
Source code release, imported from: https://www.gamefront.com/games/aliens-vs-predator-3/file/avp-gold-complete-source-code All text files were converted to Unix format.
949 lines
No EOL
22 KiB
C++
949 lines
No EOL
22 KiB
C++
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// Interface functions (written in C++) for
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// Direct3D immediate mode system
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// Must link to C code in main engine system
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extern "C" {
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// Mysterious definition required by objbase.h
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// (included via one of the include files below)
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// to start definition of obscure unique in the
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// universe IDs required by Direct3D before it
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// will deign to cough up with anything useful...
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#define INITGUID
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#include "3dc.h"
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#include "awTexLd.h"
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#include "dxlog.h"
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#include "module.h"
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#include "inline.h"
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#include "d3_func.h"
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#include "d3dmacs.h"
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#include "string.h"
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#include "kshape.h"
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#include "eax.h"
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#include "vmanpset.h"
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extern "C++" {
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#include "chnktexi.h"
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#include "chnkload.hpp" // c++ header which ignores class definitions/member functions if __cplusplus is not defined ?
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#include "r2base.h"
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}
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#define UseLocalAssert No
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#include "ourasert.h"
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// FIXME!!! Structures in d3d structure
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// never have any size field set!!!
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// This is how it's done in Microsoft's
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// demo code --- but ARE THEY LYING???
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// As far as I know the execute buffer should always be in
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// system memory on any configuration, but this may
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// eventually have to be changed to something that reacts
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// to the caps bit in the driver, once drivers have reached
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// the point where we can safely assume that such bits will be valid.
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#define ForceExecuteBufferIntoSystemMemory Yes
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// To define TBLEND mode --- at present
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// it must be on for ramp textures and
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// off for evrything else...
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#define ForceTBlendCopy No
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// Set to Yes for debugging, to No for normal
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// operations (i.e. if we need a palettised
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// file for an accelerator, load it from
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// pre-palettised data, using code not yet
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// written as of 27 / 8/ 96)
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#define QuantiseOnLoad Yes
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// Set to Yes to make default texture filter bilinear averaging rather
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// than nearest
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BOOL BilinearTextureFilter = 1;
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extern LPDIRECTDRAW lpDD;
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#if 0//
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// Externs
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extern int VideoMode;
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extern int DXMemoryMode;
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extern int ZBufferRequestMode;
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extern int RasterisationRequestMode;
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extern int SoftwareScanDrawRequestMode;
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extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
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extern VIEWDESCRIPTORBLOCK* Global_VDB_Ptr;
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extern IMAGEHEADER ImageHeaderArray[];
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extern BOOL MMXAvailable;
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//Globals
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int D3DDriverMode;
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static unsigned char DefaultD3DTextureFilterMin;
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static unsigned char DefaultD3DTextureFilterMax;
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#if SuppressWarnings
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static int* itemptr_tmp;
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#ifdef __WATCOMC__
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#pragma warning 389 5
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#pragma message("Note: Disabled Warning W389 'Integral value may be truncated...'")
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#endif
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#endif
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#endif //
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HRESULT LastError;
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int ExBufSize;
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LPDIRECT3DEXECUTEBUFFER lpD3DExecCmdBuf;
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LPDIRECTDRAWSURFACE lpZBuffer;
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extern LPDIRECTDRAWSURFACE lpDDSBack;
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extern LPDIRECTDRAWSURFACE lpDDSPrimary;
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extern LPDIRECTDRAWPALETTE lpDDPal[]; // DirectDraw palette
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D3DINFO d3d;
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BOOL D3DHardwareAvailable;
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int StartDriver;
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int StartFormat;
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static int devZBufDepth;
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extern int WindowMode;
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extern int ZBufferMode;
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extern int ScanDrawMode;
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extern int VideoModeColourDepth;
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extern enum TexFmt { D3TF_4BIT, D3TF_8BIT, D3TF_16BIT, D3TF_32BIT, D3TF_MAX } d3d_desired_tex_fmt;
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// Callback function to enumerate devices present
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// on system (required so that device interface GUID
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// can be retrieved if for no other reason). Device
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// information is copied into instance of structure
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// defined in d3_func.h
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HRESULT WINAPI DeviceEnumerator(LPGUID lpGuid,
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LPSTR lpDeviceDescription, LPSTR lpDeviceName,
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LPD3DDEVICEDESC lpHWDesc, LPD3DDEVICEDESC lpHELDesc, LPVOID lpContext)
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{
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int *lpStartDriver = (int *)lpContext;
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/*
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Record the D3D driver's description
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of itself.
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*/
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memcpy(&d3d.Driver[d3d.NumDrivers].Guid, lpGuid, sizeof(GUID));
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strcpy(d3d.Driver[d3d.NumDrivers].About, lpDeviceDescription);
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strcpy(d3d.Driver[d3d.NumDrivers].Name, lpDeviceName);
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/*
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Is this a hardware device or software emulation? Checking the color
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model for a valid model works.
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*/
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if (lpHWDesc->dcmColorModel)
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{
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D3DHardwareAvailable = Yes;
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d3d.Driver[d3d.NumDrivers].Hardware = Yes;
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memcpy(&d3d.Driver[d3d.NumDrivers].Desc, lpHWDesc,
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sizeof(D3DDEVICEDESC));
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}
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else
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{
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d3d.Driver[d3d.NumDrivers].Hardware = No;
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memcpy(&d3d.Driver[d3d.NumDrivers].Desc, lpHELDesc,
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sizeof(D3DDEVICEDESC));
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}
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/*
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Does this driver do texture mapping?
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*/
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d3d.Driver[d3d.NumDrivers].Textures =
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(d3d.Driver[d3d.NumDrivers].Desc.dpcTriCaps.dwTextureCaps &
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D3DPTEXTURECAPS_PERSPECTIVE) ? TRUE : FALSE;
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/*
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Can this driver use a z-buffer?
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*/
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d3d.Driver[d3d.NumDrivers].ZBuffer =
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d3d.Driver[d3d.NumDrivers].Desc.dwDeviceZBufferBitDepth & (DDBD_16 | DDBD_24 | DDBD_32)
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? TRUE : FALSE;
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// The driver description is recorded here,
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// and some basic things like ZBuffering
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// availability are noted separately. Other
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// things such as hardware acceleration for
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// translucency could potentially be noted here
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// for use in the Write functions to decide
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// whether e.g. iflag_transparent should be
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// treated as valid. Obviously this will
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// require modification of the D3DDRIVERINFO
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// structure in d3_func.h
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*lpStartDriver = d3d.NumDrivers;
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d3d.NumDrivers++;
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if (d3d.NumDrivers == MAX_D3D_DRIVERS)
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return (D3DENUMRET_CANCEL);
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else
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return (D3DENUMRET_OK);
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}
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// This function is called from
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// InitialiseDirect3DImmediateMode, to
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// insert and execute opcodes which cannot
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// be run during a "real" scene because of
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// some obscure feature of Direct3D.
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// Initialise Direct3D immediate mode system
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BOOL InitialiseDirect3DImmediateMode(void)
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{
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BOOL RetVal;
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// to tell device enum function that it has not been called before
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StartDriver = -1;
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// to tell texture enum function that it has not been called before
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StartFormat = -1;
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// default is no hardware
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// note that we are still resetting
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// this here just in case the test from
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// InitialiseSystem failed and things aren't
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// what we thought...
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D3DHardwareAvailable = No;
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// Zero d3d structure
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memset(&d3d, 0, sizeof(D3DINFO));
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// Set up Direct3D interface object
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LastError = lpDD->QueryInterface(IID_IDirect3D, (LPVOID*) &d3d.lpD3D);
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LOGDXERR(LastError);
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if (LastError != DD_OK)
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return FALSE;
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// Use callback function to enumerate available devices on system
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// and acquire device GUIDs etc
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// note that we are still resetting
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// this here just in case the test from
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// InitialiseSystem failed and things aren't
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// what we thought...
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LastError = d3d.lpD3D->EnumDevices(DeviceEnumerator, (LPVOID)&StartDriver);
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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return FALSE;
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// Must be run as soon as possible in the
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// initialisation sequence, but after the
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// device enumeration (and obviously after
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// DirectDraw object and surface initialisation).
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SelectD3DDriverAndDrawMode();
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d3d.ThisDriver = d3d.Driver[d3d.CurrentDriver].Desc;
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// Test!!! Release D3D object if we don't need it and do an
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// early exit. Will this fix the banding problem on some
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// accelerators in palettised modes??
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// Evidently not. Still, probably a good thing to do...
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// But!!! The whole banding problem appears to be a
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// modeX emulation problem on some 3D accelerator cards...
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#if 1
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if (ScanDrawMode == ScanDrawDirectDraw)
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{
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ReleaseDirect3DNotDDOrImages();
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return TRUE;
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}
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#endif
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// Note that this must be done BEFORE the D3D device object is created
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#if SupportZBuffering
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if (ZBufferMode != ZBufferOff)
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{
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RetVal = CreateD3DZBuffer();
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if (RetVal == FALSE) return FALSE;
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}
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#endif
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// Set up Direct3D device object (must be linked to back buffer)
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LastError = lpDDSBack->QueryInterface(d3d.Driver[d3d.CurrentDriver].Guid,
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(LPVOID*)&d3d.lpD3DDevice);
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LOGDXERR(LastError);
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if (LastError != DD_OK)
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return FALSE;
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AW_TL_ERC awErr = AwSetD3DDevice(d3d.lpD3DDevice);
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GLOBALASSERT(AW_TLE_OK==awErr);
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// Enumerate texture formats and pick one
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// (palettised if possible).
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d3d.NumTextureFormats = 0;
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d3d_desired_tex_fmt=D3TF_8BIT;
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LastError = d3d.lpD3DDevice->EnumTextureFormats
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(TextureFormatsEnumerator,
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(LPVOID)&StartFormat);
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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#if debug
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{
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ReleaseDirect3D();
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exit(LastError);
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}
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#else
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return FALSE;
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#endif
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d3d.CurrentTextureFormat = StartFormat;
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// NEW NEW NEW
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// Note: we are NOT restricted to only one texture format
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awErr = AwSetTextureFormat(&d3d.TextureFormat[StartFormat].ddsd);
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GLOBALASSERT(AW_TLE_OK==awErr);
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// Create viewport
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LastError = d3d.lpD3D->CreateViewport(&d3d.lpD3DViewport, NULL);
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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return FALSE;
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// Add viewport to desired device
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LastError = d3d.lpD3DDevice->AddViewport(d3d.lpD3DViewport);
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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return FALSE;
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// Set up viewport data
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// Note that the viewport is always set to the
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// SDB limits because internal clipping is handled
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// within the main engine code using the VDB
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// system.
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{
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// Configure viewport here
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D3DVIEWPORT viewPort;
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memset(&viewPort, 0, sizeof(D3DVIEWPORT));
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viewPort.dwSize = sizeof(D3DVIEWPORT);
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viewPort.dwX = 0; // origins x and y
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viewPort.dwY = 0;
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viewPort.dwWidth = ScreenDescriptorBlock.SDB_Width;
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viewPort.dwHeight = ScreenDescriptorBlock.SDB_Height;
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viewPort.dvScaleX = D3DVAL((float)viewPort.dwWidth / 2.0); // ????was 2.0
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viewPort.dvScaleY = D3DVAL((float)viewPort.dwHeight / 2.0); // ????was 2.0
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viewPort.dvMaxX = D3DVAL(D3DDivide(D3DVAL(viewPort.dwWidth),
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D3DVAL(2 * viewPort.dvScaleX))); // ????
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viewPort.dvMaxY = D3DVAL(D3DDivide(D3DVAL(viewPort.dwHeight),
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D3DVAL(2 * viewPort.dvScaleY))); // ????
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// And actually set viewport
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LastError = d3d.lpD3DViewport->SetViewport(&viewPort);
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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return FALSE;
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}
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// At present we will not set a background material for the
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// viewport, staying instead with the blit code in backdrop.c
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// Also, we are not currently adding default lights to the
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// viewport, since the engine lighting system is completely
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// disconnected from the immediate mode lighting module.
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// Create execute buffer
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{
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// Locals for execute buffer
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D3DEXECUTEBUFFERDESC d3dexDesc;
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// Set up structure to initialise buffer
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// Note some instructions (e.g. lines) may be smaller than a
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// triangle, but none can be larger
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ExBufSize = ((sizeof(D3DINSTRUCTION) + sizeof(D3DTRIANGLE))
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* MaxD3DInstructions)
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+ (sizeof(D3DTLVERTEX) * MaxD3DVertices);
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memset(&d3dexDesc, 0, sizeof(D3DEXECUTEBUFFERDESC));
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d3dexDesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC);
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d3dexDesc.dwFlags = D3DDEB_BUFSIZE | D3DDEB_CAPS;
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d3dexDesc.dwBufferSize = ExBufSize;
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#if ForceExecuteBufferIntoSystemMemory
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d3dexDesc.dwCaps = D3DDEBCAPS_SYSTEMMEMORY;
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#else
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d3dexDesc.dwCaps = D3DDEBCAPS_MEM; // untested!!!
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#endif
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// Create buffer
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LastError = d3d.lpD3DDevice->CreateExecuteBuffer
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(&d3dexDesc, &lpD3DExecCmdBuf, NULL);
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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return FALSE;
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}
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// Temporary patch here because the defaults function
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// buggers palette setting in ScanDrawDirectDraw
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// for some really obscure reason...
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if (ScanDrawMode != ScanDrawDirectDraw)
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SetExecuteBufferDefaults();
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return TRUE;
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}
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#if 1
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// Note that error conditions have been removed
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// on the grounds that an early exit will prevent
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// EndScene being run if this function is used,
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// which screws up all subsequent buffers
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BOOL RenderD3DScene(void)
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{
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// Begin scene
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// My theory is that the functionality of this
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// thing must invoke a DirectDraw surface lock
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// on the back buffer without telling you. However,
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// we shall see...
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LastError = d3d.lpD3DDevice->BeginScene();
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LOGDXERR(LastError);
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// if (LastError != D3D_OK)
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// return FALSE;
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// Execute buffer
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LastError = d3d.lpD3DDevice->Execute(lpD3DExecCmdBuf,
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d3d.lpD3DViewport, D3DEXECUTE_UNCLIPPED);
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LOGDXERR(LastError);
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// if (LastError != D3D_OK)
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// return FALSE;
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// End scene
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LastError = d3d.lpD3DDevice->EndScene();
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LOGDXERR(LastError);
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// if (LastError != D3D_OK)
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// return FALSE;
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return TRUE;
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}
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#else
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int Time1, Time2, Time3, Time4;
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BOOL RenderD3DScene(void)
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{
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// Begin scene
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// My theory is that the functionality of this
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// thing must invoke a DirectDraw surface lock
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// on the back buffer without telling you. However,
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// we shall see...
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Time1 = GetWindowsTickCount();
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LastError = d3d.lpD3DDevice->BeginScene();
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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return FALSE;
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Time2 = GetWindowsTickCount();
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// Execute buffer
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#if 1
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LastError = d3d.lpD3DDevice->Execute(lpD3DExecCmdBuf,
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d3d.lpD3DViewport, D3DEXECUTE_UNCLIPPED);
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LOGDXERR(LastError);
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#else
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LastError = d3d.lpD3DDevice->Execute(lpD3DExecCmdBuf,
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d3d.lpD3DViewport, D3DEXECUTE_CLIPPED);
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LOGDXERR(LastError);
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#endif
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if (LastError != D3D_OK)
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return FALSE;
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Time3 = GetWindowsTickCount();
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// End scene
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LastError = d3d.lpD3DDevice->EndScene();
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LOGDXERR(LastError);
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if (LastError != D3D_OK)
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return FALSE;
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Time4 = GetWindowsTickCount();
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return TRUE;
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#endif
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// With a bit of luck this should automatically
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// release all the Direct3D and DirectDraw
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// objects using their own functionality.
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// A separate call to finiObjects
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// is not required.
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// NOTE!!! This depends on Microsoft macros
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// in d3dmacs.h, which is in the win95 directory
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// and must be upgraded from sdk upgrades!!!
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void ReleaseDirect3D(void)
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{
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DeallocateAllImages();
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RELEASE(d3d.lpD3DViewport);
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RELEASE(d3d.lpD3DDevice);
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#if SupportZBuffering
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RELEASE(lpZBuffer);
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#endif
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RELEASE(lpDDPal[0]);
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RELEASE(lpDDSBack);
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RELEASE(lpDDSPrimary);
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RELEASE(d3d.lpD3D);
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RELEASE(lpDD);
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/* release Direct Input stuff */
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ReleaseDirectKeyboard();
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ReleaseDirectMouse();
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ReleaseDirectInput();
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|
|
// Reset windows palette entry allocation
|
|
if ((VideoModeColourDepth == 8) && (WindowMode == WindowModeSubWindow))
|
|
{
|
|
HDC hdc = GetDC(NULL);
|
|
SetSystemPaletteUse(hdc, SYSPAL_STATIC);
|
|
ReleaseDC(NULL, hdc);
|
|
}
|
|
}
|
|
|
|
// Release all Direct3D objects
|
|
// but not DirectDraw
|
|
|
|
void ReleaseDirect3DNotDDOrImages(void)
|
|
|
|
{
|
|
RELEASE(d3d.lpD3DViewport);
|
|
RELEASE(d3d.lpD3DDevice);
|
|
#if SupportZBuffering
|
|
RELEASE(lpZBuffer);
|
|
#endif
|
|
RELEASE(d3d.lpD3D);
|
|
}
|
|
|
|
void ReleaseDirect3DNotDD(void)
|
|
|
|
{
|
|
DeallocateAllImages();
|
|
RELEASE(d3d.lpD3DViewport);
|
|
RELEASE(d3d.lpD3DDevice);
|
|
#if SupportZBuffering
|
|
RELEASE(lpZBuffer);
|
|
#endif
|
|
RELEASE(d3d.lpD3D);
|
|
}
|
|
|
|
|
|
// NOTE!!! These functions depend on Microsoft macros
|
|
// in d3dmacs.h, which is in the win95 directory
|
|
// and must be upgraded from sdk upgrades!!!
|
|
|
|
|
|
// ALSO NOTE!!! All this stuff involves heavy
|
|
// use of floating point assembler in software
|
|
// emulation, probably hand parallelised between
|
|
// the FPU and the processor or something bizarre,
|
|
// implying that this stuff SHOULD NOT be used
|
|
// one anything below a Pentium.
|
|
|
|
// AND AGAIN!!! Due to the nature of the item
|
|
// format, the rasterisation module MUST RECEIVE
|
|
// repeated vertices in the data area. Tough shit,
|
|
// Microsoft, that's what I say...
|
|
|
|
void WritePolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void WriteGouraudPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void Write2dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void WriteGouraud2dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
|
|
void Write3dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void WriteGouraud3dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
#if SupportZBuffering
|
|
|
|
// To make effective use of 16 bit z buffers (common
|
|
// on hardware accelerators) we must have a z coordinate
|
|
// which has been transformed into screen space in such a
|
|
// way that linearity and planearity are preserved, i.e. as
|
|
// if we had done a homogeneous transformation. For the case
|
|
// in which the far clipping plane is much further away than the
|
|
// near one (effectively true for 3dc, especially as there is
|
|
// no far clipping plane as such), the appropriate transformation
|
|
// can be reduced to zScreen = (ZWorld - ZNear) / ZWorld. This
|
|
// calculation is therefore (unfortunately) done for each vertex
|
|
// for z buffered items, taking ZNear to be the current
|
|
// VDB_ClipZ * GlobalScale.
|
|
|
|
|
|
void WriteZBPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void WriteZBGouraudPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void WriteZB2dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
|
|
void WriteZBGouraud2dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void WriteZB3dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
void WriteZBGouraud3dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void WriteBackdrop2dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
// Same as ordinary 2d textured draw at present, but may e.g.
|
|
// require different texture wrapping behaviour or
|
|
// w values.
|
|
|
|
void WriteBackdrop3dTexturedPolygonToExecuteBuffer(int* itemptr)
|
|
|
|
{
|
|
}
|
|
|
|
|
|
// Note that this is all dead crap and deeply unoptimised
|
|
// But then... a) it's really only a test and
|
|
// b) it's for the tools group anyway...
|
|
|
|
|
|
void DirectWriteD3DLine(VECTOR2D* LineStart, VECTOR2D* LineEnd, int LineColour)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
// reload D3D image -- assumes a base pointer points to the image loaded
|
|
// from disc, in a suitable format
|
|
|
|
void ReloadImageIntoD3DImmediateSurface(IMAGEHEADER* iheader)
|
|
{
|
|
|
|
void *reloadedTexturePtr = ReloadImageIntoD3DTexture(iheader);
|
|
LOCALASSERT(reloadedTexturePtr != NULL);
|
|
|
|
int gotTextureHandle = GetTextureHandle(iheader);
|
|
LOCALASSERT(gotTextureHandle == TRUE);
|
|
}
|
|
|
|
void* ReloadImageIntoD3DTexture(IMAGEHEADER* iheader)
|
|
{
|
|
// NOTE FIXME BUG HACK
|
|
// what if the image was a DD surface ??
|
|
|
|
if (iheader->hBackup)
|
|
{
|
|
iheader->D3DTexture = AwCreateTexture("rf",AW_TLF_PREVSRC|AW_TLF_COMPRESS);
|
|
return iheader->D3DTexture;
|
|
}
|
|
else return NULL;
|
|
}
|
|
|
|
int GetTextureHandle(IMAGEHEADER *imageHeaderPtr)
|
|
{
|
|
LPDIRECT3DTEXTURE Texture = (LPDIRECT3DTEXTURE) imageHeaderPtr->D3DTexture;
|
|
|
|
LastError = Texture->GetHandle(d3d.lpD3DDevice, (D3DTEXTUREHANDLE*)&(imageHeaderPtr->D3DHandle));
|
|
|
|
if (LastError != D3D_OK) return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
void ReleaseD3DTexture(void* D3DTexture)
|
|
|
|
{
|
|
LPDIRECT3DTEXTURE lpTexture;
|
|
|
|
lpTexture = (LPDIRECT3DTEXTURE) D3DTexture;
|
|
RELEASE(lpTexture);
|
|
}
|
|
|
|
|
|
#if SupportZBuffering
|
|
|
|
BOOL CreateD3DZBuffer(void)
|
|
|
|
{
|
|
DDSURFACEDESC ddsd;
|
|
|
|
// For safety, kill any existing z buffer
|
|
#if SupportZBuffering
|
|
RELEASE(lpZBuffer);
|
|
#endif
|
|
|
|
|
|
// If we do not have z buffering support
|
|
// on this driver, give up now
|
|
if (!(d3d.Driver[d3d.CurrentDriver].ZBuffer))
|
|
return FALSE;
|
|
|
|
memset(&ddsd,0,sizeof(DDSURFACEDESC));
|
|
ddsd.dwSize = sizeof(DDSURFACEDESC);
|
|
ddsd.dwFlags = (DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_ZBUFFERBITDEPTH);
|
|
ddsd.dwHeight = ScreenDescriptorBlock.SDB_Height;
|
|
ddsd.dwWidth = ScreenDescriptorBlock.SDB_Width;
|
|
ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
|
|
|
|
// If we are on a hardware driver, then the z buffer
|
|
// MUST be in video memory. Otherwise, it MUST be
|
|
// in system memory. I think.
|
|
|
|
if (d3d.Driver[d3d.CurrentDriver].Hardware)
|
|
ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
|
|
else
|
|
ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
|
|
|
|
// Get the Z buffer bit depth from this driver's
|
|
// D3D device description and add it to the description
|
|
// of the surface we want to create
|
|
|
|
devZBufDepth = d3d.Driver[d3d.CurrentDriver].Desc.dwDeviceZBufferBitDepth;
|
|
|
|
if (devZBufDepth & DDBD_32)
|
|
ddsd.dwZBufferBitDepth = 32;
|
|
else if (devZBufDepth & DDBD_24)
|
|
ddsd.dwZBufferBitDepth = 24;
|
|
else if (devZBufDepth & DDBD_16)
|
|
ddsd.dwZBufferBitDepth = 16;
|
|
else if (devZBufDepth & DDBD_8)
|
|
ddsd.dwZBufferBitDepth = 8;
|
|
else
|
|
{
|
|
#if debug
|
|
ReleaseDirect3D();
|
|
exit(0x511621);
|
|
#else
|
|
return FALSE;
|
|
#endif
|
|
}
|
|
|
|
// Eight-bit z buffer? Fuck off.
|
|
if (ddsd.dwZBufferBitDepth == 8)
|
|
return FALSE;
|
|
|
|
// Now we must actually make the z buffer
|
|
|
|
LastError = lpDD->CreateSurface(&ddsd,&lpZBuffer, NULL);
|
|
|
|
if (LastError != DD_OK)
|
|
{
|
|
RELEASE(lpZBuffer);
|
|
return FALSE;
|
|
}
|
|
|
|
LastError = lpDDSBack->AddAttachedSurface(lpZBuffer);
|
|
|
|
if (LastError != DD_OK)
|
|
{
|
|
RELEASE(lpZBuffer);
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
#define ZFlushVal 0xffffffff
|
|
|
|
// At present we are using my z flush function, with the
|
|
// (undocumented) addition of a fill colour for the
|
|
// actual depth fill, since it seems to work and at least
|
|
// I know what it does. If it starts failing we'll probably
|
|
// have to go back to invoking the viewport clear through
|
|
// Direct3D.
|
|
|
|
void FlushD3DZBuffer(void)
|
|
|
|
{
|
|
|
|
DDBLTFX ddbltfx;
|
|
|
|
memset(&ddbltfx, 0, sizeof(ddbltfx));
|
|
ddbltfx.dwSize = sizeof(ddbltfx);
|
|
ddbltfx.dwFillDepth = devZBufDepth;
|
|
ddbltfx.dwFillColor = ZFlushVal;
|
|
|
|
/* lets blt a color to the surface*/
|
|
LastError = lpZBuffer->Blt(NULL, NULL, NULL, DDBLT_DEPTHFILL | DDBLT_WAIT, &ddbltfx);
|
|
|
|
}
|
|
void SecondFlushD3DZBuffer(void)
|
|
{
|
|
#if 1
|
|
{
|
|
WriteEndCodeToExecuteBuffer();
|
|
UnlockExecuteBufferAndPrepareForUse();
|
|
ExecuteBuffer();
|
|
LockExecuteBuffer();
|
|
}
|
|
|
|
DDBLTFX ddbltfx;
|
|
|
|
memset(&ddbltfx, 0, sizeof(ddbltfx));
|
|
ddbltfx.dwSize = sizeof(ddbltfx);
|
|
ddbltfx.dwFillDepth = devZBufDepth;
|
|
ddbltfx.dwFillColor = ZFlushVal;
|
|
|
|
/* lets blt a color to the surface*/
|
|
LastError = lpZBuffer->Blt(NULL, NULL, NULL, DDBLT_DEPTHFILL | DDBLT_WAIT, &ddbltfx);
|
|
#else
|
|
extern void ClearZBufferWithPolygon(void);
|
|
ClearZBufferWithPolygon();
|
|
#endif
|
|
}
|
|
|
|
|
|
#endif
|
|
void FlushZB(void)
|
|
{
|
|
HRESULT hRes;
|
|
D3DRECT d3dRect;
|
|
|
|
|
|
d3dRect.lX1 = 0;
|
|
d3dRect.lX2 = 640;
|
|
d3dRect.lY1 = 0;
|
|
d3dRect.lY2 = 480;
|
|
hRes = d3d.lpD3DViewport->Clear(1, &d3dRect, D3DCLEAR_ZBUFFER);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// For extern "C"
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|