Descent3/renderer/Direct3D.cpp
2024-04-15 21:43:29 -06:00

4161 lines
103 KiB
C++

#include <windows.h>
#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; i<Num_d2d_devices; i++)
{
d3d_device *d2d = (d3d_device *)&D2D_devices[i];
// Create direct draw surface
ddrval = DirectDrawCreate( d2d->pguid_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<Num_d3d_devices; i++)
{
mprintf((0, "D3D Device %d: %s\n", i, D3D_devices[i].name ));
}
if ( Num_d3d_devices <= 0 )
{
mprintf((0, "No D3D device found!\n" ));
return NULL;
}
if ( Num_d3d_devices > 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;i<Num_d3d_devices && !done;i++)
{
if (!stricmp(tempbuffer,D3D_devices[i].name))
{
use_device=i;
done=1;
}
}
if (done==0)
use_device=0;
}
//use_device=Num_d3d_devices-1;
if (FindArg("-useseconddevice") && Num_d3d_devices>1)
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;i<ph;i++,left_data+=size,bm_left+=w)
{
ushort *dest_data=left_data;
for (int t=0;t<w;t++)
{
*dest_data++=src_data[bm_left+t];
}
}
// Unlock the lightmap surface
upload_sp->Unlock (&lmap_rect);
dest_sp->Blt(&lmap_rect,upload_sp,&lmap_rect,DDBLT_WAIT,NULL);
}
else
{
for (int i=0;i<h;i++,left_data+=size,bm_left+=w)
{
ushort *dest_data=left_data;
for (int t=0;t<w;t++)
{
*dest_data++=src_data[bm_left+t];
}
}
// Unlock the lightmap surface
upload_sp->Unlock (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;i<NUM_MIP_LEVELS;i++)
{
ddrval=upload_sp->Lock(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;i<NUM_TEXTURE_CLASSES;i++)
{
UploadSurfaces[i]->Release();
}
mem_free (UploadSurfaces);
UploadSurfaces=NULL;
}
if (Upload4444Surfaces)
{
for (i=0;i<NUM_TEXTURE_CLASSES;i++)
{
Upload4444Surfaces[i]->Release();
}
mem_free (Upload4444Surfaces);
Upload4444Surfaces=NULL;
}
if (BitmapTextureSurfaces)
{
for (i=0;i<MAX_BITMAPS;i++)
{
if (GameBitmaps[i].cache_slot!=-1)
{
if (GameBitmaps[i].cache_slot!=i)
{
mprintf ((0,"Error cache slot is %d when it should be %d!\n",GameBitmaps[i].cache_slot,i));
}
ASSERT (GameBitmaps[i].cache_slot==i);
d3d_FreePreUploadedTexture (i,MAP_TYPE_BITMAP);
}
}
mem_free (BitmapTextureSurfaces);
BitmapTextureSurfaces=NULL;
}
if (BumpmapTextureSurfaces)
{
for (i=0;i<MAX_BUMPMAPS;i++)
{
if (GameBumpmaps[i].cache_slot!=-1)
{
ASSERT (GameBumpmaps[i].cache_slot==i);
d3d_FreePreUploadedTexture (i,MAP_TYPE_BUMPMAP);
}
}
mem_free (BumpmapTextureSurfaces);
BumpmapTextureSurfaces=NULL;
}
if (LightmapTextureSurfaces)
{
for (i=0;i<MAX_LIGHTMAPS;i++)
{
if (GameLightmaps[i].cache_slot!=-1)
{
ASSERT (GameLightmaps[i].cache_slot==i);
d3d_FreePreUploadedTexture (i,MAP_TYPE_LIGHTMAP);
}
}
mem_free (LightmapTextureSurfaces);
LightmapTextureSurfaces=NULL;
}
}
// Creates the surfaces we use for uploading
int d3d_CreateUploadSurfaces ()
{
int i;
HRESULT ddrval;
for (i=0;i<NUM_TEXTURE_CLASSES;i++)
{
// 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_OFFSCREENPLAIN;
ddsd.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT;
ddsd.dwWidth = 256>>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<NUM_TEXTURE_CLASSES;i++)
{
// 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 = 256>>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;i<MAX_LIGHTMAPS;i++)
{
GameLightmaps[i].cache_slot=-1;
}
for (i=0;i<MAX_BITMAPS;i++)
{
GameBitmaps[i].cache_slot=-1;
}
for (i=0;i<MAX_BUMPMAPS;i++)
{
GameBumpmaps[i].cache_slot=-1;
}
//Allocate room to hold all our surfaces
UploadSurfaces=(LPDIRECTDRAWSURFACE4 *) mem_malloc (NUM_TEXTURE_CLASSES*sizeof(LPDIRECTDRAWSURFACE4));
if (UploadSurfaces==NULL)
{
mprintf ((0,"Couldn't allocate memory for UploadSurfaces!\n"));
rend_SetErrorMessage ("Couldn't alloc mem for UploadSurfaces!");
return 0;
}
//Allocate room to hold all our 4444 surfaces
Upload4444Surfaces=(LPDIRECTDRAWSURFACE4 *) mem_malloc (NUM_TEXTURE_CLASSES*sizeof(LPDIRECTDRAWSURFACE4));
if (Upload4444Surfaces==NULL)
{
mprintf ((0,"Couldn't allocate memory for Upload4444Surfaces!\n"));
rend_SetErrorMessage ("Couldn't alloc mem for Upload4444Surfaces!");
return 0;
}
BitmapTextureSurfaces=(LPDIRECTDRAWSURFACE4 *) mem_malloc (MAX_BITMAPS*sizeof(LPDIRECTDRAWSURFACE4));
if (BitmapTextureSurfaces==NULL)
{
mprintf ((0,"Couldn't allocate memory for BitmapTextureSurfaces!\n"));
rend_SetErrorMessage ("Couldn't alloc mem for BitmapTextureSurfaces!");
return 0;
}
//Allocate room to hold all our surfaces
LightmapTextureSurfaces=(LPDIRECTDRAWSURFACE4 *)mem_malloc (MAX_LIGHTMAPS*sizeof(LPDIRECTDRAWSURFACE4));
if (LightmapTextureSurfaces==NULL)
{
mprintf ((0,"Couldn't allocate memory for LightmapTextureSurfaces!\n"));
rend_SetErrorMessage ("Couldn't alloc mem for LightmapTextureSurfaces!");
return 0;
}
if (d3d_CanBumpmap)
{
BumpmapTextureSurfaces=(LPDIRECTDRAWSURFACE4 *)mem_malloc (MAX_BUMPMAPS*sizeof(LPDIRECTDRAWSURFACE4));
if (BumpmapTextureSurfaces==NULL)
{
mprintf ((0,"Couldn't allocate memory for BumpmapTextureSurfaces!\n"));
rend_SetErrorMessage ("Couldn't alloc mem for BumpmapTextureSurfaces!");
return 0;
}
if (!d3d_LoadEnvironmentMap())
{
mprintf((0,"couldn't load env map\n"));
return 0;
}
}
// Enumerate those texture formats
lpD3DDevice->EnumTextureFormats (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;i<Num_texture_formats && found_format==-1;i++)
{
DDPIXELFORMAT *pf=&TextureFormats[i];
int rcount,gcount,bcount,acount;
rcount=d3d_GetNumOfBits (pf->dwRBitMask);
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;i<Num_texture_formats && found_format==-1;i++)
{
DDPIXELFORMAT *pf=&TextureFormats[i];
int rcount,gcount,bcount,acount;
rcount=d3d_GetNumOfBits (pf->dwRBitMask);
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;i<Num_texture_formats && found_format==-1;i++)
{
DDPIXELFORMAT *pf=&TextureFormats[i];
if (pf->dwFlags & 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;i<Num_texture_formats && found_format==-1;i++)
{
DDPIXELFORMAT *pf=&TextureFormats[i];
int rcount,gcount,bcount,acount;
rcount=d3d_GetNumOfBits (pf->dwRBitMask);
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;i<NumZDepths && found_format==-1;i++)
{
if (ZPixFormats[i].dwZBufferBitDepth==32)
found_format=i;
}
// Couldn't find a 32bit z, just use first one
if (found_format==-1)
found_format=0;
else
mprintf ((0,"Found a 32bit zbuffer.\n"));
}
ddsd2.ddpfPixelFormat=ZPixFormats[found_format];
// This should be used for hardware
ddsd2.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | DDSCAPS_VIDEOMEMORY;
ddrval=lpDD->CreateSurface(&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;i<nv;i++)
{
int r,g,b;
g3Point *pnt=p[i];
TVerts[i].x=pnt->p3_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_z<D3D_state.cur_fog_start)
fogval=255;
else if (pnt->p3_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;i<nv;i++)
{
int r,g,b;
g3Point *pnt=p[i];
MultiTextureVertex *tvert=&MTVerts[i];
tvert->x=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_z<D3D_state.cur_fog_start)
fogval=255;
else if (pnt->p3_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;i<nv;i++)
{
int r,g,b;
g3Point *pnt=p[i];
MultiTextureVertex *tvert=&MTVerts[i];
tvert->x=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_z<D3D_state.cur_fog_start)
fogval=255;
else if (pnt->p3_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;i<nv;i++)
{
int r,g,b;
g3Point *pnt=p[i];
tvert_ptr=&TVerts[i];
tvert_ptr->x=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_z<D3D_state.cur_fog_start)
fogval=255;
else if (pnt->p3_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;i<nv;i++)
{
g3Point *pnt=p[i];
TVerts[i].u1=pnt->p3_u2*xscalar;
TVerts[i].v1=pnt->p3_v2*yscalar;
}
D3D_polys_drawn++;
D3D_verts_processed+=nv;
ddrval=lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, (1<<D3DFVF_TEXCOUNT_SHIFT)|D3DFVF_TEX0|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_XYZRHW , (LPVOID)TVerts, nv,D3DDP_DONOTCLIP|D3DDP_DONOTLIGHT|D3DDP_DONOTUPDATEEXTENTS);
d3d_SetAlphaType (atype);
}
}
if (ddrval!=DD_OK)
{
mprintf ((0,"D3D:DrawPolygon error %d! %s\n",ddrval,d3d_ErrorString (ddrval)));
}
}
// Does whatever needs to be done to get D3D ready for the current frame
void d3d_BeginFrame (int x1,int y1,int x2,int y2,int clear_flags)
{
HRESULT ddrval;
// ASSERT (D3D_frame_started==0);
ASSERT (x1>=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_z<D3D_state.cur_fog_start)
fogval=255;
else if (pnt->p3_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;i<h;i++,dptr+=(lfb.bytes_per_row/2))
{
for (t=0;t<w;t++,sptr++)
{
dptr[t]=d3d_Framebuffer_translate[(*sptr & ~OPAQUE_FLAG)];
}
}
d3d_ReleaseLFBLock (&lfb);
}
// Takes a screenshot of the frontbuffer and puts it into the passed bitmap handle
void d3d_Screenshot (int bm_handle)
{
ushort *dest_data;
int i,t;
DDSURFACEDESC2 surf_desc;
HRESULT ddrval;
int bitdepth;
ASSERT ((bm_w(bm_handle,0))==D3D_state.screen_width);
ASSERT ((bm_h(bm_handle,0))==D3D_state.screen_height);
DDPIXELFORMAT ddpf;
// do 8bit or 16bit copy depending on surface type
ddpf.dwSize = sizeof(ddpf);
ddrval = lpFrontBuffer->GetPixelFormat(&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<h;i++)
{
for (t=0;t<w;t++)
{
pix=rptr[i*shorts_per_row+t];
int r=(pix>>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<h;i++)
{
for (t=0;t<w;t++)
{
pix=rptr[i*shorts_per_row+t];
int r=(pix>>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<h;i++)
{
for (t=0;t<w;t++)
{
pix=rptr[i*ints_per_row+t];
int r=(pix>>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;
}