h(handle,0); ASSERT (GameBitmaps[handle].cache_slot==handle); if (bm_format(handle)==BITMAP_FORMAT_4444) upload_sp=Upload4444Surfaces[tex_class]; else upload_sp=UploadSurfaces[tex_class]; dest_sp=BitmapTextureSurfaces[slot]; src_data=bm_data(handle,0); } else if (map_type==MAP_TYPE_BUMPMAP) { w=bump_w(handle); h=bump_h(handle); ASSERT (GameBumpmaps[handle].cache_slot==handle); dest_sp=BumpmapTextureSurfaces[slot]; src_data=bump_data(handle); } else { w=lm_w(handle); h=lm_h(handle); ASSERT (GameLightmaps[handle].cache_slot==handle); dest_sp=LightmapTextureSurfaces[slot]; upload_sp=UploadSurfaces[tex_class]; src_data=lm_data(handle); } ASSERT (dest_sp!=NULL); memset (&surf_desc,0,sizeof(DDSURFACEDESC2)); surf_desc.dwSize = sizeof(DDSURFACEDESC2); surf_desc.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT); // Now that we have a lock, blit this bitmap to the surface if (map_type==MAP_TYPE_BUMPMAP) { ddrval=dest_sp->Lock(NULL,&surf_desc,DDLOCK_WAIT,NULL); if (ddrval!=DD_OK) { mprintf ((0,"D3D:Normal upload lock error %d! %s\n",ddrval,d3d_ErrorString (ddrval))); return; } ushort *dest_data=(ushort *)surf_desc.lpSurface; memcpy (dest_data,src_data,w*h*2); // Unlock the surface dest_sp->Unlock (NULL); } else if (map_type==MAP_TYPE_LIGHTMAP) { // Light maps aren't square, but our surfaces are... int partial_replace=0; RECT lmap_rect; if (!new_upload && (GameLightmaps[handle].flags & LF_LIMITS)) { partial_replace=1; lmap_rect.left=0; lmap_rect.right=w; lmap_rect.top=GameLightmaps[handle].cy1; lmap_rect.bottom=GameLightmaps[handle].cy2; ddrval=upload_sp->Lock(&lmap_rect,&surf_desc,DDLOCK_WAIT|DDLOCK_WRITEONLY,NULL); //ddrval=dest_sp->Lock(&lmap_rect,&surf_desc,DDLOCK_WAIT|DDLOCK_WRITEONLY,NULL); } else ddrval=upload_sp->Lock(NULL,&surf_desc,DDLOCK_WAIT|DDLOCK_WRITEONLY,NULL); //ddrval=dest_sp->Lock(NULL,&surf_desc,DDLOCK_WAIT|DDLOCK_WRITEONLY,NULL); if (ddrval!=DD_OK) { mprintf ((0,"D3D:Upload lock error %d! %s\n",ddrval,d3d_ErrorString (ddrval))); return; } ushort *left_data=(ushort *)surf_desc.lpSurface; int bm_left=0; int size=GameLightmaps[handle].square_res; if (partial_replace) { int y1=(GameLightmaps[handle].cy1); int y2=(GameLightmaps[handle].cy2); int ph=(y2-y1); bm_left+=(w*y1); for (int i=0;iUnlock (&lmap_rect); dest_sp->Blt(&lmap_rect,upload_sp,&lmap_rect,DDBLT_WAIT,NULL); } else { for (int i=0;iUnlock (NULL); dest_sp->Blt(NULL,upload_sp,NULL,DDBLT_WAIT,NULL); } } else // Must bit a bitmap { if (d3d_CanMip && map_type==MAP_TYPE_BITMAP && GameBitmaps[handle].flags & BF_MIPMAPPED) { LPDIRECTDRAWSURFACE4 dest_mipsurf = dest_sp; DDSCAPS2 ddsCaps; ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_MIPMAP; for (int i=0;iLock(NULL,&surf_desc,DDLOCK_WAIT,NULL); if (ddrval!=DD_OK) { mprintf ((0,"D3D:mip=%d Upload lock error %d! %s\n",i,ddrval,d3d_ErrorString (ddrval))); return; } src_data=bm_data (handle,i); w=bm_w(handle,i); h=bm_h(handle,i); ushort *dest_data=(ushort *)surf_desc.lpSurface; // Copy the raw data into the directx surface int pitch_diff=(surf_desc.lPitch/2)-w; for (int y=0; y < h; y++,dest_data+=pitch_diff) { for (int x=0; x < w; x++) { *dest_data++=*src_data++; } } upload_sp->Unlock(NULL); dest_mipsurf->Blt(NULL,upload_sp,NULL,DDBLT_WAIT,NULL); if (i!=NUM_MIP_LEVELS-1) // Get next mip surface { if (bm_format(handle)==BITMAP_FORMAT_4444) upload_sp=Upload4444Surfaces[tex_class+1+i]; else upload_sp=UploadSurfaces[tex_class+1+i]; ddrval=dest_mipsurf->GetAttachedSurface( &ddsCaps, &dest_mipsurf ); if (ddrval!=DD_OK) { mprintf ((0,"Couldn't get attached dest mip surface %d!\n",i)); return; } dest_mipsurf->Release(); } } } else { // Do a non-mipped bitmap ddrval=upload_sp->Lock(NULL,&surf_desc,DDLOCK_WAIT,NULL); if (ddrval!=DD_OK) { mprintf ((0,"D3D:Normal upload lock error %d! %s\n",ddrval,d3d_ErrorString (ddrval))); return; } ushort *dest_data=(ushort *)surf_desc.lpSurface; memcpy (dest_data,src_data,w*h*2); // Unlock the surface upload_sp->Unlock (NULL); dest_sp->Blt(NULL,upload_sp,NULL,DDBLT_WAIT,NULL); } } if (map_type==MAP_TYPE_BITMAP) GameBitmaps[handle].flags &=~BF_CHANGED; else if (map_type==MAP_TYPE_BUMPMAP) GameBumpmaps[handle].flags &=~BUMPF_CHANGED; else GameLightmaps[handle].flags &=~(LF_CHANGED|LF_LIMITS); D3D_uploads++; } // Returns index into the global array of texture interfaces we have int d3d_CreateTextureFromBitmap (int bm_handle,int map_type) { int w,h; int retval=-1; HRESULT ddrval; //mprintf ((0,"Creating texture from handle %d type %d\n",bm_handle,map_type)); if (map_type==MAP_TYPE_BUMPMAP) { ASSERT (GameBumpmaps[bm_handle].cache_slot==-1); w=bump_w(bm_handle); h=bump_h(bm_handle); } else if (map_type==MAP_TYPE_LIGHTMAP) { ASSERT (GameLightmaps[bm_handle].cache_slot==-1); w=GameLightmaps[bm_handle].square_res; h=GameLightmaps[bm_handle].square_res; } else { ASSERT (GameBitmaps[bm_handle].cache_slot==-1); w=bm_w(bm_handle,0); h=bm_h(bm_handle,0); // Pointer to a bitmap surface } // Create a texture interface and make it auto-managed DDSURFACEDESC2 ddsd; memset(&ddsd, 0,sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS; ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE; ddsd.ddsCaps.dwCaps2= DDSCAPS2_TEXTUREMANAGE; ddsd.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT; ddsd.dwWidth = w; ddsd.dwHeight = h; if (map_type==MAP_TYPE_BITMAP && bm_format(bm_handle)==BITMAP_FORMAT_4444) { ddsd.ddpfPixelFormat=Texture_4444_format; ddsd.ddsCaps.dwCaps2|= DDSCAPS2_HINTSTATIC; } else if (d3d_CanCompress && map_type==MAP_TYPE_BITMAP && bm_format(bm_handle)==BITMAP_FORMAT_1555 && (GameBitmaps[bm_handle].flags & BF_COMPRESSABLE)) { ddsd.ddpfPixelFormat=Compressed_texture_format; ddsd.ddpfPixelFormat.dwFlags= DDPF_FOURCC; ddsd.ddpfPixelFormat.dwFourCC=FOURCC_DXT1; ddsd.ddsCaps.dwCaps2|= DDSCAPS2_HINTSTATIC; } else if (map_type==MAP_TYPE_BUMPMAP) { ddsd.ddpfPixelFormat=Bumpmap_texture_format; ddsd.ddpfPixelFormat.dwFlags = DDPF_BUMPDUDV; ddsd.ddpfPixelFormat.dwBumpBitCount = 16; ddsd.ddpfPixelFormat.dwBumpDuBitMask = 0x000000ff; ddsd.ddpfPixelFormat.dwBumpDvBitMask = 0x0000ff00; ddsd.ddpfPixelFormat.dwBumpLuminanceBitMask = 0x00000000; } else { if (map_type==MAP_TYPE_LIGHTMAP) { ddsd.ddsCaps.dwCaps2|= DDSCAPS2_HINTDYNAMIC; } else if (map_type==MAP_TYPE_BITMAP && GameBitmaps[bm_handle].flags & BF_MIPMAPPED) ddsd.ddsCaps.dwCaps2|= DDSCAPS2_HINTSTATIC; ddsd.ddpfPixelFormat=RGB_texture_format; } if (d3d_CanMip && map_type==MAP_TYPE_BITMAP && GameBitmaps[bm_handle].flags & BF_MIPMAPPED) { ddsd.dwFlags|=DDSD_MIPMAPCOUNT; ddsd.dwMipMapCount = NUM_MIP_LEVELS; ddsd.ddsCaps.dwCaps|=DDSCAPS_COMPLEX|DDSCAPS_MIPMAP; } // Assign the correct texture stage if (d3d_TextureMemories) { ddsd.dwFlags |= DDSD_TEXTURESTAGE; if (map_type==MAP_TYPE_LIGHTMAP) ddsd.dwTextureStage=1; else ddsd.dwTextureStage=0; } int dest_index; if (map_type==MAP_TYPE_BITMAP) { dest_index=bm_handle; ASSERT (GameBitmaps[bm_handle].cache_slot==-1); ddrval = lpDD->CreateSurface(&ddsd,&BitmapTextureSurfaces[dest_index],NULL); } else if (map_type==MAP_TYPE_BUMPMAP) { dest_index=bm_handle; ASSERT (GameBumpmaps[bm_handle].cache_slot==-1); ddrval = lpDD->CreateSurface(&ddsd,&BumpmapTextureSurfaces[dest_index],NULL); } else { dest_index=bm_handle; ASSERT (GameLightmaps[bm_handle].cache_slot==-1); ddrval = lpDD->CreateSurface(&ddsd,&LightmapTextureSurfaces[dest_index],NULL); } if (ddrval!=DD_OK) { mprintf ((0,"Creating texture surface failed!\n")); return -1; } ASSERT (dest_index==bm_handle); if (map_type==MAP_TYPE_LIGHTMAP) { GameLightmaps[bm_handle].cache_slot=bm_handle; d3d_UploadBitmapToSurface (bm_handle,map_type,dest_index,1); retval=dest_index; } else if (map_type==MAP_TYPE_BUMPMAP) { GameBumpmaps[bm_handle].cache_slot=bm_handle; d3d_UploadBitmapToSurface (bm_handle,map_type,dest_index,1); retval=dest_index; } else { GameBitmaps[bm_handle].cache_slot=bm_handle; d3d_UploadBitmapToSurface (bm_handle,map_type,dest_index,1); retval=dest_index; } return retval; } // Frees all the memory used by the texture cache void d3d_FreeTextureCache () { int i; if (UploadSurfaces) { for (i=0;iRelease(); } mem_free (UploadSurfaces); UploadSurfaces=NULL; } if (Upload4444Surfaces) { for (i=0;iRelease(); } mem_free (Upload4444Surfaces); Upload4444Surfaces=NULL; } if (BitmapTextureSurfaces) { for (i=0;i>i; ddsd.dwHeight = 256>>i; ddsd.ddpfPixelFormat=RGB_texture_format; ddrval = lpDD->CreateSurface(&ddsd,&UploadSurfaces[i],NULL); if (ddrval!=DD_OK) { mprintf ((0,"Creating 1555 texture surface failed!\n")); return 0; } } // Now create 4444 surfaces for (i=0;i>i; ddsd.dwHeight = 256>>i; ddsd.ddpfPixelFormat=Texture_4444_format; ddrval = lpDD->CreateSurface(&ddsd,&Upload4444Surfaces[i],NULL); if (ddrval!=DD_OK) { mprintf ((0,"Creating 4444 texture surface failed!\n")); return 0; } } return 1; } // Loads an environment map for bumpmapping. Returns 1 on success, 0 on fail int d3d_LoadEnvironmentMap () { if (d3d_EnvironmentMap!=-1) return 1; d3d_EnvironmentMap=bm_AllocLoadFileBitmap ("Environment.ogf",0); if (d3d_EnvironmentMap<0) return 0; return 1; } // Initializes the texture cache for Direct3D int d3d_TextureCacheInit() { int i; // Clear our cache slots for (i=0;iEnumTextureFormats (d3d_EnumTexturePixelFormats,0); if (Num_texture_formats<1) { mprintf ((0,"No texture formats available!\n")); rend_SetErrorMessage ("No valid texture formats available!"); return 0; } // Find a pixel format with 1555 int found_format=-1; for (i=0;idwRBitMask); gcount=d3d_GetNumOfBits (pf->dwGBitMask); bcount=d3d_GetNumOfBits (pf->dwBBitMask); acount=d3d_GetNumOfBits (pf->dwRGBAlphaBitMask); if (rcount==5 && gcount==5 && bcount==5 && acount==1) { found_format=i; mprintf ((1,"Alpha bit mask is %d!\n",pf->dwRGBAlphaBitMask)); } } if (found_format==-1) { mprintf ((0,"Couldn't find a valid 1555 pixel format!\n")); rend_SetErrorMessage ("Couldn't find a valid 1555 pixel format! Card doesn't support 1555 format!"); return 0; } RGB_texture_format=TextureFormats[found_format]; // Find a pixel format with 4444 found_format=-1; for (i=0;idwRBitMask); gcount=d3d_GetNumOfBits (pf->dwGBitMask); bcount=d3d_GetNumOfBits (pf->dwBBitMask); acount=d3d_GetNumOfBits (pf->dwRGBAlphaBitMask); if (rcount==4 && gcount==4 && bcount==4 && acount==4) { found_format=i; mprintf ((1,"Alpha bit mask is %d!\n",pf->dwRGBAlphaBitMask)); } } if (found_format==-1) { mprintf ((0,"Couldn't find a valid 4444 pixel format!\n")); rend_SetErrorMessage ("Couldn't find a valid 4444 pixel format! Card doesn't support 1555 format!"); return 0; } Texture_4444_format=TextureFormats[found_format]; // Find a pixel format with bumpmapping (if supported) if (d3d_CanBumpmap) { found_format=-1; for (i=0;idwFlags & DDPF_BUMPDUDV) { if (pf->dwBumpBitCount==16 && pf->dwBumpDuBitMask==0x000000ff && pf->dwBumpDvBitMask==0x0000ff00 && pf->dwBumpLuminanceBitMask==0) { found_format=i; mprintf ((0,"Found a suitable bumpmapping format\n")); } } } if (found_format==-1) { mprintf ((0,"Couldn't find a valid bumpmap pixel format!\n")); d3d_CanBumpmap=false; } else Bumpmap_texture_format=TextureFormats[found_format]; } // Check to see if it supports S3 compression // Find a pixel format with 1555 found_format=-1; for (i=0;idwRBitMask); gcount=d3d_GetNumOfBits (pf->dwGBitMask); bcount=d3d_GetNumOfBits (pf->dwBBitMask); acount=d3d_GetNumOfBits (pf->dwRGBAlphaBitMask); if (pf->dwFourCC==FOURCC_DXT1) { found_format=i; mprintf ((0,"Compress format: r=%d g=%d b=%d a=%d\n",rcount,gcount,bcount,acount)); mprintf ((1,"Texture compression alpha bit mask is %d!\n",pf->dwRGBAlphaBitMask)); } } if (found_format==-1 || FindArg("-nocompress")) { mprintf ((0,"Device doesn't support texture compression!\n")); d3d_CanCompress=false; } else { mprintf ((0,"Device DOES support texture compression!\n")); d3d_CanCompress=true; Compressed_texture_format=TextureFormats[found_format]; } if (!d3d_CreateUploadSurfaces()) return 0; return 1; } // Sets up some default rendering states for Direct3D void d3d_SetDefaultStates () { //lpD3DDevice->SetLightState( D3DLIGHTSTATE_AMBIENT, 0xffffffff ); lpD3DDevice->SetRenderState( D3DRENDERSTATE_TEXTUREPERSPECTIVE, TRUE ); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, TRUE ); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATER); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHAREF, 0); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DITHERENABLE, TRUE); if (d3d_MultiTexture) { // Set second texel unit stages lpD3DDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTFN_LINEAR ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTFG_LINEAR ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); lpD3DDevice->SetTextureStageState(1,D3DTSS_ADDRESS, D3DTADDRESS_CLAMP ); D3D_multitexture_state=false; } if (d3d_CanBumpmap) { D3D_bumpmap_state = false; float _val = 0; lpD3DDevice->SetTextureStageState( 1,D3DTSS_MIPFILTER, D3DTFP_LINEAR); lpD3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0); lpD3DDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 1); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, *(DWORD*)(&(_val = 1.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, *(DWORD*)(&(_val = 0.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, *(DWORD*)(&(_val = 0.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, *(DWORD*)(&(_val = 1.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, *(DWORD*)(&(_val = 1.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, *(DWORD*)(&(_val = 0.0f))); lpD3DDevice->SetTextureStageState( 2, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP ); lpD3DDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE ); lpD3DDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT ); } lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZWRITEENABLE, TRUE ); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL ); lpD3DDevice->SetRenderState( D3DRENDERSTATE_CULLMODE, D3DCULL_NONE ); // Choose Wbuffer or straight zbuffer d3d_SetZBufferState (1); D3D_state.cur_color=0x00FFFFFF; D3D_state.cur_bilinear_state=-1; D3D_state.cur_zbuffer_state=1; D3D_state.cur_texture_quality=-1; D3D_state.cur_texture_type = TT_PERSPECTIVE_SPECIAL;//D3D doesn't support this state, so when d3d_SetTextureType gets called we're guaranteed this will get set right D3D_state.cur_light_state=LS_GOURAUD; D3D_state.cur_color_model=CM_MONO; D3D_state.cur_bilinear_state=-1; D3D_state.cur_alpha_type=-1; Alpha_always_set=-1; d3d_SetWrapType (WT_WRAP); if (D3D_preferred_state.filtering) d3d_SetFiltering (1); else d3d_SetFiltering (0); if (D3D_preferred_state.mipping) d3d_SetMipState (1); else d3d_SetMipState (0); d3d_SetAlphaValue (255); d3d_SetAlphaType (AT_ALWAYS); d3d_SetZBufferState (1); d3d_SetZValues (0,3000); d3d_SetGammaValue (D3D_preferred_state.gamma); d3d_SetFlatColor (GR_RGB(255,128,255)); D3D_state.screen_width=D3D_preferred_state.width; D3D_state.screen_height=D3D_preferred_state.height; if (d3d_WBuffer) d3d_SetWBufferDepth (5000); mprintf ((0,"Direct3D initted to %d x %d\n",D3D_state.screen_width,D3D_state.screen_height)); Last_texture_bound[0]=-1; Last_texture_bound[1]=-1; Last_texture_bound[2]=-1; } // Returns true if we're using DirectX 6.0 bool d3d_UsingDX6 () { LONG lResult; HKEY hKey = NULL; int dx_version=0; lResult = RegOpenKeyEx(HKEY_LOCAL_MACHINE,"Software\\Microsoft\\DirectX",NULL,KEY_QUERY_VALUE,&hKey); if (lResult == ERROR_SUCCESS) { char version[32]; DWORD dwType, dwLen; dwLen = 32; lResult = RegQueryValueEx(hKey,"Version",NULL,&dwType,(ubyte *) version,&dwLen); if (lResult == ERROR_SUCCESS) { dx_version = atoi(strstr(version, ".") + 1); } else { int val; DWORD dwType, dwLen; dwLen = 4; lResult = RegQueryValueEx(hKey,"InstalledVersion",NULL,&dwType,(ubyte *) &val,&dwLen); if (lResult == ERROR_SUCCESS) { dx_version = val; } RegCloseKey(hKey); } } if (dx_version >= 6) return true; return false; } // Sets up our Direct3D rendering context // Returns 1 if ok, 0 if something bad int d3d_Init (oeApplication *app,renderer_preferred_state *pref_state) { HRESULT ddrval; HWND hwnd; d3d_device *dd; DDSURFACEDESC2 ddsd2; DDSCAPS2 ddscaps; int retval=1; bool retried=false; int found_format=-1,i; if (!d3d_UsingDX6()) { rend_SetErrorMessage ("DirectX 6 is not properly installed."); return 0; } ParentApplication=app; if (pref_state!=&D3D_preferred_state) D3D_preferred_state=*pref_state; TryAgain: // Poll for valid 3d devices dd=d3d_PollDevices(); if (!dd ) { mprintf ((1,"ERROR: No Direct3D devices found!!!")); rend_SetErrorMessage ("No Direct3D devices found!!!"); return 0; } hwnd=(HWND)((oeWin32Application *)app)->m_hWnd; // Create our direct draw stuff ddrval = DirectDrawCreate( dd->pguid_2d, &lpDD1, NULL ); if ( ddrval != DD_OK ) { mprintf((0, "D3D_INIT: DirectDrawCreate failed.\n" )); rend_SetErrorMessage ("DirectDrawCreate failed."); goto D3DError; } ddrval = lpDD1->QueryInterface(IID_IDirectDraw4, (LPVOID *)&lpDD); if(ddrval != DD_OK) { lpDD=NULL; rend_SetErrorMessage ("DirectDrawCreate2 failed."); mprintf((0, "D3D_INIT: DirectDrawCreate2 failed.\n" )); goto D3DError; } ddrval = lpDD->SetCooperativeLevel( hwnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT); if ( ddrval != DD_OK ) { mprintf((0,"D3D_INIT: SetCooperativeLevel EXCLUSIVE failed.\n D3D_Error=%s\n",d3d_ErrorString(ddrval) )); rend_SetErrorMessage ("SetCoopLevel EXCULUSIVE failed."); goto D3DError; } // Go to full screen! if (D3D_preferred_state.bit_depth!=16 && D3D_preferred_state.bit_depth!=32) D3D_preferred_state.bit_depth=16; mprintf ((0,"Opening screen with bit-depth of %d.\n",D3D_preferred_state.bit_depth)); ddrval = lpDD->SetDisplayMode( D3D_preferred_state.width, D3D_preferred_state.height, D3D_preferred_state.bit_depth, 0, 0 ); if ( ddrval != DD_OK ) { mprintf((0, "D3D_INIT: SetDisplayMode failed, trying default!\n" )); retval=-1; D3D_preferred_state.width=640; D3D_preferred_state.height=480; D3D_preferred_state.bit_depth=16; ddrval = lpDD->SetDisplayMode( D3D_preferred_state.width, D3D_preferred_state.height, 16, 0, 0 ); if ( ddrval != DD_OK ) { mprintf((0, "D3D_INIT: SetDisplayMode failed.\n" )); rend_SetErrorMessage ("SetDisplayMode failed."); goto D3DError; } } memset( &ddsd2, 0, sizeof( ddsd2 )); ddsd2.dwSize = sizeof( ddsd2 ); ddsd2.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd2.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_3DDEVICE | DDSCAPS_COMPLEX; ddsd2.dwBackBufferCount = 1; ddrval = lpDD->CreateSurface( &ddsd2, &lpFrontBuffer, NULL ); if ( ddrval != DD_OK ) { mprintf((0, "D3D_INIT: CreateSurface (Front) failed.\n" )); rend_SetErrorMessage ("CreateSurface (front) failed."); goto D3DError; } memset (&ddscaps,0,sizeof(DDSCAPS2)); ddscaps.dwCaps = DDSCAPS_BACKBUFFER; ddrval = lpFrontBuffer->GetAttachedSurface( &ddscaps, &lpBackBuffer ); if ( ddrval != DD_OK ) { mprintf((0,"D3D_INIT: GetAttachedSurface (Back) failed. Erorr=%s\n", d3d_ErrorString(ddrval))); rend_SetErrorMessage ("CreateSurface (back) failed."); goto D3DError; } // Create the Direct3d device ddrval = lpDD->QueryInterface( IID_IDirect3D3, ( LPVOID *) &lpD3D ); if ( ddrval != DD_OK ) { lpD3D=NULL; mprintf((0,"D3D_INIT: QueryInterface failed.\n" )); rend_SetErrorMessage ("QueryInterface D3D failed."); goto D3DError; } // Enumerate Z Buffer NumZDepths=0; lpD3D->EnumZBufferFormats(dd->guid_3d,d3d_EnumZPixelFormats,0); if (NumZDepths==0) { mprintf(( 0,"D3D_INIT: Couldn't find zbuffer format!\n")); rend_SetErrorMessage ("Couldn't find a zbuffer format!"); goto D3DError; } // Create a z-buffer and attach it to the backbuffer memset( &ddsd2, 0, sizeof( ddsd2 ) ); ddsd2.dwSize = sizeof(ddsd2); ddsd2.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT|DDSD_PIXELFORMAT; ddsd2.dwWidth = D3D_preferred_state.width; ddsd2.dwHeight = D3D_preferred_state.height; memset (&ddsd2.ddpfPixelFormat,0,sizeof(ddsd2.ddpfPixelFormat)); found_format=0; // Try to find a 32bit z buffer if (FindArg ("-z32bit")) { for (i=0;iCreateSurface(&ddsd2, &lpZBuffer, NULL); if (ddrval != DD_OK) { mprintf((0, "D3D_INIT: Create Zbuffer failed.\nError=%s\n",d3d_ErrorString(ddrval) )); rend_SetErrorMessage ("Creating zbuffer failed."); goto D3DError; } if (lpBackBuffer->AddAttachedSurface(lpZBuffer) != DD_OK) { mprintf((0, "D3D_INIT: Attach Zbuffer failed.\n" )); rend_SetErrorMessage ("Attach ZBuffer failed."); goto D3DError; } // Create the D3D device ddrval = lpD3D->CreateDevice( dd->guid_3d, lpBackBuffer, &lpD3DDevice,0 ); if ( ddrval != DD_OK ) { rend_SetErrorMessage ("Create D3D Device3 failed."); mprintf(( 0,"D3D_INIT: Create D3D Device3 failed. %s\n", d3d_ErrorString(ddrval) )); if (retried==false) { retried=true; d3d_Close(); D3D_preferred_state.width=640; D3D_preferred_state.height=480; D3D_preferred_state.bit_depth=16; retval=-1; goto TryAgain; } else { goto D3DError; } } // Create and add viewport ddrval = lpD3D->CreateViewport( &lpViewport, NULL ); if ( ddrval != DD_OK ) { rend_SetErrorMessage ("CreateViewport failed."); mprintf((0,"D3D_INIT: CreateViewport failed.\n" )); goto D3DError; } ddrval = lpD3DDevice->AddViewport( lpViewport ); if ( ddrval != DD_OK ) { rend_SetErrorMessage ("AddViewport failed."); mprintf((0,"D3D_INIT: AddViewport failed.\n" )); goto D3DError; } // Setup the viewport for a reasonable viewing area D3DVIEWPORT2 viewdata; memset( &viewdata, 0, sizeof( viewdata ) ); // Compensate for aspect ratio viewdata.dwSize = sizeof( viewdata ); viewdata.dwX = viewdata.dwY = 0; viewdata.dwWidth = D3D_preferred_state.width; viewdata.dwHeight = D3D_preferred_state.height; viewdata.dvMinZ = 0.0F; viewdata.dvMaxZ = 5000.0; viewdata.dvClipX = -1.0; viewdata.dvClipY = -((float)D3D_preferred_state.height/(float)D3D_preferred_state.width); viewdata.dvClipWidth=2.0; viewdata.dvClipHeight=((float)D3D_preferred_state.height/(float)D3D_preferred_state.width)*2; ddrval = lpViewport->SetViewport2( &viewdata ); if ( ddrval != DD_OK ) { rend_SetErrorMessage ("SetViewport failed."); mprintf((0,"D3D_INIT: SetViewport failed.\n" )); goto D3DError; } ddrval = lpD3DDevice->SetCurrentViewport(lpViewport ); if ( ddrval != DD_OK ) { rend_SetErrorMessage ("SetCurrentViewport failed."); mprintf((0,"D3D_INIT: SetCurrentViewport failed.\n" )); goto D3DError; } d3d_GetCaps (); if (!d3d_TextureCacheInit()) { goto D3DError; } mprintf((0, "Direct3D Initialized OK!\n" )); d3d_SetDefaultStates (); D3D_state.initted = 1; return retval; D3DError: mprintf((0, "Direct3D Initialization failed.\n" )); d3d_Close(); Int3(); return 0; } // Releases the rendering context void d3d_Close () { if (lpColorControl) { lpColorControl->Release(); lpColorControl=NULL; } if ( lpViewport ) { lpViewport->Release(); lpViewport = NULL; } if ( lpD3DDevice ) { lpD3DDevice->Release(); lpD3DDevice = NULL; } if (lpZBuffer) { lpZBuffer->Release(); lpZBuffer = NULL; } if (lpBackBuffer) { lpBackBuffer->Release(); lpBackBuffer = NULL; } if (lpFrontBuffer) { lpFrontBuffer->Release(); lpFrontBuffer = NULL; } if ( lpD3D ) { lpD3D->EvictManagedTextures(); d3d_FreeTextureCache(); lpD3D->Release(); lpD3D = NULL; } if ( lpDD1 ) { HRESULT ddrval; HWND hwnd =(HWND)((oeWin32Application *)ParentApplication)->m_hWnd; ddrval = lpDD->RestoreDisplayMode(); if( ddrval != DD_OK ) { mprintf((0, "RestoreDisplayMode failed (0x%x)\n", ddrval )); } ddrval = lpDD->SetCooperativeLevel( hwnd, DDSCL_NORMAL ); if( ddrval != DD_OK ) { mprintf((0, "WIN_DD32: SetCooperativeLevel W Failed (0x%x)\n", ddrval )); } lpDD1->Release(); lpDD1 = NULL; } D3D_state.initted = 0; } // Sets the flat color...used for screen clears and the like void d3d_SetFlatColor (ddgr_color color) { if (D3D_state.cur_color==color) return; D3D_state.cur_color=color; } // returns the alpha that we should use int d3d_GetAlphaMultiplier () { switch (D3D_state.cur_alpha_type) { case AT_ALWAYS: return 255; case AT_CONSTANT: return D3D_state.cur_alpha; case AT_TEXTURE: return 255; case AT_CONSTANT_TEXTURE: return D3D_state.cur_alpha; case AT_VERTEX: return 255; case AT_CONSTANT_TEXTURE_VERTEX: case AT_CONSTANT_VERTEX: return D3D_state.cur_alpha; case AT_TEXTURE_VERTEX: return 255; case AT_LIGHTMAP_BLEND: case AT_LIGHTMAP_BLEND_SATURATE: return D3D_state.cur_alpha; case AT_SATURATE_TEXTURE: return D3D_state.cur_alpha; case AT_SATURATE_VERTEX: return 255; case AT_SATURATE_CONSTANT_VERTEX: return D3D_state.cur_alpha; case AT_SATURATE_TEXTURE_VERTEX: return 255; case AT_SPECULAR: return 255; default: mprintf ((0,"Unrecognized alpha type=%d\n",D3D_state.cur_alpha_type)); //Int3(); // no type defined,get jason return 255; } } // Sets the alpha multiply factor void d3d_SetAlphaMultiplier () { Alpha_multiplier=d3d_GetAlphaMultiplier(); } extern bool Force_one_texture; // Sets up our bitmap/lightmap/bumpmap to be the next thing drawn int d3d_MakeBitmapCurrent (int handle,int map_type,int tn) { LPDIRECT3DTEXTURE2 tex_interface; HRESULT ddrval; LPDIRECTDRAWSURFACE4 sp; if (map_type==MAP_TYPE_BITMAP) { if (Force_one_texture) handle=0; if (GameBitmaps[handle].cache_slot==-1) { int retval=d3d_CreateTextureFromBitmap (handle,map_type); if (retval<0) return 0; } else { if (GameBitmaps[handle].flags & BF_CHANGED) { d3d_UploadBitmapToSurface (handle,map_type,GameBitmaps[handle].cache_slot,0); } } ASSERT (GameBitmaps[handle].cache_slot!=-1); sp=BitmapTextureSurfaces[GameBitmaps[handle].cache_slot]; } else if (map_type==MAP_TYPE_BUMPMAP) { if (GameBumpmaps[handle].cache_slot==-1) { int retval=d3d_CreateTextureFromBitmap (handle,map_type); if (retval<0) return 0; } else { if (GameBumpmaps[handle].flags & BUMPF_CHANGED) { d3d_UploadBitmapToSurface (handle,map_type,GameBumpmaps[handle].cache_slot,0); } } ASSERT (GameBumpmaps[handle].cache_slot!=-1); sp=BumpmapTextureSurfaces[GameBumpmaps[handle].cache_slot]; } else { if (Force_one_texture) handle=0; if (GameLightmaps[handle].cache_slot==-1) { int retval=d3d_CreateTextureFromBitmap (handle,map_type); if (retval<0) return 0; } else { if (GameLightmaps[handle].flags & LF_CHANGED) { d3d_UploadBitmapToSurface (handle,map_type,GameLightmaps[handle].cache_slot,0); } } ASSERT (GameLightmaps[handle].cache_slot!=-1); sp=LightmapTextureSurfaces[GameLightmaps[handle].cache_slot]; } int texnum=handle; if (map_type==MAP_TYPE_LIGHTMAP) texnum+=100000; else if (map_type==MAP_TYPE_BUMPMAP) texnum+=200000; if (Last_texture_bound[tn]!=texnum) { ddrval=sp->QueryInterface(IID_IDirect3DTexture2, (void**)&tex_interface); if (ddrval!=S_OK) { mprintf ((0,"D3D:MakeBitmapCurrent error %d! %s\n",ddrval,d3d_ErrorString (ddrval))); return 0; } if (lpD3DDevice->SetTexture (tn,tex_interface)!=D3D_OK) { tex_interface->Release(); return 0; } D3D_sets_this_frame[0]++; Last_texture_bound[tn]=texnum; tex_interface->Release(); } return 1; } // Sets up our rendering pipeline for bumpmapping void d3d_SetBumpmappingBlendModes (bool state) { ASSERT (d3d_CanBumpmap); if (D3D_bumpmap_state==state) return; D3D_bumpmap_state=state; if (state) { // Bump Texture // lpD3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ADDRESS, D3DTADDRESS_WRAP ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT ); float _val = 0; lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT00, *(DWORD*)(&(_val = 1.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT01, *(DWORD*)(&(_val = 0.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT10, *(DWORD*)(&(_val = 0.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVMAT11, *(DWORD*)(&(_val = 1.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLSCALE, *(DWORD*)(&(_val = 1.0f))); lpD3DDevice->SetTextureStageState( 1, D3DTSS_BUMPENVLOFFSET, *(DWORD*)(&(_val = 0.0f))); // Environment Texture // lpD3DDevice->SetTextureStageState( 2, D3DTSS_ADDRESS, D3DTADDRESS_WRAP ); lpD3DDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 1); lpD3DDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_MODULATE2X ); lpD3DDevice->SetTextureStageState( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE ); lpD3DDevice->SetTextureStageState( 2, D3DTSS_COLORARG2, D3DTA_CURRENT ); // Environment Texture // //lpD3DDevice->SetTexture(2, d3d_EnvironmentMap); } else { lpD3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP ); lpD3DDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE ); lpD3DDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); } } // Turns on/off multitexture blending void d3d_SetMultiTextureBlendMode (bool state) { if (D3D_multitexture_state==state && D3D_bumpmap_state==0) return; D3D_multitexture_state=state; D3D_bumpmap_state=0; if (state) { if (Overlay_type==OT_BLEND_SATURATE) { lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_ADD ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_ADD ); } else { lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); } } else { lpD3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); lpD3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); } } typedef struct { float x,y,z; float w; DWORD color; DWORD specular; } FlatVertex; typedef struct { float x,y,z; float w; DWORD color; DWORD specular; float u1,v1; } TextureVertex; typedef struct { float x,y,z; float w; DWORD color; DWORD specular; float u1,v1; float u2,v2; } MultiTextureVertex; static TextureVertex TVerts[100]; static MultiTextureVertex MTVerts[100]; static FlatVertex FlatVerts[100]; // Takes nv vertices and draws the polygon defined by those vertices. void d3d_DrawFlatPolygon (g3Point **p,int nv) { HRESULT ddrval; int alpha=Alpha_multiplier*d3d_Alpha_factor; for (int i=0;ip3_sx+D3D_state.clip_x1; TVerts[i].y=pnt->p3_sy+D3D_state.clip_y1; TVerts[i].z=max (0,1.0-(1.0/(pnt->p3_z+(Z_bias+d3d_WBias)))); TVerts[i].w=1.0/(pnt->p3_z+Z_bias+d3d_WBias); TVerts[i].u1=pnt->p3_u; TVerts[i].v1=pnt->p3_v; if (D3D_state.cur_alpha_type & ATF_VERTEX) alpha=(pnt->p3_a*(float)Alpha_multiplier*d3d_Alpha_factor); if (D3D_state.cur_fog_state) { float fog; DWORD fogval; if (pnt->p3_zp3_z>D3D_state.cur_fog_end) fogval=0; else { float val=pnt->p3_z-D3D_state.cur_fog_start; fog=val/d3d_FogDiff; fogval=((1-fog)*255.0); } TVerts[i].specular=(fogval<<24); } if (D3D_state.cur_light_state!=LS_NONE) { // Do lighting based on intesity (MONO) or colored (RGB) if (D3D_state.cur_color_model==CM_MONO) { r=pnt->p3_l*255.0; g=pnt->p3_l*255.0; b=pnt->p3_l*255.0; } else { if (D3D_state.cur_light_state==LS_FLAT_GOURAUD) { r=GR_COLOR_RED(D3D_state.cur_color); g=GR_COLOR_GREEN(D3D_state.cur_color); b=GR_COLOR_BLUE(D3D_state.cur_color); } else { r=pnt->p3_r*255.0; g=pnt->p3_g*255.0; b=pnt->p3_b*255.0; } } } else { r=GR_COLOR_RED(D3D_state.cur_color); g=GR_COLOR_GREEN(D3D_state.cur_color); b=GR_COLOR_BLUE(D3D_state.cur_color); } TVerts[i].color=(alpha<<24)|(r<<16)|(g<<8)|b; } D3D_polys_drawn++; D3D_verts_processed+=nv; ddrval=lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_TEX1|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_XYZRHW , (LPVOID)TVerts, nv,D3DDP_DONOTCLIP|D3DDP_DONOTLIGHT|D3DDP_DONOTUPDATEEXTENTS); if (ddrval!=DD_OK) { mprintf ((0,"D3D:DrawFlatPolygon error %d! %s\n",ddrval,d3d_ErrorString (ddrval))); } } // Draws an bumpmapped polygon over the existing polygon int d3d_DrawBumpmappedPolygon (g3Point **p,int nv,int handle) { ASSERT (Overlay_type == OT_NONE); // ASSERT (BumpmapTextureSurfaces[handle] != NULL); HRESULT ddrval; int alpha=Alpha_multiplier*d3d_Alpha_factor; float one_over_cur_far_z=1.0/D3D_state.cur_far_z; for (int i=0;ix=pnt->p3_sx+D3D_state.clip_x1; tvert->y=pnt->p3_sy+D3D_state.clip_y1; tvert->z=max (0,1.0-(1.0/(pnt->p3_z+(Z_bias+d3d_WBias)))); tvert->w=1.0/(pnt->p3_z+Z_bias+d3d_WBias); tvert->u1=pnt->p3_u; tvert->v1=pnt->p3_v; tvert->u2=pnt->p3_u2; tvert->v2=pnt->p3_v2; if (D3D_state.cur_alpha_type & ATF_VERTEX) alpha=(pnt->p3_a*(float)Alpha_multiplier*d3d_Alpha_factor); if (D3D_state.cur_fog_state) { float fog; DWORD fogval; if (pnt->p3_zp3_z>D3D_state.cur_fog_end) fogval=0; else { float val=pnt->p3_z-D3D_state.cur_fog_start; fog=val/d3d_FogDiff; fogval=((1-fog)*255.0); } tvert->specular=(fogval<<24); } if (D3D_state.cur_light_state!=LS_NONE) { // Do lighting based on intesity (MONO) or colored (RGB) if (D3D_state.cur_color_model==CM_MONO) { r=pnt->p3_l*255.0; g=pnt->p3_l*255.0; b=pnt->p3_l*255.0; } else { if (D3D_state.cur_light_state==LS_FLAT_GOURAUD) { r=GR_COLOR_RED(D3D_state.cur_color); g=GR_COLOR_GREEN(D3D_state.cur_color); b=GR_COLOR_BLUE(D3D_state.cur_color); } else { r=pnt->p3_r*255.0; g=pnt->p3_g*255.0; b=pnt->p3_b*255.0; } } } else { r=255; g=255; b=255; } tvert->color=(alpha<<24)|(r<<16)|(g<<8)|b; } if (!d3d_MakeBitmapCurrent (handle,MAP_TYPE_BITMAP,0)) { mprintf ((0,"Couldn't make the map current!\n")); return 0; } if (!d3d_MakeBitmapCurrent (Bump_map,MAP_TYPE_BUMPMAP,1)) { mprintf((0,"could not set bump mapping blend modes\n")); return 0; } if (d3d_EnvironmentMap==-1) { mprintf ((0,"Couldn't make environment map!\n")); return 0; } if (!d3d_MakeBitmapCurrent (d3d_EnvironmentMap,MAP_TYPE_BITMAP,2)) { mprintf ((0,"Couldn't set environment map!\n")); return 0; } d3d_SetBumpmappingBlendModes (1); D3D_polys_drawn++; D3D_verts_processed+=nv; ddrval=lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_TEX2|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_XYZRHW , (LPVOID)MTVerts, nv,D3DDP_DONOTCLIP|D3DDP_DONOTLIGHT|D3DDP_DONOTUPDATEEXTENTS); if (ddrval!=DD_OK) { mprintf ((0,"D3D:DrawBumpmappedPolygon error %d! %s\n",ddrval,d3d_ErrorString (ddrval))); } return 1; } // Draws an overlay polygon over the existing polygon void d3d_DrawMultiTexturePolygon (g3Point **p,int nv,int handle,int map_type) { HRESULT ddrval; int alpha=Alpha_multiplier*d3d_Alpha_factor; float one_over_square_res=1.0/GameLightmaps[Overlay_map].square_res; float one_over_cur_far_z=1.0/D3D_state.cur_far_z; float xscalar=(float)GameLightmaps[Overlay_map].width*one_over_square_res; float yscalar=(float)GameLightmaps[Overlay_map].height*one_over_square_res; float lmdiff=(1.0/GameLightmaps[Overlay_map].square_res)/2.0; for (int i=0;ix=pnt->p3_sx+D3D_state.clip_x1; tvert->y=pnt->p3_sy+D3D_state.clip_y1; tvert->z=max (0,1.0-(1.0/(pnt->p3_z+(Z_bias+d3d_WBias)))); tvert->w=1.0/(pnt->p3_z+Z_bias+d3d_WBias); tvert->u1=pnt->p3_u+UV_diff; tvert->v1=pnt->p3_v+UV_diff; tvert->u2=(pnt->p3_u2*xscalar)+lmdiff; tvert->v2=(pnt->p3_v2*yscalar)+lmdiff; if (D3D_state.cur_alpha_type & ATF_VERTEX) alpha=(pnt->p3_a*(float)Alpha_multiplier*d3d_Alpha_factor); if (D3D_state.cur_fog_state) { float fog; DWORD fogval; if (pnt->p3_zp3_z>D3D_state.cur_fog_end) fogval=0; else { float val=pnt->p3_z-D3D_state.cur_fog_start; fog=val/d3d_FogDiff; fogval=((1-fog)*255.0); } tvert->specular=(fogval<<24); } if (D3D_state.cur_light_state!=LS_NONE) { // Do lighting based on intesity (MONO) or colored (RGB) if (D3D_state.cur_color_model==CM_MONO) { r=pnt->p3_l*255.0; g=pnt->p3_l*255.0; b=pnt->p3_l*255.0; } else { if (D3D_state.cur_light_state==LS_FLAT_GOURAUD) { r=GR_COLOR_RED(D3D_state.cur_color); g=GR_COLOR_GREEN(D3D_state.cur_color); b=GR_COLOR_BLUE(D3D_state.cur_color); } else { r=pnt->p3_r*255.0; g=pnt->p3_g*255.0; b=pnt->p3_b*255.0; } } } else { r=255; g=255; b=255; } tvert->color=(alpha<<24)|(r<<16)|(g<<8)|b; } if (!d3d_MakeBitmapCurrent (handle,map_type,0)) { mprintf ((0,"Couldn't make the map current!\n")); return; } if (!d3d_MakeBitmapCurrent (Overlay_map,MAP_TYPE_LIGHTMAP,1)) { mprintf ((0,"Couldn't make the map current!\n")); return; } d3d_SetMultiTextureBlendMode (true); D3D_polys_drawn++; D3D_verts_processed+=nv; ddrval=lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_TEX2|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_XYZRHW , (LPVOID)MTVerts, nv,D3DDP_DONOTCLIP|D3DDP_DONOTLIGHT|D3DDP_DONOTUPDATEEXTENTS); if (ddrval!=DD_OK) { mprintf ((0,"D3D:DrawPolygon error %d! %s\n",ddrval,d3d_ErrorString (ddrval))); } } // Takes nv vertices anddraws the polygon defined by those vertices. Uses bitmap "handle" // as a texture void d3d_DrawPolygon (int handle,g3Point **p,int nv,int map_type) { HRESULT ddrval; TextureVertex *tvert_ptr; int i; if (d3d_CanBumpmap && Bumpmap_ready) { ASSERT (Overlay_type == OT_NONE); if (!d3d_DrawBumpmappedPolygon (p,nv,handle)) { mprintf((0,"error in d3d_DrawBumpmappedPolygon\n")); } rend_SetBumpmapReadyState(0,0); return; } if (d3d_CanBumpmap && D3D_bumpmap_state) d3d_SetBumpmappingBlendModes (0); if ((!D3D_state.cur_texture_quality)) { if (D3D_state.cur_alpha_type==AT_SPECULAR) { if (!d3d_MakeBitmapCurrent (handle,map_type,0)) return; } if (d3d_MultiTexture) // If this device can do multitexture, clear it so it won't d3d_SetMultiTextureBlendMode (false); d3d_DrawFlatPolygon (p,nv); return; } // Figure out subpixel correction for UVs if (d3d_SubpixelCorrect) { if (map_type==MAP_TYPE_BITMAP) { UV_diff=(1.0/(float)bm_w(handle,0))/2.0; } else if (map_type==MAP_TYPE_LIGHTMAP) { UV_diff=(1.0/(float)lm_w(handle))/2.0; } else UV_diff=0; } else UV_diff=0; if (Overlay_type!=OT_NONE && d3d_MultiTexture) { d3d_DrawMultiTexturePolygon (p,nv,handle,map_type); return; } int alpha=Alpha_multiplier*d3d_Alpha_factor; for (i=0;ix=pnt->p3_sx+D3D_state.clip_x1; tvert_ptr->y=pnt->p3_sy+D3D_state.clip_y1; tvert_ptr->z=max (0,1.0-(1.0/(pnt->p3_z+(Z_bias+d3d_WBias)))); tvert_ptr->w=1.0/(pnt->p3_z+Z_bias+d3d_WBias); tvert_ptr->u1=pnt->p3_u+UV_diff; tvert_ptr->v1=pnt->p3_v+UV_diff; if (D3D_state.cur_alpha_type & ATF_VERTEX) alpha=(pnt->p3_a*(float)Alpha_multiplier*d3d_Alpha_factor); if (D3D_state.cur_fog_state) { float fog; DWORD fogval; if (pnt->p3_zp3_z>D3D_state.cur_fog_end) fogval=0; else { float val=pnt->p3_z-D3D_state.cur_fog_start; fog=val/d3d_FogDiff; fogval=((1-fog)*255.0); } tvert_ptr->specular=(fogval<<24); } if (D3D_state.cur_light_state!=LS_NONE) { if (D3D_state.cur_light_state==LS_FLAT_GOURAUD) { r=GR_COLOR_RED(D3D_state.cur_color); g=GR_COLOR_GREEN(D3D_state.cur_color); b=GR_COLOR_BLUE(D3D_state.cur_color); } else { // Do lighting based on intesity (MONO) or colored (RGB) if (D3D_state.cur_color_model==CM_MONO) { r=pnt->p3_l*255.0; g=r; b=r; } else { r=pnt->p3_r*255.0; g=pnt->p3_g*255.0; b=pnt->p3_b*255.0; } } } else { r=255; g=255; b=255; } tvert_ptr->color=(alpha<<24)|(r<<16)|(g<<8)|b; } if (!d3d_MakeBitmapCurrent (handle,map_type,0)) { mprintf ((0,"Couldn't make the map current!\n")); return; } if (d3d_MultiTexture) // If this device can do multitexture, clear it so it won't d3d_SetMultiTextureBlendMode (false); D3D_polys_drawn++; D3D_verts_processed+=nv; ddrval=lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_TEX1|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_XYZRHW , (LPVOID)TVerts, nv,D3DDP_DONOTCLIP|D3DDP_DONOTLIGHT|D3DDP_DONOTUPDATEEXTENTS); // Now draw an overlay if (Overlay_type!=OT_NONE) { if (Overlay_type==OT_BLEND || Overlay_type==OT_BLEND_SATURATE) { sbyte atype=D3D_state.cur_alpha_type; if (Overlay_type==OT_BLEND) d3d_SetAlphaType (AT_LIGHTMAP_BLEND); else d3d_SetAlphaType (AT_LIGHTMAP_BLEND_SATURATE); if (!d3d_MakeBitmapCurrent (Overlay_map,MAP_TYPE_LIGHTMAP,0)) { mprintf ((0,"Couldn't make the map current!\n")); return; } float xscalar=(float)GameLightmaps[Overlay_map].width/(float)GameLightmaps[Overlay_map].square_res; float yscalar=(float)GameLightmaps[Overlay_map].height/(float)GameLightmaps[Overlay_map].square_res; for (int i=0;ip3_u2*xscalar; TVerts[i].v1=pnt->p3_v2*yscalar; } D3D_polys_drawn++; D3D_verts_processed+=nv; ddrval=lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, (1<=0 && x1<=D3D_state.screen_width); ASSERT (x2>=0 && x2<=D3D_state.screen_width); ASSERT (y1>=0 && y1<=D3D_state.screen_height); ASSERT (y2>=0 && y2<=D3D_state.screen_height); D3D_state.clip_x1=x1; D3D_state.clip_y1=y1; D3D_state.clip_x2=x2; D3D_state.clip_y2=y2; ddrval = lpD3DDevice->BeginScene(); if (ddrval != D3D_OK ) { mprintf((0, "D3D:Failed to begin scene!\n%s\n", d3d_ErrorString(ddrval) )); return; } D3D_frame_started=1; D3DRECT myrect; myrect.x1=x1; myrect.x2=x2; myrect.y1=y1; myrect.y2=y2; if (clear_flags & RF_CLEAR_ZBUFFER) { if (clear_flags & RF_CLEAR_COLOR) { lpViewport->Clear2( 1UL, &myrect, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3D_state.cur_color, 1.0f, 0L ); } else { lpViewport->Clear2( 1UL, &myrect, D3DCLEAR_ZBUFFER, D3D_state.cur_color, 1.0f, 0L ); } } else if (clear_flags & RF_CLEAR_COLOR) { lpViewport->Clear2( 1UL, &myrect, D3DCLEAR_TARGET, D3D_state.cur_color, 1.0f, 0L ); } } // Ends the frame void d3d_EndFrame() { ASSERT (D3D_frame_started); HRESULT ddrval; ddrval = lpD3DDevice->EndScene(); if (ddrval != D3D_OK ) { mprintf((0,"D3D:Failed to end scene!\n%s\n", d3d_ErrorString(ddrval) )); return; } D3D_frame_started=0; } // Flips the screen void d3d_Flip() { HRESULT ddrval; ASSERT (D3D_frame_started==0); TryFlipAgain: if ( lpFrontBuffer->IsLost() == DDERR_SURFACELOST ) { lpFrontBuffer->Restore(); } if ( lpBackBuffer->IsLost() == DDERR_SURFACELOST ) { lpBackBuffer->Restore(); } if ( lpZBuffer->IsLost() == DDERR_SURFACELOST ) { lpZBuffer->Restore(); } if (D3D_preferred_state.vsync_on) ddrval = lpFrontBuffer->Flip( NULL, DDFLIP_WAIT); else ddrval = lpFrontBuffer->Flip( NULL, NULL); if ( ddrval == DDERR_SURFACELOST ) { mprintf((0, "Front surface lost... attempting to restore...\n" )); Sleep(500); // Wait 1/2 second goto TryFlipAgain; } /*else if (ddrval != DD_OK ) { mprintf((0,"D3D:Fullscreen flip failed! %s\n",d3d_ErrorString(ddrval) )); }*/ // Print stats from the current frame #ifndef RELEASE int i; RTP_INCRVALUE(texture_uploads,D3D_uploads); RTP_INCRVALUE(polys_drawn,D3D_polys_drawn); mprintf_at ((1,1,0,"Uploads=%d Polys=%d Verts=%d ",D3D_uploads,D3D_polys_drawn,D3D_verts_processed)); mprintf_at ((1,2,0,"Sets= 0:%d 1:%d 2:%d 3:%d ",D3D_sets_this_frame[0],D3D_sets_this_frame[1],D3D_sets_this_frame[2],D3D_sets_this_frame[3])); mprintf_at ((1,3,0,"Sets= 4:%d 5:%d ",D3D_sets_this_frame[4],D3D_sets_this_frame[5])); for (i=0;i<8;i++) D3D_sets_this_frame[i]=0; #endif D3D_last_frame_polys_drawn=D3D_polys_drawn; D3D_last_frame_verts_processed=D3D_verts_processed; D3D_last_uploads = D3D_uploads; D3D_polys_drawn=0; D3D_verts_processed=0; D3D_uploads=0; } // Sets our texturing type (ie linear,persective,flat,etc) void d3d_SetTextureType (texture_type state) { if (state!=TT_FLAT) state=TT_PERSPECTIVE; if (state==D3D_state.cur_texture_type) return; D3D_sets_this_frame[1]++; switch (state) { case TT_FLAT: D3D_state.cur_texture_quality=0; lpD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DISABLE ); lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); break; case TT_LINEAR: case TT_LINEAR_SPECIAL: case TT_PERSPECTIVE: case TT_PERSPECTIVE_SPECIAL: lpD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); lpD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); lpD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); D3D_state.cur_texture_quality=2; break; default: Int3(); // huh? Get Jason break; } D3D_state.cur_texture_type=state; } // Sets the lighting state of D3D void d3d_SetLightingState (light_state state) { // Don't do redundant state sets if (state==D3D_state.cur_light_state) return; D3D_sets_this_frame[2]++; switch (state) { case LS_NONE: lpD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD ); D3D_state.cur_light_state=LS_NONE; break; case LS_FLAT_GOURAUD: lpD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD ); D3D_state.cur_light_state=LS_FLAT_GOURAUD; break; case LS_GOURAUD: case LS_PHONG: lpD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD ); D3D_state.cur_light_state=LS_GOURAUD; break; default: Int3(); break; } } // Sets the D3D color model (either rgb or mono) void d3d_SetColorModel (color_model state) { // Don't do redundant state sets if (state==D3D_state.cur_color_model) return; switch (state) { case CM_MONO: D3D_state.cur_color_model=CM_MONO; break; case CM_RGB: D3D_state.cur_color_model=CM_RGB; break; default: Int3(); break; } } // Sets the state of bilinear filtering for our textures void d3d_SetFiltering (sbyte state) { sbyte curstate=(sbyte)state; if (curstate==D3D_state.cur_bilinear_state) return; D3D_sets_this_frame[3]++; D3D_state.cur_bilinear_state=curstate; if (state && D3D_preferred_state.filtering) { lpD3DDevice->SetTextureStageState(0,D3DTSS_MAGFILTER, D3DTFG_LINEAR); lpD3DDevice->SetTextureStageState(0,D3DTSS_MINFILTER, D3DTFG_LINEAR ); } else { lpD3DDevice->SetTextureStageState(0,D3DTSS_MAGFILTER, D3DTFG_POINT ); lpD3DDevice->SetTextureStageState(0,D3DTSS_MINFILTER, D3DTFG_POINT ); } } // Sets the state of zbuffering to on or off void d3d_SetZBufferState (sbyte state) { if (state==D3D_state.cur_zbuffer_state) return; D3D_sets_this_frame[4]++; D3D_state.cur_zbuffer_state=state; if (state) { if (d3d_WBuffer) lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, D3DZB_USEW ); else lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZENABLE, TRUE ); } else { lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE); } } int Last_z_buffer_write_mask_state=-1; void d3d_SetZBufferWriteMask (int state) { if (state==Last_z_buffer_write_mask_state) return; D3D_sets_this_frame[4]++; Last_z_buffer_write_mask_state=state; if (state) { lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, TRUE); } else { lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, FALSE); } } // Sets our near and far clipping planes void d3d_SetZValues (float nearz,float farz) { D3D_state.cur_near_z=nearz; D3D_state.cur_far_z=farz; } // Clears the display to a specified color void d3d_ClearScreen (ddgr_color color) { D3DRECT myrect; myrect.x1=0; myrect.x2=D3D_state.screen_width; myrect.y1=0; myrect.y2=D3D_state.screen_height; lpViewport->Clear2( 1UL, &myrect, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, color, 1.0f, 0L ); } // Clears the zbuffer void d3d_ClearZBuffer () { D3DRECT myrect; myrect.x1=0; myrect.x2=D3D_state.screen_width; myrect.y1=0; myrect.y2=D3D_state.screen_height; lpViewport->Clear2( 1UL, &myrect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0L ); } // Fills a rectangle on the display void d3d_FillRect (ddgr_color color,int x1,int y1,int x2,int y2) { D3DRECT myrect; myrect.x1=x1+D3D_state.clip_x1; myrect.x2=x2+D3D_state.clip_x1; myrect.y1=y1+D3D_state.clip_y1; myrect.y2=y2+D3D_state.clip_y1; lpViewport->Clear2( 1UL, &myrect, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, color, 1.0f, 0L ); } // Sets a pixel on the display void d3d_SetPixel (ddgr_color color,int x,int y) { } // Sets the alpha value void d3d_SetAlphaValue (ubyte val) { D3D_state.cur_alpha=val; d3d_SetAlphaMultiplier(); } // Sets the overall alpha scale factor (all alpha values are scaled by this value) // usefull for motion blur effect void d3d_SetAlphaFactor(float val) { d3d_Alpha_factor = val; } // Returns the current Alpha factor float d3d_GetAlphaFactor(void) { return d3d_Alpha_factor; } void d3d_SetAlwaysAlpha (bool state) { if (state) { if (Alpha_always_set!=1) { D3D_sets_this_frame[5]++; lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHAFUNC, D3DCMP_ALWAYS); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE); Alpha_always_set=1; } } else { if (Alpha_always_set!=0) { D3D_sets_this_frame[5]++; lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATER); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHAREF, 0); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE); Alpha_always_set=0; } } } // Sets the type of alpha blending you want void d3d_SetAlphaType (sbyte atype) { if (atype==D3D_state.cur_alpha_type) return; // No redundant state setting D3D_sets_this_frame[5]++; switch (atype) { case AT_ALWAYS: d3d_SetAlwaysAlpha (true); lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); break; case AT_TEXTURE: d3d_SetAlwaysAlpha (true); lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_BLENDTEXTUREALPHA ); break; case AT_CONSTANT: d3d_SetAlwaysAlpha (false); lpD3DDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); break; case AT_LIGHTMAP_BLEND: d3d_SetAlwaysAlpha (false); lpD3DDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_ZERO ); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_SRCCOLOR ); //lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_BLENDTEXTUREALPHA ); lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); break; case AT_VERTEX: case AT_CONSTANT_VERTEX: d3d_SetAlwaysAlpha (false); lpD3DDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); break; case AT_CONSTANT_TEXTURE: case AT_CONSTANT_TEXTURE_VERTEX: case AT_TEXTURE_VERTEX: d3d_SetAlwaysAlpha (false); lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); lpD3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); lpD3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); lpD3DDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); break; case AT_SATURATE_VERTEX: case AT_SATURATE_CONSTANT_VERTEX: d3d_SetAlwaysAlpha (false); lpD3DDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE); break; case AT_SATURATE_TEXTURE: case AT_SATURATE_TEXTURE_VERTEX: case AT_LIGHTMAP_BLEND_SATURATE: d3d_SetAlwaysAlpha (false); lpD3DDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE); lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); lpD3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); lpD3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); break; case AT_SPECULAR: d3d_SetAlwaysAlpha (false); lpD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); lpD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE ); lpD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); lpD3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); lpD3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); lpD3DDevice->SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); lpD3DDevice->SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE); break; default: // Int3(); // no type defined,get jason break; } D3D_state.cur_alpha_type=atype; d3d_SetAlphaMultiplier(); } // Sets the near and far plane of fog // Note, the d3d_Far_z variable must be valid for this function to work correctly void d3d_SetFogBorders (float nearz,float farz) { D3D_state.cur_fog_start=nearz; D3D_state.cur_fog_end=farz; d3d_FogDiff=farz-nearz; return; } // Sets the fog state to on or off void d3d_SetFogState (sbyte state) { if (!d3d_CanFog) state=0; //if (state==D3D_state.cur_fog_state) // return; if (state && d3d_CanFog) { lpD3DDevice->SetRenderState( D3DRENDERSTATE_FOGENABLE, TRUE ); lpD3DDevice->SetRenderState( D3DRENDERSTATE_FOGCOLOR, D3D_state.cur_fog_color ); } else { lpD3DDevice->SetRenderState( D3DRENDERSTATE_FOGENABLE, FALSE ); } D3D_state.cur_fog_state=state; } // sets fog color void d3d_SetFogColor (ddgr_color fogcolor) { if (fogcolor==D3D_state.cur_fog_color) return; lpD3DDevice->SetRenderState( D3DRENDERSTATE_FOGCOLOR, D3D_state.cur_fog_color ); D3D_state.cur_fog_color=fogcolor; } // Draws a 2d line void d3d_DrawLine (int x1,int y1,int x2,int y2) { rend_SetAlphaType (AT_CONSTANT); rend_SetAlphaValue (255); rend_SetLighting (LS_NONE); rend_SetTextureType (TT_FLAT); g3Point p1,p2; if (x1<0) x1=0; if (y1<0) y1=0; if (x1>=D3D_state.clip_x2) x1=D3D_state.clip_x2-1; if (y1>=D3D_state.clip_y2) y1=D3D_state.clip_y2-1; if (x2<0) x2=0; if (y2<0) y2=0; if (x2>=D3D_state.clip_x2) x2=D3D_state.clip_x2-1; if (y2>=D3D_state.clip_y2) y2=D3D_state.clip_y2-1; p1.p3_sx=x1; p1.p3_sy=y1; p2.p3_sx=x2; p2.p3_sy=y2; p1.p3_z=.001f; p2.p3_z=.001f; d3d_DrawSpecialLine (&p1,&p2); } // Sets the D wrapping type void d3d_SetWrapType (wrap_type val) { if (val==D3D_state.cur_wrap_type) return; D3D_sets_this_frame[6]++; D3D_state.cur_wrap_type=val; if (val==WT_WRAP) { lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESS, D3DTADDRESS_WRAP ); lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_WRAP ); lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); } else if (val==WT_CLAMP) { lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESS, D3DTADDRESS_CLAMP ); lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); } else if (val==WT_WRAP_V) { lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); lpD3DDevice->SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); } else Int3(); // Get Jason } // Fills in projection variables void d3d_GetProjectionParameters (int *width,int *height) { *width=D3D_state.clip_x2-D3D_state.clip_x1; *height=D3D_state.clip_y2-D3D_state.clip_y1; } // Returns the aspect ratio of the physical screen float d3d_GetAspectRatio () { float aspect_ratio = (float)((3.0 * D3D_state.screen_width)/(4.0 * D3D_state.screen_height)); return aspect_ratio; } // Draws a line using the states set by the renderer lib void d3d_DrawSpecialLine (g3Point *p0,g3Point *p1) { int alpha=Alpha_multiplier*d3d_Alpha_factor; for (int i=0;i<2;i++) { int r,g,b; g3Point *pnt=p0; if (i) pnt=p1; FlatVerts[i].x=pnt->p3_sx+D3D_state.clip_x1; FlatVerts[i].y=pnt->p3_sy+D3D_state.clip_y1; //FlatVerts[i].z=min(1.0,(pnt->p3_z+(Z_bias+d3d_WBias))/D3D_state.cur_far_z); FlatVerts[i].z = max (0,1.0-(1.0/(pnt->p3_z+(Z_bias+d3d_WBias)))); FlatVerts[i].w=1.0/(pnt->p3_z+Z_bias+d3d_WBias); if (D3D_state.cur_alpha_type & ATF_VERTEX) alpha=(pnt->p3_a*(float)Alpha_multiplier*d3d_Alpha_factor); if (D3D_state.cur_fog_state) { float fog; DWORD fogval; if (pnt->p3_zp3_z>D3D_state.cur_fog_end) fogval=0; else { float val=pnt->p3_z-D3D_state.cur_fog_start; fog=val/d3d_FogDiff; fogval=((1-fog)*255.0); } FlatVerts[i].specular=(fogval<<24); } if (D3D_state.cur_light_state!=LS_NONE) { // Do lighting based on intesity (MONO) or colored (RGB) if (D3D_state.cur_color_model==CM_MONO) { r=pnt->p3_l*255.0; g=pnt->p3_l*255.0; b=pnt->p3_l*255.0; } else { if (D3D_state.cur_light_state==LS_FLAT_GOURAUD) { r=GR_COLOR_RED(D3D_state.cur_color); g=GR_COLOR_GREEN(D3D_state.cur_color); b=GR_COLOR_BLUE(D3D_state.cur_color); } else { r=pnt->p3_r*255.0; g=pnt->p3_g*255.0; b=pnt->p3_b*255.0; } } } else { r=GR_COLOR_RED(D3D_state.cur_color); g=GR_COLOR_GREEN(D3D_state.cur_color); b=GR_COLOR_BLUE(D3D_state.cur_color); } FlatVerts[i].color=(alpha<<24)|(r<<16)|(g<<8)|b; } lpD3DDevice->DrawPrimitive(D3DPT_LINELIST, D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_XYZRHW , (LPVOID)FlatVerts, 2,D3DDP_DONOTCLIP|D3DDP_DONOTLIGHT|D3DDP_DONOTUPDATEEXTENTS); } void d3d_SetMipState (sbyte state) { D3D_state.cur_mip_state=state; if (d3d_CanMip && state) { lpD3DDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTFP_POINT ); } else { lpD3DDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTFP_NONE ); } } // Sets up a some global preferences for D3D int d3d_SetPreferredState (renderer_preferred_state *pref_state) { int retval=1; renderer_preferred_state old_state=D3D_preferred_state; mprintf ((0,"In D3d_SetPreferredState\n")); D3D_preferred_state=*pref_state; if (D3D_state.initted) { int reinit=0; // Change gamma if needed if (pref_state->width!=D3D_state.screen_width || pref_state->height!=D3D_state.screen_height || pref_state->bit_depth!=old_state.bit_depth) reinit=1; if (reinit) { d3d_Close(); retval=d3d_Init(ParentApplication,&D3D_preferred_state); } else { if (old_state.gamma !=pref_state->gamma) { d3d_SetGammaValue (pref_state->gamma); } if (old_state.mipping!=pref_state->mipping) { d3d_SetMipState (pref_state->mipping); } } } else D3D_preferred_state=*pref_state; return retval; } // Sets the resolution that D3D uses void d3d_SetResolution (int width,int height) { D3D_preferred_state.width=width; D3D_preferred_state.height=height; if (D3D_state.initted) { if (width!=D3D_state.screen_width || height!=D3D_state.screen_height) { d3d_Close(); d3d_Init(ParentApplication,&D3D_preferred_state); } } } // Sets the gamma correction value void d3d_SetGammaValue (float val) { D3D_preferred_state.gamma=val; if (!d3d_CanGamma) return; mprintf ((0,"Setting gamma to %f\n",val)); DDGAMMARAMP rampvals; for (int i=0;i<256;i++) { float norm=(float)i/255.0; float newval=powf(norm,1.0f/val); newval*=65535; newval=min(65535,newval); newval=max(0,newval); rampvals.red[i]=newval; rampvals.green[i]=newval; rampvals.blue[i]=newval; } HRESULT rval=lpGammaControl->SetGammaRamp(0,&rampvals); mprintf ((0,"Gamma return val is %d (%x) (%s)\n",rval,rval,d3d_ErrorString(rval))); } // Gets the current state of the renderer void d3d_GetRenderState (rendering_state *rstate) { memcpy (rstate,&D3D_state,sizeof(rendering_state)); } // Sets the coplanar z bias for rendered polygons void d3d_SetCoplanarPolygonOffset (float factor) { short depth_level; if (d3d_ZBias && !d3d_WBuffer) { depth_level=(factor*2); lpD3DDevice->SetRenderState( D3DRENDERSTATE_ZBIAS, depth_level ); } else { if (d3d_WBuffer) d3d_WBias=-factor/4.0; else d3d_WBias=-factor; } } // Creates a on the video card if needed void d3d_PreUploadTextureToCard (int handle,int map_type) { if (map_type==MAP_TYPE_BITMAP) { if (GameBitmaps[handle].cache_slot==-1) { d3d_CreateTextureFromBitmap (handle,map_type); } } else if (map_type==MAP_TYPE_BUMPMAP) { if (GameBumpmaps[handle].cache_slot==-1) { d3d_CreateTextureFromBitmap (handle,map_type); } } else { if (GameLightmaps[handle].cache_slot==-1) { d3d_CreateTextureFromBitmap (handle,map_type); } } } // Evicts local texture memory void d3d_FreePreUploadedTexture (int handle,int map_type) { if (map_type==MAP_TYPE_BITMAP) { if (GameBitmaps[handle].cache_slot!=-1) { BitmapTextureSurfaces[GameBitmaps[handle].cache_slot]->Release(); GameBitmaps[handle].cache_slot=-1; } } else if (map_type==MAP_TYPE_BUMPMAP) { if (GameBumpmaps[handle].cache_slot!=-1) { BumpmapTextureSurfaces[GameBumpmaps[handle].cache_slot]->Release(); GameBumpmaps[handle].cache_slot=-1; } } else { if (GameLightmaps[handle].cache_slot!=-1) { LightmapTextureSurfaces[GameLightmaps[handle].cache_slot]->Release(); GameLightmaps[handle].cache_slot=-1; } } } int d3d_lfb_locked=0; // Locks the linear frame buffer for application access void d3d_GetLFBLock (renderer_lfb *lfb) { if (d3d_lfb_locked!=0) { mprintf ((0,"ERROR!!! You are trying to get an lfb lock and there already is one!\n")); lfb->data=NULL; return; } DDSURFACEDESC2 surf_desc; HRESULT ddrval; memset (&surf_desc,0,sizeof(DDSURFACEDESC2)); surf_desc.dwSize = sizeof(DDSURFACEDESC2); surf_desc.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT); ddrval=lpBackBuffer->Lock(NULL,&surf_desc,DDLOCK_WAIT,NULL); if (ddrval==DD_OK) { lfb->data = (ushort *)surf_desc.lpSurface; lfb->bytes_per_row=surf_desc.lPitch; d3d_lfb_locked=1; } else { lfb->data=NULL; lfb->bytes_per_row=0; } } // Releases the previous LFB lock void d3d_ReleaseLFBLock (renderer_lfb *lfb) { if (d3d_lfb_locked!=1) { mprintf ((0,"ERROR!!! You are trying to release an LFB lock and there is none!\n")); return; } // Release the lock lpBackBuffer->Unlock(NULL); d3d_lfb_locked=0; } ubyte d3d_Framebuffer_ready=0; ushort *d3d_Framebuffer_translate=NULL; // Gets a renderer ready for a framebuffer copy, or stops a framebuffer copy void d3d_SetFrameBufferCopyState (bool state) { if (state) { bool bit15=false; ASSERT (d3d_Framebuffer_ready==0); ASSERT (D3D_preferred_state.bit_depth==16); d3d_Framebuffer_ready=1; d3d_Framebuffer_translate=(ushort *)mem_malloc(32768*2); ASSERT (d3d_Framebuffer_translate); // Figure out to do 15 or 16bit DDPIXELFORMAT ddpf; ddpf.dwSize = sizeof(ddpf); HRESULT ddrval = lpFrontBuffer->GetPixelFormat(&ddpf); if (ddrval != DD_OK) { Int3(); return; } bit15= (ddpf.dwGBitMask == 0x03e0) ? true : false; for (int i=0;i<32768;i++) { int r=(i>>10)&0x1f; int g=(i>>5)&0x1f; int b=(i)&0x1f; if (bit15==false) { g<<=1; d3d_Framebuffer_translate[i]=(r<<11)|(g<<5)|(b); } else { d3d_Framebuffer_translate[i]=(r<<10)|(g<<5)|(b); } } } else { ASSERT (d3d_Framebuffer_ready==1); d3d_Framebuffer_ready=0; mem_free (d3d_Framebuffer_translate); } } // Takes a bitmap and blits it to the screen using linear frame buffer stuff // X and Y are the destination X,Y void d3d_CopyBitmapToFramebuffer (int bm_handle,int x,int y) { renderer_lfb lfb; ASSERT (d3d_Framebuffer_ready); lfb.data=NULL; lfb.type=LFB_LOCK_WRITE; d3d_GetLFBLock (&lfb); if (lfb.data==NULL) return; // No copy! int w=bm_w(bm_handle,0); int h=bm_h(bm_handle,0); ushort *dptr=lfb.data; ushort *sptr=(ushort *)bm_data(bm_handle,0); dptr+=(y*(lfb.bytes_per_row/2)); dptr+=x; int i,t; for (i=0;iGetPixelFormat(&ddpf); if (ddrval != DD_OK) return; bitdepth=ddpf.dwRGBBitCount; dest_data=bm_data (bm_handle,0); memset (&surf_desc,0,sizeof(DDSURFACEDESC2)); surf_desc.dwSize = sizeof(DDSURFACEDESC2); surf_desc.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT); ddrval=lpFrontBuffer->Lock(NULL,&surf_desc,DDLOCK_WAIT,NULL); if (ddrval==DD_OK) { int w=D3D_state.screen_width,h=D3D_state.screen_height; if (bitdepth==16 || bitdepth==15) { int shorts_per_row=surf_desc.lPitch/2; bool bit15= (ddpf.dwGBitMask == 0x03e0) ? true : false; ushort pix; ushort *rptr; rptr = (ushort *)surf_desc.lpSurface; // Go through and read our pixels if (bit15==false) { // Do 16bit for (i=0;i>11 & 0x1f)<<3; int g=(pix>>5 & 0x3f)<<2; int b=(pix & 0x1f)<<3; r=min (255,(float)r*1.4f); g=min (255,(float)g*1.4f); b=min (255,(float)b*1.4f); pix=GR_RGB16(r,g,b); dest_data[i*w+t]=OPAQUE_FLAG | pix; } } } else { // Do 15 bit for (i=0;i>10 & 0x1f)<<3; int g=(pix>>5 & 0x1f)<<3; int b=(pix & 0x1f)<<3; r=min (255,(float)r*1.4f); g=min (255,(float)g*1.4f); b=min (255,(float)b*1.4f); pix=GR_RGB16(r,g,b); dest_data[i*w+t]=OPAQUE_FLAG | pix; } } } } else { int shorts_per_row=surf_desc.lPitch/2; int ints_per_row=surf_desc.lPitch/4; uint pix; uint *rptr; rptr = (uint *)surf_desc.lpSurface; // Go through and read our pixels for (i=0;i>16 & 0xff); int g=(pix>>8 & 0xff); int b=(pix & 0xff); r=min (255,(float)r*1.4f); g=min (255,(float)g*1.4f); b=min (255,(float)b*1.4f); short short_pix=GR_RGB16(r,g,b); dest_data[i*w+t]=OPAQUE_FLAG | short_pix; } } } // Release the lock lpFrontBuffer->Unlock(NULL); } else { mprintf ((0,"Couldn't get a lock to d3d front buffer!\n")); Int3(); } } // Returns a string describing the passed in error char *d3d_ErrorString(int error) { switch(error) { case DD_OK: return "No error.\0"; case DDERR_ALREADYINITIALIZED: return "This object is already initialized.\0"; case DDERR_BLTFASTCANTCLIP: return "Return if a clipper object is attached to the source surface passed into a BltFast call.\0"; case DDERR_CANNOTATTACHSURFACE: return "This surface can not be attached to the requested surface.\0"; case DDERR_CANNOTDETACHSURFACE: return "This surface can not be detached from the requested surface.\0"; case DDERR_CANTCREATEDC: return "Windows can not create any more DCs.\0"; case DDERR_CANTDUPLICATE: return "Can't duplicate primary & 3D surfaces, or surfaces that are implicitly created.\0"; case DDERR_CLIPPERISUSINGHWND: return "An attempt was made to set a cliplist for a clipper object that is already monitoring an hwnd.\0"; case DDERR_COLORKEYNOTSET: return "No src color key specified for this operation.\0"; case DDERR_CURRENTLYNOTAVAIL: return "Support is currently not available.\0"; case DDERR_DIRECTDRAWALREADYCREATED: return "A DirectDraw object representing this driver has already been created for this process.\0"; case DDERR_EXCEPTION: return "An exception was encountered while performing the requested operation.\0"; case DDERR_EXCLUSIVEMODEALREADYSET: return "An attempt was made to set the cooperative level when it was already set to exclusive.\0"; case DDERR_GENERIC: return "Generic failure.\0"; case DDERR_HEIGHTALIGN: return "Height of rectangle provided is not a multiple of reqd alignment.\0"; case DDERR_HWNDALREADYSET: return "The CooperativeLevel HWND has already been set. It can not be reset while the process has surfaces or palettes created.\0"; case DDERR_HWNDSUBCLASSED: return "HWND used by DirectDraw CooperativeLevel has been subclassed, this prevents DirectDraw from restoring state.\0"; case DDERR_IMPLICITLYCREATED: return "This surface can not be restored because it is an implicitly created surface.\0"; case DDERR_INCOMPATIBLEPRIMARY: return "Unable to match primary surface creation request with existing primary surface.\0"; case DDERR_INVALIDCAPS: return "One or more of the caps bits passed to the callback are incorrect.\0"; case DDERR_INVALIDCLIPLIST: return "DirectDraw does not support the provided cliplist.\0"; case DDERR_INVALIDDIRECTDRAWGUID: return "The GUID passed to DirectDrawCreate is not a valid DirectDraw driver identifier.\0"; case DDERR_INVALIDMODE: return "DirectDraw does not support the requested mode.\0"; case DDERR_INVALIDOBJECT: return "DirectDraw received a pointer that was an invalid DIRECTDRAW object.\0"; case DDERR_INVALIDPARAMS: return "One or more of the parameters passed to the function are incorrect.\0"; case DDERR_INVALIDPIXELFORMAT: return "The pixel format was invalid as specified.\0"; case DDERR_INVALIDPOSITION: return "Returned when the position of the overlay on the destination is no longer legal for that destination.\0"; case DDERR_INVALIDRECT: return "Rectangle provided was invalid.\0"; case DDERR_LOCKEDSURFACES: return "Operation could not be carried out because one or more surfaces are locked.\0"; case DDERR_NO3D: return "There is no 3D present.\0"; case DDERR_NOALPHAHW: return "Operation could not be carried out because there is no alpha accleration hardware present or available.\0"; case DDERR_NOBLTHW: return "No blitter hardware present.\0"; case DDERR_NOCLIPLIST: return "No cliplist available.\0"; case DDERR_NOCLIPPERATTACHED: return "No clipper object attached to surface object.\0"; case DDERR_NOCOLORCONVHW: return "Operation could not be carried out because there is no color conversion hardware present or available.\0"; case DDERR_NOCOLORKEY: return "Surface doesn't currently have a color key\0"; case DDERR_NOCOLORKEYHW: return "Operation could not be carried out because there is no hardware support of the destination color key.\0"; case DDERR_NOCOOPERATIVELEVELSET: return "Create function called without DirectDraw object method SetCooperativeLevel being called.\0"; case DDERR_NODC: return "No DC was ever created for this surface.\0"; case DDERR_NODDROPSHW: return "No DirectDraw ROP hardware.\0"; case DDERR_NODIRECTDRAWHW: return "A hardware-only DirectDraw object creation was attempted but the driver did not support any hardware.\0"; case DDERR_NOEMULATION: return "Software emulation not available.\0"; case DDERR_NOEXCLUSIVEMODE: return "Operation requires the application to have exclusive mode but the application does not have exclusive mode.\0"; case DDERR_NOFLIPHW: return "Flipping visible surfaces is not supported.\0"; case DDERR_NOGDI: return "There is no GDI present.\0"; case DDERR_NOHWND: return "Clipper notification requires an HWND or no HWND has previously been set as the CooperativeLevel HWND.\0"; case DDERR_NOMIRRORHW: return "Operation could not be carried out because there is no hardware present or available.\0"; case DDERR_NOOVERLAYDEST: return "Returned when GetOverlayPosition is called on an overlay that UpdateOverlay has never been called on to establish a destination.\0"; case DDERR_NOOVERLAYHW: return "Operation could not be carried out because there is no overlay hardware present or available.\0"; case DDERR_NOPALETTEATTACHED: return "No palette object attached to this surface.\0"; case DDERR_NOPALETTEHW: return "No hardware support for 16 or 256 color palettes.\0"; case DDERR_NORASTEROPHW: return "Operation could not be carried out because there is no appropriate raster op hardware present or available.\0"; case DDERR_NOROTATIONHW: return "Operation could not be carried out because there is no rotation hardware present or available.\0"; case DDERR_NOSTRETCHHW: return "Operation could not be carried out because there is no hardware support for stretching.\0"; case DDERR_NOT4BITCOLOR: return "DirectDrawSurface is not in 4 bit color palette and the requested operation requires 4 bit color palette.\0"; case DDERR_NOT4BITCOLORINDEX: return "DirectDrawSurface is not in 4 bit color index palette and the requested operation requires 4 bit color index palette.\0"; case DDERR_NOT8BITCOLOR: return "DirectDrawSurface is not in 8 bit color mode and the requested operation requires 8 bit color.\0"; case DDERR_NOTAOVERLAYSURFACE: return "Returned when an overlay member is called for a non-overlay surface.\0"; case DDERR_NOTEXTUREHW: return "Operation could not be carried out because there is no texture mapping hardware present or available.\0"; case DDERR_NOTFLIPPABLE: return "An attempt has been made to flip a surface that is not flippable.\0"; case DDERR_NOTFOUND: return "Requested item was not found.\0"; case DDERR_NOTLOCKED: return "Surface was not locked. An attempt to unlock a surface that was not locked at all, or by this process, has been attempted.\0"; case DDERR_NOTPALETTIZED: return "The surface being used is not a palette-based surface.\0"; case DDERR_NOVSYNCHW: return "Operation could not be carried out because there is no hardware support for vertical blank synchronized operations.\0"; case DDERR_NOZBUFFERHW: return "Operation could not be carried out because there is no hardware support for zbuffer blitting.\0"; case DDERR_NOZOVERLAYHW: return "Overlay surfaces could not be z layered based on their BltOrder because the hardware does not support z layering of overlays.\0"; case DDERR_OUTOFCAPS: return "The hardware needed for the requested operation has already been allocated.\0"; case DDERR_OUTOFMEMORY: return "DirectDraw does not have enough memory to perform the operation.\0"; case DDERR_OUTOFVIDEOMEMORY: return "DirectDraw does not have enough memory to perform the operation.\0"; case DDERR_OVERLAYCANTCLIP: return "The hardware does not support clipped overlays.\0"; case DDERR_OVERLAYCOLORKEYONLYONEACTIVE: return "Can only have ony color key active at one time for overlays.\0"; case DDERR_OVERLAYNOTVISIBLE: return "Returned when GetOverlayPosition is called on a hidden overlay.\0"; case DDERR_PALETTEBUSY: return "Access to this palette is being refused because the palette is already locked by another thread.\0"; case DDERR_PRIMARYSURFACEALREADYEXISTS: return "This process already has created a primary surface.\0"; case DDERR_REGIONTOOSMALL: return "Region passed to Clipper::GetClipList is too small.\0"; case DDERR_SURFACEALREADYATTACHED: return "This surface is already attached to the surface it is being attached to.\0"; case DDERR_SURFACEALREADYDEPENDENT: return "This surface is already a dependency of the surface it is being made a dependency of.\0"; case DDERR_SURFACEBUSY: return "Access to this surface is being refused because the surface is already locked by another thread.\0"; case DDERR_SURFACEISOBSCURED: return "Access to surface refused because the surface is obscured.\0"; case DDERR_SURFACELOST: return "Access to this surface is being refused because the surface memory is gone. The DirectDrawSurface object representing this surface should have Restore called on it.\0"; case DDERR_SURFACENOTATTACHED: return "The requested surface is not attached.\0"; case DDERR_TOOBIGHEIGHT: return "Height requested by DirectDraw is too large.\0"; case DDERR_TOOBIGSIZE: return "Size requested by DirectDraw is too large, but the individual height and width are OK.\0"; case DDERR_TOOBIGWIDTH: return "Width requested by DirectDraw is too large.\0"; case DDERR_UNSUPPORTED: return "Action not supported.\0"; case DDERR_UNSUPPORTEDFORMAT: return "FOURCC format requested is unsupported by DirectDraw.\0"; case DDERR_UNSUPPORTEDMASK: return "Bitmask in the pixel format requested is unsupported by DirectDraw.\0"; case DDERR_VERTICALBLANKINPROGRESS: return "Vertical blank is in progress.\0"; case DDERR_WASSTILLDRAWING: return "Informs DirectDraw that the previous Blt which is transfering information to or from this Surface is incomplete.\0"; case DDERR_WRONGMODE: return "This surface can not be restored because it was created in a different mode.\0"; case DDERR_XALIGN: return "Rectangle provided was not horizontally aligned on required boundary.\0"; case D3DERR_BADMAJORVERSION: return "D3DERR_BADMAJORVERSION\0"; case D3DERR_BADMINORVERSION: return "D3DERR_BADMINORVERSION\0"; case D3DERR_EXECUTE_LOCKED: return "D3DERR_EXECUTE_LOCKED\0"; case D3DERR_EXECUTE_NOT_LOCKED: return "D3DERR_EXECUTE_NOT_LOCKED\0"; case D3DERR_EXECUTE_CREATE_FAILED: return "D3DERR_EXECUTE_CREATE_FAILED\0"; case D3DERR_EXECUTE_DESTROY_FAILED: return "D3DERR_EXECUTE_DESTROY_FAILED\0"; case D3DERR_EXECUTE_LOCK_FAILED: return "D3DERR_EXECUTE_LOCK_FAILED\0"; case D3DERR_EXECUTE_UNLOCK_FAILED: return "D3DERR_EXECUTE_UNLOCK_FAILED\0"; case D3DERR_EXECUTE_FAILED: return "D3DERR_EXECUTE_FAILED\0"; case D3DERR_EXECUTE_CLIPPED_FAILED: return "D3DERR_EXECUTE_CLIPPED_FAILED\0"; case D3DERR_TEXTURE_NO_SUPPORT: return "D3DERR_TEXTURE_NO_SUPPORT\0"; case D3DERR_TEXTURE_NOT_LOCKED: return "D3DERR_TEXTURE_NOT_LOCKED\0"; case D3DERR_TEXTURE_LOCKED: return "D3DERR_TEXTURELOCKED\0"; case D3DERR_TEXTURE_CREATE_FAILED: return "D3DERR_TEXTURE_CREATE_FAILED\0"; case D3DERR_TEXTURE_DESTROY_FAILED: return "D3DERR_TEXTURE_DESTROY_FAILED\0"; case D3DERR_TEXTURE_LOCK_FAILED: return "D3DERR_TEXTURE_LOCK_FAILED\0"; case D3DERR_TEXTURE_UNLOCK_FAILED: return "D3DERR_TEXTURE_UNLOCK_FAILED\0"; case D3DERR_TEXTURE_LOAD_FAILED: return "D3DERR_TEXTURE_LOAD_FAILED\0"; case D3DERR_MATRIX_CREATE_FAILED: return "D3DERR_MATRIX_CREATE_FAILED\0"; case D3DERR_MATRIX_DESTROY_FAILED: return "D3DERR_MATRIX_DESTROY_FAILED\0"; case D3DERR_MATRIX_SETDATA_FAILED: return "D3DERR_MATRIX_SETDATA_FAILED\0"; case D3DERR_SETVIEWPORTDATA_FAILED: return "D3DERR_SETVIEWPORTDATA_FAILED\0"; case D3DERR_MATERIAL_CREATE_FAILED: return "D3DERR_MATERIAL_CREATE_FAILED\0"; case D3DERR_MATERIAL_DESTROY_FAILED: return "D3DERR_MATERIAL_DESTROY_FAILED\0"; case D3DERR_MATERIAL_SETDATA_FAILED: return "D3DERR_MATERIAL_SETDATA_FAILED\0"; case D3DERR_LIGHT_SET_FAILED: return "D3DERR_LIGHT_SET_FAILED\0"; default: return "Unrecognized error value.\0"; } } // Returns 1 if the renderer supports bumpmapping int d3d_SupportsBumpmapping () { if (d3d_CanBumpmap) return 1; return 0; } // returns directdraw object void *d3d_DirectDrawObj(void **frontsurf, void **backsurf) { *backsurf = (void *)lpBackBuffer; *frontsurf = (void *)lpFrontBuffer; return lpDD1; } // Resets the texture cache void d3d_ResetCache () { d3d_FreeTextureCache (); d3d_TextureCacheInit (); } // returns rendering statistics for the frame void d3d_GetStatistics(tRendererStats *stats) { stats->poly_count = D3D_last_frame_polys_drawn; stats->vert_count = D3D_last_frame_verts_processed; stats->texture_uploads = D3D_last_uploads; }