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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 21:26:31 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 21:26:31 +0000 |
commit | 2c1c5595efec1db63c142accda59e83079af217e (patch) | |
tree | d04314765943aded30815b2100b64acefe8593aa /nGenEx/VideoDX9.cpp | |
parent | 9402ff30d635b3c579d4024f96d845c3e2429fce (diff) | |
download | starshatter-2c1c5595efec1db63c142accda59e83079af217e.zip starshatter-2c1c5595efec1db63c142accda59e83079af217e.tar.gz starshatter-2c1c5595efec1db63c142accda59e83079af217e.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'nGenEx/VideoDX9.cpp')
-rw-r--r-- | nGenEx/VideoDX9.cpp | 7260 |
1 files changed, 3642 insertions, 3618 deletions
diff --git a/nGenEx/VideoDX9.cpp b/nGenEx/VideoDX9.cpp index 902f4cb..397e628 100644 --- a/nGenEx/VideoDX9.cpp +++ b/nGenEx/VideoDX9.cpp @@ -1,3618 +1,3642 @@ -/* Project nGenEx
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: nGenEx.lib
- FILE: VideoDX9.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Direct3D Video class for DirectX 9
-*/
-
-#include "MemDebug.h"
-#include "VideoDX9.h"
-#include "VideoDX9Enum.h"
-#include "VideoDX9VertexBuffer.h"
-#include "TexDX9.h"
-#include "TexCubeDX9.h"
-#include "Camera.h"
-#include "Color.h"
-#include "DataLoader.h"
-#include "Polygon.h"
-#include "Light.h"
-#include "Solid.h"
-
-// +--------------------------------------------------------------------+
-
-void Print(const char* msg, ...);
-char* D3DErrStr(HRESULT dderr);
-void VideoDX9Error(const char* msg, HRESULT dderr);
-static TexCacheDX9* texcache = 0;
-static TexCubeDX9* environment_cube = 0;
-static bool surface_has_tangent_data = false;
-static Light* main_light;
-static Light* back_light;
-static D3DXMATRIX matrixWorld;
-static D3DXMATRIX matrixView;
-static D3DXMATRIX matrixProj;
-static D3DXMATRIX matrixWorldInverse;
-
-extern int VD3D_describe_things;
-
-#ifndef RELEASE
-#define RELEASE(x) if (x) { x->Release(); x=NULL; }
-#endif
-
-#ifndef F2DW
-#define F2DW(x) (*(DWORD*)(&x))
-#endif
-
-#ifndef DW2I
-#define DW2I(x) (*(int*)(&x))
-#endif
-
-// +--------------------------------------------------------------------+
-
-typedef HRESULT (WINAPI * LPDDCE)(GUID FAR *, LPVOID *, REFIID , IUnknown FAR *);
-
-static D3DMATRIX identity_matrix = {
- FLOAT(1.0), FLOAT(0.0), FLOAT(0.0), FLOAT(0.0),
- FLOAT(0.0), FLOAT(1.0), FLOAT(0.0), FLOAT(0.0),
- FLOAT(0.0), FLOAT(0.0), FLOAT(1.0), FLOAT(0.0),
- FLOAT(0.0), FLOAT(0.0), FLOAT(0.0), FLOAT(1.0)
-};
-
-// +--------------------------------------------------------------------+
-
-List<Model> model_clients;
-
-class VideoDX9SurfaceData : public VideoPrivateData
-{
-public:
- VideoDX9SurfaceData(Model* m) : model(m), vertex_buffer(0), index_buffer(0) {
- if (!model_clients.contains(model))
- model_clients.append(model);
- }
-
- virtual ~VideoDX9SurfaceData() {
- model_clients.remove(model);
-
- delete vertex_buffer;
- delete index_buffer;
- }
-
- enum { TYPE = 9001 };
- virtual int GetType() const { return TYPE; }
-
- Model* model;
- VideoDX9VertexBuffer* vertex_buffer;
- VideoDX9IndexBuffer* index_buffer;
-};
-
-class VideoDX9SegmentData : public VideoPrivateData
-{
-public:
- VideoDX9SegmentData() : first_vert(0), num_verts(0), first_index(0), num_tris(0) { }
- virtual ~VideoDX9SegmentData() { }
-
- enum { TYPE = 9002 };
- virtual int GetType() const { return TYPE; }
-
- int first_vert;
- int num_verts;
- int first_index;
- int num_tris;
-};
-
-// +--------------------------------------------------------------------+
-
-static int d3dstate_table[] = {
- D3DRS_FILLMODE, // FILL_MODE
- D3DRS_SHADEMODE, // SHADE_MODE
- D3DRS_LIGHTING, // LIGHTING_ENABLE
- D3DRS_ZENABLE, // Z_ENABLE
- D3DRS_ZWRITEENABLE, // Z_WRITE_ENABLE
- D3DRS_DEPTHBIAS, // Z_BIAS
- 0, // TEXTURE_FILTER
- D3DRS_DITHERENABLE, // DITHER_ENABLE
- D3DRS_SPECULARENABLE, // SPECULAR_ENABLE
- D3DRS_FOGENABLE, // FOG_ENABLE
- D3DRS_FOGCOLOR, // FOG_COLOR
- D3DRS_FOGDENSITY, // FOG_DENSITY
- D3DRS_STENCILENABLE, // STENCIL_ENABLE
- 0x11111111, // TEXTURE_WRAP (special case)
- 0 // LIGHTING_PASS
-};
-
-static const int NUM_SCREEN_VERTS = 1024;
-static const int NUM_SCREEN_INDICES = NUM_SCREEN_VERTS * 2;
-
-// +--------------------------------------------------------------------+
-
-struct VideoDX9ScreenVertex
-{
- FLOAT sx, sy, sz, rhw;
- DWORD diffuse;
- FLOAT tu, tv;
-
- static DWORD FVF;
-};
-
-DWORD VideoDX9ScreenVertex::FVF = D3DFVF_XYZRHW |
-D3DFVF_DIFFUSE |
-D3DFVF_TEX1;
-
-struct VideoDX9NormalVertex
-{
- FLOAT x, y, z;
- FLOAT nx, ny, nz;
- FLOAT t0u, t0v;
- FLOAT t1u, t1v;
- FLOAT tx, ty, tz;
- FLOAT bx, by, bz;
-
- static DWORD FVF;
-};
-
-DWORD VideoDX9NormalVertex::FVF = 0;
-
-// Global Vertex Declaration shared by shaders
-D3DVERTEXELEMENT9 videoDX9NormalVertexElements[] =
-{
- { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
- { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
- { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
- { 0, 32, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
- { 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 2 },
- { 0, 52, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 3 },
- D3DDECL_END()
-};
-
-struct VideoDX9SolidVertex
-{
- FLOAT x, y, z;
- FLOAT nx, ny, nz;
- FLOAT tu, tv;
-
- static DWORD FVF;
-};
-
-DWORD VideoDX9SolidVertex::FVF = D3DFVF_XYZ |
-D3DFVF_NORMAL |
-D3DFVF_TEX1 |
-D3DFVF_TEXCOORDSIZE2(0);
-
-struct VideoDX9LuminousVertex
-{
- FLOAT x, y, z;
- DWORD diffuse;
- FLOAT tu, tv;
-
- static DWORD FVF;
-};
-
-DWORD VideoDX9LuminousVertex::FVF = D3DFVF_XYZ |
-D3DFVF_DIFFUSE |
-D3DFVF_TEX1 |
-D3DFVF_TEXCOORDSIZE2(0);
-
-struct VideoDX9DetailVertex
-{
- FLOAT x, y, z;
- DWORD diffuse;
- DWORD specular;
- FLOAT tu, tv;
- FLOAT tu1, tv1;
-
- static DWORD FVF;
-};
-
-DWORD VideoDX9DetailVertex::FVF = D3DFVF_XYZ |
-D3DFVF_DIFFUSE |
-D3DFVF_SPECULAR |
-D3DFVF_TEX2;
-
-struct VideoDX9LineVertex
-{
- FLOAT x, y, z;
- DWORD diffuse;
-
- static DWORD FVF;
-};
-
-DWORD VideoDX9LineVertex::FVF = D3DFVF_XYZ |
-D3DFVF_DIFFUSE;
-
-enum {
- DX9_STRATEGY_NONE,
- DX9_STRATEGY_SIMPLE,
- DX9_STRATEGY_GLOW,
- DX9_STRATEGY_SPECMAP,
- DX9_STRATEGY_EMISSIVE,
- DX9_STRATEGY_SPEC_EMISSIVE,
- DX9_STRATEGY_BLEND,
- DX9_STRATEGY_BLEND_DETAIL
-};
-
-// +--------------------------------------------------------------------+
-
-static VideoDX9* video_dx9_instance = 0;
-
-VideoDX9::VideoDX9(const HWND& window, VideoSettings* vs)
-: width(0), height(0), bpp(0), hwnd(window), surface(0),
-d3d(0), d3ddevice(0), device_lost(false), fade(0),
-zdepth(0), gamma(128), num_verts(0), first_vert(0),
-current_texture(0), screen_vbuf(0), screen_ibuf(0),
-font_verts(0), font_indices(0), font_nverts(0),
-nlights(0), use_material(0), d3dx_font(0),
-segment_material(0), strategy(0), passes(0),
-screen_line_verts(0), line_verts(0),
-vertex_declaration(0),
-magic_fx(0), magic_fx_code(0), magic_fx_code_len(0)
-{
- video_dx9_instance = this;
-
- Print("\n********************************\n");
- Print("* Direct 3D version 9 *\n");
- Print("********************************\n\n");
-
- status = VIDEO_ERR;
- HRESULT err = E_OUTOFMEMORY;
-
- d3d = Direct3DCreate9(D3D_SDK_VERSION);
- dx9enum = new(__FILE__,__LINE__) VideoDX9Enum(d3d);
-
- if (d3d && dx9enum) {
- if (vs) {
- dx9enum->req_fullscreen = vs->is_windowed ? false : true;
- dx9enum->req_windowed = vs->is_windowed ? true : false;
- dx9enum->min_stencil_bits = vs->shadows ? 8 : 0;
- dx9enum->uses_depth_buffer = true;
- }
- else {
- dx9enum->req_fullscreen = video_settings.is_windowed ? false : true;
- dx9enum->req_windowed = video_settings.is_windowed ? true : false;
- dx9enum->min_stencil_bits = video_settings.shadows ? 8 : 0;
- dx9enum->uses_depth_buffer = true;
- }
-
- err = dx9enum->Enumerate();
-
- if (FAILED(err)) {
- VideoDX9Error("(ctor) could not enumerate dx9 properties", err);
- delete dx9enum;
- return;
- }
- }
- else {
- VideoDX9Error("(ctor) could not create enumerator", err);
- return;
- }
-
- SetVideoSettings(vs);
-
- if (video_settings.is_windowed)
- dx9enum->SuggestWindowSettings(&video_settings);
- else
- dx9enum->SuggestFullscreenSettings(&video_settings);
-
- SetupParams();
-
- if (VD3D_describe_things > 2) {
- Print("\nD3DPRESENT_PARAMETERS:\n");
- Print(" BackBufferWidth: %d\n", d3dparams.BackBufferWidth);
- Print(" BackBufferHeight: %d\n", d3dparams.BackBufferHeight);
- Print(" BackBufferCount: %d\n", d3dparams.BackBufferCount);
- Print(" BackBufferFormat: %s\n", VideoDX9DisplayMode::D3DFormatToString(d3dparams.BackBufferFormat));
- Print(" Multisample Type: %d\n", d3dparams.MultiSampleType);
- Print(" Multisample Qual: %d\n", d3dparams.MultiSampleQuality);
- Print(" Swap Effect: %d\n", d3dparams.SwapEffect);
- Print(" Device Window: %08X\n", d3dparams.hDeviceWindow);
- Print(" Windowed: %s\n", d3dparams.Windowed ? "true" : "false");
- Print(" Enable Depth/Stencil: %s\n", d3dparams.EnableAutoDepthStencil ? "true" : "false");
- Print(" Depth/Stencil Format: %s\n", VideoDX9DisplayMode::D3DFormatToString(d3dparams.AutoDepthStencilFormat));
- Print(" Flags: %08X\n", d3dparams.Flags);
- Print(" Fullscreen Refresh: %d Hz\n", d3dparams.FullScreen_RefreshRateInHz);
-
- switch (d3dparams.PresentationInterval) {
- case D3DPRESENT_INTERVAL_IMMEDIATE:
- Print(" Present Interval: IMMEDIATE\n");
- break;
-
- case D3DPRESENT_INTERVAL_DEFAULT:
- Print(" Present Interval: DEFAULT\n");
- break;
-
- case D3DPRESENT_INTERVAL_ONE:
- Print(" Present Interval: ONE\n");
- break;
-
- case D3DPRESENT_INTERVAL_TWO:
- Print(" Present Interval: TWO\n");
- break;
-
- case D3DPRESENT_INTERVAL_THREE:
- Print(" Present Interval: THREE\n");
- break;
-
- case D3DPRESENT_INTERVAL_FOUR:
- Print(" Present Interval: FOUR\n");
- break;
-
- default:
- Print(" Present Interval: Unknown (%d)\n", d3dparams.PresentationInterval);
- break;
- }
-
- Print("\n");
- }
-
- Print(" Creating Video Device for HWND = %08x\n", window);
-
- err = d3d->CreateDevice(D3DADAPTER_DEFAULT,
- D3DDEVTYPE_HAL,
- window,
- D3DCREATE_HARDWARE_VERTEXPROCESSING,
- &d3dparams,
- &d3ddevice);
-
- if (FAILED(err)) {
- VideoDX9Error("(ctor) could not create device", err);
- return;
- }
-
- width = video_settings.GetWidth();
- height = video_settings.GetHeight();
- bpp = video_settings.GetDepth();
-
- shadow_enabled = vs->shadows;
- bump_enabled = vs->bumpmaps;
- spec_enabled = vs->specmaps;
-
- render_state[FILL_MODE] = FILL_SOLID;
- render_state[SHADE_MODE] = SHADE_GOURAUD;
- render_state[Z_ENABLE] = false;
- render_state[Z_WRITE_ENABLE] = false;
- render_state[Z_BIAS] = 0;
- render_state[TEXTURE_FILTER] = FILTER_LINEAR;
- render_state[DITHER_ENABLE] = false;
- render_state[SPECULAR_ENABLE] = true;
- render_state[FOG_ENABLE] = false;
- render_state[FOG_COLOR] = 0;
- render_state[FOG_DENSITY] = 0;
- render_state[STENCIL_ENABLE] = false;
- render_state[TEXTURE_WRAP] = true;
- render_state[LIGHTING_PASS] = 0;
-
- ZeroMemory(&rect, sizeof(rect));
-
- if (!texcache)
- texcache = new(__FILE__,__LINE__) TexCacheDX9(this);
-
- if (texcache)
- texcache->count++;
-
- if (VD3D_describe_things > 0) {
- DWORD vmf = VidMemFree() / (1024 * 1024);
- Print(" Available Texture Memory: %d MB\n\n", vmf);
- }
-
- if (CreateBuffers()) {
- d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
- d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
-
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
- d3ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
-
- status = VIDEO_OK;
- }
-
- ZeroMemory(font_name, 64);
- font_size = 0;
- font_bold = false;
- font_ital = false;
-}
-
-// +--------------------------------------------------------------------+
-
-VideoDX9::~VideoDX9()
-{
- DestroyBuffers();
-
- texcache->count--;
- if (!texcache->count) {
- delete texcache;
- texcache = 0;
- }
-
- delete environment_cube;
- delete dx9enum;
-
- RELEASE(d3dx_font);
- RELEASE(d3ddevice);
- RELEASE(d3d);
-
- if (magic_fx_code)
- delete [] magic_fx_code;
-
- Print(" VideoDX9: shutdown\n");
- video_dx9_instance = 0;
-}
-
-IDirect3DDevice9*
-VideoDX9::GetD3DDevice9()
-{
- if (video_dx9_instance)
- return video_dx9_instance->d3ddevice;
-
- return 0;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::SetupParams()
-{
- if (!dx9enum || dx9enum->NumAdapters() < 1) {
- status = VIDEO_ERR;
- return false;
- }
-
- int adapter_index = video_settings.GetAdapterIndex();
-
- if (adapter_index < 0 || adapter_index >= dx9enum->NumAdapters()) {
- ::Print("WARNING: VideoDX9 could not select adapter %d (max=%d)\n",
- adapter_index, dx9enum->NumAdapters());
-
- adapter_index = 0;
- }
-
- dx9enum->SelectAdapter(adapter_index);
-
- d3dparams.Windowed = video_settings.IsWindowed();
- d3dparams.BackBufferCount = 2;
- d3dparams.MultiSampleType = D3DMULTISAMPLE_NONE;
- d3dparams.MultiSampleQuality = 0;
- d3dparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
- d3dparams.EnableAutoDepthStencil = dx9enum->uses_depth_buffer;
- d3dparams.hDeviceWindow = hwnd;
-
- if (dx9enum->uses_depth_buffer) {
- d3dparams.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
- d3dparams.AutoDepthStencilFormat = (D3DFORMAT) video_settings.GetDepthStencilFormat();
- }
- else {
- d3dparams.Flags = 0;
- }
-
- d3dparams.Flags |= D3DPRESENTFLAG_DEVICECLIP;
-
- if (video_settings.IsWindowed()) {
- d3dparams.BackBufferWidth = video_settings.window_width;
- d3dparams.BackBufferHeight = video_settings.window_height;
- d3dparams.BackBufferFormat = (D3DFORMAT) video_settings.GetBackBufferFormat();
- d3dparams.FullScreen_RefreshRateInHz = 0;
- d3dparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
- }
- else {
- d3dparams.BackBufferWidth = video_settings.GetWidth();
- d3dparams.BackBufferHeight = video_settings.GetHeight();
- d3dparams.BackBufferFormat = (D3DFORMAT) video_settings.GetBackBufferFormat();
- d3dparams.FullScreen_RefreshRateInHz = video_settings.GetRefreshRate();
- d3dparams.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
- }
-
- return true;
-}
-
-
-bool
-VideoDX9::IsModeSupported(int w, int h, int b) const
-{
- if (dx9enum)
- return dx9enum->IsModeSupported(w, h, b);
-
- return false;
-}
-
-bool
-VideoDX9::SetVideoSettings(const VideoSettings* vs)
-{
- // custom video settings:
- if (vs) {
- if (vs != &video_settings)
- CopyMemory(&video_settings, vs, sizeof(VideoSettings));
- }
-
- // default video settings:
- else {
- ZeroMemory(&video_settings, sizeof(VideoSettings));
-
- video_settings.fullscreen_mode.width = 800;
- video_settings.fullscreen_mode.height = 600;
- video_settings.fullscreen_mode.format = VideoMode::FMT_X8R8G8B8;
- }
-
- return true;
-}
-
-bool
-VideoDX9::Reset(const VideoSettings* vs)
-{
- if (!d3ddevice || !SetVideoSettings(vs)) {
- status = VIDEO_ERR;
- return false;
- }
-
- bool using_x_font = (d3dx_font != 0);
-
- RELEASE(d3dx_font);
- InvalidateCache();
- DestroyBuffers();
- SetupParams();
-
- HRESULT hr = d3ddevice->Reset(&d3dparams);
-
- if (FAILED(hr)) {
- VideoDX9Error("could not reset d3d device", hr);
- status = VIDEO_ERR;
- return false;
- }
-
- // Store render target surface desc
- IDirect3DSurface9* back_buffer;
- d3ddevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer);
- back_buffer->GetDesc(&back_buffer_desc);
- RELEASE(back_buffer);
-
- width = video_settings.GetWidth();
- height = video_settings.GetHeight();
- bpp = video_settings.GetDepth();
-
- shadow_enabled = vs->shadows;
- bump_enabled = vs->bumpmaps;
- spec_enabled = vs->specmaps;
-
-
- if (CreateBuffers()) {
- d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
- d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
-
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
- d3ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
-
- D3DVIEWPORT9 view;
-
- hr = d3ddevice->GetViewport(&view);
- if (SUCCEEDED(hr)) {
- rect.x = view.X;
- rect.y = view.Y;
- rect.w = view.Width;
- rect.h = view.Height;
- }
-
- if (using_x_font)
- UseXFont(font_name, font_size, font_bold, font_ital);
-
- status = VIDEO_OK;
- }
-
- return status == VIDEO_OK;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::CreateBuffers()
-{
- if (d3ddevice) {
- UINT vertex_size = sizeof(VideoDX9ScreenVertex);
- UINT index_size = sizeof(WORD);
-
- if (!screen_vbuf) {
- screen_vbuf = new(__FILE__,__LINE__) VideoDX9VertexBuffer(
- this,
- NUM_SCREEN_VERTS,
- vertex_size,
- VideoDX9ScreenVertex::FVF,
- D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY);
- }
-
- if (!screen_ibuf) {
- screen_ibuf = new(__FILE__,__LINE__) VideoDX9IndexBuffer(
- this,
- NUM_SCREEN_INDICES,
- D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY);
- }
-
- screen_line_verts = new(__FILE__,__LINE__) VideoDX9ScreenVertex[256];
- line_verts = new(__FILE__,__LINE__) VideoDX9LineVertex[512];
-
- // create effects:
- LPD3DXBUFFER code_buffer = 0;
- DataLoader* loader = DataLoader::GetLoader();
- HRESULT hr = E_FAIL;
-
- hr = d3ddevice->CreateVertexDeclaration(videoDX9NormalVertexElements,
- &vertex_declaration);
-
- // The E - We want to load our shader from the standard filesystem by default, to allow for better modding.
- if (video_settings.use_effects && !magic_fx_code) {
- FILE* f;
- ::fopen_s(&f, "magic.fx", "rb");
-
- if (f) {
- ::fseek(f, 0, SEEK_END);
- magic_fx_code_len = ftell(f);
- ::fseek(f, 0, SEEK_SET);
-
- magic_fx_code = new(__FILE__,__LINE__) BYTE[magic_fx_code_len+1];
- if (magic_fx_code) {
- ::fread(magic_fx_code, magic_fx_code_len, 1, f);
- magic_fx_code[magic_fx_code_len] = 0;
- }
- ::fclose(f);
- } else if (loader) {
- magic_fx_code_len = loader->LoadBuffer("magic.fx", magic_fx_code, true, true);
- }
- }
-
- if (video_settings.use_effects && magic_fx_code && magic_fx_code_len) {
- hr = D3DXCreateEffect(d3ddevice,
- magic_fx_code,
- magic_fx_code_len,
- 0, 0, 0, 0,
- &magic_fx,
- &code_buffer);
-
- if (code_buffer) {
- ::Print("ERROR - Failed to compile 'magic.fx'\n");
- ::Print((const char*) code_buffer->GetBufferPointer());
- ::Print("\n\n");
- RELEASE(code_buffer);
- }
- }
- }
-
- return screen_vbuf && screen_ibuf;
-}
-
-bool
-VideoDX9::DestroyBuffers()
-{
- if (line_verts) {
- delete line_verts;
- line_verts = 0;
- }
-
- if (screen_line_verts) {
- delete screen_line_verts;
- screen_line_verts = 0;
- }
-
- if (screen_vbuf) {
- delete screen_vbuf;
- screen_vbuf = 0;
- }
-
- if (screen_ibuf) {
- delete screen_ibuf;
- screen_ibuf = 0;
- }
-
- if (font_verts) {
- delete [] font_verts;
- font_verts = 0;
- }
-
- if (font_indices) {
- delete [] font_indices;
- font_indices = 0;
- }
-
- font_nverts = 0;
-
- RELEASE(vertex_declaration);
- RELEASE(magic_fx);
-
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-DWORD
-VideoDX9::VidMemFree() const
-{
- UINT result = 0;
-
- if (d3ddevice)
- result = d3ddevice->GetAvailableTextureMem();
-
- return result;
-}
-
-int
-VideoDX9::MaxTexSize() const
-{
- if (d3d && dx9enum && dx9enum->GetAdapterInfo()) {
- VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType());
-
- if (dev_info) {
- return (int) dev_info->caps.MaxTextureWidth;
- }
- }
-
- return 0;
-}
-
-int
-VideoDX9::MaxTexAspect() const
-{
- if (d3d && dx9enum && dx9enum->GetAdapterInfo()) {
- VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType());
-
- if (dev_info) {
- return (int) dev_info->caps.MaxTextureAspectRatio;
- }
- }
-
- return 0;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VideoDX9::RecoverSurfaces()
-{
- Print("VideoDX9::RecoverSurfaces()\n");
-
- HRESULT hr = D3D_OK;
-
- surface = 0;
-
- hr = d3ddevice->TestCooperativeLevel();
-
- if (hr == D3DERR_DEVICELOST) {
- // This means that some app took exclusive mode access
- // we need to sit in a loop till we get back to the right mode.
- Print("D3DERR_DEVICELOST\n");
-
- do {
- Sleep(500);
- hr = d3ddevice->TestCooperativeLevel();
- } while (hr == D3DERR_DEVICELOST);
- }
-
- if (hr == D3DERR_DEVICENOTRESET) {
- if (Reset(&video_settings))
- hr = S_OK;
- }
-
- if (SUCCEEDED(hr)) {
- Print("* Invalidating Texture Cache\n");
- // Re-fill the contents of textures which just got restored:
- InvalidateCache();
-
- device_lost = false;
- }
-
- Print("* Vid Mem Free: %8d\n", VidMemFree());
- Print("* Recover Surfaces Complete.\n\n");
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::SetBackgroundColor(Color c)
-{
- background = c;
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// RampValue
-//
-// The gamma function with inputs in [0,255], scaled to a range with the
-// default range appropriate for D3DGAMMARAMP.
-//
-inline WORD
-RampValue(UINT i, double recip_gamma, double fade)
-{
- return (WORD) (65535.0 * fade * pow((double)i/255.f, recip_gamma));
-}
-
-//-----------------------------------------------------------------------------
-// ReciprocalGamma
-//
-// Given a gamma corrected i in [0,255], return 1/gamma
-//
-inline float
-ReciprocalGamma(UINT i)
-{
- return logf(i/255.f)/logf(0.5f);
-}
-
-//-----------------------------------------------------------------------------
-// GammaValue
-//
-// Given a gamma corrected color channel value in [0,255], return the gamma.
-//
-inline float
-GammaValue(UINT i)
-{
- return logf(0.5f)/logf(i/255.f);
-}
-
-bool
-VideoDX9::SetGammaLevel(int g)
-{
- HRESULT hr = E_FAIL;
- double f = Color::GetFade();
-
- if (gamma != g || fade != f) {
- if (d3ddevice) {
- //::Print("VideoDX9 - SetGammaLevel(%d) fade = %f\n", g, f);
-
- // compute 1/gamma
- float recip_gray = ReciprocalGamma(g);
-
- // compute i**(1/gamma) for all i and scale to range
- for (UINT i = 0; i < 256; i++) {
- int val = RampValue(i, recip_gray, f);
-
- gamma_ramp.red[i] = val;
- gamma_ramp.green[i] = val;
- gamma_ramp.blue[i] = val;
- }
-
- d3ddevice->SetGammaRamp(0, D3DSGR_NO_CALIBRATION, &gamma_ramp);
- hr = D3D_OK;
- }
-
- gamma = g;
- fade = f;
- }
-
- return SUCCEEDED(hr);
-}
-
-bool
-VideoDX9::SetObjTransform(const Matrix& orient, const Point& loc)
-{
- HRESULT hr = E_FAIL;
-
- if (d3ddevice) {
- D3DMATRIX world_matrix;
- CreateD3DMatrix(world_matrix, orient, loc);
- hr = d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix);
-
- matrixWorld = world_matrix;
- D3DXMatrixInverse(&matrixWorldInverse, 0, &matrixWorld);
- }
-
- return SUCCEEDED(hr);
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::ClearAll()
-{
- HRESULT err;
-
- err = d3ddevice->Clear(0,
- NULL,
- D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER,
- background.Value(),
- 1.0f,
- 0);
-
- if (FAILED(err)) {
- static int report = 10;
- if (report > 0) {
- VideoDX9Error("Failed to clear device", err);
- report--;
- }
- }
-
- return true;
-}
-
-bool
-VideoDX9::ClearDepthBuffer()
-{
- HRESULT err;
-
- err = d3ddevice->Clear(0,
- NULL,
- D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER,
- 0,
- 1.0f,
- 0);
-
- if (FAILED(err)) {
- static int report = 10;
- if (report > 0) {
- VideoDX9Error("Failed to clear depth buffer", err);
- report--;
- }
- }
-
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::Present()
-{
- // Show the frame on the primary surface.
- HRESULT err = d3ddevice->Present( NULL, NULL, NULL, NULL );
-
- if (FAILED(err)) {
- if (err == D3DERR_DEVICELOST) {
- device_lost = true;
- }
-
- else {
- static int report = 10;
- if (report > 0) {
- VideoDX9Error("Could not present frame", err);
- report--;
- }
- }
- }
-
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::Pause()
-{
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::Resume()
-{
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VideoDX9::PreloadSurface(Surface* s)
-{
- if (s)
- PrepareSurface(s);
-}
-
-void
-VideoDX9::PreloadTexture(Bitmap* tex)
-{
- if (texcache && tex)
- texcache->FindTexture(tex);
-}
-
-void
-VideoDX9::InvalidateCache()
-{
- ListIter<Model> iter = model_clients;
- while (++iter) {
- // remove each model from the list...
- Model* model = iter.removeItem();
-
- // ...so that the buffer destructor doesn't
- // do it and mess up the iterator.
- model->DeletePrivateData();
- }
-
- if (texcache)
- texcache->InvalidateCache();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-VideoDX9::CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Point& p)
-{
- result._11 = (float) m.elem[0][0];
- result._12 = (float) m.elem[1][0];
- result._13 = (float) m.elem[2][0];
- result._14 = 0.0f;
-
- result._21 = (float) m.elem[0][1];
- result._22 = (float) m.elem[1][1];
- result._23 = (float) m.elem[2][1];
- result._24 = 0.0f;
-
- result._31 = (float) m.elem[0][2];
- result._32 = (float) m.elem[1][2];
- result._33 = (float) m.elem[2][2];
- result._34 = 0.0f;
-
- result._41 = (float) p.x;
- result._42 = (float) p.y;
- result._43 = (float) p.z;
- result._44 = 1.0f;
-}
-
-void
-VideoDX9::CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Vec3& v)
-{
- result._11 = (float) m.elem[0][0];
- result._12 = (float) m.elem[1][0];
- result._13 = (float) m.elem[2][0];
- result._14 = 0.0f;
-
- result._21 = (float) m.elem[0][1];
- result._22 = (float) m.elem[1][1];
- result._23 = (float) m.elem[2][1];
- result._24 = 0.0f;
-
- result._31 = (float) m.elem[0][2];
- result._32 = (float) m.elem[1][2];
- result._33 = (float) m.elem[2][2];
- result._34 = 0.0f;
-
- result._41 = v.x;
- result._42 = v.y;
- result._43 = v.z;
- result._44 = 1.0f;
-}
-
-void
-VideoDX9::CreateD3DMaterial(D3DMATERIAL9& result, const Material& mtl)
-{
- CopyMemory(&result.Diffuse, &mtl.Kd, sizeof(D3DCOLORVALUE));
- CopyMemory(&result.Ambient, &mtl.Ka, sizeof(D3DCOLORVALUE));
- CopyMemory(&result.Specular, &mtl.Ks, sizeof(D3DCOLORVALUE));
- CopyMemory(&result.Emissive, &mtl.Ke, sizeof(D3DCOLORVALUE));
-
- result.Power = mtl.power;
-}
-
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::Capture(Bitmap& bmp)
-{
- if (d3ddevice) {
- HRESULT hr = E_FAIL;
- LPDIRECT3DSURFACE9 pSurf=NULL, pTempSurf=NULL;
- D3DSURFACE_DESC desc;
- D3DDISPLAYMODE dm;
-
- // get display dimensions
- // this will be the dimensions of the front buffer
- hr = d3ddevice->GetDisplayMode(0, &dm);
-
- if (FAILED(hr))
- VideoDX9Error("VideoDX9::Capture - Can't get display mode!", hr);
-
- desc.Width = dm.Width;
- desc.Height = dm.Height;
- desc.Format = D3DFMT_A8R8G8B8;
-
- hr = d3ddevice->CreateOffscreenPlainSurface(
- desc.Width,
- desc.Height,
- desc.Format,
- D3DPOOL_SYSTEMMEM,
- &pTempSurf,
- NULL);
-
- if (FAILED(hr)) {
- VideoDX9Error("VideoDX9::Capture - Cannot create offscreen buffer 1", hr);
- return false;
- }
-
- hr = d3ddevice->GetFrontBufferData(0, pTempSurf);
-
- if (FAILED(hr)) {
- RELEASE(pTempSurf);
- VideoDX9Error("VideoDX9::Capture - Can't get front buffer", hr);
- return false;
- }
-
-
- if (video_settings.IsWindowed()) {
- POINT pt={0, 0};
- RECT srcRect;
-
- // capture only the client area of the screen:
- ::GetClientRect(hwnd, &srcRect);
- ::ClientToScreen(hwnd, (LPPOINT) &srcRect);
- srcRect.right += srcRect.left;
- srcRect.bottom += srcRect.top;
-
- desc.Width = srcRect.right - srcRect.left;
- desc.Height = srcRect.bottom - srcRect.top;
- desc.Format = D3DFMT_A8R8G8B8; // this is what we get from the screen, so stick with it
-
- // NB we can't lock the back buffer direct because it's no created that way
- // and to do so hits performance, so copy to another surface
- // Must be the same format as the source surface
- hr = d3ddevice->CreateOffscreenPlainSurface(
- desc.Width,
- desc.Height,
- desc.Format,
- D3DPOOL_DEFAULT,
- &pSurf,
- NULL);
-
- if (FAILED(hr)) {
- RELEASE(pSurf);
- VideoDX9Error("VideoDX9::Capture - Cannot create offscreen buffer 2", hr);
- return false;
- }
-
- // Copy
- hr = d3ddevice->UpdateSurface(pTempSurf, &srcRect, pSurf, &pt);
-
- if (FAILED(hr)) {
- RELEASE(pTempSurf);
- RELEASE(pSurf);
- VideoDX9Error("VideoDX9::Capture - Cannot update surface", hr);
- return false;
- }
-
- RELEASE(pTempSurf);
- pTempSurf = pSurf;
- pSurf = NULL;
- }
-
- D3DLOCKED_RECT lockedRect;
- hr = pTempSurf->LockRect(&lockedRect, NULL,
- D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK);
-
- if (FAILED(hr)) {
- VideoDX9Error("VideoDX9::Capture - can't lock rect", hr);
- RELEASE(pTempSurf);
- return false;
- }
-
- // Allocate color buffer
- DWORD* buffer = new DWORD[desc.Width * desc.Height];
- BYTE* src = (BYTE*) lockedRect.pBits;
- BYTE* dst = (BYTE*) buffer;
- Color clr;
-
- for (DWORD y = 0; y < desc.Height; y++) {
- BYTE *pRow = src;
-
- for (DWORD x = 0; x < desc.Width; x++) {
- switch(desc.Format) {
- case D3DFMT_R5G6B5:
- clr = Color::Unformat(*((WORD*) (pRow)));
-
- *dst++ = (BYTE) clr.Red();
- *dst++ = (BYTE) clr.Green();
- *dst++ = (BYTE) clr.Blue();
- *dst++ = 255;
- break;
-
- case D3DFMT_A8R8G8B8:
- case D3DFMT_X8R8G8B8:
- *dst++ = pRow[0]; // R
- *dst++ = pRow[1]; // G
- *dst++ = pRow[2]; // B
- *dst++ = 255;
-
- pRow += 4;
- break;
-
- case D3DFMT_R8G8B8:
- *dst++ = pRow[0]; // R
- *dst++ = pRow[1]; // G
- *dst++ = pRow[2]; // B
- *dst++ = 255;
-
- pRow += 3;
- break;
- }
-
- }
-
- src += lockedRect.Pitch;
- }
-
- bmp.CopyHighColorImage(desc.Width, desc.Height, buffer);
-
- delete [] buffer;
-
- RELEASE(pTempSurf);
- RELEASE(pSurf);
-
- return SUCCEEDED(hr);
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::GetWindowRect(Rect& r)
-{
- if (d3ddevice && (rect.w < 1 || rect.h < 1)) {
- D3DVIEWPORT9 view;
- HRESULT hr = d3ddevice->GetViewport(&view);
- if (SUCCEEDED(hr)) {
- rect.x = view.X;
- rect.y = view.Y;
- rect.w = view.Width;
- rect.h = view.Height;
- }
- }
-
- r = rect;
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::SetWindowRect(const Rect& r)
-{
- return SetViewport(r.x, r.y, r.w, r.h);
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::SetViewport(int x, int y, int w, int h)
-{
- if (!d3d || !d3ddevice)
- return false;
-
- HRESULT hr;
-
- // set up the viewport according to args:
- D3DVIEWPORT9 view;
-
- view.X = x;
- view.Y = y;
- view.Width = w;
- view.Height = h;
- view.MinZ = 0.0f;
- view.MaxZ = 1.0f;
-
- hr = d3ddevice->SetViewport(&view);
- if (FAILED(hr)) {
- VideoDX9Error("could not initialize viewport", hr);
- return false;
- }
-
- // set up the render state:
- for (int i = FILL_MODE; i < TEXTURE_WRAP; i++) {
- if (d3dstate_table[i]) {
- d3ddevice->SetRenderState((D3DRENDERSTATETYPE) d3dstate_table[i], render_state[i]);
- }
- }
-
- d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
-
- rect.x = x;
- rect.y = y;
- rect.w = w;
- rect.h = h;
-
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::SetAmbient(Color c)
-{
- ambient = c;
- return true;
-}
-
-bool
-VideoDX9::SetLights(const List<Light>& lights)
-{
- if (d3ddevice) {
- main_light = 0;
- back_light = 0;
-
- ListIter<Light> iter = (List<Light>&) lights;
- int index = -1;
-
- while (++iter) {
- Light* light = iter.value();
-
- if (light->IsActive()) {
- D3DLIGHT9 d3d_light;
- ZeroMemory(&d3d_light, sizeof(d3d_light));
- d3d_light.Type = (D3DLIGHTTYPE) light->Type();
-
- if (light->Type() == Light::LIGHT_DIRECTIONAL) {
- Point light_location = light->Location();
- d3d_light.Direction.x = (float) (-light_location.x);
- d3d_light.Direction.y = (float) (-light_location.y);
- d3d_light.Direction.z = (float) (-light_location.z);
-
- if (d3d_light.Direction.x == 0 &&
- d3d_light.Direction.y == 0 &&
- d3d_light.Direction.z == 0) {
-
- d3d_light.Direction.y = -1;
- }
-
- if (light->CastsShadow()) {
- if (!main_light || light->Intensity() > main_light->Intensity())
- main_light = light;
- }
- else if (!back_light) {
- back_light = light;
- }
- }
- else {
- d3d_light.Position.x = (float) ( light->Location().x);
- d3d_light.Position.y = (float) ( light->Location().y);
- d3d_light.Position.z = (float) ( light->Location().z);
- }
-
- float r = (light->GetColor().Red() / 255.0f) * light->Intensity();
- float g = (light->GetColor().Green() / 255.0f) * light->Intensity();
- float b = (light->GetColor().Blue() / 255.0f) * light->Intensity();
-
- d3d_light.Diffuse.r = r;
- d3d_light.Diffuse.g = g;
- d3d_light.Diffuse.b = b;
-
- d3d_light.Specular.r = r;
- d3d_light.Specular.g = g;
- d3d_light.Specular.b = b;
-
- d3d_light.Range = light->Intensity() * 10.0f;
- d3d_light.Attenuation0 = 0.1f;
- d3d_light.Attenuation1 = 0.7f;
- d3d_light.Attenuation2 = 0.0f;
-
- index++;
- d3ddevice->SetLight(index, &d3d_light);
- d3ddevice->LightEnable(index, TRUE);
- }
- }
-
- // turn off any unused lights from before:
- while (nlights > index+1) {
- d3ddevice->LightEnable(--nlights, FALSE);
- }
-
- nlights = index + 1;
-
- return true;
- }
-
- return false;
-}
-
-bool
-VideoDX9::SetCamera(const Camera* cam)
-{
- if (d3ddevice) {
- camera = cam;
-
- D3DMATRIX m;
- CreateD3DMatrix(m, cam->Orientation(), cam->Pos());
- d3ddevice->SetTransform(D3DTS_VIEW, &m);
- matrixView = m;
-
- return true;
- }
-
- return false;
-}
-
-bool
-VideoDX9::SetProjection(float fov, float znear, float zfar, DWORD type)
-{
- if (d3ddevice && zfar > znear) {
- D3DMATRIX m;
- float h, w, Q;
-
- double width = (float) (rect.w);
- double height = (float) (rect.h);
- ZeroMemory(&m, sizeof(m));
-
- /***
- *** PERSPECTIVE PROJECTION:
- ***/
-
- if (type == PROJECTION_PERSPECTIVE) {
- double xscale = width / fov;
- double yscale = height / fov;
-
- double maxscale = xscale;
- if (yscale > xscale) maxscale = yscale;
-
- double xangle = atan(fov/2 * maxscale/xscale);
-
- w = (float) (2/tan(xangle)); // 1/tan(x) == cot(x)
- h = (float) (w * width/height);
- Q = zfar/(zfar - znear);
-
- m._11 = w;
- m._22 = h;
- m._33 = Q;
- m._43 = -Q*znear;
- m._34 = 1;
- }
-
- /***
- *** ORTHOGONAL PROJECTION:
- ***/
-
- else if (type == PROJECTION_ORTHOGONAL) {
- m._11 = (float) (fov/width);
- m._22 = (float) (fov/height);
- m._33 = (float) (1/(zfar-znear));
- m._43 = (float) (znear/(znear-zfar));
- m._44 = (float) (1);
- }
-
- else {
- return false;
- }
-
- d3ddevice->SetTransform(D3DTS_PROJECTION, &m);
- matrixProj = m;
-
- return true;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::SetEnvironment(Bitmap** faces)
-{
- if (environment_cube && !faces) {
- delete environment_cube;
- environment_cube = 0;
- return true;
- }
-
- if (!environment_cube) {
- environment_cube = new(__FILE__,__LINE__) TexCubeDX9(this);
- }
-
- if (environment_cube) {
- bool ok = true;
- for (int i = 0; i < 6; i++)
- ok = ok && environment_cube->LoadTexture(faces[i], i);
- return ok;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::SetRenderState(RENDER_STATE state, DWORD value)
-{
- if (!d3ddevice)
- return false;
-
- if (render_state[state] == value || d3dstate_table[state] == 0) {
- render_state[state] = value;
- return true;
- }
-
- HRESULT hr = E_FAIL;
-
- // special case for texture wrapping:
- if (state == TEXTURE_WRAP) {
- DWORD wrap = D3DTADDRESS_CLAMP;
-
- if (value)
- wrap = D3DTADDRESS_WRAP;
-
- hr = d3ddevice->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap);
- hr = d3ddevice->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap);
- }
-
- // special case for fog enable:
- else if (state == FOG_ENABLE) {
- if (value) {
- hr = d3ddevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP);
- hr = d3ddevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
- }
-
- hr = d3ddevice->SetRenderState(D3DRS_FOGENABLE, value);
- }
-
- // special case for z bias
- else if (state == Z_BIAS) {
- if (value) {
- FLOAT bias_scale = 1.0f;
- FLOAT depth_bias = (FLOAT) (DW2I(value) / -10000.0);
-
- hr = d3ddevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, F2DW(bias_scale));
- hr = d3ddevice->SetRenderState(D3DRS_DEPTHBIAS, F2DW(depth_bias));
- }
- else {
- hr = d3ddevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
- hr = d3ddevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
- }
- }
-
- // set default z func along with z enable
- else if (state == Z_ENABLE) {
- hr = d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
- hr = d3ddevice->SetRenderState(D3DRS_ZENABLE, value);
- }
-
- // all other render states:
- else {
- hr = d3ddevice->SetRenderState((D3DRENDERSTATETYPE) d3dstate_table[state], value);
- }
-
- if (FAILED(hr)) {
- VideoDX9Error("could not SetRenderState", hr);
- return false;
- }
- else {
- render_state[state] = value;
- }
-
- return true;
-}
-
-bool
-VideoDX9::SetBlendType(int blend_type)
-{
- if (blend_type == current_blend_state)
- return true;
-
- switch (blend_type) {
- default:
- // map misc blend types to SOLID
- // and fall through to that case
-
- blend_type = BLEND_SOLID;
-
- case BLEND_SOLID:
- d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
- break;
-
- case BLEND_ALPHA:
- d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
- d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- break;
-
- case BLEND_ADDITIVE:
- d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
- d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
- d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
- break;
- }
-
- current_blend_state = blend_type;
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::StartFrame()
-{
- if (device_lost) {
- RecoverSurfaces();
-
- if (status != VIDEO_OK)
- return false;
- }
-
- stats.Clear();
-
- HRESULT err = 0;
- static int frame_number = 1;
- static int report_errs = 100;
-
- stats.nframe = frame_number;
- texcache->FrameNumber(frame_number++);
-
- // update gamma ramp for global fade value:
- SetGammaLevel(gamma);
-
- ClearAll();
-
- err = d3ddevice->BeginScene();
-
- if (FAILED(err)) {
- if (report_errs > 0) {
- report_errs--;
- VideoDX9Error("could not begin scene", err);
- }
-
- return false;
- }
-
- scene_active = 1;
- current_blend_state = -1;
-
- SetRenderState(LIGHTING_PASS, 0);
- SetRenderState(STENCIL_ENABLE, false);
-
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::EndFrame()
-{
- HRESULT err = 0;
-
- if (scene_active) {
- err = d3ddevice->EndScene();
-
- if (FAILED(err)) {
- VideoDX9Error("could not end scene", err);
- return false;
- }
- }
-
- scene_active = 0;
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-static DWORD ColorModulate(DWORD a, DWORD b)
-{
- float a0 = (float) ((a ) & 0xff)/255.0f;
- float a1 = (float) ((a>> 8) & 0xff)/255.0f;
- float a2 = (float) ((a>>16) & 0xff)/255.0f;
- float a3 = (float) ((a>>24) & 0xff)/255.0f;
-
- float b0 = (float) ((b ) & 0xff)/255.0f;
- float b1 = (float) ((b>> 8) & 0xff)/255.0f;
- float b2 = (float) ((b>>16) & 0xff)/255.0f;
- float b3 = (float) ((b>>24) & 0xff)/255.0f;
-
- return (DWORD) ((BYTE)(a3*b3*255.0f) << 24) |
- ((BYTE)(a2*b2*255.0f) << 16) |
- ((BYTE)(a1*b1*255.0f) << 8) |
- ((BYTE)(a0*b0*255.0f));
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::PopulateScreenVerts(VertexSet* vset)
-{
- if (!vset || !screen_vbuf)
- return false;
-
- num_verts = vset->nverts;
-
- VideoDX9ScreenVertex* v = (VideoDX9ScreenVertex*) screen_vbuf->Lock(num_verts);
-
- if (v) {
- first_vert = screen_vbuf->GetNextVert();
-
- for (int i = 0; i < num_verts; i++) {
- v->sx = vset->s_loc[i].x;
- v->sy = vset->s_loc[i].y;
- v->sz = vset->s_loc[i].z;
- v->rhw = vset->rw[i];
-
- v->diffuse = vset->diffuse[i];
-
- v->tu = vset->tu[i];
- v->tv = vset->tv[i];
-
- v++;
- }
-
- screen_vbuf->Unlock();
- return true;
- }
-
- Print(" VideoDX9: could not lock screen vbuf for %d verts.\n", num_verts);
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::DrawPolys(int npolys, Poly* polys)
-{
- bool result = false;
-
- if (d3ddevice && polys && npolys > 0) {
- // screen space polys:
- if (polys->vertex_set->space == VertexSet::SCREEN_SPACE)
- return DrawScreenPolys(npolys, polys);
-
- // world space polys:
- stats.ncalls++;
-
- VertexSet* vset = polys->vertex_set;
- int nverts = vset->nverts;
- bool luminous = false;
- bool detail = false;
- DWORD fvf = 0;
- void* verts = 0;
- int vsize = 0;
- WORD* indices = new(__FILE__,__LINE__) WORD[npolys*6];
-
- if (polys->material) {
- luminous = polys->material->luminous;
- }
-
- if (vset->tu1 != 0) {
- VideoDX9DetailVertex* v = new(__FILE__,__LINE__) VideoDX9DetailVertex[nverts];
- verts = v;
- vsize = sizeof(VideoDX9DetailVertex);
- fvf = VideoDX9DetailVertex::FVF;
-
- for (int i = 0; i < nverts; i++) {
- v->x = vset->loc[i].x;
- v->y = vset->loc[i].y;
- v->z = vset->loc[i].z;
-
- v->diffuse = vset->diffuse[i];
- v->specular = vset->specular[i];
-
- v->tu = vset->tu[i];
- v->tv = vset->tv[i];
- v->tu1 = vset->tu1[i];
- v->tv1 = vset->tv1[i];
-
- v++;
- }
- }
-
- else if (luminous) {
- VideoDX9LuminousVertex* v = new(__FILE__,__LINE__) VideoDX9LuminousVertex[nverts];
- verts = v;
- vsize = sizeof(VideoDX9LuminousVertex);
- fvf = VideoDX9LuminousVertex::FVF;
-
- for (int i = 0; i < nverts; i++) {
- v->x = vset->loc[i].x;
- v->y = vset->loc[i].y;
- v->z = vset->loc[i].z;
-
- v->diffuse = vset->diffuse[i];
-
- v->tu = vset->tu[i];
- v->tv = vset->tv[i];
-
- v++;
- }
- }
-
- else {
- VideoDX9SolidVertex* v = new(__FILE__,__LINE__) VideoDX9SolidVertex[nverts];
- verts = v;
- vsize = sizeof(VideoDX9SolidVertex);
- fvf = VideoDX9SolidVertex::FVF;
-
- for (int i = 0; i < nverts; i++) {
- v->x = vset->loc[i].x;
- v->y = vset->loc[i].y;
- v->z = vset->loc[i].z;
-
- v->nx = vset->nrm[i].x;
- v->ny = vset->nrm[i].y;
- v->nz = vset->nrm[i].z;
-
- v->tu = vset->tu[i];
- v->tv = vset->tv[i];
-
- v++;
- }
- }
-
- if (verts && indices) {
- HRESULT hr = E_FAIL;
-
- // fill index array
- int num_indices = 0;
- int num_tris = 0;
-
- WORD* s = indices;
- Poly* p = polys;
-
- for (int i = 0; i < npolys; i++) {
- if (p->nverts == 3) {
- num_indices += 3;
- num_tris += 1;
-
- *s++ = p->verts[0];
- *s++ = p->verts[1];
- *s++ = p->verts[2];
- }
-
- else if (p->nverts == 4) {
- num_indices += 6;
- num_tris += 2;
-
- *s++ = p->verts[0];
- *s++ = p->verts[1];
- *s++ = p->verts[2];
-
- *s++ = p->verts[0];
- *s++ = p->verts[2];
- *s++ = p->verts[3];
- }
-
- p++;
- }
-
- hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix);
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(fvf);
-
- // send primitives to the device
- Material* mtl = polys->material;
- IDirect3DTexture9* texture = 0;
-
- if (mtl && texcache && mtl->tex_diffuse) {
- texture = texcache->FindTexture(mtl->tex_diffuse);
- }
-
- if (current_texture != texture) {
- hr = d3ddevice->SetTexture(0, texture);
- current_texture = texture;
- }
-
- if (mtl && texcache && mtl->tex_detail) {
- texture = texcache->FindTexture(mtl->tex_detail);
- hr = d3ddevice->SetTexture(1, texture);
- }
-
- if (mtl && !luminous) {
- D3DMATERIAL9 d3dmtl;
- CreateD3DMaterial(d3dmtl, *mtl);
-
- hr = d3ddevice->SetMaterial(&d3dmtl);
- hr = d3ddevice->SetRenderState(D3DRS_AMBIENT, ambient.Value());
- }
-
- // set render states and select buffers
- SetRenderState(FILL_MODE, D3DFILL_SOLID);
- SetRenderState(LIGHTING_ENABLE, luminous ? FALSE : TRUE);
- SetBlendType(mtl->blend);
-
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
-
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
-
-
- hr = d3ddevice->DrawIndexedPrimitiveUP(
- D3DPT_TRIANGLELIST,
- 0,
- nverts,
- num_tris,
- indices,
- D3DFMT_INDEX16,
- verts,
- vsize);
-
- if (FAILED(hr)) {
- static int report = 10;
- if (report-- > 0)
- VideoDX9Error("Could not draw 3D polys.", hr);
- }
-
- delete [] verts;
- delete [] indices;
-
- if (SUCCEEDED(hr)) {
- stats.nverts += nverts;
- stats.npolys += num_tris;
- result = true;
- }
- }
- }
-
- return result;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::DrawScreenPolys(int npolys, Poly* polys, int blend)
-{
- bool result = false;
- HRESULT hr = E_FAIL;
-
- if (d3ddevice && polys && npolys > 0 && screen_vbuf && screen_ibuf) {
- stats.ncalls++;
-
- // fill screen vertex buffer
- if (!PopulateScreenVerts(polys->vertex_set))
- return false;
-
- // fill screen index buffer
- int num_indices = 0;
- int num_tris = 0;
-
- // count the number of indices needed for these polys
- for (int i = 0; i < npolys; i++) {
- Poly* p = polys + i;
-
- if (p->nverts == 3) {
- num_indices += 3;
- num_tris += 1;
- }
-
- else if (p->nverts == 4) {
- num_indices += 6;
- num_tris += 2;
- }
- }
-
- WORD* screen_indices = screen_ibuf->Lock(num_indices);
- int first_index = screen_ibuf->GetNextIndex();
-
- if (!screen_indices) {
- Print(" VideoDX9: could not lock screen ibuf for %d indices.\n", num_indices);
- return false;
- }
-
- // copy the indices into the locked index buffer
- WORD* s = screen_indices;
- Poly* p = polys;
-
- for (int i = 0; i < npolys; i++) {
- if (p->nverts == 3) {
- *s++ = p->verts[0] + first_vert;
- *s++ = p->verts[1] + first_vert;
- *s++ = p->verts[2] + first_vert;
- }
- else if (p->nverts == 4) {
- *s++ = p->verts[0] + first_vert;
- *s++ = p->verts[1] + first_vert;
- *s++ = p->verts[2] + first_vert;
-
- *s++ = p->verts[0] + first_vert;
- *s++ = p->verts[2] + first_vert;
- *s++ = p->verts[3] + first_vert;
- }
-
- p++;
- }
-
- screen_ibuf->Unlock();
-
- // set render states and select buffers
- SetRenderState(FILL_MODE, D3DFILL_SOLID);
- SetRenderState(Z_ENABLE, D3DZB_FALSE);
- SetRenderState(Z_WRITE_ENABLE, D3DZB_FALSE);
- SetRenderState(LIGHTING_ENABLE, FALSE);
- SetBlendType(blend);
-
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
-
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
-
- // send primitives to the device
- Material* mtl = polys->material;
- IDirect3DTexture9* texture = 0;
-
- if (mtl && texcache && mtl->tex_diffuse) {
- texture = texcache->FindTexture(mtl->tex_diffuse);
- }
-
- if (current_texture != texture) {
- hr = d3ddevice->SetTexture(0, texture);
- current_texture = texture;
- }
-
- screen_vbuf->Select(0);
- screen_ibuf->Select();
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9ScreenVertex::FVF);
-
- hr = d3ddevice->DrawIndexedPrimitive(
- D3DPT_TRIANGLELIST,
- 0,
- first_vert,
- num_verts,
- first_index,
- num_tris);
-
- if (FAILED(hr)) {
- static int report = 10;
- if (report-- > 0)
- VideoDX9Error("Could not draw screen polys.", hr);
- }
- else {
- stats.nverts += num_verts;
- stats.npolys += num_tris;
- result = true;
- }
- }
-
- return result;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::DrawSolid(Solid* s, DWORD blend_modes)
-{
- bool result = false;
- HRESULT hr = E_FAIL;
-
- if (d3ddevice && s && s->GetModel()) {
- Model* model = s->GetModel();
- Matrix orient = s->Orientation();
- orient.Transpose();
-
- D3DMATRIX world_matrix;
- CreateD3DMatrix(world_matrix, orient, s->Location());
- d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix);
- matrixWorld = world_matrix;
- D3DXMatrixInverse(&matrixWorldInverse, 0, &matrixWorld);
-
- ListIter<Surface> surf_iter = model->GetSurfaces();
- while (++surf_iter) {
- Surface* surf = surf_iter.value();
-
- if (surf->IsHidden() || surf->IsSimplified())
- continue;
-
- if (PrepareSurface(surf)) {
- result = true;
-
- VideoDX9SurfaceData* surf_data = (VideoDX9SurfaceData*) surf->GetVideoPrivateData();
- surf_data->vertex_buffer->Select(0);
- surf_data->index_buffer->Select();
-
- ListIter<Segment> seg_iter = surf->GetSegments();
- while (++seg_iter) {
- Segment* segment = seg_iter.value();
- Material* mtl = segment->material;
-
- if (mtl && (blend_modes & mtl->blend)) {
- result = result && DrawSegment(segment);
- }
- }
- }
- }
- }
-
- surface_has_tangent_data = false;
-
- return result;
-}
-
-bool
-VideoDX9::DrawSegment(Segment* segment)
-{
- bool result = false;
- bool detail = false;
- bool luminous = false;
- HRESULT hr = E_FAIL;
-
- if (segment && segment->video_data) {
- stats.ncalls++;
-
- VideoDX9SegmentData* seg_data = (VideoDX9SegmentData*) segment->video_data;
- int first_vert = seg_data->first_vert;
- int num_verts = seg_data->num_verts;
- int first_index = seg_data->first_index;
- int num_tris = seg_data->num_tris;
-
- if (segment->model)
- luminous = segment->model->IsLuminous();
-
- // set render states and select buffers
- d3ddevice->SetRenderState(D3DRS_AMBIENT, ambient.Value());
-
- Material* mtl = segment->material;
-
- if (use_material)
- mtl = use_material;
-
- if (segment->polys && segment->polys->vertex_set && segment->polys->vertex_set->tu1)
- detail = true;
-
- // send primitives to the device
- if (detail) {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9DetailVertex::FVF);
- }
-
- else if (luminous) {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9LuminousVertex::FVF);
- }
-
- else if (surface_has_tangent_data && vertex_declaration) {
- hr = d3ddevice->SetVertexDeclaration(vertex_declaration);
- hr = d3ddevice->SetVertexShader(NULL);
- }
-
- else {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF);
- }
-
- if (render_state[FILL_MODE] == FILL_WIREFRAME) {
- PrepareMaterial(mtl);
- SetupPass(0);
-
- for (int i = 0; i < segment->npolys; i++) {
- DrawPolyOutline(segment->polys + i);
- }
- }
-
- else if (luminous) {
- PrepareMaterial(mtl);
-
- SetRenderState(FILL_MODE, D3DFILL_SOLID);
- SetRenderState(LIGHTING_ENABLE, FALSE);
- SetBlendType(mtl->blend);
-
- for (int pass = 0; pass < passes; pass++) {
- SetupPass(pass);
-
- hr = d3ddevice->DrawIndexedPrimitive(
- D3DPT_TRIANGLELIST,
- 0,
- first_vert,
- num_verts,
- first_index,
- num_tris);
- }
-
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
- }
-
- else {
- PrepareMaterial(mtl);
-
- if (strategy == DX9_STRATEGY_GLOW && render_state[LIGHTING_PASS] > 0) {
- hr = 0;
- }
-
- else if (magic_fx && strategy < DX9_STRATEGY_BLEND && !detail) {
- DWORD vs_version = 0;
- DWORD ps_version = 0;
- bool shaders_ok = false;
-
- VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType());
-
- if (dev_info) {
- vs_version = video_settings.enable_vs ? dev_info->caps.VertexShaderVersion : 0;
- ps_version = video_settings.enable_ps ? dev_info->caps.PixelShaderVersion : 0;
-
- if (vs_version >= D3DVS_VERSION(1,1))
- shaders_ok = true;
- }
-
- if (surface_has_tangent_data && vertex_declaration) {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetVertexDeclaration(vertex_declaration);
- }
-
- else {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF);
- }
-
- bool would_bump = !IsBumpMapEnabled() && mtl->bump > 0.5;
-
- bool will_bump = IsBumpMapEnabled() && surface_has_tangent_data && shaders_ok && camera;
-
- bool do_pix = will_bump && render_state[LIGHTING_PASS] == 0;
- bool do_bump = will_bump && render_state[LIGHTING_PASS] > 0;
-
- D3DXMATRIX matrixWVP = matrixWorld * matrixView * matrixProj;
-
- D3DXVECTOR4 eyePos( (float) camera->Pos().x, (float) camera->Pos().y, (float) camera->Pos().z, 1.0f);
-
- D3DXVECTOR4 eyeObj;
- D3DXVec4Transform(&eyeObj, &eyePos, &matrixWorldInverse);
-
- D3DXVECTOR4 lightPos(100.0f, 100.0f, 100.0f, 1.0f);
- D3DXVECTOR4 lightColor(1,1,1,1);
- D3DXVECTOR4 ambientColor(0,0,0,1);
-
- ambientColor.x = ambient.fRed();
- ambientColor.y = ambient.fGreen();
- ambientColor.z = ambient.fBlue();
-
- if (main_light && (render_state[LIGHTING_PASS] > 0 || mtl->blend > Material::MTL_SOLID)) {
- lightPos.x = (float) main_light->Location().x;
- lightPos.y = (float) main_light->Location().y;
- lightPos.z = (float) main_light->Location().z;
-
- if (mtl->tex_bumpmap && do_bump)
- D3DXVec4Transform(&lightPos, &lightPos, &matrixWorldInverse);
-
- lightColor.x = main_light->GetColor().fRed() * main_light->Intensity();
- lightColor.y = main_light->GetColor().fGreen() * main_light->Intensity();
- lightColor.z = main_light->GetColor().fBlue() * main_light->Intensity();
- lightColor.w = 1.0f;
- }
-
- else if (back_light && render_state[LIGHTING_PASS] == 0) {
- lightPos.x = (float) back_light->Location().x;
- lightPos.y = (float) back_light->Location().y;
- lightPos.z = (float) back_light->Location().z;
-
- lightColor.x = back_light->GetColor().fRed() * back_light->Intensity();
- lightColor.y = back_light->GetColor().fGreen() * back_light->Intensity();
- lightColor.z = back_light->GetColor().fBlue() * back_light->Intensity();
- lightColor.w = 1.0f;
- }
-
- D3DXVECTOR4 lightDir = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f) - lightPos;
- D3DXVec4Normalize(&lightDir, &lightDir);
-
- magic_fx->SetMatrix("wvp", &matrixWVP);
- magic_fx->SetMatrix("world", &matrixWorld);
- magic_fx->SetMatrix("view", &matrixView);
- magic_fx->SetMatrix("proj", &matrixProj);
- magic_fx->SetMatrix("worldInv", &matrixWorldInverse);
-
- magic_fx->SetVector("light1Pos", &lightPos);
- magic_fx->SetVector("light1Dir", &lightDir);
- magic_fx->SetVector("light1Color", &lightColor);
- magic_fx->SetVector("ambientColor", &ambientColor);
- magic_fx->SetVector("eyeObj", &eyeObj);
-
- FLOAT base_bias = (FLOAT) (DW2I(render_state[Z_BIAS]) / -10000.0);
- magic_fx->SetFloat("bias", base_bias + video_settings.depth_bias);
-
- ColorValue orig_ks = mtl->Ks;
-
- if (would_bump && mtl->specular_value >= 0.5)
- mtl->Ks = mtl->Ks * 0.3;
-
- magic_fx->SetValue("Ka", &mtl->Ka, sizeof(ColorValue));
- magic_fx->SetValue("Kd", &mtl->Kd, sizeof(ColorValue));
- magic_fx->SetValue("Ke", &mtl->Ke, sizeof(ColorValue));
- magic_fx->SetValue("Ks", &mtl->Ks, sizeof(ColorValue));
- magic_fx->SetFloat("Ns", mtl->power);
-
- if (would_bump && mtl->specular_value >= 0.5)
- mtl->Ks = orig_ks;
-
- if (mtl->tex_diffuse) {
- IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_diffuse);
- magic_fx->SetTexture("tex_d", texture);
- } else {
- magic_fx->SetTexture("tex_d", 0);
- }
-
- if (mtl->tex_emissive) {
- IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_emissive);
- magic_fx->SetTexture("tex_e", texture);
- } else {
- magic_fx->SetTexture("tex_e", 0);
- }
-
- if (mtl->tex_specular && IsSpecMapEnabled()) {
- IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_specular);
- magic_fx->SetTexture("tex_s", texture);
- } else {
- magic_fx->SetTexture("tex_s", 0);
- }
-
- if (mtl->tex_bumpmap && do_bump) {
- IDirect3DTexture9* texture = texcache->FindNormalMap(mtl->tex_bumpmap, mtl->bump);
- magic_fx->SetTexture("tex_n", texture);
- magic_fx->SetFloat("offsetAmp", mtl->bump / mtl->tex_bumpmap->Height());
- } else if (mtl->tex_bumpmap && !do_bump) {
- IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_bumpmap);
- magic_fx->SetTexture("tex_x", texture);
- } else {
- magic_fx->SetTexture("tex_x", 0);
- }
-
- const char* mtl_shader = mtl->GetShader(render_state[LIGHTING_PASS]);
- D3DXHANDLE hnd_shader = 0;
-
- if (mtl_shader) {
- if (!strcmp(mtl_shader, "null"))
- return true;
-
- hnd_shader = magic_fx->GetTechniqueByName(mtl_shader);
- }
-
- if (hnd_shader) {
- hr = magic_fx->SetTechnique(hnd_shader);
- } else {
- if (will_bump) {
- if (mtl->tex_specular && IsSpecMapEnabled()) {
- if (mtl->tex_bumpmap && do_bump) {
- if (ps_version >= D3DPS_VERSION(2,0))
- hr = magic_fx->SetTechnique("BumpSpecMapPix");
- else
- hr = magic_fx->SetTechnique("BumpSpecMap");
- } else if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) {
- if (ps_version >= D3DPS_VERSION(2,0))
- hr = magic_fx->SetTechnique("EmissiveSpecMapPix");
- else
- hr = magic_fx->SetTechnique("EmissiveSpecularTexture");
- } else {
- if (ps_version >= D3DPS_VERSION(2,0))
- hr = magic_fx->SetTechnique("SpecMapPix");
- else
- hr = magic_fx->SetTechnique("SpecularTexture");
- }
- } else {
- if (mtl->tex_bumpmap && do_bump) {
- if (ps_version >= D3DPS_VERSION(2,0))
- hr = magic_fx->SetTechnique("BumpMapPix");
- else
- hr = magic_fx->SetTechnique("BumpMap");
- } else if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) {
- if (ps_version >= D3DPS_VERSION(2,0))
- hr = magic_fx->SetTechnique("EmissivePix");
- else
- hr = magic_fx->SetTechnique("EmissiveTexture");
- } else {
- if (ps_version >= D3DPS_VERSION(2,0))
- hr = magic_fx->SetTechnique("SimplePix");
- else
- hr = magic_fx->SetTechnique("SimpleTexture");
- }
- }
- }
-
- else if (texcache && mtl->tex_diffuse) {
- if (mtl->tex_specular && IsSpecMapEnabled()) {
- if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) {
- hr = magic_fx->SetTechnique("EmissiveSpecularTexture");
- } else {
- hr = magic_fx->SetTechnique("SpecularTexture");
- }
- }
-
- else {
- if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) {
- hr = magic_fx->SetTechnique("EmissiveTexture");
- } else {
- hr = magic_fx->SetTechnique("SimpleTexture");
- }
- }
- } else {
- hr = magic_fx->SetTechnique("SimpleMaterial");
- }
- }
-
- if (environment_cube != 0 && magic_fx->IsParameterUsed("env_cube", hnd_shader)) {
- D3DXMATRIX env_matrix;
- D3DXMatrixIdentity(&env_matrix);
-
- magic_fx->SetMatrix("env_matrix", &env_matrix);
- magic_fx->SetTexture("env_cube", environment_cube->GetTexture());
- }
-
- if (render_state[STENCIL_ENABLE]) {
- d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
- d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x01);
- d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATER);
- } else {
- d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
- }
-
- if (render_state[LIGHTING_PASS] > 0) {
- current_blend_state = 100;
- SetBlendType(BLEND_ADDITIVE);
- SetRenderState(Z_WRITE_ENABLE, FALSE);
- } else {
- current_blend_state = 100;
- SetBlendType(mtl->blend);
- }
-
- UINT nPasses = 0;
-
- hr = magic_fx->Begin(&nPasses, 0);
-
- for (UINT i = 0; i < nPasses; i++) {
- hr = magic_fx->BeginPass(i);
-
- hr = d3ddevice->DrawIndexedPrimitive(
- D3DPT_TRIANGLELIST,
- 0,
- first_vert,
- num_verts,
- first_index,
- num_tris);
-
- hr = magic_fx->EndPass();
- }
-
- hr = magic_fx->End();
- } else {
- for (int pass = 0; pass < passes; pass++) {
- SetupPass(pass);
-
- hr = d3ddevice->DrawIndexedPrimitive(
- D3DPT_TRIANGLELIST,
- 0,
- first_vert,
- num_verts,
- first_index,
- num_tris);
-
- if (detail) {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9DetailVertex::FVF);
- } else if (luminous) {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9LuminousVertex::FVF);
- } else if (surface_has_tangent_data && vertex_declaration) {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetVertexDeclaration(vertex_declaration);
- } else {
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF);
- }
- }
- }
- }
-
- if (FAILED(hr)) {
- static int report = 10;
- if (report-- > 0)
- VideoDX9Error("Could not draw solid polys.", hr);
- } else {
- stats.nverts += num_verts;
- stats.npolys += num_tris;
- result = true;
- }
- }
-
- return result;
-}
-
-bool
-VideoDX9::DrawPolyOutline(Poly* p)
-{
- if (d3ddevice && p && p->nverts >= 3) {
- static VideoDX9LineVertex verts[8];
-
- int nlines = p->nverts;
- VertexSet* vset = p->vertex_set;
- WORD index = 0;
- Color color = Color::Black;
- HRESULT hr = E_FAIL;
-
- ZeroMemory(verts, sizeof(verts));
-
- if (p->material)
- color = p->material->Kd.ToColor();
-
- for (int i = 0; i < p->nverts; i++) {
- index = p->verts[i];
-
- verts[i].x = vset->loc[index].x;
- verts[i].y = vset->loc[index].y;
- verts[i].z = vset->loc[index].z;
- verts[i].diffuse = color.Value();
- }
-
- // last vertex, to close the loop
- index = p->verts[0];
- int i = p->nverts;
-
- verts[i].x = vset->loc[index].x;
- verts[i].y = vset->loc[index].y;
- verts[i].z = vset->loc[index].z;
- verts[i].diffuse = color.Value();
-
- current_texture = 0;
-
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF);
- hr = d3ddevice->SetTexture(0, 0);
- hr = d3ddevice->DrawPrimitiveUP(
- D3DPT_LINESTRIP,
- nlines,
- verts,
- sizeof(VideoDX9LineVertex));
- return true;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::DrawShadow(Solid* s, int nverts, Vec3* shadow_verts, bool visible)
-{
- bool result = false;
- HRESULT hr = E_FAIL;
-
- if (d3ddevice && s && nverts && shadow_verts && IsShadowEnabled()) {
- Matrix orient = s->Orientation();
- orient.Transpose();
-
- D3DMATRIX world_matrix;
- CreateD3DMatrix(world_matrix, orient, s->Location());
- d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix);
- matrixWorld = world_matrix;
-
- // show shadow outlines:
- if (visible) {
- static VideoDX9LineVertex verts[4];
-
- d3ddevice->SetRenderState(D3DRS_ZENABLE, TRUE);
- d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
- d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
- d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
- d3ddevice->SetRenderState(D3DRS_LIGHTING, FALSE);
- d3ddevice->SetVertexShader(NULL);
- d3ddevice->SetFVF(VideoDX9LineVertex::FVF);
- d3ddevice->SetTexture(0, 0);
-
- SetBlendType(BLEND_ALPHA);
-
- for (int i = 0; i < nverts; i+=3) {
- DWORD c = 0xa0ffff80;
-
- verts[0].x = shadow_verts[i+0].x;
- verts[0].y = shadow_verts[i+0].y;
- verts[0].z = shadow_verts[i+0].z;
- verts[0].diffuse = c;
-
- verts[1].x = shadow_verts[i+1].x;
- verts[1].y = shadow_verts[i+1].y;
- verts[1].z = shadow_verts[i+1].z;
- verts[1].diffuse = c;
-
- verts[2].x = shadow_verts[i+2].x;
- verts[2].y = shadow_verts[i+2].y;
- verts[2].z = shadow_verts[i+2].z;
- verts[2].diffuse = c;
-
- verts[3].x = shadow_verts[i+0].x;
- verts[3].y = shadow_verts[i+0].y;
- verts[3].z = shadow_verts[i+0].z;
- verts[3].diffuse = c;
-
- hr = d3ddevice->DrawPrimitiveUP(
- D3DPT_LINESTRIP,
- 3,
- verts,
- sizeof(VideoDX9LineVertex));
- }
-
- // restore lighting state
- d3ddevice->SetRenderState(D3DRS_LIGHTING, render_state[LIGHTING_ENABLE]);
- }
-
- // render shadows into stencil buffer:
-
- // Disable z-buffer writes (note: z-testing still occurs), and enable the
- // stencil-buffer
- d3ddevice->SetRenderState(D3DRS_ZENABLE, TRUE);
- d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
- d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
-
- // Dont bother with interpolating color
- d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
-
- // Set up stencil compare fuction, reference value, and masks.
- // Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true.
- // Note: since we set up the stencil-test to always pass, the STENCILFAIL
- // renderstate is really not needed.
- d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
- d3ddevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
- d3ddevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
-
- // If z-test passes, inc/decrement stencil buffer value
- d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x1 );
- d3ddevice->SetRenderState(D3DRS_STENCILMASK, 0xff );
- d3ddevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xff );
- d3ddevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
-
- // Make sure that no pixels get drawn to the frame buffer
- d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE );
- d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO );
- d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE );
-
- d3ddevice->SetVertexShader(NULL);
- d3ddevice->SetFVF(D3DFVF_XYZ);
-
- // Draw front-side of shadow volume in stencil/z only
- hr = d3ddevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nverts/3, shadow_verts, sizeof(Vec3));
-
- // Now reverse cull order so back sides of shadow volume are written.
- d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );
-
- // Decrement stencil buffer value
- d3ddevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_DECR );
-
- // Draw back-side of shadow volume in stencil/z only
- hr = d3ddevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nverts/3, shadow_verts, sizeof(Vec3));
-
- // restore render states
- d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
- d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
- d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
- d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
-
- // force restore of current blend type
- int type = current_blend_state;
- current_blend_state = 100;
- SetBlendType(type);
-
- result = SUCCEEDED(hr);
- }
-
- return result;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::DrawLines(int nlines, Vec3* points, Color c, int blend)
-{
- bool result = false;
-
- if (d3ddevice && points && nlines > 0 && nlines <= 256) {
- stats.ncalls++;
-
- VideoDX9LineVertex* verts = line_verts;
-
- if (verts) {
- HRESULT hr = E_FAIL;
-
- for (int i = 0; i < 2*nlines; i++) {
- VideoDX9LineVertex* v = verts + i;
- Vec3* p = points + i;
-
- v->x = p->x;
- v->y = p->y;
- v->z = p->z;
- v->diffuse = c.Value();
- }
-
- hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix);
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF);
-
- DWORD old_lighting = render_state[LIGHTING_ENABLE];
-
- // untextured lines:
- if (current_texture) {
- d3ddevice->SetTexture(0, 0);
- current_texture = 0;
- }
-
- SetRenderState(LIGHTING_ENABLE, FALSE);
- SetBlendType(blend);
-
- hr = d3ddevice->DrawPrimitiveUP(
- D3DPT_LINELIST,
- nlines,
- verts,
- sizeof(VideoDX9LineVertex));
-
- if (FAILED(hr)) {
- static int report = 10;
- if (report-- > 0)
- VideoDX9Error("Could not draw 3D lines.", hr);
- }
-
- SetRenderState(LIGHTING_ENABLE, old_lighting);
-
- if (SUCCEEDED(hr)) {
- stats.nverts += 2*nlines;
- stats.nlines += nlines;
- result = true;
- }
- }
- }
-
- return result;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::DrawScreenLines(int nlines, float* points, Color c, int blend)
-{
- bool result = false;
-
- if (d3ddevice && points && nlines > 0 && nlines <= 64) {
- stats.ncalls++;
-
- VideoDX9ScreenVertex* verts = screen_line_verts;
-
- if (verts) {
- HRESULT hr = E_FAIL;
-
- for (int i = 0; i < 2*nlines; i++) {
- VideoDX9ScreenVertex* v = verts + i;
-
- v->sx = points[2*i + 0];
- v->sy = points[2*i + 1];
- v->sz = 0.0f;
- v->rhw = 1.0f;
- v->diffuse = c.Value();
- v->tu = 0.0f;
- v->tv = 0.0f;
- }
-
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9ScreenVertex::FVF);
-
- if (FAILED(hr)) {
- static int report = 10;
- if (report-- > 0)
- VideoDX9Error("Could not set FVF for screen lines.", hr);
- }
-
- else {
- if (current_texture != 0) {
- hr = d3ddevice->SetTexture(0, 0);
- current_texture = 0;
- }
-
- SetRenderState(FILL_MODE, D3DFILL_SOLID);
- SetRenderState(Z_ENABLE, D3DZB_FALSE);
- SetRenderState(LIGHTING_ENABLE, FALSE);
- SetBlendType(blend);
-
- hr = d3ddevice->DrawPrimitiveUP(
- D3DPT_LINELIST,
- nlines,
- verts,
- sizeof(VideoDX9ScreenVertex));
-
- if (FAILED(hr)) {
- static int report = 10;
- if (report-- > 0)
- VideoDX9Error("Could not draw screen lines.", hr);
- }
- }
-
- if (SUCCEEDED(hr)) {
- stats.nverts += 2*nlines;
- stats.nlines += nlines;
- result = true;
- }
- }
- }
-
- return result;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::DrawPoints(VertexSet* vset)
-{
- if (vset && vset->nverts) {
- HRESULT hr = E_FAIL;
-
- int nverts = vset->nverts;
- VideoDX9LineVertex* verts = new(__FILE__,__LINE__) VideoDX9LineVertex[nverts];
-
- if (verts) {
- for (int i = 0; i < nverts; i++) {
- VideoDX9LineVertex* v = verts + i;
- Vec3* p = vset->loc + i;
-
- v->x = p->x;
- v->y = p->y;
- v->z = p->z;
- v->diffuse = vset->diffuse[i];
- }
-
- SetRenderState(LIGHTING_ENABLE, FALSE);
-
- hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix);
- hr = d3ddevice->SetVertexShader(NULL);
- hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF);
- hr = d3ddevice->SetTexture(0, 0);
- hr = d3ddevice->DrawPrimitiveUP(
- D3DPT_POINTLIST,
- nverts,
- verts,
- sizeof(VideoDX9LineVertex));
-
- delete [] verts;
- return true;
- }
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::UseMaterial(Material* m)
-{
- use_material = m;
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::UseXFont(const char* name, int size, bool bold, bool ital)
-{
- if (d3ddevice && name && *name && size > 4) {
- RELEASE(d3dx_font);
-
- strcpy_s(font_name, name);
- font_size = size;
- font_bold = bold;
- font_ital = ital;
-
- HRESULT hr = E_FAIL;
- HDC hdc = GetDC(NULL);
- int nLogPixelsY = GetDeviceCaps(hdc, LOGPIXELSY);
-
- ReleaseDC(NULL, hdc);
-
- int nHeight = -size * nLogPixelsY / 72;
-
- hr = D3DXCreateFont(d3ddevice, // D3D device
- nHeight, // Height
- 0, // Width
- bold ? FW_BOLD : FW_NORMAL, // Weight
- 1, // MipLevels, 0 = autogen mipmaps
- ital, // Italic
- DEFAULT_CHARSET, // CharSet
- OUT_DEFAULT_PRECIS, // OutputPrecision
- DEFAULT_QUALITY, // Quality
- DEFAULT_PITCH | FF_DONTCARE, // PitchAndFamily
- name, // pFaceName
- &d3dx_font); // ppFont
-
- if (SUCCEEDED(hr)) {
- return true;
- }
- }
-
- RELEASE(d3dx_font);
- return false;
-}
-
-bool
-VideoDX9::DrawText(const char* text, int count, const Rect& rect, DWORD format, Color c)
-{
- if (d3ddevice && text && *text && d3dx_font) {
- RECT r;
- r.left = rect.x;
- r.top = rect.y;
- r.right = rect.x + rect.w;
- r.bottom = rect.y + rect.h;
-
- d3dx_font->DrawText(0, text, count, &r, format, c.Value());
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-VideoDX9::PrepareSurface(Surface* surf)
-{
- if (surf) {
- int nverts = surf->NumVerts();
- int nindices = surf->NumIndices();
- bool detail = surf->GetVertexSet()->tu1 != 0;
- bool luminous = false;
- DWORD dynamic = 0;
-
- if (surf->GetModel()) {
- luminous = surf->GetModel()->IsLuminous();
- dynamic = surf->GetModel()->IsDynamic() ? D3DUSAGE_DYNAMIC : 0;
- }
-
- surface_has_tangent_data = !luminous && (surf->GetVertexSet()->tangent && surf->GetVertexSet()->binormal);
-
- VideoDX9SurfaceData* surf_data = (VideoDX9SurfaceData*) surf->GetVideoPrivateData();
-
- if (!surf_data) {
- surf_data = new(__FILE__,__LINE__) VideoDX9SurfaceData(surf->GetModel());
-
- surface_has_tangent_data = false;
-
- if (surf->GetVertexSet()->tangent && surf->GetVertexSet()->binormal) {
- surface_has_tangent_data = true;
- surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer(
- this,
- nverts,
- sizeof(VideoDX9NormalVertex),
- 0, // not an FVF vertex buffer
- dynamic | D3DUSAGE_WRITEONLY);
- }
-
- else if (detail) {
- surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer(
- this,
- nverts,
- sizeof(VideoDX9DetailVertex),
- VideoDX9DetailVertex::FVF,
- dynamic | D3DUSAGE_WRITEONLY);
- }
-
- else if (luminous) {
- surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer(
- this,
- nverts,
- sizeof(VideoDX9LuminousVertex),
- VideoDX9LuminousVertex::FVF,
- dynamic | D3DUSAGE_WRITEONLY);
- }
-
- else {
- surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer(
- this,
- nverts,
- sizeof(VideoDX9SolidVertex),
- VideoDX9SolidVertex::FVF,
- dynamic | D3DUSAGE_WRITEONLY);
- }
-
- surf_data->index_buffer = new(__FILE__,__LINE__) VideoDX9IndexBuffer(
- this,
- nindices,
- dynamic | D3DUSAGE_WRITEONLY);
-
- if (!surf_data->vertex_buffer || !surf_data->index_buffer) {
- Print("VideoDX9: Unable to prepare surface '%s'\n", surf->Name());
- delete surf_data;
- return false;
- }
-
- surf->SetVideoPrivateData(surf_data);
- }
-
- if (surf_data && !surf_data->IsValid()) {
- if (detail) {
- VideoDX9DetailVertex* v = (VideoDX9DetailVertex*) surf_data->vertex_buffer->Lock(nverts);
-
- if (v) {
- const VertexSet* vset = surf->GetVertexSet();
- for (int i = 0; i < nverts; i++) {
- v->x = vset->loc[i].x;
- v->y = vset->loc[i].y;
- v->z = vset->loc[i].z;
-
- v->diffuse = vset->diffuse[i];
- v->specular = vset->specular[i];
-
- v->tu = vset->tu[i];
- v->tv = vset->tv[i];
- v->tu1 = vset->tu1[i];
- v->tv1 = vset->tv1[i];
-
- v++;
- }
-
- surf_data->vertex_buffer->Unlock();
- }
- }
-
- else if (luminous) {
- VideoDX9LuminousVertex* v = (VideoDX9LuminousVertex*) surf_data->vertex_buffer->Lock(nverts);
-
- if (v) {
- const VertexSet* vset = surf->GetVertexSet();
- for (int i = 0; i < nverts; i++) {
- v->x = vset->loc[i].x;
- v->y = vset->loc[i].y;
- v->z = vset->loc[i].z;
-
- v->diffuse = vset->diffuse[i];
-
- v->tu = vset->tu[i];
- v->tv = vset->tv[i];
-
- v++;
- }
-
- surf_data->vertex_buffer->Unlock();
- }
- }
-
- else if (surface_has_tangent_data) {
- VideoDX9NormalVertex* v = (VideoDX9NormalVertex*) surf_data->vertex_buffer->Lock(nverts);
-
- if (v) {
- const VertexSet* vset = surf->GetVertexSet();
- for (int i = 0; i < nverts; i++) {
- v->x = vset->loc[i].x;
- v->y = vset->loc[i].y;
- v->z = vset->loc[i].z;
-
- v->nx = vset->nrm[i].x;
- v->ny = vset->nrm[i].y;
- v->nz = vset->nrm[i].z;
-
- v->t0u = vset->tu[i];
- v->t0v = vset->tv[i];
- v->t1u = vset->tu[i];
- v->t1v = vset->tv[i];
-
- v->tx = vset->tangent[i].x;
- v->ty = vset->tangent[i].y;
- v->tz = vset->tangent[i].z;
-
- v->bx = vset->binormal[i].x;
- v->by = vset->binormal[i].y;
- v->bz = vset->binormal[i].z;
-
- v++;
- }
-
- surf_data->vertex_buffer->Unlock();
- }
- }
-
- else {
- VideoDX9SolidVertex* v = (VideoDX9SolidVertex*) surf_data->vertex_buffer->Lock(nverts);
-
- if (v) {
- const VertexSet* vset = surf->GetVertexSet();
- for (int i = 0; i < nverts; i++) {
- v->x = vset->loc[i].x;
- v->y = vset->loc[i].y;
- v->z = vset->loc[i].z;
-
- v->nx = vset->nrm[i].x;
- v->ny = vset->nrm[i].y;
- v->nz = vset->nrm[i].z;
-
- v->tu = vset->tu[i];
- v->tv = vset->tv[i];
-
- v++;
- }
-
- surf_data->vertex_buffer->Unlock();
- }
- }
-
- WORD* indices = surf_data->index_buffer->Lock(nindices);
-
- if (indices) {
- // copy the indices into the locked index buffer
- WORD* s = indices;
- Poly* p = surf->GetPolys();
-
- for (int i = 0; i < surf->NumPolys(); i++) {
- if (p->nverts == 3) {
- *s++ = p->verts[0];
- *s++ = p->verts[2];
- *s++ = p->verts[1];
- }
- else if (p->nverts == 4) {
- *s++ = p->verts[0];
- *s++ = p->verts[2];
- *s++ = p->verts[1];
-
- *s++ = p->verts[0];
- *s++ = p->verts[3];
- *s++ = p->verts[2];
- }
-
- p++;
- }
-
- surf_data->index_buffer->Unlock();
- }
-
- surf_data->Validate();
- }
-
- int first_index = 0;
-
- ListIter<Segment> seg_iter = surf->GetSegments();
- while (++seg_iter) {
- Segment* segment = seg_iter.value();
-
- if (!segment->video_data) {
- VideoDX9SegmentData* seg_data = new(__FILE__,__LINE__) VideoDX9SegmentData;
-
- int num_tris = 0;
- for (int i = 0; i < segment->npolys; i++)
- num_tris += segment->polys[i].nverts-2;
-
- seg_data->first_vert = 0;
- seg_data->num_verts = surf->NumVerts();
- seg_data->first_index = first_index;
- seg_data->num_tris = num_tris;
-
- segment->video_data = seg_data;
-
- first_index += num_tris * 3;
- }
- }
- }
-
- return true;
-}
-
-// +--------------------------------------------------------------------+
-
-int
-VideoDX9::PrepareMaterial(Material* m)
-{
- segment_material = m;
- strategy = 0;
- passes = 0;
-
- if (m) {
- int max_stages = 1;
- int max_textures = 1;
- bool multiply_add = false;
- bool dotproduct3 = false;
- bool vertexshader = false;
- bool pixelshader = false;
- DWORD vs_version = 0;
- DWORD ps_version = 0;
-
- VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType());
-
- if (dev_info) {
- max_stages = (int) dev_info->caps.MaxTextureBlendStages;
- max_textures = (int) dev_info->caps.MaxSimultaneousTextures;
- multiply_add = (dev_info->caps.TextureOpCaps & D3DTEXOPCAPS_MULTIPLYADD) ? true : false;
- dotproduct3 = (dev_info->caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3) ? true : false;
-
- vs_version = video_settings.enable_vs ? dev_info->caps.VertexShaderVersion : 0;
- ps_version = video_settings.enable_ps ? dev_info->caps.PixelShaderVersion : 0;
-
- vertexshader = vs_version >= D3DVS_VERSION(1,1);
- pixelshader = ps_version >= D3DPS_VERSION(2,0);
- }
-
- strategy = DX9_STRATEGY_SIMPLE;
- passes = 1;
-
- if (m->tex_alternate) {
- if (m->tex_detail && max_textures > 2 && max_stages > 4)
- strategy = DX9_STRATEGY_BLEND_DETAIL;
-
- else if (max_textures > 1 && max_stages > 3)
- strategy = DX9_STRATEGY_BLEND;
- }
-
- else if (m->tex_emissive && (!m->tex_diffuse || m->tex_diffuse == m->tex_emissive)) {
- strategy = DX9_STRATEGY_GLOW;
- }
-
- else if (IsSpecMapEnabled() && m->tex_specular && !m->tex_emissive) {
- strategy = DX9_STRATEGY_SPECMAP;
-
- if (max_textures < 2 || max_stages < 2 || !multiply_add)
- passes = 2;
- }
-
- else if ((!IsSpecMapEnabled() || !m->tex_specular) && m->tex_emissive) {
- strategy = DX9_STRATEGY_EMISSIVE;
-
- if (max_textures < 2 || max_stages < 2)
- passes = 2;
- }
-
- else if (IsSpecMapEnabled() && m->tex_specular && m->tex_emissive) {
- strategy = DX9_STRATEGY_SPEC_EMISSIVE;
-
- if (max_textures < 2 || max_stages < 2)
- passes = 3;
-
- else if (max_textures < 3 || max_stages < 3 || !multiply_add)
- passes = 2;
- }
- }
-
- return passes;
-}
-
-bool
-VideoDX9::SetupPass(int pass)
-{
- if (pass < 0 || pass >= passes)
- return false;
-
- if (pass == 0) {
- D3DMATERIAL9 d3dmtl;
- IDirect3DTexture9* texture_0 = 0;
- IDirect3DTexture9* texture_1 = 0;
- IDirect3DTexture9* texture_2 = 0;
- Bitmap* tex_bmp_0 = 0;
- Bitmap* tex_bmp_1 = 0;
- Bitmap* tex_bmp_2 = 0;
- ColorValue orig_spec = segment_material->Ks;
- HRESULT hr = E_FAIL;
-
- if (segment_material->tex_specular && passes > 1)
- segment_material->Ks = Color::Black;
-
- CreateD3DMaterial(d3dmtl, *segment_material);
- segment_material->Ks = orig_spec;
-
- hr = d3ddevice->SetMaterial(&d3dmtl);
-
- if (strategy == DX9_STRATEGY_SIMPLE) {
- tex_bmp_0 = segment_material->tex_diffuse;
- }
-
- else if (strategy == DX9_STRATEGY_BLEND) {
- tex_bmp_0 = segment_material->tex_diffuse;
- tex_bmp_1 = segment_material->tex_alternate;
- }
-
- else if (strategy == DX9_STRATEGY_BLEND_DETAIL) {
- tex_bmp_0 = segment_material->tex_diffuse;
- tex_bmp_1 = segment_material->tex_alternate;
- tex_bmp_2 = segment_material->tex_detail;
- }
-
- else if (strategy == DX9_STRATEGY_SPECMAP) {
- if (passes == 1) {
- tex_bmp_0 = segment_material->tex_diffuse;
- tex_bmp_1 = segment_material->tex_specular;
- }
- else {
- tex_bmp_0 = segment_material->tex_diffuse;
- }
- }
-
- else if (strategy == DX9_STRATEGY_EMISSIVE && passes == 1 ||
- strategy == DX9_STRATEGY_SPEC_EMISSIVE && passes == 2) {
- if (segment_material->tex_diffuse) {
- tex_bmp_0 = segment_material->tex_diffuse;
- tex_bmp_1 = segment_material->tex_emissive;
- }
- else {
- tex_bmp_0 = segment_material->tex_emissive;
- }
- }
-
- else {
- tex_bmp_0 = segment_material->tex_emissive;
- }
-
- if (texcache && tex_bmp_0) {
- texture_0 = texcache->FindTexture(tex_bmp_0);
-
- hr = d3ddevice->SetTexture(0, texture_0);
- current_texture = texture_0;
-
- if (tex_bmp_1) {
- texture_1 = texcache->FindTexture(tex_bmp_1);
- hr = d3ddevice->SetTexture(1, texture_1);
-
- if (tex_bmp_2) {
- texture_2 = texcache->FindTexture(tex_bmp_2);
- hr = d3ddevice->SetTexture(2, texture_2);
- }
- }
- }
- else {
- hr = d3ddevice->SetTexture(0, 0);
- current_texture = 0;
- }
-
- SetBlendType(segment_material->blend);
-
- if (texture_0 && texture_1 && strategy == DX9_STRATEGY_BLEND) {
- d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
-
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
-
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
-
- d3ddevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
-
- d3ddevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
- }
-
- else if (texture_0 && texture_1 && texture_2 && strategy == DX9_STRATEGY_BLEND_DETAIL) {
- d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(2, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
-
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
- d3ddevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
-
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
-
- d3ddevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
- d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, 1);
-
- d3ddevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(3, D3DTSS_COLORARG1, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(3, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- d3ddevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(3, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- }
-
- else if (texture_0 && strategy == DX9_STRATEGY_GLOW) {
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- }
-
- else if (texture_0) {
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- }
-
- if (texture_1 && strategy == DX9_STRATEGY_SPECMAP) {
- d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
-
- d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MULTIPLYADD);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_SPECULAR);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- }
-
- else if (texture_1 && strategy == DX9_STRATEGY_EMISSIVE) {
- d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
-
- d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- }
-
- else if (texture_1 && strategy == DX9_STRATEGY_SPEC_EMISSIVE) {
- d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
-
- d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- }
-
- else if (strategy < DX9_STRATEGY_BLEND) {
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
- }
- }
-
- else if (pass == 1) {
- D3DMATERIAL9 d3dmtl;
- IDirect3DTexture9* texture = 0;
- Bitmap* tex_bmp = 0;
- ColorValue orig_Ka = segment_material->Ka;
- ColorValue orig_Kd = segment_material->Kd;
- HRESULT hr = E_FAIL;
-
- if (segment_material->tex_specular) {
- segment_material->Ka = Color::Black;
- segment_material->Kd = Color::Black;
- }
-
- CreateD3DMaterial(d3dmtl, *segment_material);
-
- segment_material->Ka = orig_Ka;
- segment_material->Kd = orig_Kd;
-
- hr = d3ddevice->SetMaterial(&d3dmtl);
-
- if (strategy == DX9_STRATEGY_SPECMAP ||
- strategy == DX9_STRATEGY_SPEC_EMISSIVE) {
- tex_bmp = segment_material->tex_specular;
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_SPECULAR);
- }
-
- else if (strategy == DX9_STRATEGY_EMISSIVE) {
- tex_bmp = segment_material->tex_emissive;
- d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- }
-
- d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
-
- if (texcache && tex_bmp) {
- texture = texcache->FindTexture(tex_bmp);
- hr = d3ddevice->SetTexture(0, texture);
- current_texture = texture;
-
- SetBlendType(BLEND_ADDITIVE);
- }
- }
-
- if (render_state[STENCIL_ENABLE]) {
- d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
- d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x01);
- d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATER);
- }
- else {
- d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
- }
-
- if (render_state[LIGHTING_PASS] > 0) {
- SetBlendType(BLEND_ADDITIVE);
- SetRenderState(Z_WRITE_ENABLE, FALSE);
- }
-
- return true;
-}
-
-
-// +--------------------------------------------------------------------+
-
-void
-VideoDX9Error(const char* msg, HRESULT err)
-{
- Print(" VideoDX9: %s. [%s]\n", msg, D3DErrStr(err));
-}
-
-char* D3DErrStr(HRESULT hr)
-{
- static char errstrbuf[128];
-
- switch (hr) {
- default:
- sprintf_s(errstrbuf, "Unrecognized error value = %08x.", hr);
- return errstrbuf;
-
- case D3D_OK:
- return "No error.";
-
- case D3DERR_WRONGTEXTUREFORMAT:
- return "Wrong texture format.";
-
- case D3DERR_UNSUPPORTEDCOLOROPERATION:
- return "Unsupported color operation.";
-
- case D3DERR_UNSUPPORTEDCOLORARG:
- return "Unsupported color argument.";
-
- case D3DERR_UNSUPPORTEDALPHAOPERATION:
- return "Unsupported alpha operation.";
-
- case D3DERR_UNSUPPORTEDALPHAARG:
- return "Unsupported alpha argument.";
-
- case D3DERR_TOOMANYOPERATIONS:
- return "Too many operations.";
-
- case D3DERR_CONFLICTINGTEXTUREFILTER:
- return "Conflicting texture filter.";
-
- case D3DERR_UNSUPPORTEDFACTORVALUE:
- return "Unsupported factor value.";
-
- case D3DERR_CONFLICTINGRENDERSTATE:
- return "Conflicting render state.";
-
- case D3DERR_UNSUPPORTEDTEXTUREFILTER:
- return "Unsupported texture filter.";
-
- case D3DERR_CONFLICTINGTEXTUREPALETTE:
- return "Conflicting texture palette.";
-
- case D3DERR_DRIVERINTERNALERROR:
- return "Driver internal error.";
-
-
- case D3DERR_NOTFOUND:
- return "Resource was not found.";
-
- case D3DERR_MOREDATA:
- return "More data?";
-
- case D3DERR_DEVICELOST:
- return "Device lost.";
-
- case D3DERR_DEVICENOTRESET:
- return "Device is not reset.";
-
- case D3DERR_NOTAVAILABLE:
- return "Not available.";
-
- case D3DERR_OUTOFVIDEOMEMORY:
- return "Out of video memory.";
-
- case E_OUTOFMEMORY:
- return "Out of system memory.";
-
- case D3DERR_INVALIDDEVICE:
- return "Invalid device selection.";
-
- case D3DERR_INVALIDCALL:
- return "Invalid call or parameter.";
-
- case D3DERR_DRIVERINVALIDCALL:
- return "Driver invalid call.";
-
- case D3DERR_WASSTILLDRAWING:
- return "The device was still drawing.";
-
- case D3DOK_NOAUTOGEN:
- return "Autogeneration is not supported by this device.";
-
- }
-}
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: VideoDX9.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Direct3D Video class for DirectX 9 +*/ + +#include "MemDebug.h" +#include "VideoDX9.h" +#include "VideoDX9Enum.h" +#include "VideoDX9VertexBuffer.h" +#include "TexDX9.h" +#include "TexCubeDX9.h" +#include "Camera.h" +#include "Color.h" +#include "DataLoader.h" +#include "Polygon.h" +#include "Light.h" +#include "Solid.h" + +// +--------------------------------------------------------------------+ + +void Print(const char* msg, ...); +char* D3DErrStr(HRESULT dderr); +void VideoDX9Error(const char* msg, HRESULT dderr); +static TexCacheDX9* texcache = 0; +static TexCubeDX9* environment_cube = 0; +static bool surface_has_tangent_data = false; +static Light* main_light; +static Light* back_light; +static D3DXMATRIX matrixWorld; +static D3DXMATRIX matrixView; +static D3DXMATRIX matrixProj; +static D3DXMATRIX matrixWorldInverse; + +extern int VD3D_describe_things; + +#ifndef RELEASE +#define RELEASE(x) if (x) { x->Release(); x=NULL; } +#endif + +#ifndef F2DW +#define F2DW(x) (*(DWORD*)(&x)) +#endif + +#ifndef DW2I +#define DW2I(x) (*(int*)(&x)) +#endif + +// +--------------------------------------------------------------------+ + +typedef HRESULT (WINAPI * LPDDCE)(GUID FAR *, LPVOID *, REFIID , IUnknown FAR *); + +static D3DMATRIX identity_matrix = { + FLOAT(1.0), FLOAT(0.0), FLOAT(0.0), FLOAT(0.0), + FLOAT(0.0), FLOAT(1.0), FLOAT(0.0), FLOAT(0.0), + FLOAT(0.0), FLOAT(0.0), FLOAT(1.0), FLOAT(0.0), + FLOAT(0.0), FLOAT(0.0), FLOAT(0.0), FLOAT(1.0) +}; + +// +--------------------------------------------------------------------+ + +List<Model> model_clients; + +class VideoDX9SurfaceData : public VideoPrivateData +{ +public: + VideoDX9SurfaceData(Model* m) : model(m), vertex_buffer(0), index_buffer(0) { + if (!model_clients.contains(model)) + model_clients.append(model); + } + + virtual ~VideoDX9SurfaceData() { + model_clients.remove(model); + + delete vertex_buffer; + delete index_buffer; + } + + enum { TYPE = 9001 }; + virtual int GetType() const { return TYPE; } + + Model* model; + VideoDX9VertexBuffer* vertex_buffer; + VideoDX9IndexBuffer* index_buffer; +}; + +class VideoDX9SegmentData : public VideoPrivateData +{ +public: + VideoDX9SegmentData() : first_vert(0), num_verts(0), first_index(0), num_tris(0) { } + virtual ~VideoDX9SegmentData() { } + + enum { TYPE = 9002 }; + virtual int GetType() const { return TYPE; } + + int first_vert; + int num_verts; + int first_index; + int num_tris; +}; + +// +--------------------------------------------------------------------+ + +static int d3dstate_table[] = { + D3DRS_FILLMODE, // FILL_MODE + D3DRS_SHADEMODE, // SHADE_MODE + D3DRS_LIGHTING, // LIGHTING_ENABLE + D3DRS_ZENABLE, // Z_ENABLE + D3DRS_ZWRITEENABLE, // Z_WRITE_ENABLE + D3DRS_DEPTHBIAS, // Z_BIAS + 0, // TEXTURE_FILTER + D3DRS_DITHERENABLE, // DITHER_ENABLE + D3DRS_SPECULARENABLE, // SPECULAR_ENABLE + D3DRS_FOGENABLE, // FOG_ENABLE + D3DRS_FOGCOLOR, // FOG_COLOR + D3DRS_FOGDENSITY, // FOG_DENSITY + D3DRS_STENCILENABLE, // STENCIL_ENABLE + 0x11111111, // TEXTURE_WRAP (special case) + 0 // LIGHTING_PASS +}; + +static const int NUM_SCREEN_VERTS = 1024; +static const int NUM_SCREEN_INDICES = NUM_SCREEN_VERTS * 2; + +// +--------------------------------------------------------------------+ + +struct VideoDX9ScreenVertex +{ + FLOAT sx, sy, sz, rhw; + DWORD diffuse; + FLOAT tu, tv; + + static DWORD FVF; +}; + +DWORD VideoDX9ScreenVertex::FVF = D3DFVF_XYZRHW | +D3DFVF_DIFFUSE | +D3DFVF_TEX1; + +struct VideoDX9NormalVertex +{ + FLOAT x, y, z; + FLOAT nx, ny, nz; + FLOAT t0u, t0v; + FLOAT t1u, t1v; + FLOAT tx, ty, tz; + FLOAT bx, by, bz; + + static DWORD FVF; +}; + +DWORD VideoDX9NormalVertex::FVF = 0; + +// Global Vertex Declaration shared by shaders +D3DVERTEXELEMENT9 videoDX9NormalVertexElements[] = +{ + { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, + { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, + { 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, + { 0, 32, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 }, + { 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 2 }, + { 0, 52, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 3 }, + D3DDECL_END() +}; + +struct VideoDX9SolidVertex +{ + FLOAT x, y, z; + FLOAT nx, ny, nz; + FLOAT tu, tv; + + static DWORD FVF; +}; + +DWORD VideoDX9SolidVertex::FVF = D3DFVF_XYZ | +D3DFVF_NORMAL | +D3DFVF_TEX1 | +D3DFVF_TEXCOORDSIZE2(0); + +struct VideoDX9LuminousVertex +{ + FLOAT x, y, z; + DWORD diffuse; + FLOAT tu, tv; + + static DWORD FVF; +}; + +DWORD VideoDX9LuminousVertex::FVF = D3DFVF_XYZ | +D3DFVF_DIFFUSE | +D3DFVF_TEX1 | +D3DFVF_TEXCOORDSIZE2(0); + +struct VideoDX9DetailVertex +{ + FLOAT x, y, z; + DWORD diffuse; + DWORD specular; + FLOAT tu, tv; + FLOAT tu1, tv1; + + static DWORD FVF; +}; + +DWORD VideoDX9DetailVertex::FVF = D3DFVF_XYZ | +D3DFVF_DIFFUSE | +D3DFVF_SPECULAR | +D3DFVF_TEX2; + +struct VideoDX9LineVertex +{ + FLOAT x, y, z; + DWORD diffuse; + + static DWORD FVF; +}; + +DWORD VideoDX9LineVertex::FVF = D3DFVF_XYZ | +D3DFVF_DIFFUSE; + +enum { + DX9_STRATEGY_NONE, + DX9_STRATEGY_SIMPLE, + DX9_STRATEGY_GLOW, + DX9_STRATEGY_SPECMAP, + DX9_STRATEGY_EMISSIVE, + DX9_STRATEGY_SPEC_EMISSIVE, + DX9_STRATEGY_BLEND, + DX9_STRATEGY_BLEND_DETAIL +}; + +// +--------------------------------------------------------------------+ + +static VideoDX9* video_dx9_instance = 0; + +VideoDX9::VideoDX9(const HWND& window, VideoSettings* vs) +: width(0), height(0), bpp(0), hwnd(window), surface(0), +d3d(0), d3ddevice(0), device_lost(false), fade(0), +zdepth(0), gamma(128), num_verts(0), first_vert(0), +current_texture(0), screen_vbuf(0), screen_ibuf(0), +font_verts(0), font_indices(0), font_nverts(0), +nlights(0), use_material(0), d3dx_font(0), +segment_material(0), strategy(0), passes(0), +screen_line_verts(0), line_verts(0), +vertex_declaration(0), +magic_fx(0), magic_fx_code(0), magic_fx_code_len(0) +{ + video_dx9_instance = this; + + Print("\n********************************\n"); + Print("* Direct 3D version 9 *\n"); + Print("********************************\n\n"); + + status = VIDEO_ERR; + HRESULT err = E_OUTOFMEMORY; + + d3d = Direct3DCreate9(D3D_SDK_VERSION); + dx9enum = new(__FILE__,__LINE__) VideoDX9Enum(d3d); + + if (d3d && dx9enum) { + if (vs) { + dx9enum->req_fullscreen = vs->is_windowed ? false : true; + dx9enum->req_windowed = vs->is_windowed ? true : false; + dx9enum->min_stencil_bits = vs->shadows ? 8 : 0; + dx9enum->uses_depth_buffer = true; + } + else { + dx9enum->req_fullscreen = video_settings.is_windowed ? false : true; + dx9enum->req_windowed = video_settings.is_windowed ? true : false; + dx9enum->min_stencil_bits = video_settings.shadows ? 8 : 0; + dx9enum->uses_depth_buffer = true; + } + + err = dx9enum->Enumerate(); + + if (FAILED(err)) { + VideoDX9Error("(ctor) could not enumerate dx9 properties", err); + delete dx9enum; + return; + } + } + else { + VideoDX9Error("(ctor) could not create enumerator", err); + return; + } + + SetVideoSettings(vs); + + if (video_settings.is_windowed) + dx9enum->SuggestWindowSettings(&video_settings); + else + dx9enum->SuggestFullscreenSettings(&video_settings); + + SetupParams(); + + if (VD3D_describe_things > 2) { + Print("\nD3DPRESENT_PARAMETERS:\n"); + Print(" BackBufferWidth: %d\n", d3dparams.BackBufferWidth); + Print(" BackBufferHeight: %d\n", d3dparams.BackBufferHeight); + Print(" BackBufferCount: %d\n", d3dparams.BackBufferCount); + Print(" BackBufferFormat: %s\n", VideoDX9DisplayMode::D3DFormatToString(d3dparams.BackBufferFormat)); + Print(" Multisample Type: %d\n", d3dparams.MultiSampleType); + Print(" Multisample Qual: %d\n", d3dparams.MultiSampleQuality); + Print(" Swap Effect: %d\n", d3dparams.SwapEffect); + Print(" Device Window: %08X\n", d3dparams.hDeviceWindow); + Print(" Windowed: %s\n", d3dparams.Windowed ? "true" : "false"); + Print(" Enable Depth/Stencil: %s\n", d3dparams.EnableAutoDepthStencil ? "true" : "false"); + Print(" Depth/Stencil Format: %s\n", VideoDX9DisplayMode::D3DFormatToString(d3dparams.AutoDepthStencilFormat)); + Print(" Flags: %08X\n", d3dparams.Flags); + Print(" Fullscreen Refresh: %d Hz\n", d3dparams.FullScreen_RefreshRateInHz); + + switch (d3dparams.PresentationInterval) { + case D3DPRESENT_INTERVAL_IMMEDIATE: + Print(" Present Interval: IMMEDIATE\n"); + break; + + case D3DPRESENT_INTERVAL_DEFAULT: + Print(" Present Interval: DEFAULT\n"); + break; + + case D3DPRESENT_INTERVAL_ONE: + Print(" Present Interval: ONE\n"); + break; + + case D3DPRESENT_INTERVAL_TWO: + Print(" Present Interval: TWO\n"); + break; + + case D3DPRESENT_INTERVAL_THREE: + Print(" Present Interval: THREE\n"); + break; + + case D3DPRESENT_INTERVAL_FOUR: + Print(" Present Interval: FOUR\n"); + break; + + default: + Print(" Present Interval: Unknown (%d)\n", d3dparams.PresentationInterval); + break; + } + + Print("\n"); + } + + Print(" Creating Video Device for HWND = %08x\n", window); + + err = d3d->CreateDevice(D3DADAPTER_DEFAULT, + D3DDEVTYPE_HAL, + window, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + &d3dparams, + &d3ddevice); + + if (FAILED(err)) { + VideoDX9Error("(ctor) could not create device", err); + return; + } + + width = video_settings.GetWidth(); + height = video_settings.GetHeight(); + bpp = video_settings.GetDepth(); + + shadow_enabled = vs->shadows; + bump_enabled = vs->bumpmaps; + spec_enabled = vs->specmaps; + + render_state[FILL_MODE] = FILL_SOLID; + render_state[SHADE_MODE] = SHADE_GOURAUD; + render_state[Z_ENABLE] = false; + render_state[Z_WRITE_ENABLE] = false; + render_state[Z_BIAS] = 0; + render_state[TEXTURE_FILTER] = FILTER_LINEAR; + render_state[DITHER_ENABLE] = false; + render_state[SPECULAR_ENABLE] = true; + render_state[FOG_ENABLE] = false; + render_state[FOG_COLOR] = 0; + render_state[FOG_DENSITY] = 0; + render_state[STENCIL_ENABLE] = false; + render_state[TEXTURE_WRAP] = true; + render_state[LIGHTING_PASS] = 0; + + ZeroMemory(&rect, sizeof(rect)); + + if (!texcache) + texcache = new(__FILE__,__LINE__) TexCacheDX9(this); + + if (texcache) + texcache->count++; + + if (VD3D_describe_things > 0) { + DWORD vmf = VidMemFree() / (1024 * 1024); + Print(" Available Texture Memory: %d MB\n\n", vmf); + } + + if (CreateBuffers()) { + d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + d3ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); + + status = VIDEO_OK; + } + + ZeroMemory(font_name, 64); + font_size = 0; + font_bold = false; + font_ital = false; +} + +// +--------------------------------------------------------------------+ + +VideoDX9::~VideoDX9() +{ + DestroyBuffers(); + + texcache->count--; + if (!texcache->count) { + delete texcache; + texcache = 0; + } + + delete environment_cube; + delete dx9enum; + + RELEASE(d3dx_font); + RELEASE(d3ddevice); + RELEASE(d3d); + + if (magic_fx_code) + delete [] magic_fx_code; + + Print(" VideoDX9: shutdown\n"); + video_dx9_instance = 0; +} + +IDirect3DDevice9* +VideoDX9::GetD3DDevice9() +{ + if (video_dx9_instance) + return video_dx9_instance->d3ddevice; + + return 0; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetupParams() +{ + if (!dx9enum || dx9enum->NumAdapters() < 1) { + status = VIDEO_ERR; + return false; + } + + int adapter_index = video_settings.GetAdapterIndex(); + + if (adapter_index < 0 || adapter_index >= dx9enum->NumAdapters()) { + ::Print("WARNING: VideoDX9 could not select adapter %d (max=%d)\n", + adapter_index, dx9enum->NumAdapters()); + + adapter_index = 0; + } + + dx9enum->SelectAdapter(adapter_index); + + d3dparams.Windowed = video_settings.IsWindowed(); + d3dparams.BackBufferCount = 2; + d3dparams.MultiSampleType = D3DMULTISAMPLE_NONE; + d3dparams.MultiSampleQuality = 0; + d3dparams.SwapEffect = D3DSWAPEFFECT_DISCARD; + d3dparams.EnableAutoDepthStencil = dx9enum->uses_depth_buffer; + d3dparams.hDeviceWindow = hwnd; + + if (dx9enum->uses_depth_buffer) { + d3dparams.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; + d3dparams.AutoDepthStencilFormat = (D3DFORMAT) video_settings.GetDepthStencilFormat(); + } + else { + d3dparams.Flags = 0; + } + + d3dparams.Flags |= D3DPRESENTFLAG_DEVICECLIP; + + if (video_settings.IsWindowed()) { + d3dparams.BackBufferWidth = video_settings.window_width; + d3dparams.BackBufferHeight = video_settings.window_height; + d3dparams.BackBufferFormat = (D3DFORMAT) video_settings.GetBackBufferFormat(); + d3dparams.FullScreen_RefreshRateInHz = 0; + d3dparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + } + else { + d3dparams.BackBufferWidth = video_settings.GetWidth(); + d3dparams.BackBufferHeight = video_settings.GetHeight(); + d3dparams.BackBufferFormat = (D3DFORMAT) video_settings.GetBackBufferFormat(); + d3dparams.FullScreen_RefreshRateInHz = video_settings.GetRefreshRate(); + d3dparams.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; + } + + return true; +} + + +bool +VideoDX9::IsModeSupported(int w, int h, int b) const +{ + if (dx9enum) + return dx9enum->IsModeSupported(w, h, b); + + return false; +} + +bool +VideoDX9::SetVideoSettings(const VideoSettings* vs) +{ + // custom video settings: + if (vs) { + if (vs != &video_settings) + CopyMemory(&video_settings, vs, sizeof(VideoSettings)); + } + + // default video settings: + else { + ZeroMemory(&video_settings, sizeof(VideoSettings)); + + video_settings.fullscreen_mode.width = 800; + video_settings.fullscreen_mode.height = 600; + video_settings.fullscreen_mode.format = VideoMode::FMT_X8R8G8B8; + } + + return true; +} + +bool +VideoDX9::Reset(const VideoSettings* vs) +{ + if (!d3ddevice || !SetVideoSettings(vs)) { + status = VIDEO_ERR; + return false; + } + + bool using_x_font = (d3dx_font != 0); + + RELEASE(d3dx_font); + InvalidateCache(); + DestroyBuffers(); + SetupParams(); + + HRESULT hr = d3ddevice->Reset(&d3dparams); + + if (FAILED(hr)) { + VideoDX9Error("could not reset d3d device", hr); + status = VIDEO_ERR; + return false; + } + + // Store render target surface desc + IDirect3DSurface9* back_buffer; + d3ddevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer); + back_buffer->GetDesc(&back_buffer_desc); + RELEASE(back_buffer); + + width = video_settings.GetWidth(); + height = video_settings.GetHeight(); + bpp = video_settings.GetDepth(); + + shadow_enabled = vs->shadows; + bump_enabled = vs->bumpmaps; + spec_enabled = vs->specmaps; + + + if (CreateBuffers()) { + d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + d3ddevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); + + D3DVIEWPORT9 view; + + hr = d3ddevice->GetViewport(&view); + if (SUCCEEDED(hr)) { + rect.x = view.X; + rect.y = view.Y; + rect.w = view.Width; + rect.h = view.Height; + } + + if (using_x_font) + UseXFont(font_name, font_size, font_bold, font_ital); + + status = VIDEO_OK; + } + + return status == VIDEO_OK; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::CreateBuffers() +{ + if (d3ddevice) { + UINT vertex_size = sizeof(VideoDX9ScreenVertex); + UINT index_size = sizeof(WORD); + + if (!screen_vbuf) { + screen_vbuf = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + NUM_SCREEN_VERTS, + vertex_size, + VideoDX9ScreenVertex::FVF, + D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY); + } + + if (!screen_ibuf) { + screen_ibuf = new(__FILE__,__LINE__) VideoDX9IndexBuffer( + this, + NUM_SCREEN_INDICES, + D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY); + } + + screen_line_verts = new(__FILE__,__LINE__) VideoDX9ScreenVertex[256]; + line_verts = new(__FILE__,__LINE__) VideoDX9LineVertex[512]; + + // create effects: + LPD3DXBUFFER code_buffer = 0; + DataLoader* loader = DataLoader::GetLoader(); + HRESULT hr = E_FAIL; + + hr = d3ddevice->CreateVertexDeclaration(videoDX9NormalVertexElements, + &vertex_declaration); + + // The E - We want to load our shader from the standard filesystem by default, to allow for better modding. + if (video_settings.use_effects && !magic_fx_code) { + FILE* f; + ::fopen_s(&f, "magic.fx", "rb"); + + if (f) { + ::fseek(f, 0, SEEK_END); + magic_fx_code_len = ftell(f); + ::fseek(f, 0, SEEK_SET); + + magic_fx_code = new(__FILE__,__LINE__) BYTE[magic_fx_code_len+1]; + if (magic_fx_code) { + ::fread(magic_fx_code, magic_fx_code_len, 1, f); + magic_fx_code[magic_fx_code_len] = 0; + } + ::fclose(f); + } else if (loader) { + magic_fx_code_len = loader->LoadBuffer("magic.fx", magic_fx_code, true, true); + } + } + + if (video_settings.use_effects && magic_fx_code && magic_fx_code_len) { + hr = D3DXCreateEffect(d3ddevice, + magic_fx_code, + magic_fx_code_len, + 0, 0, 0, 0, + &magic_fx, + &code_buffer); + + if (code_buffer) { + ::Print("ERROR - Failed to compile 'magic.fx'\n"); + ::Print((const char*) code_buffer->GetBufferPointer()); + ::Print("\n\n"); + RELEASE(code_buffer); + } + } + } + + return screen_vbuf && screen_ibuf; +} + +bool +VideoDX9::DestroyBuffers() +{ + if (line_verts) { + delete line_verts; + line_verts = 0; + } + + if (screen_line_verts) { + delete screen_line_verts; + screen_line_verts = 0; + } + + if (screen_vbuf) { + delete screen_vbuf; + screen_vbuf = 0; + } + + if (screen_ibuf) { + delete screen_ibuf; + screen_ibuf = 0; + } + + if (font_verts) { + delete [] font_verts; + font_verts = 0; + } + + if (font_indices) { + delete [] font_indices; + font_indices = 0; + } + + font_nverts = 0; + + RELEASE(vertex_declaration); + RELEASE(magic_fx); + + return true; +} + +// +--------------------------------------------------------------------+ + +DWORD +VideoDX9::VidMemFree() const +{ + UINT result = 0; + + if (d3ddevice) + result = d3ddevice->GetAvailableTextureMem(); + + return result; +} + +int +VideoDX9::MaxTexSize() const +{ + if (d3d && dx9enum && dx9enum->GetAdapterInfo()) { + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + return (int) dev_info->caps.MaxTextureWidth; + } + } + + return 0; +} + +int +VideoDX9::MaxTexAspect() const +{ + if (d3d && dx9enum && dx9enum->GetAdapterInfo()) { + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + return (int) dev_info->caps.MaxTextureAspectRatio; + } + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +void +VideoDX9::RecoverSurfaces() +{ + Print("VideoDX9::RecoverSurfaces()\n"); + + HRESULT hr = D3D_OK; + + surface = 0; + + hr = d3ddevice->TestCooperativeLevel(); + + if (hr == D3DERR_DEVICELOST) { + // This means that some app took exclusive mode access + // we need to sit in a loop till we get back to the right mode. + Print("D3DERR_DEVICELOST\n"); + + do { + Sleep(500); + hr = d3ddevice->TestCooperativeLevel(); + } while (hr == D3DERR_DEVICELOST); + } + + if (hr == D3DERR_DEVICENOTRESET) { + if (Reset(&video_settings)) + hr = S_OK; + } + + if (SUCCEEDED(hr)) { + Print("* Invalidating Texture Cache\n"); + // Re-fill the contents of textures which just got restored: + InvalidateCache(); + + device_lost = false; + } + + Print("* Vid Mem Free: %8d\n", VidMemFree()); + Print("* Recover Surfaces Complete.\n\n"); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetBackgroundColor(Color c) +{ + background = c; + return true; +} + +//----------------------------------------------------------------------------- +// RampValue +// +// The gamma function with inputs in [0,255], scaled to a range with the +// default range appropriate for D3DGAMMARAMP. +// +inline WORD +RampValue(UINT i, double recip_gamma, double fade) +{ + return (WORD) (65535.0 * fade * pow((double)i/255.f, recip_gamma)); +} + +//----------------------------------------------------------------------------- +// ReciprocalGamma +// +// Given a gamma corrected i in [0,255], return 1/gamma +// +inline float +ReciprocalGamma(UINT i) +{ + return logf(i/255.f)/logf(0.5f); +} + +//----------------------------------------------------------------------------- +// GammaValue +// +// Given a gamma corrected color channel value in [0,255], return the gamma. +// +inline float +GammaValue(UINT i) +{ + return logf(0.5f)/logf(i/255.f); +} + +bool +VideoDX9::SetGammaLevel(int g) +{ + HRESULT hr = E_FAIL; + double f = Color::GetFade(); + + if (gamma != g || fade != f) { + if (d3ddevice) { + //::Print("VideoDX9 - SetGammaLevel(%d) fade = %f\n", g, f); + + // compute 1/gamma + float recip_gray = ReciprocalGamma(g); + + // compute i**(1/gamma) for all i and scale to range + for (UINT i = 0; i < 256; i++) { + int val = RampValue(i, recip_gray, f); + + gamma_ramp.red[i] = val; + gamma_ramp.green[i] = val; + gamma_ramp.blue[i] = val; + } + + d3ddevice->SetGammaRamp(0, D3DSGR_NO_CALIBRATION, &gamma_ramp); + hr = D3D_OK; + } + + gamma = g; + fade = f; + } + + return SUCCEEDED(hr); +} + +bool +VideoDX9::SetObjTransform(const Matrix& orient, const Point& loc) +{ + HRESULT hr = E_FAIL; + + if (d3ddevice) { + D3DMATRIX world_matrix; + CreateD3DMatrix(world_matrix, orient, loc); + hr = d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix); + + matrixWorld = world_matrix; + D3DXMatrixInverse(&matrixWorldInverse, 0, &matrixWorld); + } + + return SUCCEEDED(hr); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::ClearAll() +{ + HRESULT err; + + err = d3ddevice->Clear(0, + NULL, + D3DCLEAR_TARGET | D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, + background.Value(), + 1.0f, + 0); + + if (FAILED(err)) { + static int report = 10; + if (report > 0) { + VideoDX9Error("Failed to clear device", err); + report--; + } + } + + return true; +} + +bool +VideoDX9::ClearDepthBuffer() +{ + HRESULT err; + + err = d3ddevice->Clear(0, + NULL, + D3DCLEAR_STENCIL | D3DCLEAR_ZBUFFER, + 0, + 1.0f, + 0); + + if (FAILED(err)) { + static int report = 10; + if (report > 0) { + VideoDX9Error("Failed to clear depth buffer", err); + report--; + } + } + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Present() +{ + // Show the frame on the primary surface. + HRESULT err = d3ddevice->Present( NULL, NULL, NULL, NULL ); + + if (FAILED(err)) { + if (err == D3DERR_DEVICELOST) { + device_lost = true; + } + + else { + static int report = 10; + if (report > 0) { + VideoDX9Error("Could not present frame", err); + report--; + } + } + } + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Pause() +{ + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Resume() +{ + return true; +} + +// +--------------------------------------------------------------------+ + +void +VideoDX9::PreloadSurface(Surface* s) +{ + if (s) + PrepareSurface(s); +} + +void +VideoDX9::PreloadTexture(Bitmap* tex) +{ + if (texcache && tex) + texcache->FindTexture(tex); +} + +void +VideoDX9::InvalidateCache() +{ + ListIter<Model> iter = model_clients; + while (++iter) { + // remove each model from the list... + Model* model = iter.removeItem(); + + // ...so that the buffer destructor doesn't + // do it and mess up the iterator. + model->DeletePrivateData(); + } + + if (texcache) + texcache->InvalidateCache(); +} + +// +--------------------------------------------------------------------+ + +void +VideoDX9::CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Point& p) +{ + result._11 = (float) m.elem[0][0]; + result._12 = (float) m.elem[1][0]; + result._13 = (float) m.elem[2][0]; + result._14 = 0.0f; + + result._21 = (float) m.elem[0][1]; + result._22 = (float) m.elem[1][1]; + result._23 = (float) m.elem[2][1]; + result._24 = 0.0f; + + result._31 = (float) m.elem[0][2]; + result._32 = (float) m.elem[1][2]; + result._33 = (float) m.elem[2][2]; + result._34 = 0.0f; + + result._41 = (float) p.x; + result._42 = (float) p.y; + result._43 = (float) p.z; + result._44 = 1.0f; +} + +void +VideoDX9::CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Vec3& v) +{ + result._11 = (float) m.elem[0][0]; + result._12 = (float) m.elem[1][0]; + result._13 = (float) m.elem[2][0]; + result._14 = 0.0f; + + result._21 = (float) m.elem[0][1]; + result._22 = (float) m.elem[1][1]; + result._23 = (float) m.elem[2][1]; + result._24 = 0.0f; + + result._31 = (float) m.elem[0][2]; + result._32 = (float) m.elem[1][2]; + result._33 = (float) m.elem[2][2]; + result._34 = 0.0f; + + result._41 = v.x; + result._42 = v.y; + result._43 = v.z; + result._44 = 1.0f; +} + +void +VideoDX9::CreateD3DMaterial(D3DMATERIAL9& result, const Material& mtl) +{ + CopyMemory(&result.Diffuse, &mtl.Kd, sizeof(D3DCOLORVALUE)); + CopyMemory(&result.Ambient, &mtl.Ka, sizeof(D3DCOLORVALUE)); + CopyMemory(&result.Specular, &mtl.Ks, sizeof(D3DCOLORVALUE)); + CopyMemory(&result.Emissive, &mtl.Ke, sizeof(D3DCOLORVALUE)); + + result.Power = mtl.power; +} + + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::Capture(Bitmap& bmp) +{ + if (d3ddevice) { + HRESULT hr = E_FAIL; + LPDIRECT3DSURFACE9 pSurf=NULL, pTempSurf=NULL; + D3DSURFACE_DESC desc; + D3DDISPLAYMODE dm; + + // get display dimensions + // this will be the dimensions of the front buffer + hr = d3ddevice->GetDisplayMode(0, &dm); + + if (FAILED(hr)) + VideoDX9Error("VideoDX9::Capture - Can't get display mode!", hr); + + desc.Width = dm.Width; + desc.Height = dm.Height; + desc.Format = D3DFMT_A8R8G8B8; + + hr = d3ddevice->CreateOffscreenPlainSurface( + desc.Width, + desc.Height, + desc.Format, + D3DPOOL_SYSTEMMEM, + &pTempSurf, + NULL); + + if (FAILED(hr)) { + VideoDX9Error("VideoDX9::Capture - Cannot create offscreen buffer 1", hr); + return false; + } + + hr = d3ddevice->GetFrontBufferData(0, pTempSurf); + + if (FAILED(hr)) { + RELEASE(pTempSurf); + VideoDX9Error("VideoDX9::Capture - Can't get front buffer", hr); + return false; + } + + + if (video_settings.IsWindowed()) { + POINT pt={0, 0}; + RECT srcRect; + + // capture only the client area of the screen: + ::GetClientRect(hwnd, &srcRect); + ::ClientToScreen(hwnd, (LPPOINT) &srcRect); + srcRect.right += srcRect.left; + srcRect.bottom += srcRect.top; + + desc.Width = srcRect.right - srcRect.left; + desc.Height = srcRect.bottom - srcRect.top; + desc.Format = D3DFMT_A8R8G8B8; // this is what we get from the screen, so stick with it + + // NB we can't lock the back buffer direct because it's no created that way + // and to do so hits performance, so copy to another surface + // Must be the same format as the source surface + hr = d3ddevice->CreateOffscreenPlainSurface( + desc.Width, + desc.Height, + desc.Format, + D3DPOOL_DEFAULT, + &pSurf, + NULL); + + if (FAILED(hr)) { + RELEASE(pSurf); + VideoDX9Error("VideoDX9::Capture - Cannot create offscreen buffer 2", hr); + return false; + } + + // Copy + hr = d3ddevice->UpdateSurface(pTempSurf, &srcRect, pSurf, &pt); + + if (FAILED(hr)) { + RELEASE(pTempSurf); + RELEASE(pSurf); + VideoDX9Error("VideoDX9::Capture - Cannot update surface", hr); + return false; + } + + RELEASE(pTempSurf); + pTempSurf = pSurf; + pSurf = NULL; + } + + D3DLOCKED_RECT lockedRect; + hr = pTempSurf->LockRect(&lockedRect, NULL, + D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK); + + if (FAILED(hr)) { + VideoDX9Error("VideoDX9::Capture - can't lock rect", hr); + RELEASE(pTempSurf); + return false; + } + + // Allocate color buffer + DWORD* buffer = new DWORD[desc.Width * desc.Height]; + BYTE* src = (BYTE*) lockedRect.pBits; + BYTE* dst = (BYTE*) buffer; + Color clr; + + for (DWORD y = 0; y < desc.Height; y++) { + BYTE *pRow = src; + + for (DWORD x = 0; x < desc.Width; x++) { + switch(desc.Format) { + case D3DFMT_R5G6B5: + clr = Color::Unformat(*((WORD*) (pRow))); + + *dst++ = (BYTE) clr.Red(); + *dst++ = (BYTE) clr.Green(); + *dst++ = (BYTE) clr.Blue(); + *dst++ = 255; + break; + + case D3DFMT_A8R8G8B8: + case D3DFMT_X8R8G8B8: + *dst++ = pRow[0]; // R + *dst++ = pRow[1]; // G + *dst++ = pRow[2]; // B + *dst++ = 255; + + pRow += 4; + break; + + case D3DFMT_R8G8B8: + *dst++ = pRow[0]; // R + *dst++ = pRow[1]; // G + *dst++ = pRow[2]; // B + *dst++ = 255; + + pRow += 3; + break; + } + + } + + src += lockedRect.Pitch; + } + + bmp.CopyHighColorImage(desc.Width, desc.Height, buffer); + + delete [] buffer; + + RELEASE(pTempSurf); + RELEASE(pSurf); + + return SUCCEEDED(hr); + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::GetWindowRect(Rect& r) +{ + if (d3ddevice && (rect.w < 1 || rect.h < 1)) { + D3DVIEWPORT9 view; + HRESULT hr = d3ddevice->GetViewport(&view); + if (SUCCEEDED(hr)) { + rect.x = view.X; + rect.y = view.Y; + rect.w = view.Width; + rect.h = view.Height; + } + } + + r = rect; + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetWindowRect(const Rect& r) +{ + return SetViewport(r.x, r.y, r.w, r.h); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetViewport(int x, int y, int w, int h) +{ + if (!d3d || !d3ddevice) + return false; + + HRESULT hr; + + // set up the viewport according to args: + D3DVIEWPORT9 view; + + view.X = x; + view.Y = y; + view.Width = w; + view.Height = h; + view.MinZ = 0.0f; + view.MaxZ = 1.0f; + + hr = d3ddevice->SetViewport(&view); + if (FAILED(hr)) { + VideoDX9Error("could not initialize viewport", hr); + return false; + } + + // set up the render state: + for (int i = FILL_MODE; i < TEXTURE_WRAP; i++) { + if (d3dstate_table[i]) { + d3ddevice->SetRenderState((D3DRENDERSTATETYPE) d3dstate_table[i], render_state[i]); + } + } + + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + + rect.x = x; + rect.y = y; + rect.w = w; + rect.h = h; + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetAmbient(Color c) +{ + ambient = c; + return true; +} + +bool +VideoDX9::SetLights(const List<Light>& lights) +{ + if (d3ddevice) { + main_light = 0; + back_light = 0; + + ListIter<Light> iter = (List<Light>&) lights; + int index = -1; + + while (++iter) { + Light* light = iter.value(); + + if (light->IsActive()) { + D3DLIGHT9 d3d_light; + ZeroMemory(&d3d_light, sizeof(d3d_light)); + d3d_light.Type = (D3DLIGHTTYPE) light->Type(); + + if (light->Type() == Light::LIGHT_DIRECTIONAL) { + Point light_location = light->Location(); + d3d_light.Direction.x = (float) (-light_location.x); + d3d_light.Direction.y = (float) (-light_location.y); + d3d_light.Direction.z = (float) (-light_location.z); + + if (d3d_light.Direction.x == 0 && + d3d_light.Direction.y == 0 && + d3d_light.Direction.z == 0) { + + d3d_light.Direction.y = -1; + } + + if (light->CastsShadow()) { + if (!main_light || light->Intensity() > main_light->Intensity()) + main_light = light; + } + else if (!back_light) { + back_light = light; + } + } + else { + d3d_light.Position.x = (float) ( light->Location().x); + d3d_light.Position.y = (float) ( light->Location().y); + d3d_light.Position.z = (float) ( light->Location().z); + } + + float r = (light->GetColor().Red() / 255.0f) * light->Intensity(); + float g = (light->GetColor().Green() / 255.0f) * light->Intensity(); + float b = (light->GetColor().Blue() / 255.0f) * light->Intensity(); + + d3d_light.Diffuse.r = r; + d3d_light.Diffuse.g = g; + d3d_light.Diffuse.b = b; + + d3d_light.Specular.r = r; + d3d_light.Specular.g = g; + d3d_light.Specular.b = b; + + d3d_light.Range = light->Intensity() * 10.0f; + d3d_light.Attenuation0 = 0.1f; + d3d_light.Attenuation1 = 0.7f; + d3d_light.Attenuation2 = 0.0f; + + index++; + d3ddevice->SetLight(index, &d3d_light); + d3ddevice->LightEnable(index, TRUE); + } + } + + // turn off any unused lights from before: + while (nlights > index+1) { + d3ddevice->LightEnable(--nlights, FALSE); + } + + nlights = index + 1; + + return true; + } + + return false; +} + +bool +VideoDX9::SetCamera(const Camera* cam) +{ + if (d3ddevice) { + camera = cam; + + D3DMATRIX m; + CreateD3DMatrix(m, cam->Orientation(), cam->Pos()); + d3ddevice->SetTransform(D3DTS_VIEW, &m); + matrixView = m; + + return true; + } + + return false; +} + +bool +VideoDX9::SetProjection(float fov, float znear, float zfar, DWORD type) +{ + if (d3ddevice && zfar > znear) { + D3DMATRIX m; + float h, w, Q; + + double width = (float) (rect.w); + double height = (float) (rect.h); + ZeroMemory(&m, sizeof(m)); + + /*** + *** PERSPECTIVE PROJECTION: + ***/ + + if (type == PROJECTION_PERSPECTIVE) { + double xscale = width / fov; + double yscale = height / fov; + + double maxscale = xscale; + if (yscale > xscale) maxscale = yscale; + + double xangle = atan(fov/2 * maxscale/xscale); + + w = (float) (2/tan(xangle)); // 1/tan(x) == cot(x) + h = (float) (w * width/height); + Q = zfar/(zfar - znear); + + m._11 = w; + m._22 = h; + m._33 = Q; + m._43 = -Q*znear; + m._34 = 1; + } + + /*** + *** ORTHOGONAL PROJECTION: + ***/ + + else if (type == PROJECTION_ORTHOGONAL) { + m._11 = (float) (fov/width); + m._22 = (float) (fov/height); + m._33 = (float) (1/(zfar-znear)); + m._43 = (float) (znear/(znear-zfar)); + m._44 = (float) (1); + } + + else { + return false; + } + + d3ddevice->SetTransform(D3DTS_PROJECTION, &m); + matrixProj = m; + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetEnvironment(Bitmap** faces) +{ + if (environment_cube && !faces) { + delete environment_cube; + environment_cube = 0; + return true; + } + + if (!environment_cube) { + environment_cube = new(__FILE__,__LINE__) TexCubeDX9(this); + } + + if (environment_cube) { + bool ok = true; + for (int i = 0; i < 6; i++) + ok = ok && environment_cube->LoadTexture(faces[i], i); + return ok; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::SetRenderState(RENDER_STATE state, DWORD value) +{ + if (!d3ddevice) + return false; + + if (render_state[state] == value || d3dstate_table[state] == 0) { + render_state[state] = value; + return true; + } + + HRESULT hr = E_FAIL; + + // special case for texture wrapping: + if (state == TEXTURE_WRAP) { + DWORD wrap = D3DTADDRESS_CLAMP; + + if (value) + wrap = D3DTADDRESS_WRAP; + + hr = d3ddevice->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap); + hr = d3ddevice->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap); + } + + // special case for fog enable: + else if (state == FOG_ENABLE) { + if (value) { + hr = d3ddevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP); + hr = d3ddevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE); + } + + hr = d3ddevice->SetRenderState(D3DRS_FOGENABLE, value); + } + + // special case for z bias + else if (state == Z_BIAS) { + if (value) { + FLOAT bias_scale = 1.0f; + FLOAT depth_bias = (FLOAT) (DW2I(value) / -10000.0); + + hr = d3ddevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, F2DW(bias_scale)); + hr = d3ddevice->SetRenderState(D3DRS_DEPTHBIAS, F2DW(depth_bias)); + } + else { + hr = d3ddevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0); + hr = d3ddevice->SetRenderState(D3DRS_DEPTHBIAS, 0); + } + } + + // set default z func along with z enable + else if (state == Z_ENABLE) { + hr = d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + hr = d3ddevice->SetRenderState(D3DRS_ZENABLE, value); + } + + // all other render states: + else { + hr = d3ddevice->SetRenderState((D3DRENDERSTATETYPE) d3dstate_table[state], value); + } + + if (FAILED(hr)) { + VideoDX9Error("could not SetRenderState", hr); + return false; + } + else { + render_state[state] = value; + } + + return true; +} + +bool +VideoDX9::SetBlendType(int blend_type) +{ + if (blend_type == current_blend_state) + return true; + + switch (blend_type) { + default: + // map misc blend types to SOLID + // and fall through to that case + + blend_type = BLEND_SOLID; + + case BLEND_SOLID: + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); + break; + + case BLEND_ALPHA: + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + break; + + case BLEND_ADDITIVE: + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); + break; + } + + current_blend_state = blend_type; + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::StartFrame() +{ + if (device_lost) { + RecoverSurfaces(); + + if (status != VIDEO_OK) + return false; + } + + stats.Clear(); + + HRESULT err = 0; + static int frame_number = 1; + static int report_errs = 100; + + stats.nframe = frame_number; + texcache->FrameNumber(frame_number++); + + // update gamma ramp for global fade value: + SetGammaLevel(gamma); + + ClearAll(); + + err = d3ddevice->BeginScene(); + + if (FAILED(err)) { + if (report_errs > 0) { + report_errs--; + VideoDX9Error("could not begin scene", err); + } + + return false; + } + + scene_active = 1; + current_blend_state = -1; + + SetRenderState(LIGHTING_PASS, 0); + SetRenderState(STENCIL_ENABLE, false); + + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::EndFrame() +{ + HRESULT err = 0; + + if (scene_active) { + err = d3ddevice->EndScene(); + + if (FAILED(err)) { + VideoDX9Error("could not end scene", err); + return false; + } + } + + scene_active = 0; + return true; +} + +// +--------------------------------------------------------------------+ + +static DWORD ColorModulate(DWORD a, DWORD b) +{ + float a0 = (float) ((a ) & 0xff)/255.0f; + float a1 = (float) ((a>> 8) & 0xff)/255.0f; + float a2 = (float) ((a>>16) & 0xff)/255.0f; + float a3 = (float) ((a>>24) & 0xff)/255.0f; + + float b0 = (float) ((b ) & 0xff)/255.0f; + float b1 = (float) ((b>> 8) & 0xff)/255.0f; + float b2 = (float) ((b>>16) & 0xff)/255.0f; + float b3 = (float) ((b>>24) & 0xff)/255.0f; + + return (DWORD) ((BYTE)(a3*b3*255.0f) << 24) | + ((BYTE)(a2*b2*255.0f) << 16) | + ((BYTE)(a1*b1*255.0f) << 8) | + ((BYTE)(a0*b0*255.0f)); +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::PopulateScreenVerts(VertexSet* vset) +{ + if (!vset || !screen_vbuf) + return false; + + num_verts = vset->nverts; + + VideoDX9ScreenVertex* v = (VideoDX9ScreenVertex*) screen_vbuf->Lock(num_verts); + + if (v) { + first_vert = screen_vbuf->GetNextVert(); + + for (int i = 0; i < num_verts; i++) { + v->sx = vset->s_loc[i].x; + v->sy = vset->s_loc[i].y; + v->sz = vset->s_loc[i].z; + v->rhw = vset->rw[i]; + + v->diffuse = vset->diffuse[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + + screen_vbuf->Unlock(); + return true; + } + + Print(" VideoDX9: could not lock screen vbuf for %d verts.\n", num_verts); + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawPolys(int npolys, Poly* polys) +{ + bool result = false; + + if (d3ddevice && polys && npolys > 0) { + // screen space polys: + if (polys->vertex_set->space == VertexSet::SCREEN_SPACE) + return DrawScreenPolys(npolys, polys); + + // world space polys: + stats.ncalls++; + + VertexSet* vset = polys->vertex_set; + int nverts = vset->nverts; + bool luminous = false; + bool detail = false; + DWORD fvf = 0; + void* verts = 0; + int vsize = 0; + WORD* indices = new(__FILE__,__LINE__) WORD[npolys*6]; + + if (polys->material) { + luminous = polys->material->luminous; + } + + if (vset->tu1 != 0) { + VideoDX9DetailVertex* v = new(__FILE__,__LINE__) VideoDX9DetailVertex[nverts]; + verts = v; + vsize = sizeof(VideoDX9DetailVertex); + fvf = VideoDX9DetailVertex::FVF; + + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + v->specular = vset->specular[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + v->tu1 = vset->tu1[i]; + v->tv1 = vset->tv1[i]; + + v++; + } + } + + else if (luminous) { + VideoDX9LuminousVertex* v = new(__FILE__,__LINE__) VideoDX9LuminousVertex[nverts]; + verts = v; + vsize = sizeof(VideoDX9LuminousVertex); + fvf = VideoDX9LuminousVertex::FVF; + + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + } + + else { + VideoDX9SolidVertex* v = new(__FILE__,__LINE__) VideoDX9SolidVertex[nverts]; + verts = v; + vsize = sizeof(VideoDX9SolidVertex); + fvf = VideoDX9SolidVertex::FVF; + + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->nx = vset->nrm[i].x; + v->ny = vset->nrm[i].y; + v->nz = vset->nrm[i].z; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + } + + if (verts && indices) { + HRESULT hr = E_FAIL; + + // fill index array + int num_indices = 0; + int num_tris = 0; + + WORD* s = indices; + Poly* p = polys; + + for (int i = 0; i < npolys; i++) { + if (p->nverts == 3) { + num_indices += 3; + num_tris += 1; + + *s++ = p->verts[0]; + *s++ = p->verts[1]; + *s++ = p->verts[2]; + } + + else if (p->nverts == 4) { + num_indices += 6; + num_tris += 2; + + *s++ = p->verts[0]; + *s++ = p->verts[1]; + *s++ = p->verts[2]; + + *s++ = p->verts[0]; + *s++ = p->verts[2]; + *s++ = p->verts[3]; + } + + p++; + } + + hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(fvf); + + // send primitives to the device + Material* mtl = polys->material; + IDirect3DTexture9* texture = 0; + + if (mtl && texcache && mtl->tex_diffuse) { + texture = texcache->FindTexture(mtl->tex_diffuse); + } + + if (current_texture != texture) { + hr = d3ddevice->SetTexture(0, texture); + current_texture = texture; + } + + if (mtl && texcache && mtl->tex_detail) { + texture = texcache->FindTexture(mtl->tex_detail); + hr = d3ddevice->SetTexture(1, texture); + } + + if (mtl && !luminous) { + D3DMATERIAL9 d3dmtl; + CreateD3DMaterial(d3dmtl, *mtl); + + hr = d3ddevice->SetMaterial(&d3dmtl); + hr = d3ddevice->SetRenderState(D3DRS_AMBIENT, ambient.Value()); + } + + // set render states and select buffers + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(LIGHTING_ENABLE, luminous ? FALSE : TRUE); + SetBlendType(mtl->blend); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + + + hr = d3ddevice->DrawIndexedPrimitiveUP( + D3DPT_TRIANGLELIST, + 0, + nverts, + num_tris, + indices, + D3DFMT_INDEX16, + verts, + vsize); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw 3D polys.", hr); + } + + delete [] verts; + delete [] indices; + + if (SUCCEEDED(hr)) { + stats.nverts += nverts; + stats.npolys += num_tris; + result = true; + } + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawScreenPolys(int npolys, Poly* polys, int blend) +{ + bool result = false; + HRESULT hr = E_FAIL; + + if (d3ddevice && polys && npolys > 0 && screen_vbuf && screen_ibuf) { + stats.ncalls++; + + // fill screen vertex buffer + if (!PopulateScreenVerts(polys->vertex_set)) + return false; + + // fill screen index buffer + int num_indices = 0; + int num_tris = 0; + + // count the number of indices needed for these polys + for (int i = 0; i < npolys; i++) { + Poly* p = polys + i; + + if (p->nverts == 3) { + num_indices += 3; + num_tris += 1; + } + + else if (p->nverts == 4) { + num_indices += 6; + num_tris += 2; + } + } + + WORD* screen_indices = screen_ibuf->Lock(num_indices); + int first_index = screen_ibuf->GetNextIndex(); + + if (!screen_indices) { + Print(" VideoDX9: could not lock screen ibuf for %d indices.\n", num_indices); + return false; + } + + // copy the indices into the locked index buffer + WORD* s = screen_indices; + Poly* p = polys; + + for (int i = 0; i < npolys; i++) { + if (p->nverts == 3) { + *s++ = p->verts[0] + first_vert; + *s++ = p->verts[1] + first_vert; + *s++ = p->verts[2] + first_vert; + } + else if (p->nverts == 4) { + *s++ = p->verts[0] + first_vert; + *s++ = p->verts[1] + first_vert; + *s++ = p->verts[2] + first_vert; + + *s++ = p->verts[0] + first_vert; + *s++ = p->verts[2] + first_vert; + *s++ = p->verts[3] + first_vert; + } + + p++; + } + + screen_ibuf->Unlock(); + + // set render states and select buffers + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(Z_ENABLE, D3DZB_FALSE); + SetRenderState(Z_WRITE_ENABLE, D3DZB_FALSE); + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(blend); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + + // send primitives to the device + Material* mtl = polys->material; + IDirect3DTexture9* texture = 0; + + if (mtl && texcache && mtl->tex_diffuse) { + texture = texcache->FindTexture(mtl->tex_diffuse); + } + + if (current_texture != texture) { + hr = d3ddevice->SetTexture(0, texture); + current_texture = texture; + } + + screen_vbuf->Select(0); + screen_ibuf->Select(); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9ScreenVertex::FVF); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw screen polys.", hr); + } + else { + stats.nverts += num_verts; + stats.npolys += num_tris; + result = true; + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawSolid(Solid* s, DWORD blend_modes) +{ + bool result = false; + HRESULT hr = E_FAIL; + + if (d3ddevice && s && s->GetModel()) { + Model* model = s->GetModel(); + Matrix orient = s->Orientation(); + orient.Transpose(); + + D3DMATRIX world_matrix; + CreateD3DMatrix(world_matrix, orient, s->Location()); + d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix); + matrixWorld = world_matrix; + D3DXMatrixInverse(&matrixWorldInverse, 0, &matrixWorld); + + ListIter<Surface> surf_iter = model->GetSurfaces(); + while (++surf_iter) { + Surface* surf = surf_iter.value(); + + if (surf->IsHidden() || surf->IsSimplified()) + continue; + + if (PrepareSurface(surf)) { + result = true; + + VideoDX9SurfaceData* surf_data = (VideoDX9SurfaceData*) surf->GetVideoPrivateData(); + surf_data->vertex_buffer->Select(0); + surf_data->index_buffer->Select(); + + ListIter<Segment> seg_iter = surf->GetSegments(); + while (++seg_iter) { + Segment* segment = seg_iter.value(); + Material* mtl = segment->material; + + if (mtl && (blend_modes & mtl->blend)) { + result = result && DrawSegment(segment); + } + } + } + } + } + + surface_has_tangent_data = false; + + return result; +} + +bool +VideoDX9::DrawSegment(Segment* segment) +{ + bool result = false; + bool detail = false; + bool luminous = false; + HRESULT hr = E_FAIL; + + if (segment && segment->video_data) { + stats.ncalls++; + + VideoDX9SegmentData* seg_data = (VideoDX9SegmentData*) segment->video_data; + int first_vert = seg_data->first_vert; + int num_verts = seg_data->num_verts; + int first_index = seg_data->first_index; + int num_tris = seg_data->num_tris; + + if (segment->model) + luminous = segment->model->IsLuminous(); + + // set render states and select buffers + d3ddevice->SetRenderState(D3DRS_AMBIENT, ambient.Value()); + + Material* mtl = segment->material; + + if (use_material) + mtl = use_material; + + if (segment->polys && segment->polys->vertex_set && segment->polys->vertex_set->tu1) + detail = true; + + // send primitives to the device + if (detail) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9DetailVertex::FVF); + } + + else if (luminous) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LuminousVertex::FVF); + } + + else if (surface_has_tangent_data && vertex_declaration) { + hr = d3ddevice->SetVertexDeclaration(vertex_declaration); + hr = d3ddevice->SetVertexShader(NULL); + } + + else { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF); + } + + if (render_state[FILL_MODE] == FILL_WIREFRAME) { + PrepareMaterial(mtl); + SetupPass(0); + + for (int i = 0; i < segment->npolys; i++) { + DrawPolyOutline(segment->polys + i); + } + } + + else if (luminous) { + PrepareMaterial(mtl); + + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(mtl->blend); + + for (int pass = 0; pass < passes; pass++) { + SetupPass(pass); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + } + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + } + + else { + PrepareMaterial(mtl); + + if (strategy == DX9_STRATEGY_GLOW && render_state[LIGHTING_PASS] > 0) { + hr = 0; + } + + else if (magic_fx && strategy < DX9_STRATEGY_BLEND && !detail) { + DWORD vs_version = 0; + DWORD ps_version = 0; + bool shaders_ok = false; + + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + vs_version = video_settings.enable_vs ? dev_info->caps.VertexShaderVersion : 0; + ps_version = video_settings.enable_ps ? dev_info->caps.PixelShaderVersion : 0; + + if (vs_version >= D3DVS_VERSION(1,1)) + shaders_ok = true; + } + + if (surface_has_tangent_data && vertex_declaration) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetVertexDeclaration(vertex_declaration); + } + + else { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF); + } + + bool would_bump = !IsBumpMapEnabled() && mtl->bump > 0.5; + + bool will_bump = IsBumpMapEnabled() && surface_has_tangent_data && shaders_ok && camera; + + bool do_pix = will_bump && render_state[LIGHTING_PASS] == 0; + bool do_bump = will_bump && render_state[LIGHTING_PASS] > 0; + + D3DXMATRIX matrixWVP = matrixWorld * matrixView * matrixProj; + + D3DXVECTOR4 eyePos( (float) camera->Pos().x, (float) camera->Pos().y, (float) camera->Pos().z, 1.0f); + + D3DXVECTOR4 eyeObj; + D3DXVec4Transform(&eyeObj, &eyePos, &matrixWorldInverse); + + D3DXVECTOR4 lightPos(100.0f, 100.0f, 100.0f, 1.0f); + D3DXVECTOR4 lightColor(1,1,1,1); + D3DXVECTOR4 ambientColor(0,0,0,1); + + ambientColor.x = ambient.fRed(); + ambientColor.y = ambient.fGreen(); + ambientColor.z = ambient.fBlue(); + + if (main_light && (render_state[LIGHTING_PASS] > 0 || mtl->blend > Material::MTL_SOLID)) { + lightPos.x = (float) main_light->Location().x; + lightPos.y = (float) main_light->Location().y; + lightPos.z = (float) main_light->Location().z; + + if (mtl->tex_bumpmap && do_bump) + D3DXVec4Transform(&lightPos, &lightPos, &matrixWorldInverse); + + lightColor.x = main_light->GetColor().fRed() * main_light->Intensity(); + lightColor.y = main_light->GetColor().fGreen() * main_light->Intensity(); + lightColor.z = main_light->GetColor().fBlue() * main_light->Intensity(); + lightColor.w = 1.0f; + } + + else if (back_light && render_state[LIGHTING_PASS] == 0) { + lightPos.x = (float) back_light->Location().x; + lightPos.y = (float) back_light->Location().y; + lightPos.z = (float) back_light->Location().z; + + lightColor.x = back_light->GetColor().fRed() * back_light->Intensity(); + lightColor.y = back_light->GetColor().fGreen() * back_light->Intensity(); + lightColor.z = back_light->GetColor().fBlue() * back_light->Intensity(); + lightColor.w = 1.0f; + } + + D3DXVECTOR4 lightDir = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f) - lightPos; + D3DXVec4Normalize(&lightDir, &lightDir); + + magic_fx->SetMatrix("wvp", &matrixWVP); + magic_fx->SetMatrix("world", &matrixWorld); + magic_fx->SetMatrix("view", &matrixView); + magic_fx->SetMatrix("proj", &matrixProj); + magic_fx->SetMatrix("worldInv", &matrixWorldInverse); + + magic_fx->SetVector("light1Pos", &lightPos); + magic_fx->SetVector("light1Dir", &lightDir); + magic_fx->SetVector("light1Color", &lightColor); + magic_fx->SetVector("ambientColor", &ambientColor); + magic_fx->SetVector("eyeObj", &eyeObj); + + FLOAT base_bias = (FLOAT) (DW2I(render_state[Z_BIAS]) / -10000.0); + magic_fx->SetFloat("bias", base_bias + video_settings.depth_bias); + + ColorValue orig_ks = mtl->Ks; + + if (would_bump && mtl->specular_value >= 0.5) + mtl->Ks = mtl->Ks * 0.3; + + magic_fx->SetValue("Ka", &mtl->Ka, sizeof(ColorValue)); + magic_fx->SetValue("Kd", &mtl->Kd, sizeof(ColorValue)); + magic_fx->SetValue("Ke", &mtl->Ke, sizeof(ColorValue)); + magic_fx->SetValue("Ks", &mtl->Ks, sizeof(ColorValue)); + magic_fx->SetFloat("Ns", mtl->power); + + if (would_bump && mtl->specular_value >= 0.5) + mtl->Ks = orig_ks; + + if (mtl->tex_diffuse) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_diffuse); + magic_fx->SetTexture("tex_d", texture); + } else { + magic_fx->SetTexture("tex_d", 0); + } + + if (mtl->tex_emissive) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_emissive); + magic_fx->SetTexture("tex_e", texture); + } else { + magic_fx->SetTexture("tex_e", 0); + } + + if (mtl->tex_specular && IsSpecMapEnabled()) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_specular); + magic_fx->SetTexture("tex_s", texture); + } else { + magic_fx->SetTexture("tex_s", 0); + } + + if (mtl->tex_bumpmap && do_bump) { + IDirect3DTexture9* texture = texcache->FindNormalMap(mtl->tex_bumpmap, mtl->bump); + magic_fx->SetTexture("tex_n", texture); + magic_fx->SetFloat("offsetAmp", mtl->bump / mtl->tex_bumpmap->Height()); + } else if (mtl->tex_bumpmap && !do_bump) { + IDirect3DTexture9* texture = texcache->FindTexture(mtl->tex_bumpmap); + magic_fx->SetTexture("tex_x", texture); + } else { + magic_fx->SetTexture("tex_x", 0); + } + + const char* mtl_shader = mtl->GetShader(render_state[LIGHTING_PASS]); + D3DXHANDLE hnd_shader = 0; + + if (mtl_shader) { + if (!strcmp(mtl_shader, "null")) + return true; + + hnd_shader = magic_fx->GetTechniqueByName(mtl_shader); + } + + if (hnd_shader) { + hr = magic_fx->SetTechnique(hnd_shader); + } else { + if (will_bump) { + if (mtl->tex_specular && IsSpecMapEnabled()) { + if (mtl->tex_bumpmap && do_bump) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("BumpSpecMapPix"); + else + hr = magic_fx->SetTechnique("BumpSpecMap"); + } else if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("EmissiveSpecMapPix"); + else + hr = magic_fx->SetTechnique("EmissiveSpecularTexture"); + } else { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("SpecMapPix"); + else + hr = magic_fx->SetTechnique("SpecularTexture"); + } + } else { + if (mtl->tex_bumpmap && do_bump) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("BumpMapPix"); + else + hr = magic_fx->SetTechnique("BumpMap"); + } else if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("EmissivePix"); + else + hr = magic_fx->SetTechnique("EmissiveTexture"); + } else { + if (ps_version >= D3DPS_VERSION(2,0)) + hr = magic_fx->SetTechnique("SimplePix"); + else + hr = magic_fx->SetTechnique("SimpleTexture"); + } + } + } + + else if (texcache && mtl->tex_diffuse) { + if (mtl->tex_specular && IsSpecMapEnabled()) { + if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + hr = magic_fx->SetTechnique("EmissiveSpecularTexture"); + } else { + hr = magic_fx->SetTechnique("SpecularTexture"); + } + } + + else { + if (mtl->tex_emissive && render_state[LIGHTING_PASS] == 0) { + hr = magic_fx->SetTechnique("EmissiveTexture"); + } else { + hr = magic_fx->SetTechnique("SimpleTexture"); + } + } + } else { + hr = magic_fx->SetTechnique("SimpleMaterial"); + } + } + + if (environment_cube != 0 && magic_fx->IsParameterUsed("env_cube", hnd_shader)) { + D3DXMATRIX env_matrix; + D3DXMatrixIdentity(&env_matrix); + + magic_fx->SetMatrix("env_matrix", &env_matrix); + magic_fx->SetTexture("env_cube", environment_cube->GetTexture()); + } + + if (render_state[STENCIL_ENABLE]) { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x01); + d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATER); + } else { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + } + + if (render_state[LIGHTING_PASS] > 0) { + current_blend_state = 100; + SetBlendType(BLEND_ADDITIVE); + SetRenderState(Z_WRITE_ENABLE, FALSE); + } else { + current_blend_state = 100; + SetBlendType(mtl->blend); + } + + UINT nPasses = 0; + + hr = magic_fx->Begin(&nPasses, 0); + + for (UINT i = 0; i < nPasses; i++) { + hr = magic_fx->BeginPass(i); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + + hr = magic_fx->EndPass(); + } + + hr = magic_fx->End(); + } else { + for (int pass = 0; pass < passes; pass++) { + SetupPass(pass); + + hr = d3ddevice->DrawIndexedPrimitive( + D3DPT_TRIANGLELIST, + 0, + first_vert, + num_verts, + first_index, + num_tris); + + if (detail) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9DetailVertex::FVF); + } else if (luminous) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LuminousVertex::FVF); + } else if (surface_has_tangent_data && vertex_declaration) { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetVertexDeclaration(vertex_declaration); + } else { + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9SolidVertex::FVF); + } + } + } + } + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw solid polys.", hr); + } else { + stats.nverts += num_verts; + stats.npolys += num_tris; + result = true; + } + } + + return result; +} + +bool +VideoDX9::DrawPolyOutline(Poly* p) +{ + if (d3ddevice && p && p->nverts >= 3) { + static VideoDX9LineVertex verts[8]; + + int nlines = p->nverts; + VertexSet* vset = p->vertex_set; + WORD index = 0; + Color color = Color::Black; + HRESULT hr = E_FAIL; + + ZeroMemory(verts, sizeof(verts)); + + if (p->material) + color = p->material->Kd.ToColor(); + + for (int i = 0; i < p->nverts; i++) { + index = p->verts[i]; + + verts[i].x = vset->loc[index].x; + verts[i].y = vset->loc[index].y; + verts[i].z = vset->loc[index].z; + verts[i].diffuse = color.Value(); + } + + // last vertex, to close the loop + index = p->verts[0]; + int i = p->nverts; + + verts[i].x = vset->loc[index].x; + verts[i].y = vset->loc[index].y; + verts[i].z = vset->loc[index].z; + verts[i].diffuse = color.Value(); + + current_texture = 0; + + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + hr = d3ddevice->SetTexture(0, 0); + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINESTRIP, + nlines, + verts, + sizeof(VideoDX9LineVertex)); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawShadow(Solid* s, int nverts, Vec3* shadow_verts, bool visible) +{ + bool result = false; + HRESULT hr = E_FAIL; + + if (d3ddevice && s && nverts && shadow_verts && IsShadowEnabled()) { + Matrix orient = s->Orientation(); + orient.Transpose(); + + D3DMATRIX world_matrix; + CreateD3DMatrix(world_matrix, orient, s->Location()); + d3ddevice->SetTransform(D3DTS_WORLD, &world_matrix); + matrixWorld = world_matrix; + + // show shadow outlines: + if (visible) { + static VideoDX9LineVertex verts[4]; + + d3ddevice->SetRenderState(D3DRS_ZENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + d3ddevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); + d3ddevice->SetRenderState(D3DRS_LIGHTING, FALSE); + d3ddevice->SetVertexShader(NULL); + d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + d3ddevice->SetTexture(0, 0); + + SetBlendType(BLEND_ALPHA); + + for (int i = 0; i < nverts; i+=3) { + DWORD c = 0xa0ffff80; + + verts[0].x = shadow_verts[i+0].x; + verts[0].y = shadow_verts[i+0].y; + verts[0].z = shadow_verts[i+0].z; + verts[0].diffuse = c; + + verts[1].x = shadow_verts[i+1].x; + verts[1].y = shadow_verts[i+1].y; + verts[1].z = shadow_verts[i+1].z; + verts[1].diffuse = c; + + verts[2].x = shadow_verts[i+2].x; + verts[2].y = shadow_verts[i+2].y; + verts[2].z = shadow_verts[i+2].z; + verts[2].diffuse = c; + + verts[3].x = shadow_verts[i+0].x; + verts[3].y = shadow_verts[i+0].y; + verts[3].z = shadow_verts[i+0].z; + verts[3].diffuse = c; + + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINESTRIP, + 3, + verts, + sizeof(VideoDX9LineVertex)); + } + + // restore lighting state + d3ddevice->SetRenderState(D3DRS_LIGHTING, render_state[LIGHTING_ENABLE]); + } + + // render shadows into stencil buffer: + + // Disable z-buffer writes (note: z-testing still occurs), and enable the + // stencil-buffer + d3ddevice->SetRenderState(D3DRS_ZENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + + // Dont bother with interpolating color + d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); + + // Set up stencil compare fuction, reference value, and masks. + // Stencil test passes if ((ref & mask) cmpfn (stencil & mask)) is true. + // Note: since we set up the stencil-test to always pass, the STENCILFAIL + // renderstate is really not needed. + d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); + d3ddevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); + d3ddevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); + + // If z-test passes, inc/decrement stencil buffer value + d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x1 ); + d3ddevice->SetRenderState(D3DRS_STENCILMASK, 0xff ); + d3ddevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xff ); + d3ddevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR ); + + // Make sure that no pixels get drawn to the frame buffer + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE ); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO ); + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE ); + + d3ddevice->SetVertexShader(NULL); + d3ddevice->SetFVF(D3DFVF_XYZ); + + // Draw front-side of shadow volume in stencil/z only + hr = d3ddevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nverts/3, shadow_verts, sizeof(Vec3)); + + // Now reverse cull order so back sides of shadow volume are written. + d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW ); + + // Decrement stencil buffer value + d3ddevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_DECR ); + + // Draw back-side of shadow volume in stencil/z only + hr = d3ddevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, nverts/3, shadow_verts, sizeof(Vec3)); + + // restore render states + d3ddevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); + d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + + // force restore of current blend type + int type = current_blend_state; + current_blend_state = 100; + SetBlendType(type); + + result = SUCCEEDED(hr); + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawLines(int nlines, Vec3* points, Color c, int blend) +{ + bool result = false; + + if (d3ddevice && points && nlines > 0 && nlines <= 256) { + stats.ncalls++; + + VideoDX9LineVertex* verts = line_verts; + + if (verts) { + HRESULT hr = E_FAIL; + + for (int i = 0; i < 2*nlines; i++) { + VideoDX9LineVertex* v = verts + i; + Vec3* p = points + i; + + v->x = p->x; + v->y = p->y; + v->z = p->z; + v->diffuse = c.Value(); + } + + hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + + DWORD old_lighting = render_state[LIGHTING_ENABLE]; + + // untextured lines: + if (current_texture) { + d3ddevice->SetTexture(0, 0); + current_texture = 0; + } + + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(blend); + + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINELIST, + nlines, + verts, + sizeof(VideoDX9LineVertex)); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw 3D lines.", hr); + } + + SetRenderState(LIGHTING_ENABLE, old_lighting); + + if (SUCCEEDED(hr)) { + stats.nverts += 2*nlines; + stats.nlines += nlines; + result = true; + } + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawScreenLines(int nlines, float* points, Color c, int blend) +{ + bool result = false; + + if (d3ddevice && points && nlines > 0 && nlines <= 64) { + stats.ncalls++; + + VideoDX9ScreenVertex* verts = screen_line_verts; + + if (verts) { + HRESULT hr = E_FAIL; + + for (int i = 0; i < 2*nlines; i++) { + VideoDX9ScreenVertex* v = verts + i; + + v->sx = points[2*i + 0]; + v->sy = points[2*i + 1]; + v->sz = 0.0f; + v->rhw = 1.0f; + v->diffuse = c.Value(); + v->tu = 0.0f; + v->tv = 0.0f; + } + + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9ScreenVertex::FVF); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not set FVF for screen lines.", hr); + } + + else { + if (current_texture != 0) { + hr = d3ddevice->SetTexture(0, 0); + current_texture = 0; + } + + SetRenderState(FILL_MODE, D3DFILL_SOLID); + SetRenderState(Z_ENABLE, D3DZB_FALSE); + SetRenderState(LIGHTING_ENABLE, FALSE); + SetBlendType(blend); + + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_LINELIST, + nlines, + verts, + sizeof(VideoDX9ScreenVertex)); + + if (FAILED(hr)) { + static int report = 10; + if (report-- > 0) + VideoDX9Error("Could not draw screen lines.", hr); + } + } + + if (SUCCEEDED(hr)) { + stats.nverts += 2*nlines; + stats.nlines += nlines; + result = true; + } + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::DrawPoints(VertexSet* vset) +{ + if (vset && vset->nverts) { + HRESULT hr = E_FAIL; + + int nverts = vset->nverts; + VideoDX9LineVertex* verts = new(__FILE__,__LINE__) VideoDX9LineVertex[nverts]; + + if (verts) { + for (int i = 0; i < nverts; i++) { + VideoDX9LineVertex* v = verts + i; + Vec3* p = vset->loc + i; + + v->x = p->x; + v->y = p->y; + v->z = p->z; + v->diffuse = vset->diffuse[i]; + } + + SetRenderState(LIGHTING_ENABLE, FALSE); + + hr = d3ddevice->SetTransform(D3DTS_WORLD, &identity_matrix); + hr = d3ddevice->SetVertexShader(NULL); + hr = d3ddevice->SetFVF(VideoDX9LineVertex::FVF); + hr = d3ddevice->SetTexture(0, 0); + hr = d3ddevice->DrawPrimitiveUP( + D3DPT_POINTLIST, + nverts, + verts, + sizeof(VideoDX9LineVertex)); + + delete [] verts; + return true; + } + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::UseMaterial(Material* m) +{ + use_material = m; + return true; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::UseXFont(const char* name, int size, bool bold, bool ital) +{ + if (d3ddevice && name && *name && size > 4) { + RELEASE(d3dx_font); + + strcpy_s(font_name, name); + font_size = size; + font_bold = bold; + font_ital = ital; + + HRESULT hr = E_FAIL; + HDC hdc = GetDC(NULL); + int nLogPixelsY = GetDeviceCaps(hdc, LOGPIXELSY); + + ReleaseDC(NULL, hdc); + + int nHeight = -size * nLogPixelsY / 72; + + hr = D3DXCreateFont(d3ddevice, // D3D device + nHeight, // Height + 0, // Width + bold ? FW_BOLD : FW_NORMAL, // Weight + 1, // MipLevels, 0 = autogen mipmaps + ital, // Italic + DEFAULT_CHARSET, // CharSet + OUT_DEFAULT_PRECIS, // OutputPrecision + DEFAULT_QUALITY, // Quality + DEFAULT_PITCH | FF_DONTCARE, // PitchAndFamily + name, // pFaceName + &d3dx_font); // ppFont + + if (SUCCEEDED(hr)) { + return true; + } + } + + RELEASE(d3dx_font); + return false; +} + +bool +VideoDX9::DrawText(const char* text, int count, const Rect& rect, DWORD format, Color c) +{ + if (d3ddevice && text && *text && d3dx_font) { + RECT r; + r.left = rect.x; + r.top = rect.y; + r.right = rect.x + rect.w; + r.bottom = rect.y + rect.h; + + d3dx_font->DrawText(0, text, count, &r, format, c.Value()); + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +VideoDX9::PrepareSurface(Surface* surf) +{ + if (surf) { + int nverts = surf->NumVerts(); + int nindices = surf->NumIndices(); + bool detail = surf->GetVertexSet()->tu1 != 0; + bool luminous = false; + DWORD dynamic = 0; + + if (surf->GetModel()) { + luminous = surf->GetModel()->IsLuminous(); + dynamic = surf->GetModel()->IsDynamic() ? D3DUSAGE_DYNAMIC : 0; + } + + surface_has_tangent_data = !luminous && (surf->GetVertexSet()->tangent && surf->GetVertexSet()->binormal); + + VideoDX9SurfaceData* surf_data = (VideoDX9SurfaceData*) surf->GetVideoPrivateData(); + + if (!surf_data) { + surf_data = new(__FILE__,__LINE__) VideoDX9SurfaceData(surf->GetModel()); + + surface_has_tangent_data = false; + + if (surf->GetVertexSet()->tangent && surf->GetVertexSet()->binormal) { + surface_has_tangent_data = true; + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9NormalVertex), + 0, // not an FVF vertex buffer + dynamic | D3DUSAGE_WRITEONLY); + } + + else if (detail) { + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9DetailVertex), + VideoDX9DetailVertex::FVF, + dynamic | D3DUSAGE_WRITEONLY); + } + + else if (luminous) { + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9LuminousVertex), + VideoDX9LuminousVertex::FVF, + dynamic | D3DUSAGE_WRITEONLY); + } + + else { + surf_data->vertex_buffer = new(__FILE__,__LINE__) VideoDX9VertexBuffer( + this, + nverts, + sizeof(VideoDX9SolidVertex), + VideoDX9SolidVertex::FVF, + dynamic | D3DUSAGE_WRITEONLY); + } + + surf_data->index_buffer = new(__FILE__,__LINE__) VideoDX9IndexBuffer( + this, + nindices, + dynamic | D3DUSAGE_WRITEONLY); + + if (!surf_data->vertex_buffer || !surf_data->index_buffer) { + Print("VideoDX9: Unable to prepare surface '%s'\n", surf->Name()); + delete surf_data; + return false; + } + + surf->SetVideoPrivateData(surf_data); + } + + if (surf_data && !surf_data->IsValid()) { + if (detail) { + VideoDX9DetailVertex* v = (VideoDX9DetailVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + v->specular = vset->specular[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + v->tu1 = vset->tu1[i]; + v->tv1 = vset->tv1[i]; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + else if (luminous) { + VideoDX9LuminousVertex* v = (VideoDX9LuminousVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->diffuse = vset->diffuse[i]; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + else if (surface_has_tangent_data) { + VideoDX9NormalVertex* v = (VideoDX9NormalVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->nx = vset->nrm[i].x; + v->ny = vset->nrm[i].y; + v->nz = vset->nrm[i].z; + + v->t0u = vset->tu[i]; + v->t0v = vset->tv[i]; + v->t1u = vset->tu[i]; + v->t1v = vset->tv[i]; + + v->tx = vset->tangent[i].x; + v->ty = vset->tangent[i].y; + v->tz = vset->tangent[i].z; + + v->bx = vset->binormal[i].x; + v->by = vset->binormal[i].y; + v->bz = vset->binormal[i].z; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + else { + VideoDX9SolidVertex* v = (VideoDX9SolidVertex*) surf_data->vertex_buffer->Lock(nverts); + + if (v) { + const VertexSet* vset = surf->GetVertexSet(); + for (int i = 0; i < nverts; i++) { + v->x = vset->loc[i].x; + v->y = vset->loc[i].y; + v->z = vset->loc[i].z; + + v->nx = vset->nrm[i].x; + v->ny = vset->nrm[i].y; + v->nz = vset->nrm[i].z; + + v->tu = vset->tu[i]; + v->tv = vset->tv[i]; + + v++; + } + + surf_data->vertex_buffer->Unlock(); + } + } + + WORD* indices = surf_data->index_buffer->Lock(nindices); + + if (indices) { + // copy the indices into the locked index buffer + WORD* s = indices; + Poly* p = surf->GetPolys(); + + for (int i = 0; i < surf->NumPolys(); i++) { + if (p->nverts == 3) { + *s++ = p->verts[0]; + *s++ = p->verts[2]; + *s++ = p->verts[1]; + } + else if (p->nverts == 4) { + *s++ = p->verts[0]; + *s++ = p->verts[2]; + *s++ = p->verts[1]; + + *s++ = p->verts[0]; + *s++ = p->verts[3]; + *s++ = p->verts[2]; + } + + p++; + } + + surf_data->index_buffer->Unlock(); + } + + surf_data->Validate(); + } + + int first_index = 0; + + ListIter<Segment> seg_iter = surf->GetSegments(); + while (++seg_iter) { + Segment* segment = seg_iter.value(); + + if (!segment->video_data) { + VideoDX9SegmentData* seg_data = new(__FILE__,__LINE__) VideoDX9SegmentData; + + int num_tris = 0; + for (int i = 0; i < segment->npolys; i++) + num_tris += segment->polys[i].nverts-2; + + seg_data->first_vert = 0; + seg_data->num_verts = surf->NumVerts(); + seg_data->first_index = first_index; + seg_data->num_tris = num_tris; + + segment->video_data = seg_data; + + first_index += num_tris * 3; + } + } + } + + return true; +} + +// +--------------------------------------------------------------------+ + +int +VideoDX9::PrepareMaterial(Material* m) +{ + segment_material = m; + strategy = 0; + passes = 0; + + if (m) { + int max_stages = 1; + int max_textures = 1; + bool multiply_add = false; + bool dotproduct3 = false; + bool vertexshader = false; + bool pixelshader = false; + DWORD vs_version = 0; + DWORD ps_version = 0; + + VideoDX9DeviceInfo* dev_info = dx9enum->GetDeviceInfo(video_settings.GetDeviceType()); + + if (dev_info) { + max_stages = (int) dev_info->caps.MaxTextureBlendStages; + max_textures = (int) dev_info->caps.MaxSimultaneousTextures; + multiply_add = (dev_info->caps.TextureOpCaps & D3DTEXOPCAPS_MULTIPLYADD) ? true : false; + dotproduct3 = (dev_info->caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3) ? true : false; + + vs_version = video_settings.enable_vs ? dev_info->caps.VertexShaderVersion : 0; + ps_version = video_settings.enable_ps ? dev_info->caps.PixelShaderVersion : 0; + + vertexshader = vs_version >= D3DVS_VERSION(1,1); + pixelshader = ps_version >= D3DPS_VERSION(2,0); + } + + strategy = DX9_STRATEGY_SIMPLE; + passes = 1; + + if (m->tex_alternate) { + if (m->tex_detail && max_textures > 2 && max_stages > 4) + strategy = DX9_STRATEGY_BLEND_DETAIL; + + else if (max_textures > 1 && max_stages > 3) + strategy = DX9_STRATEGY_BLEND; + } + + else if (m->tex_emissive && (!m->tex_diffuse || m->tex_diffuse == m->tex_emissive)) { + strategy = DX9_STRATEGY_GLOW; + } + + else if (IsSpecMapEnabled() && m->tex_specular && !m->tex_emissive) { + strategy = DX9_STRATEGY_SPECMAP; + + if (max_textures < 2 || max_stages < 2 || !multiply_add) + passes = 2; + } + + else if ((!IsSpecMapEnabled() || !m->tex_specular) && m->tex_emissive) { + strategy = DX9_STRATEGY_EMISSIVE; + + if (max_textures < 2 || max_stages < 2) + passes = 2; + } + + else if (IsSpecMapEnabled() && m->tex_specular && m->tex_emissive) { + strategy = DX9_STRATEGY_SPEC_EMISSIVE; + + if (max_textures < 2 || max_stages < 2) + passes = 3; + + else if (max_textures < 3 || max_stages < 3 || !multiply_add) + passes = 2; + } + } + + return passes; +} + +bool +VideoDX9::SetupPass(int pass) +{ + if (pass < 0 || pass >= passes) + return false; + + if (pass == 0) { + D3DMATERIAL9 d3dmtl; + IDirect3DTexture9* texture_0 = 0; + IDirect3DTexture9* texture_1 = 0; + IDirect3DTexture9* texture_2 = 0; + Bitmap* tex_bmp_0 = 0; + Bitmap* tex_bmp_1 = 0; + Bitmap* tex_bmp_2 = 0; + ColorValue orig_spec = segment_material->Ks; + HRESULT hr = E_FAIL; + + if (segment_material->tex_specular && passes > 1) + segment_material->Ks = Color::Black; + + CreateD3DMaterial(d3dmtl, *segment_material); + segment_material->Ks = orig_spec; + + hr = d3ddevice->SetMaterial(&d3dmtl); + + if (strategy == DX9_STRATEGY_SIMPLE) { + tex_bmp_0 = segment_material->tex_diffuse; + } + + else if (strategy == DX9_STRATEGY_BLEND) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_alternate; + } + + else if (strategy == DX9_STRATEGY_BLEND_DETAIL) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_alternate; + tex_bmp_2 = segment_material->tex_detail; + } + + else if (strategy == DX9_STRATEGY_SPECMAP) { + if (passes == 1) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_specular; + } + else { + tex_bmp_0 = segment_material->tex_diffuse; + } + } + + else if (strategy == DX9_STRATEGY_EMISSIVE && passes == 1 || + strategy == DX9_STRATEGY_SPEC_EMISSIVE && passes == 2) { + if (segment_material->tex_diffuse) { + tex_bmp_0 = segment_material->tex_diffuse; + tex_bmp_1 = segment_material->tex_emissive; + } + else { + tex_bmp_0 = segment_material->tex_emissive; + } + } + + else { + tex_bmp_0 = segment_material->tex_emissive; + } + + if (texcache && tex_bmp_0) { + texture_0 = texcache->FindTexture(tex_bmp_0); + + hr = d3ddevice->SetTexture(0, texture_0); + current_texture = texture_0; + + if (tex_bmp_1) { + texture_1 = texcache->FindTexture(tex_bmp_1); + hr = d3ddevice->SetTexture(1, texture_1); + + if (tex_bmp_2) { + texture_2 = texcache->FindTexture(tex_bmp_2); + hr = d3ddevice->SetTexture(2, texture_2); + } + } + } + else { + hr = d3ddevice->SetTexture(0, 0); + current_texture = 0; + } + + SetBlendType(segment_material->blend); + + if (texture_0 && texture_1 && strategy == DX9_STRATEGY_BLEND) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + + d3ddevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + + d3ddevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE); + } + + else if (texture_0 && texture_1 && texture_2 && strategy == DX9_STRATEGY_BLEND_DETAIL) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(2, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0); + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + + d3ddevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, 1); + + d3ddevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(3, D3DTSS_COLORARG1, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(3, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + d3ddevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(3, D3DTSS_ALPHAARG1, D3DTA_CURRENT); + } + + else if (texture_0 && strategy == DX9_STRATEGY_GLOW) { + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (texture_0) { + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + if (texture_1 && strategy == DX9_STRATEGY_SPECMAP) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MULTIPLYADD); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_SPECULAR); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (texture_1 && strategy == DX9_STRATEGY_EMISSIVE) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (texture_1 && strategy == DX9_STRATEGY_SPEC_EMISSIVE) { + d3ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + d3ddevice->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); + + d3ddevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + } + + else if (strategy < DX9_STRATEGY_BLEND) { + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + } + } + + else if (pass == 1) { + D3DMATERIAL9 d3dmtl; + IDirect3DTexture9* texture = 0; + Bitmap* tex_bmp = 0; + ColorValue orig_Ka = segment_material->Ka; + ColorValue orig_Kd = segment_material->Kd; + HRESULT hr = E_FAIL; + + if (segment_material->tex_specular) { + segment_material->Ka = Color::Black; + segment_material->Kd = Color::Black; + } + + CreateD3DMaterial(d3dmtl, *segment_material); + + segment_material->Ka = orig_Ka; + segment_material->Kd = orig_Kd; + + hr = d3ddevice->SetMaterial(&d3dmtl); + + if (strategy == DX9_STRATEGY_SPECMAP || + strategy == DX9_STRATEGY_SPEC_EMISSIVE) { + tex_bmp = segment_material->tex_specular; + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_SPECULAR); + } + + else if (strategy == DX9_STRATEGY_EMISSIVE) { + tex_bmp = segment_material->tex_emissive; + d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + } + + d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + + if (texcache && tex_bmp) { + texture = texcache->FindTexture(tex_bmp); + hr = d3ddevice->SetTexture(0, texture); + current_texture = texture; + + SetBlendType(BLEND_ADDITIVE); + } + } + + if (render_state[STENCIL_ENABLE]) { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); + d3ddevice->SetRenderState(D3DRS_STENCILREF, 0x01); + d3ddevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATER); + } + else { + d3ddevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + } + + if (render_state[LIGHTING_PASS] > 0) { + SetBlendType(BLEND_ADDITIVE); + SetRenderState(Z_WRITE_ENABLE, FALSE); + } + + return true; +} + + +// +--------------------------------------------------------------------+ + +void +VideoDX9Error(const char* msg, HRESULT err) +{ + Print(" VideoDX9: %s. [%s]\n", msg, D3DErrStr(err)); +} + +char* D3DErrStr(HRESULT hr) +{ + static char errstrbuf[128]; + + switch (hr) { + default: + sprintf_s(errstrbuf, "Unrecognized error value = %08x.", hr); + return errstrbuf; + + case D3D_OK: + return "No error."; + + case D3DERR_WRONGTEXTUREFORMAT: + return "Wrong texture format."; + + case D3DERR_UNSUPPORTEDCOLOROPERATION: + return "Unsupported color operation."; + + case D3DERR_UNSUPPORTEDCOLORARG: + return "Unsupported color argument."; + + case D3DERR_UNSUPPORTEDALPHAOPERATION: + return "Unsupported alpha operation."; + + case D3DERR_UNSUPPORTEDALPHAARG: + return "Unsupported alpha argument."; + + case D3DERR_TOOMANYOPERATIONS: + return "Too many operations."; + + case D3DERR_CONFLICTINGTEXTUREFILTER: + return "Conflicting texture filter."; + + case D3DERR_UNSUPPORTEDFACTORVALUE: + return "Unsupported factor value."; + + case D3DERR_CONFLICTINGRENDERSTATE: + return "Conflicting render state."; + + case D3DERR_UNSUPPORTEDTEXTUREFILTER: + return "Unsupported texture filter."; + + case D3DERR_CONFLICTINGTEXTUREPALETTE: + return "Conflicting texture palette."; + + case D3DERR_DRIVERINTERNALERROR: + return "Driver internal error."; + + + case D3DERR_NOTFOUND: + return "Resource was not found."; + + case D3DERR_MOREDATA: + return "More data?"; + + case D3DERR_DEVICELOST: + return "Device lost."; + + case D3DERR_DEVICENOTRESET: + return "Device is not reset."; + + case D3DERR_NOTAVAILABLE: + return "Not available."; + + case D3DERR_OUTOFVIDEOMEMORY: + return "Out of video memory."; + + case E_OUTOFMEMORY: + return "Out of system memory."; + + case D3DERR_INVALIDDEVICE: + return "Invalid device selection."; + + case D3DERR_INVALIDCALL: + return "Invalid call or parameter."; + + case D3DERR_DRIVERINVALIDCALL: + return "Driver invalid call."; + + case D3DERR_WASSTILLDRAWING: + return "The device was still drawing."; + + case D3DOK_NOAUTOGEN: + return "Autogeneration is not supported by this device."; + + } +} + |