bc6c7c89bc
Log PixelFormat strings instead of numbers for easier to read logs.
1445 lines
42 KiB
C++
1445 lines
42 KiB
C++
#include "global.h"
|
|
#include "RageDisplay.h"
|
|
#include "RageDisplay_D3D.h"
|
|
#include "D3D8.h"
|
|
#include "RageUtil.h"
|
|
#include "RageLog.h"
|
|
#include "RageTimer.h"
|
|
#include "RageException.h"
|
|
#include "RageTexture.h"
|
|
#include "RageTextureManager.h"
|
|
#include "RageMath.h"
|
|
#include "RageTypes.h"
|
|
#include "GameConstantsAndTypes.h"
|
|
#include "StepMania.h"
|
|
#include "RageUtil.h"
|
|
#include "D3dx8math.h"
|
|
#include "D3DX8Core.h"
|
|
#include "PrefsManager.h"
|
|
#include "RageSurface.h"
|
|
#include "RageSurfaceUtils.h"
|
|
|
|
#if !defined(XBOX)
|
|
#include "archutils/Win32/GraphicsWindow.h"
|
|
#else
|
|
#include "archutils/Xbox/GraphicsWindow.h"
|
|
#include "archutils/Xbox/VirtualMemory.h"
|
|
#endif
|
|
|
|
#include "ScreenDimensions.h"
|
|
|
|
// Static libraries
|
|
// load Windows D3D8 dynamically
|
|
#if defined(_MSC_VER) && !defined(_XBOX)
|
|
#pragma comment(lib, "D3dx8.lib")
|
|
#pragma comment(lib, "Dxerr8.lib")
|
|
#endif
|
|
|
|
#include <math.h>
|
|
#include <list>
|
|
|
|
|
|
CString GetErrorString( HRESULT hr )
|
|
{
|
|
char szError[1024] = "";
|
|
D3DXGetErrorString( hr, szError, sizeof(szError) );
|
|
return szError;
|
|
}
|
|
|
|
|
|
//
|
|
// Globals
|
|
//
|
|
#if !defined(XBOX)
|
|
HMODULE g_D3D8_Module = NULL;
|
|
#endif
|
|
LPDIRECT3D8 g_pd3d = NULL;
|
|
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL;
|
|
D3DCAPS8 g_DeviceCaps;
|
|
D3DDISPLAYMODE g_DesktopMode;
|
|
D3DPRESENT_PARAMETERS g_d3dpp;
|
|
int g_ModelMatrixCnt=0;
|
|
int g_iCurrentTextureIndex = 0;
|
|
static int g_iActualRefreshRateInHz = 60;
|
|
|
|
/* Direct3D doesn't associate a palette with textures.
|
|
* Instead, we load a palette into a slot. We need to keep track
|
|
* of which texture's palette is stored in what slot. */
|
|
map<unsigned,int> g_TexResourceToPaletteIndex;
|
|
list<int> g_PaletteIndex;
|
|
struct TexturePalette { PALETTEENTRY p[256]; };
|
|
map<unsigned,TexturePalette> g_TexResourceToTexturePalette;
|
|
|
|
/* Load the palette, if any, for the given texture into a palette slot, and make
|
|
* it current. */
|
|
static void SetPalette( unsigned TexResource )
|
|
{
|
|
/* If the texture isn't paletted, we have nothing to do. */
|
|
if( g_TexResourceToTexturePalette.find(TexResource) == g_TexResourceToTexturePalette.end() )
|
|
return;
|
|
|
|
/* Is the palette already loaded? */
|
|
if( g_TexResourceToPaletteIndex.find(TexResource) == g_TexResourceToPaletteIndex.end() )
|
|
{
|
|
/* It's not. Grab the least recently used slot. */
|
|
int iPalIndex = g_PaletteIndex.front();
|
|
|
|
/* If any other texture is currently using this slot, mark that palette unloaded. */
|
|
for( map<unsigned,int>::iterator i = g_TexResourceToPaletteIndex.begin(); i != g_TexResourceToPaletteIndex.end(); ++i )
|
|
{
|
|
if( i->second != iPalIndex )
|
|
continue;
|
|
g_TexResourceToPaletteIndex.erase(i);
|
|
break;
|
|
}
|
|
|
|
/* Load it. */
|
|
#if !defined(XBOX)
|
|
TexturePalette& pal = g_TexResourceToTexturePalette[TexResource];
|
|
g_pd3dDevice->SetPaletteEntries( iPalIndex, pal.p );
|
|
#else
|
|
ASSERT(0);
|
|
#endif
|
|
|
|
g_TexResourceToPaletteIndex[TexResource] = iPalIndex;
|
|
}
|
|
|
|
const int iPalIndex = g_TexResourceToPaletteIndex[TexResource];
|
|
|
|
/* Find this palette index in the least-recently-used queue and move it to the end. */
|
|
for(list<int>::iterator i = g_PaletteIndex.begin(); i != g_PaletteIndex.end(); ++i)
|
|
{
|
|
if( *i != iPalIndex )
|
|
continue;
|
|
g_PaletteIndex.erase(i);
|
|
g_PaletteIndex.push_back(iPalIndex);
|
|
break;
|
|
}
|
|
|
|
#if !defined(XBOX)
|
|
g_pd3dDevice->SetCurrentTexturePalette( iPalIndex );
|
|
#else
|
|
ASSERT(0);
|
|
#endif
|
|
}
|
|
|
|
#define D3DFVF_RageSpriteVertex (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
|
#define D3DFVF_RageModelVertex (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
|
|
|
|
|
|
static const RageDisplay::PixelFormatDesc PIXEL_FORMAT_DESC[NUM_PixelFormat] = {
|
|
{
|
|
/* A8B8G8R8 */
|
|
32,
|
|
{ 0x00FF0000,
|
|
0x0000FF00,
|
|
0x000000FF,
|
|
0xFF000000 }
|
|
}, {
|
|
/* A4R4G4B4 */
|
|
16,
|
|
{ 0x0F00,
|
|
0x00F0,
|
|
0x000F,
|
|
0xF000 },
|
|
}, {
|
|
/* A1B5G5R5 */
|
|
16,
|
|
{ 0x7C00,
|
|
0x03E0,
|
|
0x001F,
|
|
0x8000 },
|
|
}, {
|
|
/* X1R5G5R5 */
|
|
16,
|
|
{ 0x7C00,
|
|
0x03E0,
|
|
0x001F,
|
|
0x0000 },
|
|
}, {
|
|
/* B8G8R8 */
|
|
24,
|
|
{ 0xFF0000,
|
|
0x00FF00,
|
|
0x0000FF,
|
|
0x000000 }
|
|
}, {
|
|
/* Paletted */
|
|
8,
|
|
{ 0,0,0,0 } /* N/A */
|
|
}, {
|
|
/* BGR (N/A; OpenGL only) */
|
|
0, { 0,0,0,0 }
|
|
}, {
|
|
/* ABGR (N/A; OpenGL only) */
|
|
0, { 0,0,0,0 }
|
|
}
|
|
};
|
|
|
|
static D3DFORMAT D3DFORMATS[NUM_PixelFormat] =
|
|
{
|
|
D3DFMT_A8R8G8B8,
|
|
D3DFMT_A4R4G4B4,
|
|
D3DFMT_A1R5G5B5,
|
|
D3DFMT_X1R5G5B5,
|
|
#if defined(XBOX)
|
|
D3DFMT_UNKNOWN, /* no RGB */
|
|
#else
|
|
D3DFMT_R8G8B8,
|
|
#endif
|
|
D3DFMT_P8,
|
|
D3DFMT_UNKNOWN, /* no BGR */
|
|
D3DFMT_UNKNOWN /* no ABGR */
|
|
};
|
|
|
|
const RageDisplay::PixelFormatDesc *RageDisplay_D3D::GetPixelFormatDesc(PixelFormat pf) const
|
|
{
|
|
ASSERT( pf < NUM_PixelFormat );
|
|
return &PIXEL_FORMAT_DESC[pf];
|
|
}
|
|
|
|
|
|
|
|
RageDisplay_D3D::RageDisplay_D3D()
|
|
{
|
|
|
|
}
|
|
|
|
#define D3D_NOT_INSTALLED \
|
|
"DirectX 8.1 or greater is not installed. You can download it from:\n" \
|
|
"http://www.microsoft.com/downloads/details.aspx?FamilyID=a19bed22-0b25-4e5d-a584-6389d8a3dad0&displaylang=en"
|
|
|
|
CString RageDisplay_D3D::Init( VideoModeParams p )
|
|
{
|
|
GraphicsWindow::Initialize();
|
|
|
|
LOG->Trace( "RageDisplay_D3D::RageDisplay_D3D()" );
|
|
LOG->MapLog("renderer", "Current renderer: Direct3D");
|
|
|
|
typedef IDirect3D8 * (WINAPI * Direct3DCreate8_t) (UINT SDKVersion);
|
|
Direct3DCreate8_t pDirect3DCreate8;
|
|
#if defined(XBOX)
|
|
pDirect3DCreate8 = Direct3DCreate8;
|
|
#else
|
|
g_D3D8_Module = LoadLibrary("D3D8.dll");
|
|
if(!g_D3D8_Module)
|
|
return D3D_NOT_INSTALLED;
|
|
|
|
pDirect3DCreate8 = (Direct3DCreate8_t) GetProcAddress(g_D3D8_Module, "Direct3DCreate8");
|
|
if(!pDirect3DCreate8)
|
|
{
|
|
LOG->Trace( "Direct3DCreate8 not found" );
|
|
return D3D_NOT_INSTALLED;
|
|
}
|
|
#endif
|
|
|
|
g_pd3d = pDirect3DCreate8( D3D_SDK_VERSION );
|
|
if(!g_pd3d)
|
|
{
|
|
LOG->Trace( "Direct3DCreate8 failed" );
|
|
return D3D_NOT_INSTALLED;
|
|
}
|
|
|
|
if( FAILED( g_pd3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &g_DeviceCaps) ) )
|
|
return
|
|
"Your system is reporting that Direct3D hardware acceleration is not available. "
|
|
"Please obtain an updated driver from your video card manufacturer.\n\n";
|
|
|
|
D3DADAPTER_IDENTIFIER8 identifier;
|
|
g_pd3d->GetAdapterIdentifier( D3DADAPTER_DEFAULT, 0, &identifier );
|
|
|
|
LOG->Trace(
|
|
"Driver: %s\n"
|
|
"Description: %s\n"
|
|
"Max texture size: %d\n"
|
|
"Alpha in palette: %s\n",
|
|
identifier.Driver,
|
|
identifier.Description,
|
|
g_DeviceCaps.MaxTextureWidth,
|
|
(g_DeviceCaps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) ? "yes" : "no" );
|
|
|
|
LOG->Trace( "This display adaptor supports the following modes:" );
|
|
D3DDISPLAYMODE mode;
|
|
for( UINT u=0; u<g_pd3d->GetAdapterModeCount(D3DADAPTER_DEFAULT); u++ )
|
|
if( SUCCEEDED( g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, u, &mode ) ) )
|
|
LOG->Trace( " %ux%u %uHz, format %d", mode.Width, mode.Height, mode.RefreshRate, mode.Format );
|
|
|
|
g_PaletteIndex.clear();
|
|
for( int i = 0; i < 256; ++i )
|
|
g_PaletteIndex.push_back(i);
|
|
|
|
// Save the original desktop format.
|
|
g_pd3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &g_DesktopMode );
|
|
|
|
/* Up until now, all we've done is set up g_pd3d and do some queries. Now,
|
|
* actually initialize the window. Do this after as many error conditions
|
|
* as possible, because if we have to shut it down again we'll flash a window
|
|
* briefly. */
|
|
bool bIgnore = false;
|
|
return SetVideoMode( p, bIgnore );
|
|
}
|
|
|
|
RageDisplay_D3D::~RageDisplay_D3D()
|
|
{
|
|
LOG->Trace( "RageDisplay_D3D::~RageDisplay()" );
|
|
|
|
if( g_pd3dDevice )
|
|
g_pd3dDevice->Release();
|
|
|
|
if( g_pd3d )
|
|
g_pd3d->Release();
|
|
|
|
#if !defined(XBOX)
|
|
if( g_D3D8_Module )
|
|
{
|
|
FreeLibrary( g_D3D8_Module );
|
|
g_D3D8_Module = NULL;
|
|
}
|
|
#endif
|
|
|
|
GraphicsWindow::Shutdown();
|
|
}
|
|
|
|
D3DFORMAT FindBackBufferType(bool bWindowed, int iBPP)
|
|
{
|
|
HRESULT hr;
|
|
|
|
// If windowed, then bpp is ignored. Use whatever works.
|
|
vector<D3DFORMAT> vBackBufferFormats; // throw all possibilities in here
|
|
|
|
/* When windowed, add all formats; otherwise add only formats that match dwBPP. */
|
|
if( iBPP == 16 || bWindowed )
|
|
{
|
|
vBackBufferFormats.push_back( D3DFMT_R5G6B5 );
|
|
vBackBufferFormats.push_back( D3DFMT_X1R5G5B5 );
|
|
vBackBufferFormats.push_back( D3DFMT_A1R5G5B5 );
|
|
}
|
|
if( iBPP == 32 || bWindowed )
|
|
{
|
|
#if !defined(XBOX)
|
|
vBackBufferFormats.push_back( D3DFMT_R8G8B8 );
|
|
#endif
|
|
vBackBufferFormats.push_back( D3DFMT_X8R8G8B8 );
|
|
vBackBufferFormats.push_back( D3DFMT_A8R8G8B8 );
|
|
}
|
|
if( !bWindowed && iBPP != 16 && iBPP != 32 )
|
|
{
|
|
GraphicsWindow::Shutdown();
|
|
RageException::Throw( "Invalid BPP '%i' specified", iBPP );
|
|
}
|
|
|
|
// Test each back buffer format until we find something that works.
|
|
for( unsigned i=0; i < vBackBufferFormats.size(); i++ )
|
|
{
|
|
D3DFORMAT fmtBackBuffer = vBackBufferFormats[i];
|
|
|
|
D3DFORMAT fmtDisplay;
|
|
if( bWindowed )
|
|
fmtDisplay = g_DesktopMode.Format;
|
|
else // Fullscreen
|
|
fmtDisplay = vBackBufferFormats[i];
|
|
|
|
LOG->Trace( "Testing format: display %d, back buffer %d, windowed %d...",
|
|
fmtDisplay, fmtBackBuffer, bWindowed );
|
|
|
|
hr = g_pd3d->CheckDeviceType( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
|
|
fmtDisplay, fmtBackBuffer, bWindowed );
|
|
|
|
if( FAILED(hr) )
|
|
continue; // skip
|
|
|
|
// done searching
|
|
LOG->Trace( "This will work." );
|
|
return fmtBackBuffer;
|
|
}
|
|
|
|
LOG->Trace( "Couldn't find an appropriate back buffer format." );
|
|
return D3DFMT_UNKNOWN;
|
|
}
|
|
|
|
CString SetD3DParams( bool &bNewDeviceOut )
|
|
{
|
|
if( g_pd3dDevice == NULL ) // device is not yet created. We need to create it
|
|
{
|
|
bNewDeviceOut = true;
|
|
HRESULT hr = g_pd3d->CreateDevice(
|
|
D3DADAPTER_DEFAULT,
|
|
D3DDEVTYPE_HAL,
|
|
#if !defined(XBOX)
|
|
GraphicsWindow::GetHwnd(),
|
|
D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED,
|
|
#else
|
|
NULL,
|
|
D3DCREATE_HARDWARE_VERTEXPROCESSING,
|
|
#endif
|
|
&g_d3dpp,
|
|
&g_pd3dDevice );
|
|
if( FAILED(hr) )
|
|
{
|
|
// Likely D3D_ERR_INVALIDCALL. The driver probably doesn't support this video mode.
|
|
return ssprintf( "CreateDevice failed: '%s'", GetErrorString(hr).c_str() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bNewDeviceOut = false;
|
|
HRESULT hr = g_pd3dDevice->Reset( &g_d3dpp );
|
|
if( FAILED(hr) )
|
|
{
|
|
// Likely D3D_ERR_INVALIDCALL. The driver probably doesn't support this video mode.
|
|
return ssprintf("g_pd3dDevice->Reset failed: '%s'", GetErrorString(hr).c_str() );
|
|
}
|
|
}
|
|
|
|
return CString();
|
|
}
|
|
|
|
/* If the given parameters have failed, try to lower them. */
|
|
bool D3DReduceParams( D3DPRESENT_PARAMETERS *pp )
|
|
{
|
|
D3DDISPLAYMODE current;
|
|
current.Format = pp->BackBufferFormat;
|
|
current.Height = pp->BackBufferHeight;
|
|
current.Width = pp->BackBufferWidth;
|
|
current.RefreshRate = pp->FullScreen_RefreshRateInHz;
|
|
|
|
const int iCnt = g_pd3d->GetAdapterModeCount( D3DADAPTER_DEFAULT );
|
|
int iBest = -1;
|
|
int iBestScore = 0;
|
|
LOG->Trace( "cur: %ux%u %uHz, format %i", current.Width, current.Height, current.RefreshRate, current.Format );
|
|
for( int i = 0; i < iCnt; ++i )
|
|
{
|
|
D3DDISPLAYMODE mode;
|
|
g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, i, &mode );
|
|
|
|
/* Never change the format. */
|
|
if( mode.Format != current.Format )
|
|
continue;
|
|
/* Never increase the parameters. */
|
|
if( mode.Height > current.Height || mode.Width > current.Width || mode.RefreshRate > current.RefreshRate )
|
|
continue;
|
|
|
|
/* Never go below 640x480 unless we already are. */
|
|
if( (current.Width >= 640 && current.Height >= 480) && (mode.Width < 640 || mode.Height < 480) )
|
|
continue;
|
|
|
|
/* Never go below 60Hz. */
|
|
if( mode.RefreshRate && mode.RefreshRate < 60 )
|
|
continue;
|
|
|
|
/* If mode.RefreshRate is 0, it means "default". We don't know what that means;
|
|
* assume it's 60Hz. */
|
|
|
|
/* Higher scores are better. */
|
|
int iScore = 0;
|
|
if( current.RefreshRate >= 70 && mode.RefreshRate < 70 )
|
|
{
|
|
/* Top priority: we really want to avoid dropping to a refresh rate that's
|
|
* below 70Hz. */
|
|
iScore -= 100000;
|
|
}
|
|
else if( mode.RefreshRate < current.RefreshRate )
|
|
{
|
|
/* Low priority: We're lowering the refresh rate, but not too far. current.RefreshRate
|
|
* might be 0, in which case this simply gives points for higher refresh
|
|
* rates. */
|
|
iScore += (mode.RefreshRate - current.RefreshRate);
|
|
}
|
|
|
|
/* Medium priority: */
|
|
int iResolutionDiff = (current.Height - mode.Height) + (current.Width - mode.Width);
|
|
iScore -= iResolutionDiff * 100;
|
|
|
|
if( iBest == -1 || iScore > iBestScore )
|
|
{
|
|
iBest = i;
|
|
iBestScore = iScore;
|
|
}
|
|
|
|
LOG->Trace( "try: %ux%u %uHz, format %i: score %i", mode.Width, mode.Height, mode.RefreshRate, mode.Format, iScore );
|
|
}
|
|
|
|
if( iBest == -1 )
|
|
return false;
|
|
|
|
D3DDISPLAYMODE BestMode;
|
|
g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, iBest, &BestMode );
|
|
pp->BackBufferHeight = BestMode.Height;
|
|
pp->BackBufferWidth = BestMode.Width;
|
|
pp->FullScreen_RefreshRateInHz = BestMode.RefreshRate;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/* Set the video mode. */
|
|
CString RageDisplay_D3D::TryVideoMode( VideoModeParams p, bool &bNewDeviceOut )
|
|
{
|
|
if( FindBackBufferType( p.windowed, p.bpp ) == D3DFMT_UNKNOWN ) // no possible back buffer formats
|
|
return ssprintf( "FindBackBufferType(%i,%i) failed", p.windowed, p.bpp ); // failed to set mode
|
|
|
|
#if !defined(XBOX)
|
|
if( GraphicsWindow::GetHwnd() == NULL )
|
|
GraphicsWindow::CreateGraphicsWindow( p );
|
|
#else
|
|
p.windowed = false;
|
|
#endif
|
|
|
|
/* Set up and display the window before setting up D3D. If we don't do this,
|
|
* then setting up a fullscreen window (when we're not coming from windowed)
|
|
* causes all other windows on the system to be resized to the new resolution. */
|
|
GraphicsWindow::ConfigureGraphicsWindow( p );
|
|
|
|
ZeroMemory( &g_d3dpp, sizeof(g_d3dpp) );
|
|
|
|
g_d3dpp.BackBufferWidth = p.width;
|
|
g_d3dpp.BackBufferHeight = p.height;
|
|
g_d3dpp.BackBufferFormat = FindBackBufferType( p.windowed, p.bpp );
|
|
g_d3dpp.BackBufferCount = 1;
|
|
g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
|
|
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
#if !defined(XBOX)
|
|
g_d3dpp.hDeviceWindow = GraphicsWindow::GetHwnd();
|
|
#else
|
|
g_d3dpp.hDeviceWindow = NULL;
|
|
#endif
|
|
g_d3dpp.Windowed = p.windowed;
|
|
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
|
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
|
|
|
if(p.windowed)
|
|
g_d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
|
|
else
|
|
g_d3dpp.FullScreen_PresentationInterval = p.vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
|
|
|
|
#if !defined(XBOX)
|
|
g_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
|
|
if( !p.windowed && p.rate != REFRESH_DEFAULT )
|
|
g_d3dpp.FullScreen_RefreshRateInHz = p.rate;
|
|
#else
|
|
if( XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I )
|
|
{
|
|
/* Get supported video flags. */
|
|
DWORD VideoFlags = XGetVideoFlags();
|
|
|
|
/* Set pal60 if available. */
|
|
if( VideoFlags & XC_VIDEO_FLAGS_PAL_60Hz )
|
|
g_d3dpp.FullScreen_RefreshRateInHz = 60;
|
|
else
|
|
g_d3dpp.FullScreen_RefreshRateInHz = 50;
|
|
}
|
|
else
|
|
g_d3dpp.FullScreen_RefreshRateInHz = 60;
|
|
#endif
|
|
|
|
g_d3dpp.Flags = 0;
|
|
|
|
LOG->Trace( "Present Parameters: %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d",
|
|
g_d3dpp.BackBufferWidth, g_d3dpp.BackBufferHeight, g_d3dpp.BackBufferFormat,
|
|
g_d3dpp.BackBufferCount,
|
|
g_d3dpp.MultiSampleType, g_d3dpp.SwapEffect, g_d3dpp.hDeviceWindow,
|
|
g_d3dpp.Windowed, g_d3dpp.EnableAutoDepthStencil, g_d3dpp.AutoDepthStencilFormat,
|
|
g_d3dpp.Flags, g_d3dpp.FullScreen_RefreshRateInHz,
|
|
g_d3dpp.FullScreen_PresentationInterval
|
|
);
|
|
|
|
#if defined(XBOX)
|
|
if( D3D__pDevice )
|
|
g_pd3dDevice = D3D__pDevice;
|
|
#endif
|
|
|
|
/* Display the window immediately, so we don't display the desktop ... */
|
|
|
|
while( 1 )
|
|
{
|
|
/* Try the video mode. */
|
|
CString sErr = SetD3DParams( bNewDeviceOut );
|
|
if( sErr.empty() )
|
|
break;
|
|
|
|
/* It failed. We're probably selecting a video mode that isn't supported.
|
|
* If we're fullscreen, search the mode list and find the nearest lower
|
|
* mode. */
|
|
if( p.windowed || !D3DReduceParams( &g_d3dpp ) )
|
|
return sErr;
|
|
|
|
/* Store the new settings we're about to try. */
|
|
p.height = g_d3dpp.BackBufferHeight;
|
|
p.width = g_d3dpp.BackBufferWidth;
|
|
if( g_d3dpp.FullScreen_RefreshRateInHz == D3DPRESENT_RATE_DEFAULT )
|
|
p.rate = REFRESH_DEFAULT;
|
|
else
|
|
p.rate = g_d3dpp.FullScreen_RefreshRateInHz;
|
|
}
|
|
#ifndef _XBOX
|
|
|
|
/* Find the refresh rate. */
|
|
{
|
|
DEVMODE dm;
|
|
ZERO( dm );
|
|
dm.dmSize = sizeof(dm);
|
|
if( EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm) )
|
|
{
|
|
g_iActualRefreshRateInHz = dm.dmDisplayFrequency;
|
|
}
|
|
else
|
|
{
|
|
g_iActualRefreshRateInHz = 60;
|
|
LOG->Warn( "%s", werr_ssprintf(GetLastError(), "EnumDisplaySettings failed").c_str() );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* Call this again after changing the display mode. If we're going to a window
|
|
* from fullscreen, the first call can't set a larger window than the old fullscreen
|
|
* resolution or set the window position. */
|
|
GraphicsWindow::ConfigureGraphicsWindow( p );
|
|
|
|
GraphicsWindow::SetVideoModeParams( p );
|
|
|
|
ResolutionChanged();
|
|
|
|
this->SetDefaultRenderStates();
|
|
|
|
/* Palettes were lost by Reset(), so mark them unloaded. */
|
|
g_TexResourceToPaletteIndex.clear();
|
|
|
|
return CString(); // mode change successful
|
|
}
|
|
|
|
void RageDisplay_D3D::ResolutionChanged()
|
|
{
|
|
#if defined(XBOX)
|
|
D3DVIEWPORT8 viewData = { 0,0,640,480, 0.f, 1.f };
|
|
g_pd3dDevice->SetViewport( &viewData );
|
|
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
|
D3DCOLOR_XRGB(0,0,0), 1.0f, 0x00000000 );
|
|
#endif
|
|
}
|
|
|
|
void RageDisplay_D3D::SetViewport(int shift_left, int shift_down)
|
|
{
|
|
/* left and down are on a 0..SCREEN_WIDTH, 0..SCREEN_HEIGHT scale.
|
|
* Scale them to the actual viewport range. */
|
|
RageDisplay::VideoModeParams p = GraphicsWindow::GetParams();
|
|
shift_left = int( shift_left * float(p.width) / SCREEN_WIDTH );
|
|
shift_down = int( shift_down * float(p.height) / SCREEN_HEIGHT );
|
|
|
|
D3DVIEWPORT8 viewData = { shift_left, -shift_down, p.width, p.height, 0.f, 1.f };
|
|
g_pd3dDevice->SetViewport( &viewData );
|
|
}
|
|
|
|
int RageDisplay_D3D::GetMaxTextureSize() const
|
|
{
|
|
return g_DeviceCaps.MaxTextureWidth;
|
|
}
|
|
|
|
bool RageDisplay_D3D::BeginFrame()
|
|
{
|
|
#if !defined(XBOX)
|
|
switch( g_pd3dDevice->TestCooperativeLevel() )
|
|
{
|
|
case D3DERR_DEVICELOST:
|
|
return false;
|
|
case D3DERR_DEVICENOTRESET:
|
|
{
|
|
bool bIgnore = false;
|
|
CString sError = SetVideoMode( GraphicsWindow::GetParams(), bIgnore );
|
|
if( sError != "" )
|
|
RageException::Throw( sError );
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
|
|
D3DCOLOR_XRGB(0,0,0), 1.0f, 0x00000000 );
|
|
g_pd3dDevice->BeginScene();
|
|
return true;
|
|
}
|
|
|
|
static RageTimer g_LastFrameEndedAt( RageZeroTimer );
|
|
void RageDisplay_D3D::EndFrame()
|
|
{
|
|
g_pd3dDevice->EndScene();
|
|
|
|
FrameLimitBeforeVsync( g_iActualRefreshRateInHz );
|
|
g_pd3dDevice->Present( 0, 0, 0, 0 );
|
|
FrameLimitAfterVsync();
|
|
|
|
GraphicsWindow::Update();
|
|
|
|
RageDisplay::EndFrame();
|
|
}
|
|
|
|
bool RageDisplay_D3D::SupportsTextureFormat( PixelFormat pixfmt, bool realtime )
|
|
{
|
|
#if defined(XBOX)
|
|
// Lazy... Xbox handles paletted textures completely differently
|
|
// than D3D and I don't want to add a bunch of code for it. Also,
|
|
// paletted textures result in worse cache efficiency (see "Xbox
|
|
// Palettized Texture Performance" in XDK). So, we'll force 32bit
|
|
// ARGB textures. -Chris
|
|
// This is also needed for XGSwizzleRect().
|
|
return pixfmt == FMT_RGBA8;
|
|
#endif
|
|
|
|
// Some cards (Savage) don't support alpha in palettes.
|
|
// Don't allow paletted textures if this is the case.
|
|
if( pixfmt == PixelFormat_PAL && !(g_DeviceCaps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) )
|
|
return false;
|
|
|
|
if( D3DFORMATS[pixfmt] == D3DFMT_UNKNOWN )
|
|
return false;
|
|
|
|
D3DFORMAT d3dfmt = D3DFORMATS[pixfmt];
|
|
HRESULT hr = g_pd3d->CheckDeviceFormat(
|
|
D3DADAPTER_DEFAULT,
|
|
D3DDEVTYPE_HAL,
|
|
g_d3dpp.BackBufferFormat,
|
|
0,
|
|
D3DRTYPE_TEXTURE,
|
|
d3dfmt);
|
|
|
|
return SUCCEEDED( hr );
|
|
}
|
|
|
|
bool RageDisplay_D3D::SupportsThreadedRendering()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
RageSurface* RageDisplay_D3D::CreateScreenshot()
|
|
{
|
|
#if defined(XBOX)
|
|
return NULL;
|
|
#else
|
|
/* Get the back buffer. */
|
|
IDirect3DSurface8* pSurface;
|
|
g_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pSurface );
|
|
|
|
/* Get the back buffer description. */
|
|
D3DSURFACE_DESC desc;
|
|
pSurface->GetDesc( &desc );
|
|
|
|
/* Copy the back buffer into a surface of a type we support. */
|
|
IDirect3DSurface8* pCopy;
|
|
g_pd3dDevice->CreateImageSurface( desc.Width, desc.Height, D3DFMT_A8R8G8B8, &pCopy );
|
|
|
|
D3DXLoadSurfaceFromSurface( pCopy, NULL, NULL, pSurface, NULL, NULL, D3DX_DEFAULT, 0 );
|
|
|
|
pSurface->Release();
|
|
|
|
/* Update desc from the copy. */
|
|
pCopy->GetDesc( &desc );
|
|
|
|
D3DLOCKED_RECT lr;
|
|
|
|
{
|
|
RECT rect;
|
|
rect.left = 0;
|
|
rect.top = 0;
|
|
rect.right = desc.Width;
|
|
rect.bottom = desc.Height;
|
|
pCopy->LockRect( &lr, &rect, D3DLOCK_READONLY );
|
|
}
|
|
|
|
RageSurface *surface = CreateSurfaceFromPixfmt( PixelFormat_RGBA8, lr.pBits, desc.Width, desc.Height, lr.Pitch);
|
|
ASSERT( surface );
|
|
|
|
/* We need to make a copy, since lr.pBits will go away when we call UnlockRect(). */
|
|
RageSurface *SurfaceCopy =
|
|
CreateSurface( surface->w, surface->h,
|
|
surface->format->BitsPerPixel,
|
|
surface->format->Rmask, surface->format->Gmask,
|
|
surface->format->Bmask, surface->format->Amask );
|
|
RageSurfaceUtils::CopySurface( surface, SurfaceCopy );
|
|
delete surface;
|
|
|
|
pCopy->UnlockRect();
|
|
pCopy->Release();
|
|
|
|
return SurfaceCopy;
|
|
#endif
|
|
}
|
|
|
|
RageDisplay::VideoModeParams RageDisplay_D3D::GetVideoModeParams() const { return GraphicsWindow::GetParams(); }
|
|
|
|
void RageDisplay_D3D::SendCurrentMatrices()
|
|
{
|
|
RageMatrix projection;
|
|
RageMatrixMultiply( &projection, GetCentering(), GetProjectionTop() );
|
|
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)&projection );
|
|
|
|
g_pd3dDevice->SetTransform( D3DTS_VIEW, (D3DMATRIX*)GetViewTop() );
|
|
|
|
/* Convert to OpenGL-style "pixel-centered" coords */
|
|
RageMatrix m;
|
|
RageMatrixTranslation( &m, -0.5f, -0.5f, 0 );
|
|
RageMatrixMultiply( &m, &m, GetWorldTop() );
|
|
g_pd3dDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)&m );
|
|
g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, (D3DMATRIX*)GetTextureTop() );
|
|
}
|
|
|
|
class RageCompiledGeometrySWD3D : public RageCompiledGeometry
|
|
{
|
|
public:
|
|
void Allocate( const vector<msMesh> &vMeshes )
|
|
{
|
|
m_vVertex.resize( GetTotalVertices() );
|
|
m_vTriangles.resize( GetTotalTriangles() );
|
|
}
|
|
void Change( const vector<msMesh> &vMeshes )
|
|
{
|
|
for( unsigned i=0; i<vMeshes.size(); i++ )
|
|
{
|
|
const MeshInfo& meshInfo = m_vMeshInfo[i];
|
|
const msMesh& mesh = vMeshes[i];
|
|
const vector<RageModelVertex> &Vertices = mesh.Vertices;
|
|
const vector<msTriangle> &Triangles = mesh.Triangles;
|
|
|
|
for( unsigned j=0; j<Vertices.size(); j++ )
|
|
m_vVertex[meshInfo.iVertexStart+j] = Vertices[j];
|
|
|
|
for( unsigned j=0; j<Triangles.size(); j++ )
|
|
for( unsigned k=0; k<3; k++ )
|
|
m_vTriangles[meshInfo.iTriangleStart+j].nVertexIndices[k] = (uint16_t) meshInfo.iVertexStart + Triangles[j].nVertexIndices[k];
|
|
}
|
|
}
|
|
void Draw( int iMeshIndex ) const
|
|
{
|
|
const MeshInfo& meshInfo = m_vMeshInfo[iMeshIndex];
|
|
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RageModelVertex );
|
|
g_pd3dDevice->DrawIndexedPrimitiveUP(
|
|
D3DPT_TRIANGLELIST, // PrimitiveType
|
|
meshInfo.iVertexStart, // MinIndex
|
|
meshInfo.iVertexCount, // NumVertices
|
|
meshInfo.iTriangleCount, // PrimitiveCount,
|
|
&m_vTriangles[0]+meshInfo.iTriangleStart,// pIndexData,
|
|
D3DFMT_INDEX16, // IndexDataFormat,
|
|
&m_vVertex[0], // pVertexStreamZeroData,
|
|
sizeof(m_vVertex[0]) // VertexStreamZeroStride
|
|
);
|
|
}
|
|
|
|
protected:
|
|
vector<RageModelVertex> m_vVertex;
|
|
vector<msTriangle> m_vTriangles;
|
|
};
|
|
|
|
RageCompiledGeometry* RageDisplay_D3D::CreateCompiledGeometry()
|
|
{
|
|
return new RageCompiledGeometrySWD3D;
|
|
}
|
|
|
|
void RageDisplay_D3D::DeleteCompiledGeometry( RageCompiledGeometry* p )
|
|
{
|
|
delete p;
|
|
}
|
|
|
|
void RageDisplay_D3D::DrawQuadsInternal( const RageSpriteVertex v[], int iNumVerts )
|
|
{
|
|
// there isn't a quad primitive in D3D, so we have to fake it with indexed triangles
|
|
int iNumQuads = iNumVerts/4;
|
|
int iNumTriangles = iNumQuads*2;
|
|
int iNumIndices = iNumTriangles*3;
|
|
|
|
// make a temporary index buffer
|
|
static vector<uint16_t> vIndices;
|
|
unsigned uOldSize = vIndices.size();
|
|
unsigned uNewSize = max(uOldSize,(unsigned)iNumIndices);
|
|
vIndices.resize( uNewSize );
|
|
for( uint16_t i=(uint16_t)uOldSize/6; i<(uint16_t)iNumQuads; i++ )
|
|
{
|
|
vIndices[i*6+0] = i*4+0;
|
|
vIndices[i*6+1] = i*4+1;
|
|
vIndices[i*6+2] = i*4+2;
|
|
vIndices[i*6+3] = i*4+2;
|
|
vIndices[i*6+4] = i*4+3;
|
|
vIndices[i*6+5] = i*4+0;
|
|
}
|
|
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
|
|
SendCurrentMatrices();
|
|
g_pd3dDevice->DrawIndexedPrimitiveUP(
|
|
D3DPT_TRIANGLELIST, // PrimitiveType
|
|
0, // MinIndex
|
|
iNumVerts, // NumVertices
|
|
iNumTriangles, // PrimitiveCount,
|
|
&vIndices[0], // pIndexData,
|
|
D3DFMT_INDEX16, // IndexDataFormat,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageSpriteVertex) // VertexStreamZeroStride
|
|
);
|
|
}
|
|
|
|
void RageDisplay_D3D::DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts )
|
|
{
|
|
// there isn't a quad strip primitive in D3D, so we have to fake it with indexed triangles
|
|
int iNumQuads = (iNumVerts-2)/2;
|
|
int iNumTriangles = iNumQuads*2;
|
|
int iNumIndices = iNumTriangles*3;
|
|
|
|
// make a temporary index buffer
|
|
static vector<uint16_t> vIndices;
|
|
unsigned uOldSize = vIndices.size();
|
|
unsigned uNewSize = max(uOldSize,(unsigned)iNumIndices);
|
|
vIndices.resize( uNewSize );
|
|
for( uint16_t i=(uint16_t)uOldSize/6; i<(uint16_t)iNumQuads; i++ )
|
|
{
|
|
vIndices[i*6+0] = i*2+0;
|
|
vIndices[i*6+1] = i*2+1;
|
|
vIndices[i*6+2] = i*2+2;
|
|
vIndices[i*6+3] = i*2+1;
|
|
vIndices[i*6+4] = i*2+2;
|
|
vIndices[i*6+5] = i*2+3;
|
|
}
|
|
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
|
|
SendCurrentMatrices();
|
|
g_pd3dDevice->DrawIndexedPrimitiveUP(
|
|
D3DPT_TRIANGLELIST, // PrimitiveType
|
|
0, // MinIndex
|
|
iNumVerts, // NumVertices
|
|
iNumTriangles, // PrimitiveCount,
|
|
&vIndices[0], // pIndexData,
|
|
D3DFMT_INDEX16, // IndexDataFormat,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageSpriteVertex) // VertexStreamZeroStride
|
|
);
|
|
}
|
|
|
|
void RageDisplay_D3D::DrawFanInternal( const RageSpriteVertex v[], int iNumVerts )
|
|
{
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
|
|
SendCurrentMatrices();
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_TRIANGLEFAN, // PrimitiveType
|
|
iNumVerts-2, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageSpriteVertex)
|
|
);
|
|
}
|
|
|
|
void RageDisplay_D3D::DrawStripInternal( const RageSpriteVertex v[], int iNumVerts )
|
|
{
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
|
|
SendCurrentMatrices();
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_TRIANGLESTRIP, // PrimitiveType
|
|
iNumVerts-2, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageSpriteVertex)
|
|
);
|
|
}
|
|
|
|
void RageDisplay_D3D::DrawTrianglesInternal( const RageSpriteVertex v[], int iNumVerts )
|
|
{
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
|
|
SendCurrentMatrices();
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_TRIANGLELIST, // PrimitiveType
|
|
iNumVerts/3, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageSpriteVertex)
|
|
);
|
|
}
|
|
|
|
void RageDisplay_D3D::DrawCompiledGeometryInternal( const RageCompiledGeometry *p, int iMeshIndex )
|
|
{
|
|
SendCurrentMatrices();
|
|
|
|
/* If lighting is off, then the current material will have no effect.
|
|
* We want to still be able to color models with lighting off,
|
|
* so shove the material color in texture factor and modify the
|
|
* texture stage to use it instead of the vertex color (our models
|
|
* don't have vertex coloring anyway).
|
|
*/
|
|
DWORD bLighting;
|
|
g_pd3dDevice->GetRenderState( D3DRS_LIGHTING, &bLighting );
|
|
|
|
if( !bLighting )
|
|
{
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
|
|
}
|
|
|
|
p->Draw( iMeshIndex );
|
|
|
|
if( !bLighting )
|
|
{
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
|
|
}
|
|
}
|
|
|
|
/* Use the default poly-based implementation. D3D lines apparently don't support
|
|
* AA with greater-than-one widths. */
|
|
/*
|
|
void RageDisplay_D3D::DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth )
|
|
{
|
|
ASSERT( iNumVerts >= 2 );
|
|
g_pd3dDevice->SetRenderState( D3DRS_POINTSIZE, *((DWORD*)&LineWidth) ); // funky cast. See D3DRENDERSTATETYPE doc
|
|
g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
|
|
SendCurrentMatrices();
|
|
g_pd3dDevice->DrawPrimitiveUP(
|
|
D3DPT_LINESTRIP, // PrimitiveType
|
|
iNumVerts-1, // PrimitiveCount,
|
|
v, // pVertexStreamZeroData,
|
|
sizeof(RageSpriteVertex)
|
|
);
|
|
StatsAddVerts( iNumVerts );
|
|
}
|
|
*/
|
|
|
|
void RageDisplay_D3D::ClearAllTextures()
|
|
{
|
|
for( int i=0; i<MAX_TEXTURE_UNITS; i++ )
|
|
SetTexture( i, NULL );
|
|
g_iCurrentTextureIndex = 0;
|
|
}
|
|
|
|
int RageDisplay_D3D::GetNumTextureUnits()
|
|
{
|
|
return g_DeviceCaps.MaxSimultaneousTextures;
|
|
}
|
|
|
|
void RageDisplay_D3D::SetTexture( int iTextureUnitIndex, RageTexture* pTexture )
|
|
{
|
|
g_iCurrentTextureIndex = iTextureUnitIndex;
|
|
|
|
// g_DeviceCaps.MaxSimultaneousTextures = 1;
|
|
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
|
|
return;
|
|
|
|
if( pTexture == NULL )
|
|
{
|
|
g_pd3dDevice->SetTexture( g_iCurrentTextureIndex, NULL );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_DISABLE );
|
|
}
|
|
else
|
|
{
|
|
unsigned uTexHandle = pTexture->GetTexHandle();
|
|
IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle;
|
|
g_pd3dDevice->SetTexture( g_iCurrentTextureIndex, pTex );
|
|
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
|
|
// Set palette (if any)
|
|
SetPalette(uTexHandle);
|
|
}
|
|
}
|
|
void RageDisplay_D3D::SetTextureModeModulate()
|
|
{
|
|
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
|
|
return;
|
|
|
|
// Use D3DTA_CURRENT instead of diffuse so that multitexturing works
|
|
// properly. For stage 0, D3DTA_CURRENT is the diffuse color.
|
|
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetTextureModeGlow()
|
|
{
|
|
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
|
|
return;
|
|
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetTextureModeAdd()
|
|
{
|
|
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
|
|
return;
|
|
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_ADD );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_ADD );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetTextureFiltering( bool b )
|
|
{
|
|
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
|
|
return;
|
|
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_MAGFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
|
|
}
|
|
|
|
void RageDisplay_D3D::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_SRCALPHA );
|
|
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_D3D::IsZWriteEnabled() const
|
|
{
|
|
DWORD b;
|
|
g_pd3dDevice->GetRenderState( D3DRS_ZWRITEENABLE, &b );
|
|
return b!=0;
|
|
}
|
|
|
|
void RageDisplay_D3D::SetZBias( float f )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_ZBIAS, (int) SCALE( f, 0.0f, 1.0f, 0, 30 ) );
|
|
}
|
|
|
|
|
|
bool RageDisplay_D3D::IsZTestEnabled() const
|
|
{
|
|
DWORD b;
|
|
g_pd3dDevice->GetRenderState( D3DRS_ZFUNC, &b );
|
|
return b!=D3DCMP_ALWAYS;
|
|
}
|
|
|
|
void RageDisplay_D3D::SetZWrite( bool b )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, b );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetZTestMode( ZTestMode mode )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
|
|
DWORD dw;
|
|
switch( mode )
|
|
{
|
|
case ZTEST_OFF: dw = D3DCMP_ALWAYS; break;
|
|
case ZTEST_WRITE_ON_PASS: dw = D3DCMP_LESSEQUAL; break;
|
|
case ZTEST_WRITE_ON_FAIL: dw = D3DCMP_GREATER; break;
|
|
default: ASSERT( 0 );
|
|
}
|
|
g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, dw );
|
|
}
|
|
|
|
void RageDisplay_D3D::ClearZBuffer()
|
|
{
|
|
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0x00000000 );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetTextureWrapping( bool b )
|
|
{
|
|
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
|
|
return;
|
|
|
|
int mode = b ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ADDRESSU, mode );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ADDRESSV, mode );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetMaterial(
|
|
const RageColor &emissive,
|
|
const RageColor &ambient,
|
|
const RageColor &diffuse,
|
|
const RageColor &specular,
|
|
float shininess
|
|
)
|
|
{
|
|
/* If lighting is off, then the current material will have no effect.
|
|
* We want to still be able to color models with lighting off,
|
|
* so shove the material color in texture factor and modify the
|
|
* texture stage to use it instead of the vertex color (our models
|
|
* don't have vertex coloring anyway).
|
|
*/
|
|
DWORD bLighting;
|
|
g_pd3dDevice->GetRenderState( D3DRS_LIGHTING, &bLighting );
|
|
|
|
if( bLighting )
|
|
{
|
|
D3DMATERIAL8 mat;
|
|
memcpy( &mat.Diffuse, diffuse, sizeof(float)*4 );
|
|
memcpy( &mat.Ambient, ambient, sizeof(float)*4 );
|
|
memcpy( &mat.Specular, specular, sizeof(float)*4 );
|
|
memcpy( &mat.Emissive, emissive, sizeof(float)*4 );
|
|
mat.Power = shininess;
|
|
g_pd3dDevice->SetMaterial( &mat );
|
|
}
|
|
else
|
|
{
|
|
RageColor c = diffuse;
|
|
c.r += emissive.r + ambient.r;
|
|
c.g += emissive.g + ambient.g;
|
|
c.b += emissive.b + ambient.b;
|
|
RageVColor c2 = c;
|
|
DWORD c3 = *(DWORD*)&c2;
|
|
g_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, c3 );
|
|
}
|
|
}
|
|
|
|
void RageDisplay_D3D::SetLighting( bool b )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, b );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetLightOff( int index )
|
|
{
|
|
g_pd3dDevice->LightEnable( index, false );
|
|
}
|
|
void RageDisplay_D3D::SetLightDirectional(
|
|
int index,
|
|
const RageColor &ambient,
|
|
const RageColor &diffuse,
|
|
const RageColor &specular,
|
|
const RageVector3 &dir )
|
|
{
|
|
g_pd3dDevice->LightEnable( index, true );
|
|
|
|
D3DLIGHT8 light;
|
|
ZERO( light );
|
|
light.Type = D3DLIGHT_DIRECTIONAL;
|
|
|
|
/* Z for lighting is flipped for D3D compared to OpenGL.
|
|
* XXX: figure out exactly why this is needed. Our transforms
|
|
* are probably goofed up, but the Z test is the same for both
|
|
* API's, so I'm not sure why we don't see other weirdness. -Chris */
|
|
float position[] = { dir.x, dir.y, -dir.z };
|
|
memcpy( &light.Direction, position, sizeof(position) );
|
|
memcpy( &light.Diffuse, diffuse, sizeof(diffuse) );
|
|
memcpy( &light.Ambient, ambient, sizeof(ambient) );
|
|
memcpy( &light.Specular, specular, sizeof(specular) );
|
|
|
|
// Same as OpenGL defaults. Not used in directional lights.
|
|
// light.Attenuation0 = 1;
|
|
// light.Attenuation1 = 0;
|
|
// light.Attenuation2 = 0;
|
|
|
|
g_pd3dDevice->SetLight( index, &light );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetCullMode( CullMode mode )
|
|
{
|
|
switch( mode )
|
|
{
|
|
case CULL_BACK:
|
|
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
|
|
break;
|
|
case CULL_FRONT:
|
|
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
|
|
break;
|
|
case CULL_NONE:
|
|
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
}
|
|
|
|
void RageDisplay_D3D::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) );
|
|
if( g_TexResourceToTexturePalette.find(uTexHandle) != g_TexResourceToTexturePalette.end() )
|
|
g_TexResourceToTexturePalette.erase( g_TexResourceToTexturePalette.find(uTexHandle) );
|
|
}
|
|
|
|
|
|
unsigned RageDisplay_D3D::CreateTexture(
|
|
PixelFormat pixfmt,
|
|
RageSurface* img,
|
|
bool bGenerateMipMaps )
|
|
{
|
|
// 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 );
|
|
|
|
#if defined(XBOX)
|
|
while(hr == E_OUTOFMEMORY)
|
|
{
|
|
if(!vmem_Manager.DecommitLRU())
|
|
break;
|
|
hr = g_pd3dDevice->CreateTexture( img->w, img->h, 1, 0, D3DFORMATS[pixfmt], D3DPOOL_MANAGED, &pTex );
|
|
}
|
|
#endif
|
|
|
|
if( FAILED(hr) )
|
|
RageException::Throw( "CreateTexture(%i,%i,%s) failed: %s",
|
|
img->w, img->h, PixelFormatToString(pixfmt).c_str(), GetErrorString(hr).c_str() );
|
|
|
|
unsigned uTexHandle = (unsigned)pTex;
|
|
|
|
if( pixfmt == PixelFormat_PAL )
|
|
{
|
|
// Save palette
|
|
TexturePalette pal;
|
|
memset( pal.p, 0, sizeof(pal.p) );
|
|
for( int i=0; i<img->format->palette->ncolors; i++ )
|
|
{
|
|
RageSurfaceColor &c = img->format->palette->colors[i];
|
|
pal.p[i].peRed = c.r;
|
|
pal.p[i].peGreen = c.g;
|
|
pal.p[i].peBlue = c.b;
|
|
pal.p[i].peFlags = c.a;
|
|
}
|
|
|
|
ASSERT( g_TexResourceToTexturePalette.find(uTexHandle) == g_TexResourceToTexturePalette.end() );
|
|
g_TexResourceToTexturePalette[uTexHandle] = pal;
|
|
}
|
|
|
|
UpdateTexture( uTexHandle, img, 0, 0, img->w, img->h );
|
|
|
|
return uTexHandle;
|
|
}
|
|
|
|
void RageDisplay_D3D::UpdateTexture(
|
|
unsigned uTexHandle,
|
|
RageSurface* img,
|
|
int xoffset, int yoffset, int width, int height )
|
|
{
|
|
IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle;
|
|
ASSERT( pTex != NULL );
|
|
|
|
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 );
|
|
|
|
D3DSURFACE_DESC desc;
|
|
pTex->GetLevelDesc(0, &desc);
|
|
ASSERT( xoffset+width <= int(desc.Width) );
|
|
ASSERT( yoffset+height <= int(desc.Height) );
|
|
|
|
//
|
|
// Copy bits
|
|
//
|
|
#if defined(XBOX)
|
|
// Xbox textures need to be swizzled
|
|
XGSwizzleRect(
|
|
img->pixels, // pSource,
|
|
img->pitch, // Pitch,
|
|
NULL, // pRect,
|
|
lr.pBits, // pDest,
|
|
img->w, // Width,
|
|
img->h, // Height,
|
|
NULL, // pPoint,
|
|
img->format->BytesPerPixel ); //BytesPerPixel
|
|
#else
|
|
int texpixfmt;
|
|
for(texpixfmt = 0; texpixfmt < NUM_PixelFormat; ++texpixfmt)
|
|
if(D3DFORMATS[texpixfmt] == desc.Format) break;
|
|
ASSERT( texpixfmt != NUM_PixelFormat );
|
|
|
|
RageSurface *Texture = CreateSurfaceFromPixfmt(PixelFormat(texpixfmt), lr.pBits, width, height, lr.Pitch);
|
|
ASSERT( Texture );
|
|
RageSurfaceUtils::Blit( img, Texture, width, height );
|
|
|
|
delete Texture;
|
|
#endif
|
|
|
|
pTex->UnlockRect( 0 );
|
|
}
|
|
|
|
void RageDisplay_D3D::SetAlphaTest( bool b )
|
|
{
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, b );
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0 );
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATER );
|
|
}
|
|
|
|
RageMatrix RageDisplay_D3D::GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf )
|
|
{
|
|
RageMatrix m = RageDisplay::GetOrthoMatrix( l, r, b, t, zn, zf );
|
|
|
|
/* Convert from OpenGL's [-1,+1] Z values to D3D's [0,+1]. */
|
|
RageMatrix tmp;
|
|
RageMatrixScaling( &tmp, 1, 1, 0.5f );
|
|
RageMatrixMultiply( &m, &tmp, &m );
|
|
|
|
RageMatrixTranslation( &tmp, 0, 0, 0.5f );
|
|
RageMatrixMultiply( &m, &tmp, &m );
|
|
|
|
return m;
|
|
}
|
|
|
|
void RageDisplay_D3D::SetSphereEnvironmentMapping( bool b )
|
|
{
|
|
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
|
|
return;
|
|
|
|
// http://www.gamasutra.com/features/20000811/wyatt_03.htm
|
|
|
|
if( b )
|
|
{
|
|
RageMatrix tex = RageMatrix
|
|
(
|
|
0.40f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, -0.40f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 0.0f,
|
|
0.50, -0.50, 0.0f, 1.0f
|
|
);
|
|
g_pd3dDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+g_iCurrentTextureIndex), (D3DMATRIX*)&tex);
|
|
}
|
|
|
|
// Tell D3D to use transformed reflection vectors as texture co-ordinate 0
|
|
// and then transform this coordinate by the specified texture matrix, also
|
|
// tell D3D that only the first two coordinates of the output are valid.
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_TEXTURETRANSFORMFLAGS, b ? D3DTTFF_COUNT2 : D3DTTFF_DISABLE );
|
|
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_TEXCOORDINDEX, b ? D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR : D3DTSS_TCI_PASSTHRU );
|
|
}
|
|
/*
|
|
* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
|
|
* All rights reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the
|
|
* "Software"), to deal in the Software without restriction, including
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
* whom the Software is furnished to do so, provided that the above
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
* the Software and that both the above copyright notice(s) and this
|
|
* permission notice appear in supporting documentation.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|