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Very small change in 'gr_d3d_aabitmap_ex_internal' Tested and works on the following systems OUTSIDER Voodoo 3 win98 OUTSIDER Geforce 2 win2000 Me Geforce 4 PNY 4600 XP JBX-Phoenix Geforce 4 PNY XP Mehrunes GeForce 3 XP WMCoolmon nVidia TNT2 M64 win2000 Orange GeForce 4 4200 XP ShadowWolf_IH Monster2 win98 ShadowWolf_IH voodoo 2 win98
2274 lines
59 KiB
C++
2274 lines
59 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Graphics/GrD3DRender.cpp $
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* $Revision: 2.2 $
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* $Date: 2002-08-03 19:42:17 $
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* $Author: randomtiger $
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*
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* Code to actually render stuff using Direct3D
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.1 2002/08/01 01:41:05 penguin
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* The big include file move
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*
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* Revision 2.0 2002/06/03 04:02:22 penguin
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* Warpcore CVS sync
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*
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* Revision 1.1 2002/05/02 18:03:07 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 27 9/13/99 11:30a Dave
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* Added checkboxes and functionality for disabling PXO banners as well as
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* disabling d3d zbuffer biasing.
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*
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* 26 9/08/99 12:03a Dave
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* Make squad logos render properly in D3D all the time. Added intel anim
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* directory.
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*
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* 25 8/30/99 5:01p Dave
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* Made d3d do less state changing in the nebula. Use new chat server for
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* PXO.
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*
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* 24 7/30/99 4:04p Anoop
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* Fixed D3D shader.
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*
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* 23 7/29/99 10:47p Dave
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* Standardized D3D fogging using vertex fog. Shook out Savage 4 bugs.
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*
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* 22 7/27/99 3:09p Dave
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* Made g400 work. Whee.
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*
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* 21 7/24/99 4:19p Dave
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* Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much
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* better. Made model code use zbuffer more intelligently.
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*
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* 20 7/24/99 1:54p Dave
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* Hud text flash gauge. Reworked dead popup to use 4 buttons in red-alert
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* missions.
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*
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* 19 7/19/99 3:29p Dave
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* Fixed gamma bitmap in the options screen.
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*
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* 18 7/14/99 9:42a Dave
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* Put in clear_color debug function. Put in base for 3dnow stuff / P3
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* stuff
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*
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* 17 7/13/99 1:15p Dave
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* 32 bit support. Whee!
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*
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* 16 7/12/99 11:42a Jefff
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* Made rectangle drawing smarter in D3D. Made plines draw properly on Ati
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* Rage Pro.
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*
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* 15 6/29/99 10:35a Dave
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* Interface polygon bitmaps! Whee!
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*
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* 14 5/05/99 9:02p Dave
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* Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added
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* rotations, tweaked values, made bitmap selection more random). Fixed
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* D3D beam weapon clipping problem. Added D3d frame dumping.
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*
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* 13 2/03/99 11:44a Dave
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* Fixed d3d transparent textures.
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*
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* 12 1/30/99 5:08p Dave
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* More new hi-res stuff.Support for nice D3D textures.
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*
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* 11 12/18/98 1:13a Dave
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* Rough 1024x768 support for Direct3D. Proper detection and usage through
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* the launcher.
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*
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* 10 12/08/98 7:03p Dave
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* Much improved D3D fogging. Also put in vertex fogging for the cheesiest
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* of 3d cards.
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*
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* 9 12/08/98 2:47p Johnson
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* Made D3D fog use eye-relative fog instead of z depth fog.
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*
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* 8 12/08/98 9:36a Dave
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* Almost done nebula effect for D3D. Looks 85% as good as Glide.
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*
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* 7 12/07/98 5:51p Dave
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* Finally got d3d fog working! Now we just need to tweak values.
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*
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* 6 12/07/98 9:00a Dave
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* Fixed d3d rendered. Still don't have fog working.
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*
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* 5 12/06/98 6:53p Dave
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*
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* 4 12/01/98 5:54p Dave
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* Simplified the way pixel data is swizzled. Fixed tga bitmaps to work
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* properly in D3D and Glide.
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*
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* 3 11/30/98 1:07p Dave
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* 16 bit conversion, first run.
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*
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* 2 10/07/98 10:52a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:49a Dave
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*
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* 54 5/25/98 10:32a John
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* Took out redundant code for font bitmap offsets that converted to a
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* float, then later on converted back to an integer. Quite unnecessary.
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*
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* 53 5/24/98 6:45p John
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* let direct3d do all clipping.
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*
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* 52 5/24/98 3:42p John
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* Let Direct3D do clipping on any linear textures, like lasers.
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*
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* 51 5/23/98 7:18p John
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* optimized the uv bashing a bit.
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*
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* 50 5/22/98 1:11p John
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* Added code to actually detect which offset a line needs
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*
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* 49 5/22/98 12:54p John
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* added .5 to each pixel of a line. This seemed to make single pixel
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* lines draw on all cards.
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*
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* 48 5/22/98 9:00a John
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* Fixed problem of no fading out of additive textures due to Permedia2
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* fix. Did this by dimming out the vertex RGB values.
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*
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* 47 5/21/98 9:56p John
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* Made Direct3D work with classic alpha-blending only devices, like the
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* Virge. Added a texture type XPARENT that fills the alpha in in the
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* bitmap for Virge. Added support for Permedia by making making
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* additive alphablending be one/one instead of alpha/one, which didn't
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* work, and there is no way to tell this from caps.
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*
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* 46 5/20/98 9:45p John
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* added code so the places in code that change half the palette don't
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* have to clear the screen.
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*
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* 45 5/20/98 3:10p John
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* Made lines work even if no alphagouraud capabilities on the card.
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*
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* 44 5/19/98 4:50p Lawrance
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* JAS: Fixed some bugs on Alan's nVidia Riva128 PCI where some
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* unitiallized fields, namely vertex->shw were causing glitches.
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*
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* 43 5/19/98 1:46p John
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* Fixed Rendition/Riva128 uv problems.
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*
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* 42 5/19/98 12:34p John
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* added code to fix uv's on rendition. added code to fix zbuffering
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* problem on rendition.
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*
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* 41 5/18/98 8:26p John
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* Made scanline be line. Made lines work if no line alpha blending
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* supported. Made no alpha mode use alpha off.
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*
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* 40 5/17/98 4:13p John
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* Made zbuffer clear only clear current clip region
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*
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* 39 5/17/98 3:23p John
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* Took out capibility check for additive blending. Made gr_bitmap_ex
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* clip properly in glide and direct3d.
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*
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* 38 5/15/98 8:48a John
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* Fixed bug where one-pixel line was getting left on right and bottom.
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*
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* 37 5/12/98 8:43p John
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* fixed particle zbuffering.
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*
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* 36 5/12/98 10:34a John
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* Added d3d_shade functionality. Added d3d_flush function, since the
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* shader seems to get reorganzed behind the overlay text stuff!
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*
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* 35 5/12/98 10:06a John
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* Made all tmaps "clamp-clip". This fixed bug with offscreen hud
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* indicators not rendering.
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*
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* 34 5/12/98 8:18a John
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* Put in code to use a different texture format for alpha textures and
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* normal textures. Turned off filtering for aabitmaps. Took out
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* destblend=invsrccolor alpha mode that doesn't work on riva128.
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*
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* 33 5/11/98 10:58a John
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* Fixed pilot name cursor bug. Started adding in code for alphachannel
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* textures.
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*
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* 32 5/09/98 12:37p John
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* More texture caching
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*
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* 31 5/09/98 12:16p John
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* Even better texture caching.
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*
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* 30 5/08/98 10:12a John
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* took out an mprintf
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*
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* 29 5/07/98 11:31a John
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* Removed DEMO defines
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*
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* 28 5/07/98 10:28a John
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* Made texture format use 4444. Made fonts use alpha to render.
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*
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* 27 5/07/98 10:09a John
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* Fixed some bugs with short lines in D3D.
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*
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* 26 5/07/98 9:54a John
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* Added in palette flash functionallity.
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*
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* 25 5/07/98 9:40a John
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* Fixed some bitmap transparency issues with Direct3D.
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*
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* 24 5/06/98 11:21p John
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* Fixed a bitmap bug with Direct3D. Started adding new caching code into
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* D3D.
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*
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* 23 5/06/98 8:41p John
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* Fixed some font clipping bugs. Moved texture handle set code for d3d
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* into the texture module.
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*
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* 22 5/06/98 8:07p John
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* made d3d clear work correctly.
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*
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* 21 5/06/98 8:00p John
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* Got stars working under D3D.
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*
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* 20 5/06/98 5:30p John
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* Removed unused cfilearchiver. Removed/replaced some unused/little used
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* graphics functions, namely gradient_h and _v and pixel_sp. Put in new
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* DirectX header files and libs that fixed the Direct3D alpha blending
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* problems.
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*
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* 19 5/05/98 10:37p John
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* Added code to optionally use execute buffers.
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*
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* 18 5/04/98 3:36p John
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* Got zbuffering working with Direct3D.
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*
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* 17 5/03/98 10:52a John
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* Made D3D sort of work on 3dfx.
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*
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* 16 5/03/98 10:43a John
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* Working on Direct3D.
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*
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* 15 4/14/98 12:15p John
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* Made 16-bpp movies work.
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*
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* 14 4/10/98 5:20p John
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* Changed RGB in lighting structure to be ubytes. Removed old
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* not-necessary 24 bpp software stuff.
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*
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* 13 4/09/98 11:05a John
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* Removed all traces of Direct3D out of the demo version of Freespace and
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* the launcher.
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*
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* 12 3/12/98 5:36p John
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* Took out any unused shaders. Made shader code take rgbc instead of
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* matrix and vector since noone used it like a matrix and it would have
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* been impossible to do in hardware. Made Glide implement a basic
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* shader for online help.
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*
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* 11 3/11/98 1:55p John
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* Fixed warnings
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*
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* 10 3/10/98 4:18p John
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* Cleaned up graphics lib. Took out most unused gr functions. Made D3D
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* & Glide have popups and print screen. Took out all >8bpp software
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* support. Made Fred zbuffer. Made zbuffer allocate dynamically to
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* support Fred. Made zbuffering key off of functions rather than one
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* global variable.
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*
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* 9 3/08/98 12:33p John
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* Added more lines, tris, and colored flat polys (lasers!) correctly.
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*
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* 8 3/08/98 10:25a John
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* Added in lines
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*
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* 7 3/07/98 8:29p John
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* Put in some Direct3D features. Transparency on bitmaps. Made fonts &
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* aabitmaps render nice.
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*
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* 6 3/06/98 5:39p John
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* Started adding in aabitmaps
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*
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* 5 3/02/98 5:42p John
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* Removed WinAVI stuff from Freespace. Made all HUD gauges wriggle from
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* afterburner. Made gr_set_clip work good with negative x &y. Made
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* model_caching be on by default. Made each cached model have it's own
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* bitmap id. Made asteroids not rotate when model_caching is on.
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*
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* 4 2/26/98 3:24p John
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* fixed optimized warning
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*
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* 3 2/17/98 7:28p John
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* Got fonts and texturing working in Direct3D
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*
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* 2 2/07/98 7:50p John
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* Added code so that we can use the old blending type of alphacolors if
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* we want to. Made the stars use them.
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*
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* 1 2/03/98 9:24p John
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*
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* $NoKeywords: $
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*/
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#include "graphics/grd3dinternal.h"
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#include "graphics/2d.h"
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#include "globalincs/pstypes.h"
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#include "bmpman/bmpman.h"
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#include "palman/palman.h"
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#include "graphics/line.h"
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#include "cfile/cfile.h"
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#include "nebula/neb.h"
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#include "render/3d.h"
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typedef enum gr_texture_source {
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TEXTURE_SOURCE_NONE,
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TEXTURE_SOURCE_DECAL,
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TEXTURE_SOURCE_NO_FILTERING,
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} gr_texture_source;
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typedef enum gr_alpha_blend {
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ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
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ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
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ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
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ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
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} gr_alpha_blend;
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typedef enum gr_zbuffer_type {
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ZBUFFER_TYPE_NONE,
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ZBUFFER_TYPE_READ,
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ZBUFFER_TYPE_WRITE,
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ZBUFFER_TYPE_FULL,
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} gr_zbuffer_type;
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int D3d_last_state = -1;
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// Hack! move to another file!
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extern int D3d_rendition_uvs;
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// Hack! move to another file!
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extern int D3D_fog_mode;
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void gr_d3d_set_state( gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt )
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{
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int current_state = 0;
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current_state = current_state | (ts<<0);
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current_state = current_state | (ab<<5);
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current_state = current_state | (zt<<10);
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if ( current_state == D3d_last_state ) {
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return;
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}
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D3d_last_state = current_state;
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switch( ts ) {
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case TEXTURE_SOURCE_NONE:
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, NULL );
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// Let the texture cache system know whe set the handle to NULL
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gr_tcache_set(-1, -1, NULL, NULL );
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break;
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case TEXTURE_SOURCE_DECAL:
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_LINEAR );
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMAG, D3DFILTER_LINEAR );
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if ( lpDevDesc->dpcTriCaps.dwTextureBlendCaps & D3DPTBLENDCAPS_MODULATEALPHA ) {
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATEALPHA );
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} else {
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE );
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}
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break;
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case TEXTURE_SOURCE_NO_FILTERING:
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMIN, D3DFILTER_NEAREST );
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMAG, D3DFILTER_NEAREST );
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if ( lpDevDesc->dpcTriCaps.dwTextureBlendCaps & D3DPTBLENDCAPS_MODULATEALPHA ) {
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATEALPHA );
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} else {
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d3d_SetRenderState(D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE );
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}
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break;
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default:
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Int3();
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}
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switch( ab ) {
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case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel
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d3d_SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE );
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break;
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case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
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case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
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if ( lpDevDesc->dpcTriCaps.dwDestBlendCaps & D3DPBLENDCAPS_ONE ) {
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d3d_SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
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// Must use ONE:ONE as the Permedia2 can't do SRCALPHA:ONE.
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// But I lower RGB values so we don't loose anything.
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d3d_SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE );
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//d3d_SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
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d3d_SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE );
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break;
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}
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// Fall through to normal alpha blending mode...
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case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
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if ( lpDevDesc->dpcTriCaps.dwSrcBlendCaps & D3DPBLENDCAPS_SRCALPHA ) {
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d3d_SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
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d3d_SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );
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d3d_SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );
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} else {
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d3d_SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );
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d3d_SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_BOTHSRCALPHA );
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}
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break;
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default:
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Int3();
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}
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switch( zt ) {
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case ZBUFFER_TYPE_NONE:
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d3d_SetRenderState(D3DRENDERSTATE_ZENABLE,FALSE);
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d3d_SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,FALSE);
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break;
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case ZBUFFER_TYPE_READ:
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d3d_SetRenderState(D3DRENDERSTATE_ZENABLE,TRUE);
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d3d_SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,FALSE);
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break;
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case ZBUFFER_TYPE_WRITE:
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d3d_SetRenderState(D3DRENDERSTATE_ZENABLE,FALSE);
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d3d_SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,TRUE);
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break;
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|
|
case ZBUFFER_TYPE_FULL:
|
|
d3d_SetRenderState(D3DRENDERSTATE_ZENABLE,TRUE);
|
|
d3d_SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,TRUE);
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
}
|
|
|
|
}
|
|
|
|
extern int D3D_zbias;
|
|
void d3d_zbias(int bias)
|
|
{
|
|
if(D3D_zbias){
|
|
d3d_SetRenderState(D3DRENDERSTATE_ZBIAS, bias);
|
|
}
|
|
}
|
|
|
|
// If mode is FALSE, turn zbuffer off the entire frame,
|
|
// no matter what people pass to gr_zbuffer_set.
|
|
void gr_d3d_zbuffer_clear(int mode)
|
|
{
|
|
if ( mode ) {
|
|
gr_zbuffering = 1;
|
|
gr_zbuffering_mode = GR_ZBUFF_FULL;
|
|
gr_global_zbuffering = 1;
|
|
|
|
// Make sure zbuffering is on
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
|
|
|
|
|
|
// An application can clear z-buffers by using the IDirectDrawSurface2::Blt method.
|
|
// The DDBLT_DEPTHFILL flag indicates that the blit clears z-buffers. If this flag
|
|
// is specified, the DDBLTFX structure passed to the IDirectDrawSurface2::Blt method
|
|
// should have its dwFillDepth member set to the required z-depth. If the DirectDraw device
|
|
// driver for a 3D-accelerated display card is designed to provide support for z-buffer
|
|
// clearing in hardware, it should export the DDCAPS_BLTDEPTHFILL flag and should
|
|
// handle DDBLT_DEPTHFILL blits. The destination surface of a depth-fill blit must
|
|
// be a z-buffer.
|
|
// Note The actual interpretation of a depth value is specific to the 3D renderer.
|
|
|
|
D3DRECT rect;
|
|
|
|
rect.x1 = gr_screen.clip_left + gr_screen.offset_x;
|
|
rect.y1 = gr_screen.clip_top + gr_screen.offset_y;
|
|
rect.x2 = gr_screen.clip_right + gr_screen.offset_x;
|
|
rect.y2 = gr_screen.clip_bottom + gr_screen.offset_y;
|
|
|
|
if (lpViewport->Clear( 1, &rect, D3DCLEAR_ZBUFFER ) != D3D_OK ) {
|
|
mprintf(( "Failed to clear zbuffer!\n" ));
|
|
return;
|
|
}
|
|
|
|
|
|
} else {
|
|
gr_zbuffering = 0;
|
|
gr_zbuffering_mode = GR_ZBUFF_NONE;
|
|
gr_global_zbuffering = 0;
|
|
}
|
|
}
|
|
|
|
// internal d3d rect function
|
|
void gr_d3d_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
|
|
{
|
|
int saved_zbuf;
|
|
vertex v[4];
|
|
vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
|
|
|
|
saved_zbuf = gr_zbuffer_get();
|
|
|
|
// start the frame, no zbuffering, no culling
|
|
g3_start_frame(1);
|
|
gr_zbuffer_set(GR_ZBUFF_NONE);
|
|
gr_set_cull(0);
|
|
|
|
// stuff coords
|
|
v[0].sx = i2fl(x);
|
|
v[0].sy = i2fl(y);
|
|
v[0].sw = 0.0f;
|
|
v[0].u = 0.0f;
|
|
v[0].v = 0.0f;
|
|
v[0].flags = PF_PROJECTED;
|
|
v[0].codes = 0;
|
|
v[0].r = (ubyte)r;
|
|
v[0].g = (ubyte)g;
|
|
v[0].b = (ubyte)b;
|
|
v[0].a = (ubyte)a;
|
|
|
|
v[1].sx = i2fl(x + w);
|
|
v[1].sy = i2fl(y);
|
|
v[1].sw = 0.0f;
|
|
v[1].u = 0.0f;
|
|
v[1].v = 0.0f;
|
|
v[1].flags = PF_PROJECTED;
|
|
v[1].codes = 0;
|
|
v[1].r = (ubyte)r;
|
|
v[1].g = (ubyte)g;
|
|
v[1].b = (ubyte)b;
|
|
v[1].a = (ubyte)a;
|
|
|
|
v[2].sx = i2fl(x + w);
|
|
v[2].sy = i2fl(y + h);
|
|
v[2].sw = 0.0f;
|
|
v[2].u = 0.0f;
|
|
v[2].v = 0.0f;
|
|
v[2].flags = PF_PROJECTED;
|
|
v[2].codes = 0;
|
|
v[2].r = (ubyte)r;
|
|
v[2].g = (ubyte)g;
|
|
v[2].b = (ubyte)b;
|
|
v[2].a = (ubyte)a;
|
|
|
|
v[3].sx = i2fl(x);
|
|
v[3].sy = i2fl(y + h);
|
|
v[3].sw = 0.0f;
|
|
v[3].u = 0.0f;
|
|
v[3].v = 0.0f;
|
|
v[3].flags = PF_PROJECTED;
|
|
v[3].codes = 0;
|
|
v[3].r = (ubyte)r;
|
|
v[3].g = (ubyte)g;
|
|
v[3].b = (ubyte)b;
|
|
v[3].a = (ubyte)a;
|
|
|
|
// draw the polys
|
|
g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
|
|
|
|
g3_end_frame();
|
|
|
|
// restore zbuffer and culling
|
|
gr_zbuffer_set(saved_zbuf);
|
|
gr_set_cull(1);
|
|
}
|
|
|
|
int gr_d3d_zbuffer_get()
|
|
{
|
|
if ( !gr_global_zbuffering ) {
|
|
return GR_ZBUFF_NONE;
|
|
}
|
|
return gr_zbuffering_mode;
|
|
}
|
|
|
|
int gr_d3d_zbuffer_set(int mode)
|
|
{
|
|
/*
|
|
if ( !gr_global_zbuffering ) {
|
|
gr_zbuffering = 0;
|
|
return GR_ZBUFF_NONE;
|
|
}
|
|
*/
|
|
|
|
int tmp = gr_zbuffering_mode;
|
|
|
|
gr_zbuffering_mode = mode;
|
|
|
|
if ( gr_zbuffering_mode == GR_ZBUFF_NONE ) {
|
|
gr_zbuffering = 0;
|
|
} else {
|
|
gr_zbuffering = 1;
|
|
}
|
|
return tmp;
|
|
}
|
|
|
|
float D3D_line_offset = 0.0f;
|
|
|
|
void d3d_make_rect( D3DTLVERTEX *a, D3DTLVERTEX *b, int x1, int y1, int x2, int y2 )
|
|
{
|
|
// Alan's nvidia riva128 PCI screws up targetting brackets if
|
|
// rhw are uninitialized.
|
|
a->rhw = 1.0f;
|
|
b->rhw = 1.0f;
|
|
|
|
// just for completeness, initialize specular and sz.
|
|
a->specular = 0;
|
|
b->specular = 0;
|
|
|
|
a->sz = 0.99f;
|
|
b->sz = 0.99f;
|
|
|
|
a->sx = i2fl(x1 + gr_screen.offset_x)+D3D_line_offset;
|
|
a->sy = i2fl(y1 + gr_screen.offset_y)+D3D_line_offset;
|
|
|
|
b->sx = i2fl(x2 + gr_screen.offset_x)+D3D_line_offset;
|
|
b->sy = i2fl(y2 + gr_screen.offset_y)+D3D_line_offset;
|
|
|
|
if ( x1 == x2 ) {
|
|
// Verticle line
|
|
if ( a->sy < b->sy ) {
|
|
b->sy += 0.5f;
|
|
} else {
|
|
a->sy += 0.5f;
|
|
}
|
|
} else if ( y1 == y2 ) {
|
|
// Horizontal line
|
|
if ( a->sx < b->sx ) {
|
|
b->sx += 0.5f;
|
|
} else {
|
|
a->sx += 0.5f;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// basically just fills in the alpha component of the specular color. Hardware does the rest
|
|
// when rendering the poly
|
|
void gr_d3d_stuff_fog_value(float z, D3DCOLOR *spec)
|
|
{
|
|
float f_float;
|
|
*spec = 0;
|
|
|
|
// linear fog formula
|
|
f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
|
|
if(f_float < 0.0f){
|
|
f_float = 0.0f;
|
|
} else if(f_float > 1.0f){
|
|
f_float = 1.0f;
|
|
}
|
|
*spec = D3DRGBA(0.0f, 0.0f, 0.0f, f_float);
|
|
}
|
|
|
|
float z_mult = 30000.0f;
|
|
DCF(zmult, "")
|
|
{
|
|
dc_get_arg(ARG_FLOAT);
|
|
z_mult = Dc_arg_float;
|
|
}
|
|
|
|
float flCAP( float x, float minx, float maxx)
|
|
{
|
|
if ( x < minx ) {
|
|
return minx;
|
|
} else if ( x > maxx ) {
|
|
return maxx;
|
|
}
|
|
return x;
|
|
}
|
|
|
|
#define NEBULA_COLORS 20
|
|
|
|
void gr_d3d_tmapper_internal( int nverts, vertex **verts, uint flags, int is_scaler )
|
|
{
|
|
int i;
|
|
float u_scale = 1.0f, v_scale = 1.0f;
|
|
int bw = 1, bh = 1;
|
|
|
|
// Make nebula use the texture mapper... this blends the colors better.
|
|
if ( flags & TMAP_FLAG_NEBULA ){
|
|
Int3();
|
|
/*
|
|
flags |= TMAP_FLAG_TEXTURED | TMAP_FLAG_CORRECT;
|
|
|
|
static int test_bmp = -1;
|
|
static ushort data[16];
|
|
if ( test_bmp == -1 ){
|
|
ushort pix;
|
|
ubyte a, r, g, b;
|
|
int idx;
|
|
|
|
// stuff the fake bitmap
|
|
a = 1; r = 255; g = 255; b = 255;
|
|
pix = 0;
|
|
bm_set_components((ubyte*)&pix, &r, &g, &b, &a);
|
|
for(idx=0; idx<16; idx++){
|
|
data[idx] = pix;
|
|
}
|
|
test_bmp = bm_create( 16, 4, 4, data );
|
|
}
|
|
gr_set_bitmap( test_bmp );
|
|
|
|
for (i=0; i<nverts; i++ ) {
|
|
verts[i]->u = verts[i]->v = 0.5f;
|
|
}
|
|
*/
|
|
}
|
|
|
|
gr_texture_source texture_source = (gr_texture_source)-1;
|
|
gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
|
|
gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
|
|
|
|
|
|
if ( gr_zbuffering ) {
|
|
if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
|
|
zbuffer_type = ZBUFFER_TYPE_READ;
|
|
} else {
|
|
zbuffer_type = ZBUFFER_TYPE_FULL;
|
|
}
|
|
} else {
|
|
zbuffer_type = ZBUFFER_TYPE_NONE;
|
|
}
|
|
|
|
int alpha;
|
|
|
|
int tmap_type = TCACHE_TYPE_NORMAL;
|
|
|
|
int r, g, b;
|
|
|
|
if ( flags & TMAP_FLAG_TEXTURED ) {
|
|
r = 255;
|
|
g = 255;
|
|
b = 255;
|
|
} else {
|
|
r = gr_screen.current_color.red;
|
|
g = gr_screen.current_color.green;
|
|
b = gr_screen.current_color.blue;
|
|
}
|
|
|
|
if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) {
|
|
|
|
if ( lpDevDesc->dpcTriCaps.dwDestBlendCaps & D3DPBLENDCAPS_ONE ) {
|
|
tmap_type = TCACHE_TYPE_NORMAL;
|
|
alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
|
|
|
|
// Blend with screen pixel using src*alpha+dst
|
|
float factor = gr_screen.current_alpha;
|
|
|
|
alpha = 255;
|
|
|
|
if ( factor <= 1.0f ) {
|
|
int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
|
|
r = (r*tmp_alpha)/255;
|
|
g = (g*tmp_alpha)/255;
|
|
b = (b*tmp_alpha)/255;
|
|
}
|
|
} else {
|
|
|
|
tmap_type = TCACHE_TYPE_XPARENT;
|
|
|
|
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
|
|
|
|
// Blend with screen pixel using src*alpha+dst
|
|
float factor = gr_screen.current_alpha;
|
|
|
|
if ( factor > 1.0f ) {
|
|
alpha = 255;
|
|
} else {
|
|
alpha = fl2i(gr_screen.current_alpha*255.0f);
|
|
}
|
|
}
|
|
} else {
|
|
if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB_D3D){
|
|
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
|
|
} else {
|
|
alpha_blend = ALPHA_BLEND_NONE;
|
|
}
|
|
alpha = 255;
|
|
}
|
|
|
|
if(flags & TMAP_FLAG_BITMAP_SECTION){
|
|
tmap_type = TCACHE_TYPE_BITMAP_SECTION;
|
|
}
|
|
|
|
texture_source = TEXTURE_SOURCE_NONE;
|
|
|
|
if ( flags & TMAP_FLAG_TEXTURED ) {
|
|
if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy )) {
|
|
mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
|
|
return;
|
|
}
|
|
|
|
// use nonfiltered textures for bitmap sections
|
|
if(flags & TMAP_FLAG_BITMAP_SECTION){
|
|
texture_source = TEXTURE_SOURCE_NO_FILTERING;
|
|
} else {
|
|
texture_source = TEXTURE_SOURCE_DECAL;
|
|
}
|
|
}
|
|
|
|
gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
|
|
|
|
D3DTLVERTEX d3d_verts[32];
|
|
D3DTLVERTEX *src_v = d3d_verts;
|
|
|
|
int x1, y1, x2, y2;
|
|
x1 = gr_screen.clip_left*16;
|
|
x2 = gr_screen.clip_right*16+15;
|
|
y1 = gr_screen.clip_top*16;
|
|
y2 = gr_screen.clip_bottom*16+15;
|
|
|
|
float uoffset = 0.0f;
|
|
float voffset = 0.0f;
|
|
|
|
float minu=0.0f, minv=0.0f, maxu=1.0f, maxv=1.0f;
|
|
|
|
if ( flags & TMAP_FLAG_TEXTURED ) {
|
|
if ( D3d_rendition_uvs ) {
|
|
bm_get_info(gr_screen.current_bitmap, &bw, &bh);
|
|
|
|
uoffset = 2.0f/i2fl(bw);
|
|
voffset = 2.0f/i2fl(bh);
|
|
|
|
minu = uoffset;
|
|
minv = voffset;
|
|
|
|
maxu = 1.0f - uoffset;
|
|
maxv = 1.0f - voffset;
|
|
}
|
|
}
|
|
|
|
// turn on pixel fog if we're rendering against a fullneb background
|
|
// if(flags & TMAP_FLAG_PIXEL_FOG){
|
|
// set fog
|
|
// gr_fog_set(GR_FOGMODE_FOG, gr_screen.current_fog_color.red, gr_screen.current_fog_color.green, gr_screen.current_fog_color.blue);
|
|
// }
|
|
|
|
for (i=0; i<nverts; i++ ) {
|
|
vertex * va = verts[i];
|
|
|
|
// store in case we're doing vertex fog.
|
|
if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
|
|
src_v->sz = va->z / z_mult; // For zbuffering and fogging
|
|
if ( src_v->sz > 0.98f ) {
|
|
src_v->sz = 0.98f;
|
|
}
|
|
} else {
|
|
src_v->sz = 0.99f;
|
|
}
|
|
|
|
if ( flags & TMAP_FLAG_CORRECT ) {
|
|
src_v->rhw = va->sw; // For texture correction
|
|
} else {
|
|
src_v->rhw = 1.0f; // For texture correction
|
|
}
|
|
|
|
int a;
|
|
|
|
if ( flags & TMAP_FLAG_ALPHA ) {
|
|
a = verts[i]->a;
|
|
} else {
|
|
a = alpha;
|
|
}
|
|
|
|
if ( flags & TMAP_FLAG_NEBULA ) {
|
|
int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
|
|
r = gr_palette[pal*3+0];
|
|
g = gr_palette[pal*3+1];
|
|
b = gr_palette[pal*3+2];
|
|
} else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
|
|
r = Gr_gamma_lookup[verts[i]->b];
|
|
g = Gr_gamma_lookup[verts[i]->b];
|
|
b = Gr_gamma_lookup[verts[i]->b];
|
|
} else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
|
|
// Make 0.75 be 256.0f
|
|
r = Gr_gamma_lookup[verts[i]->r];
|
|
g = Gr_gamma_lookup[verts[i]->g];
|
|
b = Gr_gamma_lookup[verts[i]->b];
|
|
} else {
|
|
// use constant RGB values...
|
|
}
|
|
|
|
src_v->color = RGBA_MAKE(r, g, b, a);
|
|
|
|
// if we're fogging and we're doing vertex fog
|
|
if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
|
|
gr_d3d_stuff_fog_value(va->z, &src_v->specular);
|
|
} else {
|
|
src_v->specular = 0;
|
|
}
|
|
|
|
int x, y;
|
|
x = fl2i(va->sx*16.0f);
|
|
y = fl2i(va->sy*16.0f);
|
|
|
|
x += gr_screen.offset_x*16;
|
|
y += gr_screen.offset_y*16;
|
|
|
|
src_v->sx = i2fl(x) / 16.0f;
|
|
src_v->sy = i2fl(y) / 16.0f;
|
|
|
|
if ( flags & TMAP_FLAG_TEXTURED ) {
|
|
// argh. rendition
|
|
if ( D3d_rendition_uvs ){
|
|
// tiled texture (ships, etc), bitmap sections
|
|
if(flags & TMAP_FLAG_TILED){
|
|
src_v->tu = va->u*u_scale;
|
|
src_v->tv = va->v*v_scale;
|
|
}
|
|
// sectioned
|
|
else if(flags & TMAP_FLAG_BITMAP_SECTION){
|
|
int sw, sh;
|
|
bm_get_section_size(gr_screen.current_bitmap, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, &sw, &sh);
|
|
|
|
src_v->tu = (va->u + (0.5f / i2fl(sw))) * u_scale;
|
|
src_v->tv = (va->v + (0.5f / i2fl(sh))) * v_scale;
|
|
}
|
|
// all else.
|
|
else {
|
|
src_v->tu = flCAP(va->u, minu, maxu);
|
|
src_v->tv = flCAP(va->v, minv, maxv);
|
|
}
|
|
}
|
|
// yay. non-rendition
|
|
else {
|
|
src_v->tu = va->u*u_scale;
|
|
src_v->tv = va->v*v_scale;
|
|
}
|
|
} else {
|
|
src_v->tu = 0.0f;
|
|
src_v->tv = 0.0f;
|
|
}
|
|
src_v++;
|
|
}
|
|
|
|
// if we're rendering against a fullneb background
|
|
if(flags & TMAP_FLAG_PIXEL_FOG){
|
|
int r, g, b;
|
|
int ra, ga, ba;
|
|
ra = ga = ba = 0;
|
|
|
|
// get the average pixel color behind the vertices
|
|
for(i=0; i<nverts; i++){
|
|
neb2_get_pixel((int)d3d_verts[i].sx, (int)d3d_verts[i].sy, &r, &g, &b);
|
|
ra += r;
|
|
ga += g;
|
|
ba += b;
|
|
}
|
|
ra /= nverts;
|
|
ga /= nverts;
|
|
ba /= nverts;
|
|
|
|
// set fog
|
|
gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
|
|
}
|
|
|
|
d3d_DrawPrimitive(D3DPT_TRIANGLEFAN, D3DVT_TLVERTEX, (LPVOID)d3d_verts, nverts, NULL);
|
|
|
|
// turn off fog
|
|
// if(flags & TMAP_FLAG_PIXEL_FOG){
|
|
// gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
|
|
// }
|
|
}
|
|
|
|
void gr_d3d_tmapper( int nverts, vertex **verts, uint flags )
|
|
{
|
|
gr_d3d_tmapper_internal( nverts, verts, flags, 0 );
|
|
}
|
|
|
|
#define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
|
|
|
|
void gr_d3d_scaler(vertex *va, vertex *vb )
|
|
{
|
|
float x0, y0, x1, y1;
|
|
float u0, v0, u1, v1;
|
|
float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
|
|
float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
|
|
float xmin, xmax, ymin, ymax;
|
|
int dx0, dy0, dx1, dy1;
|
|
|
|
//============= CLIP IT =====================
|
|
|
|
x0 = va->sx; y0 = va->sy;
|
|
x1 = vb->sx; y1 = vb->sy;
|
|
|
|
xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
|
|
xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
|
|
|
|
u0 = va->u; v0 = va->v;
|
|
u1 = vb->u; v1 = vb->v;
|
|
|
|
// Check for obviously offscreen bitmaps...
|
|
if ( (y1<=y0) || (x1<=x0) ) return;
|
|
if ( (x1<xmin ) || (x0>xmax) ) return;
|
|
if ( (y1<ymin ) || (y0>ymax) ) return;
|
|
|
|
clipped_u0 = u0; clipped_v0 = v0;
|
|
clipped_u1 = u1; clipped_v1 = v1;
|
|
|
|
clipped_x0 = x0; clipped_y0 = y0;
|
|
clipped_x1 = x1; clipped_y1 = y1;
|
|
|
|
// Clip the left, moving u0 right as necessary
|
|
if ( x0 < xmin ) {
|
|
clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
|
|
clipped_x0 = xmin;
|
|
}
|
|
|
|
// Clip the right, moving u1 left as necessary
|
|
if ( x1 > xmax ) {
|
|
clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
|
|
clipped_x1 = xmax;
|
|
}
|
|
|
|
// Clip the top, moving v0 down as necessary
|
|
if ( y0 < ymin ) {
|
|
clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
|
|
clipped_y0 = ymin;
|
|
}
|
|
|
|
// Clip the bottom, moving v1 up as necessary
|
|
if ( y1 > ymax ) {
|
|
clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
|
|
clipped_y1 = ymax;
|
|
}
|
|
|
|
dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
|
|
dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
|
|
|
|
if (dx1<=dx0) return;
|
|
if (dy1<=dy0) return;
|
|
|
|
//============= DRAW IT =====================
|
|
|
|
vertex v[4];
|
|
vertex *vl[4];
|
|
|
|
vl[0] = &v[0];
|
|
v->sx = clipped_x0;
|
|
v->sy = clipped_y0;
|
|
v->sw = va->sw;
|
|
v->z = va->z;
|
|
v->u = clipped_u0;
|
|
v->v = clipped_v0;
|
|
|
|
vl[1] = &v[1];
|
|
v[1].sx = clipped_x1;
|
|
v[1].sy = clipped_y0;
|
|
v[1].sw = va->sw;
|
|
v[1].z = va->z;
|
|
v[1].u = clipped_u1;
|
|
v[1].v = clipped_v0;
|
|
|
|
vl[2] = &v[2];
|
|
v[2].sx = clipped_x1;
|
|
v[2].sy = clipped_y1;
|
|
v[2].sw = va->sw;
|
|
v[2].z = va->z;
|
|
v[2].u = clipped_u1;
|
|
v[2].v = clipped_v1;
|
|
|
|
vl[3] = &v[3];
|
|
v[3].sx = clipped_x0;
|
|
v[3].sy = clipped_y1;
|
|
v[3].sw = va->sw;
|
|
v[3].z = va->z;
|
|
v[3].u = clipped_u0;
|
|
v[3].v = clipped_v1;
|
|
|
|
gr_d3d_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
|
|
}
|
|
|
|
void gr_d3d_aascaler(vertex *va, vertex *vb )
|
|
{
|
|
}
|
|
|
|
|
|
void gr_d3d_pixel(int x, int y)
|
|
{
|
|
gr_line(x,y,x,y);
|
|
}
|
|
|
|
|
|
void gr_d3d_clear()
|
|
{
|
|
// Turn off zbuffering so this doesn't clear the zbuffer
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE );
|
|
|
|
RECT dst;
|
|
DDBLTFX ddbltfx;
|
|
DDSURFACEDESC ddsd;
|
|
|
|
// Get the surface desc
|
|
ddsd.dwSize = sizeof(ddsd);
|
|
lpBackBuffer->GetSurfaceDesc(&ddsd);
|
|
|
|
memset(&ddbltfx, 0, sizeof(ddbltfx));
|
|
ddbltfx.dwSize = sizeof(DDBLTFX);
|
|
|
|
ddbltfx.dwFillColor = RGB_MAKE(gr_screen.current_clear_color.red, gr_screen.current_clear_color.green, gr_screen.current_clear_color.blue);
|
|
|
|
dst.left = gr_screen.clip_left+gr_screen.offset_x;
|
|
dst.top = gr_screen.clip_top+gr_screen.offset_y;
|
|
dst.right = gr_screen.clip_right+1+gr_screen.offset_x;
|
|
dst.bottom = gr_screen.clip_bottom+1+gr_screen.offset_y;
|
|
|
|
if ( lpBackBuffer->Blt( &dst, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx ) != DD_OK ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
// sets the clipping region & offset
|
|
void gr_d3d_set_clip(int x,int y,int w,int h)
|
|
{
|
|
gr_screen.offset_x = x;
|
|
gr_screen.offset_y = y;
|
|
|
|
gr_screen.clip_left = 0;
|
|
gr_screen.clip_right = w-1;
|
|
|
|
gr_screen.clip_top = 0;
|
|
gr_screen.clip_bottom = h-1;
|
|
|
|
// check for sanity of parameters
|
|
if ( gr_screen.clip_left+x < 0 ) {
|
|
gr_screen.clip_left = -x;
|
|
} else if ( gr_screen.clip_left+x > gr_screen.max_w-1 ) {
|
|
gr_screen.clip_left = gr_screen.max_w-1-x;
|
|
}
|
|
if ( gr_screen.clip_right+x < 0 ) {
|
|
gr_screen.clip_right = -x;
|
|
} else if ( gr_screen.clip_right+x >= gr_screen.max_w-1 ) {
|
|
gr_screen.clip_right = gr_screen.max_w-1-x;
|
|
}
|
|
|
|
if ( gr_screen.clip_top+y < 0 ) {
|
|
gr_screen.clip_top = -y;
|
|
} else if ( gr_screen.clip_top+y > gr_screen.max_h-1 ) {
|
|
gr_screen.clip_top = gr_screen.max_h-1-y;
|
|
}
|
|
|
|
if ( gr_screen.clip_bottom+y < 0 ) {
|
|
gr_screen.clip_bottom = -y;
|
|
} else if ( gr_screen.clip_bottom+y > gr_screen.max_h-1 ) {
|
|
gr_screen.clip_bottom = gr_screen.max_h-1-y;
|
|
}
|
|
|
|
gr_screen.clip_width = gr_screen.clip_right - gr_screen.clip_left + 1;
|
|
gr_screen.clip_height = gr_screen.clip_bottom - gr_screen.clip_top + 1;
|
|
|
|
// Setup the viewport for a reasonable viewing area
|
|
D3DVIEWPORT viewdata;
|
|
DWORD largest_side;
|
|
HRESULT ddrval;
|
|
|
|
// Compensate for aspect ratio
|
|
if ( gr_screen.clip_width > gr_screen.clip_height )
|
|
largest_side = gr_screen.clip_width;
|
|
else
|
|
largest_side = gr_screen.clip_height;
|
|
|
|
viewdata.dwSize = sizeof( viewdata );
|
|
viewdata.dwX = gr_screen.clip_left+x;
|
|
viewdata.dwY = gr_screen.clip_top+y;
|
|
viewdata.dwWidth = gr_screen.clip_width;
|
|
viewdata.dwHeight = gr_screen.clip_height;
|
|
viewdata.dvScaleX = largest_side / 2.0F;
|
|
viewdata.dvScaleY = largest_side / 2.0F;
|
|
viewdata.dvMaxX = ( float ) ( viewdata.dwWidth / ( 2.0F * viewdata.dvScaleX ) );
|
|
viewdata.dvMaxY = ( float ) ( viewdata.dwHeight / ( 2.0F * viewdata.dvScaleY ) );
|
|
viewdata.dvMinZ = 0.0F;
|
|
viewdata.dvMaxZ = 0.0F; // choose something appropriate here!
|
|
|
|
ddrval = lpViewport->SetViewport( &viewdata );
|
|
if ( ddrval != DD_OK ) {
|
|
mprintf(( "GR_D3D_SET_CLIP: SetViewport failed.\n" ));
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void gr_d3d_reset_clip()
|
|
{
|
|
gr_screen.offset_x = 0;
|
|
gr_screen.offset_y = 0;
|
|
gr_screen.clip_left = 0;
|
|
gr_screen.clip_top = 0;
|
|
gr_screen.clip_right = gr_screen.max_w - 1;
|
|
gr_screen.clip_bottom = gr_screen.max_h - 1;
|
|
gr_screen.clip_width = gr_screen.max_w;
|
|
gr_screen.clip_height = gr_screen.max_h;
|
|
|
|
// Setup the viewport for a reasonable viewing area
|
|
D3DVIEWPORT viewdata;
|
|
DWORD largest_side;
|
|
HRESULT ddrval;
|
|
|
|
// Compensate for aspect ratio
|
|
if ( gr_screen.clip_width > gr_screen.clip_height )
|
|
largest_side = gr_screen.clip_width;
|
|
else
|
|
largest_side = gr_screen.clip_height;
|
|
|
|
viewdata.dwSize = sizeof( viewdata );
|
|
viewdata.dwX = gr_screen.clip_left;
|
|
viewdata.dwY = gr_screen.clip_top;
|
|
viewdata.dwWidth = gr_screen.clip_width;
|
|
viewdata.dwHeight = gr_screen.clip_height;
|
|
viewdata.dvScaleX = largest_side / 2.0F;
|
|
viewdata.dvScaleY = largest_side / 2.0F;
|
|
viewdata.dvMaxX = ( float ) ( viewdata.dwWidth / ( 2.0F * viewdata.dvScaleX ) );
|
|
viewdata.dvMaxY = ( float ) ( viewdata.dwHeight / ( 2.0F * viewdata.dvScaleY ) );
|
|
viewdata.dvMinZ = 0.0F;
|
|
viewdata.dvMaxZ = 0.0F; // choose something appropriate here!
|
|
|
|
ddrval = lpViewport->SetViewport( &viewdata );
|
|
if ( ddrval != DD_OK ) {
|
|
mprintf(( "GR_D3D_SET_CLIP: SetViewport failed.\n" ));
|
|
}
|
|
|
|
}
|
|
|
|
void gr_d3d_init_color(color *c, int r, int g, int b)
|
|
{
|
|
c->screen_sig = gr_screen.signature;
|
|
c->red = unsigned char(r);
|
|
c->green = unsigned char(g);
|
|
c->blue = unsigned char(b);
|
|
c->alpha = 255;
|
|
c->ac_type = AC_TYPE_NONE;
|
|
c->alphacolor = -1;
|
|
c->is_alphacolor = 0;
|
|
c->magic = 0xAC01;
|
|
}
|
|
|
|
void gr_d3d_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
|
|
{
|
|
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
|
|
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
|
|
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
|
|
if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
|
|
|
|
gr_d3d_init_color( clr, r, g, b );
|
|
|
|
clr->alpha = unsigned char(alpha);
|
|
clr->ac_type = (ubyte)type;
|
|
clr->alphacolor = -1;
|
|
clr->is_alphacolor = 1;
|
|
}
|
|
|
|
void gr_d3d_set_color( int r, int g, int b )
|
|
{
|
|
Assert((r >= 0) && (r < 256));
|
|
Assert((g >= 0) && (g < 256));
|
|
Assert((b >= 0) && (b < 256));
|
|
|
|
gr_d3d_init_color( &gr_screen.current_color, r, g, b );
|
|
}
|
|
|
|
void gr_d3d_get_color( int * r, int * g, int * b )
|
|
{
|
|
if (r) *r = gr_screen.current_color.red;
|
|
if (g) *g = gr_screen.current_color.green;
|
|
if (b) *b = gr_screen.current_color.blue;
|
|
}
|
|
|
|
void gr_d3d_set_color_fast(color *dst)
|
|
{
|
|
if ( dst->screen_sig != gr_screen.signature ) {
|
|
if ( dst->is_alphacolor ) {
|
|
gr_d3d_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
|
|
} else {
|
|
gr_d3d_init_color( dst, dst->red, dst->green, dst->blue );
|
|
}
|
|
}
|
|
gr_screen.current_color = *dst;
|
|
}
|
|
|
|
void gr_d3d_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
|
|
{
|
|
gr_screen.current_alpha = alpha;
|
|
gr_screen.current_alphablend_mode = alphablend_mode;
|
|
gr_screen.current_bitblt_mode = bitblt_mode;
|
|
gr_screen.current_bitmap = bitmap_num;
|
|
gr_screen.current_bitmap_sx = sx;
|
|
gr_screen.current_bitmap_sy = sy;
|
|
}
|
|
|
|
void gr_d3d_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
|
|
{
|
|
int i,j;
|
|
bitmap * bmp;
|
|
ushort * sptr;
|
|
ushort * dptr;
|
|
HRESULT ddrval;
|
|
DDSURFACEDESC ddsd;
|
|
|
|
memset( &ddsd, 0, sizeof( ddsd ) );
|
|
ddsd.dwSize = sizeof( ddsd );
|
|
|
|
ddrval = lpBackBuffer->Lock( NULL, &ddsd, DDLOCK_WAIT, NULL );
|
|
if ( ddrval != DD_OK ) {
|
|
mprintf(( "Error locking surface for bitmap_ex, %s\n", d3d_error_string(ddrval) ));
|
|
return;
|
|
}
|
|
|
|
dptr = (ushort *)((int)ddsd.lpSurface+ddsd.lPitch*(y+gr_screen.offset_y)+(x+gr_screen.offset_x)*2);
|
|
|
|
bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
|
|
sptr = (ushort *)( bmp->data + (sy*bmp->w + sx) );
|
|
|
|
// nice and speedy compared to the old way
|
|
for (i=0; i<h; i++ ) {
|
|
for ( j=0; j<w; j++ ) {
|
|
// if its not transparent, blit it
|
|
if(sptr[j] != Gr_green.mask){
|
|
dptr[j] = sptr[j];
|
|
}
|
|
}
|
|
|
|
// next row on the screen
|
|
dptr = (ushort *)((uint)dptr + ddsd.lPitch);
|
|
|
|
// next row in the bitmap
|
|
sptr += bmp->w;
|
|
}
|
|
|
|
bm_unlock(gr_screen.current_bitmap);
|
|
|
|
// Unlock the back buffer
|
|
lpBackBuffer->Unlock( NULL );
|
|
}
|
|
|
|
void gr_d3d_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
|
|
{
|
|
int reclip;
|
|
#ifndef NDEBUG
|
|
int count = 0;
|
|
#endif
|
|
|
|
int dx1=x, dx2=x+w-1;
|
|
int dy1=y, dy2=y+h-1;
|
|
|
|
int bw, bh;
|
|
bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
|
|
|
|
do {
|
|
reclip = 0;
|
|
#ifndef NDEBUG
|
|
if ( count > 1 ) Int3();
|
|
count++;
|
|
#endif
|
|
|
|
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
|
|
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
|
|
if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
|
|
if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
|
|
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
|
|
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
|
|
|
|
if ( sx < 0 ) {
|
|
dx1 -= sx;
|
|
sx = 0;
|
|
reclip = 1;
|
|
}
|
|
|
|
if ( sy < 0 ) {
|
|
dy1 -= sy;
|
|
sy = 0;
|
|
reclip = 1;
|
|
}
|
|
|
|
w = dx2-dx1+1;
|
|
h = dy2-dy1+1;
|
|
|
|
if ( sx + w > bw ) {
|
|
w = bw - sx;
|
|
dx2 = dx1 + w - 1;
|
|
}
|
|
|
|
if ( sy + h > bh ) {
|
|
h = bh - sy;
|
|
dy2 = dy1 + h - 1;
|
|
}
|
|
|
|
if ( w < 1 ) return; // clipped away!
|
|
if ( h < 1 ) return; // clipped away!
|
|
|
|
} while (reclip);
|
|
|
|
// Make sure clipping algorithm works
|
|
#ifndef NDEBUG
|
|
Assert( w > 0 );
|
|
Assert( h > 0 );
|
|
Assert( w == (dx2-dx1+1) );
|
|
Assert( h == (dy2-dy1+1) );
|
|
Assert( sx >= 0 );
|
|
Assert( sy >= 0 );
|
|
Assert( sx+w <= bw );
|
|
Assert( sy+h <= bh );
|
|
Assert( dx2 >= dx1 );
|
|
Assert( dy2 >= dy1 );
|
|
Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
|
|
Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
|
|
Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
|
|
Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
|
|
#endif
|
|
|
|
// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
|
|
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
|
|
|
|
gr_d3d_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
|
|
}
|
|
|
|
void gr_d3d_bitmap(int x, int y)
|
|
{
|
|
int w, h;
|
|
|
|
|
|
bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
|
|
int dx1=x, dx2=x+w-1;
|
|
int dy1=y, dy2=y+h-1;
|
|
int sx=0, sy=0;
|
|
|
|
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
|
|
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
|
|
if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
|
|
if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
|
|
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
|
|
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
|
|
|
|
if ( sx < 0 ) return;
|
|
if ( sy < 0 ) return;
|
|
if ( sx >= w ) return;
|
|
if ( sy >= h ) return;
|
|
|
|
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
|
|
|
|
gr_d3d_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
|
|
}
|
|
|
|
|
|
|
|
void gr_d3d_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
|
|
{
|
|
if ( w < 1 ) return;
|
|
if ( h < 1 ) return;
|
|
|
|
if ( !gr_screen.current_color.is_alphacolor ) return;
|
|
|
|
float u_scale, v_scale;
|
|
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
|
|
|
|
if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
|
|
// Couldn't set texture
|
|
//mprintf(( "GLIDE: Error setting aabitmap texture!\n" ));
|
|
return;
|
|
}
|
|
|
|
LPD3DTLVERTEX src_v;
|
|
D3DTLVERTEX d3d_verts[4];
|
|
|
|
float u0, u1, v0, v1;
|
|
float x1, x2, y1, y2;
|
|
int bw, bh;
|
|
|
|
bm_get_info( gr_screen.current_bitmap, &bw, &bh );
|
|
|
|
// Rendition
|
|
if ( D3d_rendition_uvs ) {
|
|
u0 = u_scale*(i2fl(sx)+0.5f)/i2fl(bw);
|
|
v0 = v_scale*(i2fl(sy)+0.5f)/i2fl(bh);
|
|
|
|
u1 = u_scale*(i2fl(sx+w)+0.5f)/i2fl(bw);
|
|
v1 = v_scale*(i2fl(sy+h)+0.5f)/i2fl(bh);
|
|
} else {
|
|
u0 = u_scale*i2fl((sx)-0.5f)/i2fl(bw);
|
|
v0 = v_scale*i2fl((sy)-0.5f)/i2fl(bh);
|
|
|
|
u1 = u_scale*i2fl((sx+w)-0.5f)/i2fl(bw);
|
|
v1 = v_scale*i2fl((sy+h)-0.5f)/i2fl(bh);
|
|
}
|
|
|
|
x1 = i2fl(x+gr_screen.offset_x);
|
|
y1 = i2fl(y+gr_screen.offset_y);
|
|
x2 = i2fl(x+w+gr_screen.offset_x);
|
|
y2 = i2fl(y+h+gr_screen.offset_y);
|
|
|
|
src_v = d3d_verts;
|
|
|
|
uint color;
|
|
|
|
if ( gr_screen.current_color.is_alphacolor ) {
|
|
if ( lpDevDesc->dpcTriCaps.dwTextureBlendCaps & D3DPTBLENDCAPS_MODULATEALPHA ) {
|
|
color = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
|
|
} else {
|
|
int r = (gr_screen.current_color.red*gr_screen.current_color.alpha)/255;
|
|
int g = (gr_screen.current_color.green*gr_screen.current_color.alpha)/255;
|
|
int b = (gr_screen.current_color.blue*gr_screen.current_color.alpha)/255;
|
|
|
|
color = RGBA_MAKE(r,g,b, 255 );
|
|
}
|
|
} else {
|
|
color = RGB_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
|
|
}
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x1;
|
|
src_v->sy = y1;
|
|
src_v->tu = u0;
|
|
src_v->tv = v0;
|
|
src_v++;
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x2;
|
|
src_v->sy = y1;
|
|
src_v->tu = u1;
|
|
src_v->tv = v0;
|
|
src_v++;
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x2;
|
|
src_v->sy = y2;
|
|
src_v->tu = u1;
|
|
src_v->tv = v1;
|
|
src_v++;
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x1;
|
|
src_v->sy = y2;
|
|
src_v->tu = u0;
|
|
src_v->tv = v1;
|
|
|
|
d3d_DrawPrimitive(D3DPT_TRIANGLEFAN,D3DVT_TLVERTEX,(LPVOID)d3d_verts,4,NULL);
|
|
}
|
|
|
|
void gr_d3d_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
|
|
{
|
|
int reclip;
|
|
#ifndef NDEBUG
|
|
int count = 0;
|
|
#endif
|
|
|
|
int dx1=x, dx2=x+w-1;
|
|
int dy1=y, dy2=y+h-1;
|
|
|
|
int bw, bh;
|
|
bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
|
|
|
|
do {
|
|
reclip = 0;
|
|
#ifndef NDEBUG
|
|
if ( count > 1 ) Int3();
|
|
count++;
|
|
#endif
|
|
|
|
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
|
|
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
|
|
if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
|
|
if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
|
|
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
|
|
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
|
|
|
|
if ( sx < 0 ) {
|
|
dx1 -= sx;
|
|
sx = 0;
|
|
reclip = 1;
|
|
}
|
|
|
|
if ( sy < 0 ) {
|
|
dy1 -= sy;
|
|
sy = 0;
|
|
reclip = 1;
|
|
}
|
|
|
|
w = dx2-dx1+1;
|
|
h = dy2-dy1+1;
|
|
|
|
if ( sx + w > bw ) {
|
|
w = bw - sx;
|
|
dx2 = dx1 + w - 1;
|
|
}
|
|
|
|
if ( sy + h > bh ) {
|
|
h = bh - sy;
|
|
dy2 = dy1 + h - 1;
|
|
}
|
|
|
|
if ( w < 1 ) return; // clipped away!
|
|
if ( h < 1 ) return; // clipped away!
|
|
|
|
} while (reclip);
|
|
|
|
// Make sure clipping algorithm works
|
|
#ifndef NDEBUG
|
|
Assert( w > 0 );
|
|
Assert( h > 0 );
|
|
Assert( w == (dx2-dx1+1) );
|
|
Assert( h == (dy2-dy1+1) );
|
|
Assert( sx >= 0 );
|
|
Assert( sy >= 0 );
|
|
Assert( sx+w <= bw );
|
|
Assert( sy+h <= bh );
|
|
Assert( dx2 >= dx1 );
|
|
Assert( dy2 >= dy1 );
|
|
Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
|
|
Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
|
|
Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
|
|
Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
|
|
#endif
|
|
|
|
// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
|
|
gr_d3d_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
|
|
}
|
|
|
|
void gr_d3d_aabitmap(int x, int y)
|
|
{
|
|
int w, h;
|
|
|
|
bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
|
|
int dx1=x, dx2=x+w-1;
|
|
int dy1=y, dy2=y+h-1;
|
|
int sx=0, sy=0;
|
|
|
|
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
|
|
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
|
|
if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
|
|
if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
|
|
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
|
|
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
|
|
|
|
if ( sx < 0 ) return;
|
|
if ( sy < 0 ) return;
|
|
if ( sx >= w ) return;
|
|
if ( sy >= h ) return;
|
|
|
|
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
|
|
gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
|
|
}
|
|
|
|
|
|
void gr_d3d_string( int sx, int sy, char *s )
|
|
{
|
|
int width, spacing, letter;
|
|
int x, y;
|
|
|
|
if ( !Current_font ) {
|
|
return;
|
|
}
|
|
|
|
gr_set_bitmap(Current_font->bitmap_id);
|
|
|
|
x = sx;
|
|
y = sy;
|
|
|
|
if (sx==0x8000) { //centered
|
|
x = get_centered_x(s);
|
|
} else {
|
|
x = sx;
|
|
}
|
|
|
|
spacing = 0;
|
|
|
|
while (*s) {
|
|
x += spacing;
|
|
|
|
while (*s== '\n' ) {
|
|
s++;
|
|
y += Current_font->h;
|
|
if (sx==0x8000) { //centered
|
|
x = get_centered_x(s);
|
|
} else {
|
|
x = sx;
|
|
}
|
|
}
|
|
if (*s == 0 ) break;
|
|
|
|
letter = get_char_width(s[0],s[1],&width,&spacing);
|
|
s++;
|
|
|
|
//not in font, draw as space
|
|
if (letter<0) {
|
|
continue;
|
|
}
|
|
|
|
int xd, yd, xc, yc;
|
|
int wc, hc;
|
|
|
|
// Check if this character is totally clipped
|
|
if ( x + width < gr_screen.clip_left ) continue;
|
|
if ( y + Current_font->h < gr_screen.clip_top ) continue;
|
|
if ( x > gr_screen.clip_right ) continue;
|
|
if ( y > gr_screen.clip_bottom ) continue;
|
|
|
|
xd = yd = 0;
|
|
if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
|
|
if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
|
|
xc = x+xd;
|
|
yc = y+yd;
|
|
|
|
wc = width - xd; hc = Current_font->h - yd;
|
|
if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
|
|
if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
|
|
|
|
if ( wc < 1 ) continue;
|
|
if ( hc < 1 ) continue;
|
|
|
|
font_char *ch;
|
|
|
|
ch = &Current_font->char_data[letter];
|
|
|
|
int u = Current_font->bm_u[letter];
|
|
int v = Current_font->bm_v[letter];
|
|
|
|
gr_d3d_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
|
|
}
|
|
}
|
|
|
|
void gr_d3d_rect(int x,int y,int w,int h)
|
|
{
|
|
gr_d3d_rect_internal(x, y, w, h, gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
|
|
}
|
|
|
|
void gr_d3d_flash(int r, int g, int b)
|
|
{
|
|
CAP(r,0,255);
|
|
CAP(g,0,255);
|
|
CAP(b,0,255);
|
|
|
|
if ( r || g || b ) {
|
|
uint color;
|
|
if ( lpDevDesc->dpcTriCaps.dwDestBlendCaps & D3DPBLENDCAPS_ONE ) {
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
|
|
color = RGBA_MAKE(r, g, b, 255);
|
|
} else {
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
|
|
|
|
int a = (r+g+b)/3;
|
|
color = RGBA_MAKE(r,g,b,a);
|
|
}
|
|
|
|
float x1, x2, y1, y2;
|
|
x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
|
|
y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
|
|
x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
|
|
y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
|
|
|
|
LPD3DTLVERTEX src_v;
|
|
D3DTLVERTEX d3d_verts[4];
|
|
|
|
src_v = d3d_verts;
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x1;
|
|
src_v->sy = y1;
|
|
src_v++;
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x2;
|
|
src_v->sy = y1;
|
|
src_v++;
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x2;
|
|
src_v->sy = y2;
|
|
src_v++;
|
|
|
|
src_v->sz = 0.99f;
|
|
src_v->rhw = 1.0f;
|
|
src_v->color = color;
|
|
src_v->specular = 0;
|
|
src_v->sx = x1;
|
|
src_v->sy = y2;
|
|
|
|
d3d_DrawPrimitive(D3DPT_TRIANGLEFAN,D3DVT_TLVERTEX,(LPVOID)d3d_verts,4,NULL);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void gr_d3d_create_shader(shader * shade, float r, float g, float b, float c )
|
|
{
|
|
shade->screen_sig = gr_screen.signature;
|
|
shade->r = r;
|
|
shade->g = g;
|
|
shade->b = b;
|
|
shade->c = c;
|
|
}
|
|
|
|
void gr_d3d_set_shader( shader * shade )
|
|
{
|
|
if ( shade ) {
|
|
if (shade->screen_sig != gr_screen.signature) {
|
|
gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
|
|
}
|
|
gr_screen.current_shader = *shade;
|
|
} else {
|
|
gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
|
|
}
|
|
}
|
|
|
|
void gr_d3d_shade(int x,int y,int w,int h)
|
|
{
|
|
int r,g,b,a;
|
|
|
|
float shade1 = 1.0f;
|
|
float shade2 = 6.0f;
|
|
|
|
r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
|
|
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
|
|
g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
|
|
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
|
|
b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
|
|
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
|
|
a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
|
|
if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
|
|
|
|
gr_d3d_rect_internal(x, y, w, h, r, g, b, a);
|
|
}
|
|
|
|
void gr_d3d_circle( int xc, int yc, int d )
|
|
{
|
|
|
|
int p,x, y, r;
|
|
|
|
r = d/2;
|
|
p=3-d;
|
|
x=0;
|
|
y=r;
|
|
|
|
// Big clip
|
|
if ( (xc+r) < gr_screen.clip_left ) return;
|
|
if ( (xc-r) > gr_screen.clip_right ) return;
|
|
if ( (yc+r) < gr_screen.clip_top ) return;
|
|
if ( (yc-r) > gr_screen.clip_bottom ) return;
|
|
|
|
while(x<y) {
|
|
// Draw the first octant
|
|
gr_d3d_line( xc-y, yc-x, xc+y, yc-x );
|
|
gr_d3d_line( xc-y, yc+x, xc+y, yc+x );
|
|
|
|
if (p<0)
|
|
p=p+(x<<2)+6;
|
|
else {
|
|
// Draw the second octant
|
|
gr_d3d_line( xc-x, yc-y, xc+x, yc-y );
|
|
gr_d3d_line( xc-x, yc+y, xc+x, yc+y );
|
|
p=p+((x-y)<<2)+10;
|
|
y--;
|
|
}
|
|
x++;
|
|
}
|
|
if(x==y) {
|
|
gr_d3d_line( xc-x, yc-y, xc+x, yc-y );
|
|
gr_d3d_line( xc-x, yc+y, xc+x, yc+y );
|
|
}
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
void gr_d3d_line(int x1,int y1,int x2,int y2)
|
|
{
|
|
int clipped = 0, swapped=0;
|
|
DWORD color;
|
|
|
|
// Set up Render State - flat shading - alpha blending
|
|
if ( (lpDevDesc->dpcLineCaps.dwSrcBlendCaps & D3DPBLENDCAPS_SRCALPHA) && (lpDevDesc->dpcLineCaps.dwDestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) ) {
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
|
|
color = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha );
|
|
} else {
|
|
// Matrox MGA-G200 doesn't support alpha-blended lines.
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE );
|
|
|
|
int r = (gr_screen.current_color.red*gr_screen.current_color.alpha)/255;
|
|
int g = (gr_screen.current_color.green*gr_screen.current_color.alpha)/255;
|
|
int b = (gr_screen.current_color.blue*gr_screen.current_color.alpha)/255;
|
|
|
|
color = RGBA_MAKE(r,g,b, 255 );
|
|
}
|
|
|
|
INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
|
|
|
|
D3DTLVERTEX d3d_verts[2];
|
|
D3DTLVERTEX *a = d3d_verts;
|
|
D3DTLVERTEX *b = d3d_verts+1;
|
|
|
|
d3d_make_rect(a,b,x1,y1,x2,y2);
|
|
|
|
a->color = color;
|
|
b->color = color;
|
|
|
|
d3d_DrawPrimitive(D3DPT_LINELIST,D3DVT_TLVERTEX,(LPVOID)d3d_verts,2,NULL);
|
|
}
|
|
|
|
void gr_d3d_aaline(vertex *v1, vertex *v2)
|
|
{
|
|
gr_d3d_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
|
|
}
|
|
|
|
|
|
void gr_d3d_gradient(int x1,int y1,int x2,int y2)
|
|
{
|
|
int clipped = 0, swapped=0;
|
|
|
|
if ( !gr_screen.current_color.is_alphacolor ) {
|
|
gr_line( x1, y1, x2, y2 );
|
|
return;
|
|
}
|
|
|
|
INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
|
|
|
|
uint color1, color2;
|
|
|
|
// Set up Render State - flat shading - alpha blending
|
|
if ( (lpDevDesc->dpcLineCaps.dwSrcBlendCaps & D3DPBLENDCAPS_SRCALPHA) && (lpDevDesc->dpcLineCaps.dwDestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) ) {
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
|
|
|
|
if (lpDevDesc->dpcLineCaps.dwShadeCaps & D3DPSHADECAPS_ALPHAGOURAUDBLEND ) {
|
|
color1 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha );
|
|
color2 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0 );
|
|
} else if (lpDevDesc->dpcLineCaps.dwShadeCaps & D3DPSHADECAPS_COLORGOURAUDRGB ) {
|
|
color1 = RGBA_MAKE(gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue,gr_screen.current_color.alpha);
|
|
color2 = RGBA_MAKE(0,0,0,gr_screen.current_color.alpha);
|
|
} else {
|
|
color1 = RGBA_MAKE(gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue,gr_screen.current_color.alpha);
|
|
color2 = RGBA_MAKE(gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue,gr_screen.current_color.alpha);
|
|
}
|
|
} else {
|
|
// Matrox MGA-G200 doesn't support alpha-blended lines.
|
|
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE );
|
|
|
|
int r = (gr_screen.current_color.red*gr_screen.current_color.alpha)/255;
|
|
int g = (gr_screen.current_color.green*gr_screen.current_color.alpha)/255;
|
|
int b = (gr_screen.current_color.blue*gr_screen.current_color.alpha)/255;
|
|
|
|
if (lpDevDesc->dpcLineCaps.dwShadeCaps & D3DPSHADECAPS_COLORGOURAUDRGB ) {
|
|
color1 = RGBA_MAKE(r,g,b, 255 );
|
|
color2 = RGBA_MAKE(0,0,0, 255 );
|
|
} else {
|
|
color1 = RGBA_MAKE(r,g,b, 255 );
|
|
color2 = RGBA_MAKE(r,g,b, 255 );
|
|
}
|
|
}
|
|
|
|
// gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE );
|
|
// color1 = RGBA_MAKE(gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue,255);
|
|
// color2 = RGBA_MAKE(gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue,255);
|
|
|
|
D3DTLVERTEX d3d_verts[2];
|
|
D3DTLVERTEX *a = d3d_verts;
|
|
D3DTLVERTEX *b = d3d_verts+1;
|
|
|
|
d3d_make_rect( a, b, x1, y1, x2, y2 );
|
|
|
|
if ( swapped ) {
|
|
b->color = color1;
|
|
a->color = color2;
|
|
} else {
|
|
a->color = color1;
|
|
b->color = color2;
|
|
}
|
|
d3d_DrawPrimitive(D3DPT_LINELIST,D3DVT_TLVERTEX,(LPVOID)d3d_verts,2,NULL);
|
|
}
|
|
|
|
|
|
void gr_d3d_set_palette(ubyte *new_palette, int restrict_alphacolor)
|
|
{
|
|
}
|
|
|
|
|
|
// copy from one pixel buffer to another
|
|
//
|
|
// from pointer to source buffer
|
|
// to pointer to dest. buffet
|
|
// pixels number of pixels to copy
|
|
// fromsize source pixel size
|
|
// tosize dest. pixel size
|
|
|
|
static int tga_copy_data(char *to, char *from, int pixels, int fromsize, int tosize)
|
|
{
|
|
if ( (fromsize == 2) && (tosize == 3) ) {
|
|
ushort *src = (ushort *)from;
|
|
ubyte *dst = (ubyte *)to;
|
|
|
|
int i;
|
|
for (i=0; i<pixels; i++ ) {
|
|
ushort pixel = *src++;
|
|
|
|
*dst++ = ubyte(((pixel & Gr_blue.mask)>>Gr_blue.shift)*Gr_blue.scale);
|
|
*dst++ = ubyte(((pixel & Gr_green.mask)>>Gr_green.shift)*Gr_green.scale);
|
|
*dst++ = ubyte(((pixel & Gr_red.mask)>>Gr_red.shift)*Gr_red.scale);
|
|
}
|
|
return tosize*pixels;
|
|
} else if( (fromsize == 4) && (tosize == 3) ){
|
|
uint *src = (uint *)from;
|
|
ubyte *dst = (ubyte *)to;
|
|
|
|
int i;
|
|
for (i=0; i<pixels; i++ ) {
|
|
uint pixel = *src++;
|
|
|
|
*dst++ = ubyte(((pixel & Gr_blue.mask)>>Gr_blue.shift)*Gr_blue.scale);
|
|
*dst++ = ubyte(((pixel & Gr_green.mask)>>Gr_green.shift)*Gr_green.scale);
|
|
*dst++ = ubyte(((pixel & Gr_red.mask)>>Gr_red.shift)*Gr_red.scale);
|
|
}
|
|
return tosize*pixels;
|
|
} else {
|
|
Int3();
|
|
return tosize*pixels;
|
|
}
|
|
}
|
|
|
|
//
|
|
// tga_pixels_equal -- Test if two pixels are identical
|
|
//
|
|
// Returns:
|
|
// 0 if No Match
|
|
// 1 if Match
|
|
|
|
static int tga_pixels_equal(char *pix1, char *pix2, int pixbytes)
|
|
{
|
|
do {
|
|
if ( *pix1++ != *pix2++ ) {
|
|
return 0;
|
|
}
|
|
} while ( --pixbytes > 0 );
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
// tga_compress - Do the Run Length Compression
|
|
//
|
|
// Usage:
|
|
// out Buffer to write it out to
|
|
// in Buffer to compress
|
|
// bytecount Number of bytes input
|
|
// pixsize Number of bytes in input pixel
|
|
// outsize Number of bytes in output buffer
|
|
|
|
static int tga_compress(char *out, char *in, int bytecount, int pixsize )
|
|
{
|
|
#define outsize 3
|
|
|
|
int pixcount; // number of pixels in the current packet
|
|
char *inputpixel=NULL; // current input pixel position
|
|
char *matchpixel=NULL; // pixel value to match for a run
|
|
char *flagbyte=NULL; // location of last flag byte to set
|
|
int rlcount; // current count in r.l. string
|
|
int rlthresh; // minimum valid run length
|
|
char *copyloc; // location to begin copying at
|
|
|
|
// set the threshold -- the minimum valid run length
|
|
|
|
#if outsize == 1
|
|
rlthresh = 2; // for 8bpp, require a 2 pixel span before rle'ing
|
|
#else
|
|
rlthresh = 1;
|
|
#endif
|
|
|
|
// set the first pixel up
|
|
|
|
flagbyte = out; // place to put next flag if run
|
|
inputpixel = in;
|
|
pixcount = 1;
|
|
rlcount = 0;
|
|
copyloc = (char *)0;
|
|
|
|
// loop till data processing complete
|
|
do {
|
|
|
|
// if we have accumulated a 128-byte packet, process it
|
|
if ( pixcount == 129 ) {
|
|
*flagbyte = 127;
|
|
|
|
// set the run flag if this is a run
|
|
|
|
if ( rlcount >= rlthresh ) {
|
|
*flagbyte |= 0x80;
|
|
pixcount = 2;
|
|
}
|
|
|
|
// copy the data into place
|
|
++flagbyte;
|
|
flagbyte += tga_copy_data(flagbyte, copyloc, pixcount-1, pixsize, outsize);
|
|
pixcount = 1;
|
|
|
|
// set up for next packet
|
|
continue;
|
|
}
|
|
|
|
// if zeroth byte, handle as special case
|
|
if ( pixcount == 1 ) {
|
|
rlcount = 0;
|
|
copyloc = inputpixel; /* point to 1st guy in packet */
|
|
matchpixel = inputpixel; /* set pointer to pix to match */
|
|
pixcount = 2;
|
|
inputpixel += pixsize;
|
|
continue;
|
|
}
|
|
|
|
// assembling a packet -- look at next pixel
|
|
|
|
// current pixel == match pixel?
|
|
if ( tga_pixels_equal(inputpixel, matchpixel, outsize) ) {
|
|
|
|
// establishing a run of enough length to
|
|
// save space by doing it
|
|
// -- write the non-run length packet
|
|
// -- start run-length packet
|
|
|
|
if ( ++rlcount == rlthresh ) {
|
|
|
|
// close a non-run packet
|
|
|
|
if ( pixcount > (rlcount+1) ) {
|
|
// write out length and do not set run flag
|
|
|
|
*flagbyte++ = (char)(pixcount - 2 - rlthresh);
|
|
|
|
flagbyte += tga_copy_data(flagbyte, copyloc, (pixcount-1-rlcount), pixsize, outsize);
|
|
|
|
copyloc = inputpixel;
|
|
pixcount = rlcount + 1;
|
|
}
|
|
}
|
|
} else {
|
|
|
|
// no match -- either break a run or continue without one
|
|
// if a run exists break it:
|
|
// write the bytes in the string (outsize+1)
|
|
// start the next string
|
|
|
|
if ( rlcount >= rlthresh ) {
|
|
|
|
*flagbyte++ = (char)(0x80 | rlcount);
|
|
flagbyte += tga_copy_data(flagbyte, copyloc, 1, pixsize, outsize);
|
|
pixcount = 1;
|
|
continue;
|
|
} else {
|
|
|
|
// not a match and currently not a run
|
|
// - save the current pixel
|
|
// - reset the run-length flag
|
|
rlcount = 0;
|
|
matchpixel = inputpixel;
|
|
}
|
|
}
|
|
pixcount++;
|
|
inputpixel += pixsize;
|
|
} while ( inputpixel < (in + bytecount));
|
|
|
|
// quit this buffer without loosing any data
|
|
|
|
if ( --pixcount >= 1 ) {
|
|
*flagbyte = (char)(pixcount - 1);
|
|
if ( rlcount >= rlthresh ) {
|
|
*flagbyte |= 0x80;
|
|
pixcount = 1;
|
|
}
|
|
|
|
// copy the data into place
|
|
++flagbyte;
|
|
flagbyte += tga_copy_data(flagbyte, copyloc, pixcount, pixsize, outsize);
|
|
}
|
|
return(flagbyte-out);
|
|
}
|
|
|
|
void gr_d3d_print_screen(char *filename)
|
|
{
|
|
HRESULT ddrval;
|
|
DDSURFACEDESC ddsd;
|
|
ubyte outrow[1024*3*4];
|
|
|
|
if ( gr_screen.max_w > 1024 ) {
|
|
mprintf(( "Screen too wide for print_screen\n" ));
|
|
return;
|
|
}
|
|
|
|
memset( &ddsd, 0, sizeof( ddsd ) );
|
|
ddsd.dwSize = sizeof( ddsd );
|
|
|
|
ddrval = lpBackBuffer->Lock( NULL, &ddsd, DDLOCK_WAIT, NULL );
|
|
if ( ddrval != DD_OK ) {
|
|
mprintf(( "Error locking surface for print_screen, %s\n", d3d_error_string(ddrval) ));
|
|
}
|
|
|
|
ubyte *dptr = (ubyte *)ddsd.lpSurface;
|
|
|
|
char tmp[1024];
|
|
|
|
strcpy( tmp, NOX(".\\")); // specify a path mean files goes in root
|
|
strcat( tmp, filename );
|
|
strcat( tmp, NOX(".tga"));
|
|
|
|
CFILE *f = cfopen(tmp, "wb");
|
|
|
|
// Write the TGA header
|
|
cfwrite_ubyte( 0, f ); // IDLength;
|
|
cfwrite_ubyte( 0, f ); // ColorMapType;
|
|
cfwrite_ubyte( 10, f ); // ImageType; // 2 = 24bpp, uncompressed, 10=24bpp rle compressed
|
|
cfwrite_ushort( 0, f ); // CMapStart;
|
|
cfwrite_ushort( 0, f ); // CMapLength;
|
|
cfwrite_ubyte( 0, f ); // CMapDepth;
|
|
cfwrite_ushort( 0, f ); // XOffset;
|
|
cfwrite_ushort( 0, f ); // YOffset;
|
|
cfwrite_ushort( (ushort)gr_screen.max_w, f ); // Width;
|
|
cfwrite_ushort( (ushort)gr_screen.max_h, f ); // Height;
|
|
cfwrite_ubyte( 24, f ); //PixelDepth;
|
|
cfwrite_ubyte( 0, f ); //ImageDesc;
|
|
|
|
// Go through and read our pixels
|
|
int i;
|
|
for (i=0;i<gr_screen.max_h;i++) {
|
|
int len = tga_compress( (char *)outrow, (char *)&dptr[(gr_screen.max_h-i-1)*ddsd.lPitch], gr_screen.max_w * gr_screen.bytes_per_pixel, gr_screen.bytes_per_pixel );
|
|
|
|
cfwrite(outrow, len, 1, f);
|
|
}
|
|
|
|
cfclose(f);
|
|
|
|
// Unlock the back buffer
|
|
lpBackBuffer->Unlock( NULL );
|
|
|
|
}
|
|
|
|
|
|
|