821 lines
21 KiB
C++
821 lines
21 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: RageDisplay
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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#include "RageDisplay.h"
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#include "D3D8.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageTimer.h"
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#include "RageException.h"
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#include "RageTexture.h"
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#include "RageTextureManager.h"
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#include "RageMath.h"
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#include "RageTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "StepMania.h"
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#include "RageUtil.h"
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#include "D3dx8math.h"
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#include "SDL_video.h" // for SDL_Surface
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#include "SDL_utils.h"
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#include "arch/arch.h"
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#ifdef _XBOX
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#pragma comment(lib, "D3d8.lib")
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#endif
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/* This is a static library. */
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#pragma comment(lib, "D3dx8.lib")
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#include <math.h>
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RageDisplay* DISPLAY = NULL;
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//
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// Globals
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//
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#if !defined(_XBOX)
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HMODULE g_D3D8_Module = NULL;
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#endif
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LPDIRECT3D8 g_pd3d = NULL;
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LPDIRECT3DDEVICE8 g_pd3dDevice = NULL;
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D3DCAPS8 g_DeviceCaps;
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D3DDISPLAYMODE g_DesktopMode;
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D3DPRESENT_PARAMETERS g_d3dpp;
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int g_ModelMatrixCnt=0;
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bool g_Windowed;
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int g_CurrentHeight, g_CurrentWidth, g_CurrentBPP;
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/* Direct3D doesn't associate a palette with textures.
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* Instead, we load a palette into a slot. We need to keep track
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* of which texture's palette is stored in what slot. */
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map<unsigned,int> g_TexResourceToPaletteIndex;
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int GetUnusedPaletteIndex()
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{
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for( int i=0; i<256; i++ )
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{
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bool bFreeToUse = true;
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for( map<unsigned,int>::const_iterator iter=g_TexResourceToPaletteIndex.begin();
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iter!=g_TexResourceToPaletteIndex.end();
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++iter )
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{
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if( iter->second == i )
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{
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bFreeToUse = false;
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break;
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}
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}
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if( bFreeToUse )
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return i;
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}
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ASSERT( 0 ); // couldn't find a free palette index. Resource leak?
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return 0;
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}
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#define D3DFVF_RAGEVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX1) // D3D FVF flags which describe our vertex structure
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const PixelFormatDesc PIXEL_FORMAT_DESC[NUM_PIX_FORMATS] = {
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{
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/* A8B8G8R8 */
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32,
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{ 0x00FF0000,
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0x0000FF00,
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0x000000FF,
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0xFF000000 }
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}, {
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/* A4R4G4B4 */
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16,
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{ 0x0F00,
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0x00F0,
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0x000F,
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0xF000 },
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}, {
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/* A1B5G5R5 */
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16,
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{ 0x7C00,
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0x03E0,
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0x001F,
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0x8000 },
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}, {
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/* X1R5G5R5 */
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16,
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{ 0x7C00,
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0x03E0,
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0x001F,
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0x0000 },
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}, {
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/* B8G8R8 */
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24,
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{ 0xFF0000,
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0x00FF00,
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0x0000FF,
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0x000000 }
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}, {
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/* Paletted */
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8,
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{ 0,0,0,0 } /* N/A */
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}
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};
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RageDisplay::RageDisplay( bool windowed, int width, int height, int bpp, int rate, bool vsync )
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{
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LOG->Trace( "RageDisplay::RageDisplay()" );
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if(!SDL_WasInit(SDL_INIT_VIDEO))
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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/* By default, ignore all SDL events. We'll enable them as we need them.
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* We must not enable any events we don't actually want, since we won't
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* query for them and they'll fill up the event queue.
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*
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* This needs to be done after we initialize video, since it's really part
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* of the SDL video system--it'll be reinitialized on us if we do this first. */
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SDL_EventState(0xFF /*SDL_ALLEVENTS*/, SDL_IGNORE);
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SDL_EventState(SDL_VIDEORESIZE, SDL_ENABLE);
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g_Windowed = false;
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typedef IDirect3D8 * (WINAPI * Direct3DCreate8_t) (UINT SDKVersion);
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Direct3DCreate8_t pDirect3DCreate8;
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#if defined(_XBOX)
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pDirect3DCreate8 = Direct3DCreate8;
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#else
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g_D3D8_Module = LoadLibrary("D3D8.dll");
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if(!g_D3D8_Module)
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RageException::Throw("Couldn't load D3D8.");
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pDirect3DCreate8 = (Direct3DCreate8_t) GetProcAddress(g_D3D8_Module, "Direct3DCreate8");
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#endif
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g_pd3d = pDirect3DCreate8( D3D_SDK_VERSION );
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if( FAILED( g_pd3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &g_DeviceCaps) ) )
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throw RageException(
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"There was an error while initializing your video card.\n\n"
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"Your system is reporting that Direct3D8 hardware acceleration\n"
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"is not available. In most cases, you can download an updated\n"
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"driver from your card's manufacturer."
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);
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D3DADAPTER_IDENTIFIER8 identifier;
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g_pd3d->GetAdapterIdentifier( D3DADAPTER_DEFAULT, 0, &identifier );
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LOG->Trace(
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"Driver: %s\n"
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"Description: %s\n"
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"Max texture size: %d\n",
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identifier.Driver,
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identifier.Description,
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g_DeviceCaps.MaxTextureWidth
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);
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LOG->Trace( "This display adaptor supports the following modes:" );
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D3DDISPLAYMODE mode;
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for( UINT u=0; u<g_pd3d->GetAdapterModeCount(D3DADAPTER_DEFAULT); u++ )
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if( SUCCEEDED( g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, u, &mode ) ) )
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LOG->Trace( " %ux%u %uHz, format %d", mode.Width, mode.Height, mode.RefreshRate, mode.Format );
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// Save the original desktop format.
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g_pd3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &g_DesktopMode );
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SetVideoMode( windowed, width, height, bpp, rate, vsync );
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}
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void RageDisplay::Update(float fDeltaTime)
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{
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SDL_Event event;
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while(SDL_GetEvent(event, SDL_VIDEORESIZEMASK))
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{
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switch(event.type)
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{
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case SDL_VIDEORESIZE:
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g_CurrentWidth = event.resize.w;
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g_CurrentHeight = event.resize.h;
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/* Let DISPLAY know that our resolution has changed. */
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ResolutionChanged();
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break;
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}
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}
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}
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bool RageDisplay::IsSoftwareRenderer()
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{
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return false;
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}
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RageDisplay::~RageDisplay()
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{
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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SDL_EventState(SDL_VIDEORESIZE, SDL_IGNORE);
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g_pd3dDevice->Release();
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g_pd3d->Release();
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}
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D3DFORMAT FindBackBufferType(bool bWindowed, int iBPP)
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{
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HRESULT hr;
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// If windowed, then bpp is ignored. Use whatever works.
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vector<D3DFORMAT> vBackBufferFormats; // throw all possibilities in here
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/* When windowed, add all formats; otherwise add only formats that match dwBPP. */
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if( iBPP == 16 || bWindowed )
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{
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vBackBufferFormats.push_back( D3DFMT_R5G6B5 );
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vBackBufferFormats.push_back( D3DFMT_X1R5G5B5 );
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vBackBufferFormats.push_back( D3DFMT_A1R5G5B5 );
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}
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if( iBPP == 32 || bWindowed )
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{
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#ifndef _XBOX
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vBackBufferFormats.push_back( D3DFMT_R8G8B8 );
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#endif
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vBackBufferFormats.push_back( D3DFMT_X8R8G8B8 );
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vBackBufferFormats.push_back( D3DFMT_A8R8G8B8 );
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}
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if( !bWindowed && iBPP != 16 && iBPP != 32 )
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throw RageException( ssprintf("Invalid BPP '%u' specified", iBPP) );
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// Test each back buffer format until we find something that works.
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for( unsigned i=0; i < vBackBufferFormats.size(); i++ )
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{
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D3DFORMAT fmtBackBuffer = vBackBufferFormats[i];
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D3DFORMAT fmtDisplay;
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if( bWindowed )
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fmtDisplay = g_DesktopMode.Format;
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else // Fullscreen
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fmtDisplay = vBackBufferFormats[i];
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LOG->Trace( "Testing format: display %d, back buffer %d, windowed %d...",
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fmtDisplay, fmtBackBuffer, bWindowed );
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hr = g_pd3d->CheckDeviceType( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
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fmtDisplay, fmtBackBuffer, bWindowed );
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if( FAILED(hr) )
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continue; // skip
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// done searching
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LOG->Trace( "This will work." );
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return fmtBackBuffer;
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}
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RageException::Throw( "Couldn't find an appropriate back buffer format." );
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}
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#ifndef _XBOX
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HWND GetHwnd()
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{
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if( SDL_GetWMInfo(&info) < 0 )
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RageException::Throw( "SDL_GetWMInfo failed" );
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return info.window;
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}
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#endif
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/* Set the video mode. */
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bool RageDisplay::SetVideoMode( bool windowed, int width, int height, int bpp, int rate, bool vsync )
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{
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int flags = SDL_RESIZABLE;
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if( !windowed )
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flags |= SDL_FULLSCREEN;
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g_Windowed = windowed;
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SDL_ShowCursor( g_Windowed );
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SDL_Surface *screen = SDL_SetVideoMode(width, height, bpp, flags);
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if(!screen)
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RageException::Throw("SDL_SetVideoMode failed: %s", SDL_GetError());
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g_CurrentWidth = screen->w;
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g_CurrentHeight = screen->h;
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g_CurrentBPP = bpp;
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ZeroMemory( &g_d3dpp, sizeof(g_d3dpp) );
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g_d3dpp.BackBufferWidth = width;
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g_d3dpp.BackBufferHeight = height;
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g_d3dpp.BackBufferFormat = FindBackBufferType( windowed, bpp );
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g_d3dpp.BackBufferCount = 1;
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g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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#ifndef _XBOX
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g_d3dpp.hDeviceWindow = GetHwnd();
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#endif
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g_d3dpp.Windowed = windowed;
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g_d3dpp.EnableAutoDepthStencil = TRUE;
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g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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g_d3dpp.Flags = 0;
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g_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
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/* Windowed must always use D3DPRESENT_INTERVAL_DEFAULT. */
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g_d3dpp.FullScreen_PresentationInterval =
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(windowed || vsync) ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
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if( g_pd3dDevice == NULL ) // device is not yet created. We need to create it
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{
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g_pd3d->CreateDevice(
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D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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#ifndef _XBOX
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GetHwnd(),
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D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED,
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#else
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NULL,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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#endif
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&g_d3dpp,
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&g_pd3dDevice );
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ASSERT( g_pd3dDevice );
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}
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else
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{
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g_pd3dDevice->Reset( &g_d3dpp );
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}
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ResolutionChanged();
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this->SetDefaultRenderStates();
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g_pd3dDevice->BeginScene();
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return false; // we can always reuse the D3D device
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}
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void RageDisplay::ResolutionChanged()
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{
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// no need to clear because D3D uses an overlay
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// SetViewport(0,0);
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//
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// /* Clear any junk that's in the framebuffer. */
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// Clear();
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// Flip();
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}
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void RageDisplay::SetViewport(int shift_left, int shift_down)
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{
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/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
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* Scale them to the actual viewport range. */
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shift_left = int( shift_left * float(g_CurrentWidth) / SCREEN_WIDTH );
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shift_down = int( shift_down * float(g_CurrentHeight) / SCREEN_HEIGHT );
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D3DVIEWPORT8 viewData = { shift_left, -shift_down, g_CurrentWidth, g_CurrentHeight, 0.f, 1.f };
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g_pd3dDevice->SetViewport( &viewData );
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}
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int RageDisplay::GetMaxTextureSize() const
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{
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return g_DeviceCaps.MaxTextureWidth;
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}
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void RageDisplay::Clear()
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{
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g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
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D3DCOLOR_XRGB(0,0,0), 1.0f, 0x00000000 );
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}
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void RageDisplay::Flip()
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{
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g_pd3dDevice->EndScene();
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g_pd3dDevice->Present( 0, 0, 0, 0 );
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g_pd3dDevice->BeginScene();
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ProcessStatsOnFlip();
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}
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D3DFORMAT D3DFORMATS[NUM_PIX_FORMATS] =
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{
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D3DFMT_A8R8G8B8,
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D3DFMT_A4R4G4B4,
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D3DFMT_A1R5G5B5,
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D3DFMT_X1R5G5B5,
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#ifndef _XBOX
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D3DFMT_R8G8B8,
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#else
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D3DFMT_A8R8G8B8,
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#endif
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D3DFMT_P8
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};
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bool RageDisplay::SupportsTextureFormat( PixelFormat pixfmt )
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{
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D3DFORMAT d3dfmt = D3DFORMATS[pixfmt];
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HRESULT hr = g_pd3d->CheckDeviceFormat(
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D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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g_d3dpp.BackBufferFormat,
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0,
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D3DRTYPE_TEXTURE,
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d3dfmt);
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return SUCCEEDED( hr );
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}
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void RageDisplay::SaveScreenshot( CString sPath )
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{
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#ifndef _XBOX
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IDirect3DSurface8* pSurface;
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g_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pSurface );
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D3DXSaveSurfaceToFile( sPath, D3DXIFF_BMP, pSurface, 0, NULL );
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pSurface->Release();
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#endif
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}
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bool RageDisplay::IsWindowed() const { return g_Windowed; }
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int RageDisplay::GetWidth() const { return g_CurrentWidth; }
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int RageDisplay::GetHeight() const { return g_CurrentHeight; }
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int RageDisplay::GetBPP() const { return g_CurrentBPP; }
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#define SEND_CURRENT_MATRICES \
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g_pd3dDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)GetProjection() ); \
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RageMatrix m; \
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/* Convert to OpenGL-style "pixel-centered" coords */ \
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RageMatrixTranslation( &m, -0.5f, -0.5f, 0 ); \
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RageMatrixMultiply( &m, &m, GetModelViewTop() ); \
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g_pd3dDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)&m );
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void RageDisplay::DrawQuads( const RageVertex v[], int iNumVerts )
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{
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ASSERT( (iNumVerts%4) == 0 );
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if(iNumVerts == 0)
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return;
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// there isn't a quad primitive in D3D, so we have to fake it with indexed triangles
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int iNumQuads = iNumVerts/4;
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int iNumTriangles = iNumQuads*2;
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int iNumIndices = iNumTriangles*3;
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// make a temporary index buffer
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static vector<Uint16> vIndices;
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unsigned uOldSize = vIndices.size();
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unsigned uNewSize = max(uOldSize,(unsigned)iNumIndices);
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vIndices.resize( uNewSize );
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for( Uint16 i=(Uint16)uOldSize/6; i<(Uint16)iNumQuads; i++ )
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{
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vIndices[i*6+0] = i*4+0;
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vIndices[i*6+1] = i*4+1;
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vIndices[i*6+2] = i*4+2;
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vIndices[i*6+3] = i*4+2;
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vIndices[i*6+4] = i*4+3;
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vIndices[i*6+5] = i*4+0;
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}
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g_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
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SEND_CURRENT_MATRICES;
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g_pd3dDevice->DrawIndexedPrimitiveUP(
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D3DPT_TRIANGLELIST, // PrimitiveType
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0, // MinIndex
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iNumVerts, // NumVertices
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iNumTriangles, // PrimitiveCount,
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&vIndices[0], // pIndexData,
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D3DFMT_INDEX16, // IndexDataFormat,
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v, // pVertexStreamZeroData,
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sizeof(RageVertex) // VertexStreamZeroStride
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);
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StatsAddVerts( iNumVerts );
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}
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void RageDisplay::DrawFan( const RageVertex v[], int iNumVerts )
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{
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ASSERT( iNumVerts >= 3 );
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
|
|
SEND_CURRENT_MATRICES;
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_TRIANGLEFAN, // PrimitiveType
|
|
iNumVerts-2, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageVertex)
|
|
);
|
|
StatsAddVerts( iNumVerts );
|
|
}
|
|
|
|
void RageDisplay::DrawStrip( const RageVertex v[], int iNumVerts )
|
|
{
|
|
ASSERT( iNumVerts >= 3 );
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
|
|
SEND_CURRENT_MATRICES;
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_TRIANGLESTRIP, // PrimitiveType
|
|
iNumVerts-2, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageVertex)
|
|
);
|
|
StatsAddVerts( iNumVerts );
|
|
}
|
|
|
|
void RageDisplay::DrawTriangles( const RageVertex v[], int iNumVerts )
|
|
{
|
|
if( iNumVerts == 0 )
|
|
return;
|
|
ASSERT( iNumVerts >= 3 );
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
|
|
SEND_CURRENT_MATRICES;
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_TRIANGLELIST, // PrimitiveType
|
|
iNumVerts/3, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageVertex)
|
|
);
|
|
StatsAddVerts( iNumVerts );
|
|
}
|
|
|
|
void RageDisplay::DrawIndexedTriangles( const RageVertex v[], const Uint16 pIndices[], int iNumIndices )
|
|
{
|
|
if( iNumIndices == 0 )
|
|
return;
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
|
|
SEND_CURRENT_MATRICES;
|
|
g_pd3dDevice->DrawIndexedPrimitiveUP(
|
|
D3DPT_TRIANGLELIST, // PrimitiveType
|
|
0, // MinIndex
|
|
iNumIndices, // NumVertices
|
|
iNumIndices/3, // PrimitiveCount,
|
|
pIndices, // pIndexData,
|
|
D3DFMT_INDEX16, // IndexDataFormat,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageVertex) // VertexStreamZeroStride
|
|
);
|
|
StatsAddVerts( iNumIndices );
|
|
}
|
|
|
|
void RageDisplay::DrawLineStrip( const RageVertex v[], int iNumVerts, float LineWidth )
|
|
{
|
|
ASSERT( iNumVerts >= 2 );
|
|
g_pd3dDevice->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&LineWidth) ); // funky cast. See D3DRENDERSTATETYPE doc
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
|
|
SEND_CURRENT_MATRICES;
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_LINESTRIP, // PrimitiveType
|
|
iNumVerts-1, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageVertex)
|
|
);
|
|
StatsAddVerts( iNumVerts );
|
|
}
|
|
|
|
void RageDisplay::SetTexture( RageTexture* pTexture )
|
|
{
|
|
if( pTexture == NULL )
|
|
{
|
|
g_pd3dDevice->SetTexture( 0, NULL );
|
|
return;
|
|
}
|
|
|
|
unsigned uTexHandle = pTexture->GetTexHandle();
|
|
IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle;
|
|
g_pd3dDevice->SetTexture( 0, pTex );
|
|
|
|
// Set palette (if any)
|
|
if( g_TexResourceToPaletteIndex.find(uTexHandle) != g_TexResourceToPaletteIndex.end() )
|
|
{
|
|
int iPaletteIndex = g_TexResourceToPaletteIndex.find(uTexHandle)->second;
|
|
#ifndef _XBOX
|
|
g_pd3dDevice->SetCurrentTexturePalette( iPaletteIndex );
|
|
#else
|
|
ASSERT(0);
|
|
#endif
|
|
}
|
|
}
|
|
void RageDisplay::SetTextureModeModulate()
|
|
{
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
}
|
|
|
|
void RageDisplay::SetTextureModeGlow(GlowMode m)
|
|
{
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
|
|
}
|
|
|
|
void RageDisplay::SetTextureFiltering( bool b )
|
|
{
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
|
|
}
|
|
|
|
void RageDisplay::SetBlendMode( BlendMode mode )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
|
switch( mode )
|
|
{
|
|
case BLEND_NORMAL:
|
|
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
|
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
break;
|
|
case BLEND_ADD:
|
|
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
|
|
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
|
|
break;
|
|
case BLEND_NO_EFFECT:
|
|
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
|
|
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
|
|
bool RageDisplay::IsZBufferEnabled() const
|
|
{
|
|
DWORD b;
|
|
g_pd3dDevice->GetRenderState( D3DRS_ZENABLE, &b );
|
|
return b!=0;
|
|
}
|
|
|
|
void RageDisplay::SetZBuffer( bool b )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, b );
|
|
g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, b );
|
|
}
|
|
void RageDisplay::ClearZBuffer()
|
|
{
|
|
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0x00000000 );
|
|
}
|
|
|
|
void RageDisplay::SetTextureWrapping( bool b )
|
|
{
|
|
int mode = b ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, mode );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, mode );
|
|
}
|
|
|
|
void RageDisplay::SetMaterial(
|
|
float emissive[4],
|
|
float ambient[4],
|
|
float diffuse[4],
|
|
float specular[4],
|
|
float shininess
|
|
)
|
|
{
|
|
D3DMATERIAL8 mat;
|
|
memcpy( &mat.Diffuse, diffuse, sizeof(diffuse) );
|
|
memcpy( &mat.Ambient, ambient, sizeof(ambient) );
|
|
memcpy( &mat.Specular, specular, sizeof(specular) );
|
|
memcpy( &mat.Emissive, emissive, sizeof(emissive) );
|
|
mat.Power = shininess;
|
|
g_pd3dDevice->SetMaterial( &mat );
|
|
}
|
|
|
|
void RageDisplay::SetLighting( bool b )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, b );
|
|
}
|
|
|
|
void RageDisplay::SetLightOff( int index )
|
|
{
|
|
g_pd3dDevice->LightEnable( index, false );
|
|
}
|
|
void RageDisplay::SetLightDirectional(
|
|
int index,
|
|
RageColor ambient,
|
|
RageColor diffuse,
|
|
RageColor specular,
|
|
RageVector3 dir )
|
|
{
|
|
g_pd3dDevice->LightEnable( index, true );
|
|
|
|
D3DLIGHT8 light;
|
|
ZERO( light );
|
|
memcpy( &light.Direction, &dir, sizeof(dir) );
|
|
memcpy( &light.Direction, &dir, sizeof(dir) );
|
|
memcpy( &light.Diffuse, diffuse, sizeof(diffuse) );
|
|
memcpy( &light.Ambient, ambient, sizeof(ambient) );
|
|
memcpy( &light.Specular, specular, sizeof(specular) );
|
|
|
|
g_pd3dDevice->SetLight( index, &light );
|
|
}
|
|
|
|
void RageDisplay::SetBackfaceCull( bool b )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, b ? D3DCULL_CW : D3DCULL_NONE );
|
|
}
|
|
|
|
void RageDisplay::DeleteTexture( unsigned uTexHandle )
|
|
{
|
|
IDirect3DTexture8* pTex = (IDirect3DTexture8*) uTexHandle;
|
|
pTex->Release();
|
|
|
|
// Delete palette (if any)
|
|
if( g_TexResourceToPaletteIndex.find(uTexHandle) != g_TexResourceToPaletteIndex.end() )
|
|
g_TexResourceToPaletteIndex.erase( g_TexResourceToPaletteIndex.find(uTexHandle) );
|
|
}
|
|
|
|
|
|
unsigned RageDisplay::CreateTexture(
|
|
PixelFormat pixfmt,
|
|
SDL_Surface*& img )
|
|
{
|
|
// texture must be power of two
|
|
ASSERT( img->w == power_of_two(img->w) );
|
|
ASSERT( img->h == power_of_two(img->h) );
|
|
|
|
|
|
HRESULT hr;
|
|
IDirect3DTexture8* pTex;
|
|
hr = g_pd3dDevice->CreateTexture( img->w, img->h, 1, 0, D3DFORMATS[pixfmt], D3DPOOL_MANAGED, &pTex );
|
|
|
|
unsigned uTexHandle = (unsigned)pTex;
|
|
|
|
if( pixfmt == FMT_PAL )
|
|
{
|
|
int iPalIndex = GetUnusedPaletteIndex();
|
|
|
|
// Save palette
|
|
PALETTEENTRY pal[256];
|
|
memset( pal, 0, sizeof(pal) );
|
|
for( int i=0; i<img->format->palette->ncolors; i++ )
|
|
{
|
|
SDL_Color c = img->format->palette->colors[i];
|
|
pal[i].peRed = c.r;
|
|
pal[i].peGreen = c.g;
|
|
pal[i].peBlue = c.b;
|
|
bool bIsColorKey = img->flags & SDL_SRCCOLORKEY && (unsigned)i == img->format->colorkey;
|
|
pal[i].peFlags = bIsColorKey ? 0x00 : 0xFF;
|
|
}
|
|
#ifndef _XBOX
|
|
g_pd3dDevice->SetPaletteEntries( iPalIndex, pal );
|
|
#else
|
|
ASSERT(0);
|
|
#endif
|
|
|
|
ASSERT( g_TexResourceToPaletteIndex.find(uTexHandle) == g_TexResourceToPaletteIndex.end() );
|
|
g_TexResourceToPaletteIndex[uTexHandle] = iPalIndex;
|
|
}
|
|
|
|
UpdateTexture( uTexHandle, pixfmt, img, 0, 0, img->w, img->h );
|
|
|
|
return uTexHandle;
|
|
}
|
|
|
|
void RageDisplay::UpdateTexture(
|
|
unsigned uTexHandle,
|
|
PixelFormat pixfmt,
|
|
SDL_Surface*& img,
|
|
int xoffset, int yoffset, int width, int height )
|
|
{
|
|
IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle;
|
|
|
|
RECT rect;
|
|
rect.left = xoffset;
|
|
rect.top = yoffset;
|
|
rect.right = width - xoffset;
|
|
rect.bottom = height - yoffset;
|
|
|
|
D3DLOCKED_RECT lr;
|
|
pTex->LockRect( 0, &lr, &rect, 0 );
|
|
|
|
// copy each row
|
|
int bytes_per_pixel = img->format->BytesPerPixel;
|
|
for( int y=rect.top; y<rect.bottom; y++ )
|
|
{
|
|
char* src = (char*)img->pixels + y*img->pitch + rect.left*bytes_per_pixel;
|
|
char* dst = (char*)lr.pBits + y*lr.Pitch + rect.left*bytes_per_pixel;
|
|
memcpy( dst, src, (rect.right-rect.left)*bytes_per_pixel );
|
|
}
|
|
pTex->UnlockRect( 0 );
|
|
|
|
// SDL_SaveBMP( (SDL_Surface*)img, "testing-SDL.bmp" );
|
|
|
|
// D3DXSaveTextureToFile(
|
|
// "testing-D3D.bmp",
|
|
// D3DXIFF_BMP,
|
|
// pTex,
|
|
// NULL );
|
|
}
|
|
|
|
void RageDisplay::SetAlphaTest( bool b )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, b );
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0 );
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATER );
|
|
}
|