Files
fs2open.github.com/code/graphics/grd3drender.cpp
T
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00

3160 lines
76 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef NO_DIRECT3D
#include <direct.h>
#include "graphics/grd3d.h"
#include "graphics/grd3dinternal.h"
#include "graphics/2d.h"
#include "globalincs/pstypes.h"
#include "bmpman/bmpman.h"
#include "palman/palman.h"
#include "graphics/line.h"
#include "nebula/neb.h"
#include "render/3d.h"
#include "cmdline/cmdline.h"
#include "debugconsole/timerbar.h"
#include "debugconsole/dbugfile.h"
#include <D3dx8tex.h>
#include "graphics/2d.h"
#include "osapi/osapi.h"
// Viewport used to change render between full screen and sub sections like the pilot animations
D3DVIEWPORT8 viewport;
int D3d_last_state = -1;
/**
* This function should be used to control blending texture, the z buffer and how the textures
* are filtered
*
* @param gr_texture_source ts
* @param gr_alpha_blend ab
* @param gr_zbuffer_type zt
*
* @return void
*/
void gr_d3d_set_state( gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt )
{
int current_state = 0;
current_state = current_state | (ts<<0);
current_state = current_state | (ab<<5);
current_state = current_state | (zt<<10);
if ( current_state == D3d_last_state ) {
// return;
}
D3d_last_state = current_state;
switch( ts ) {
case TEXTURE_SOURCE_NONE:
// Let the texture cache system know whe set the handle to NULL
d3d_SetTexture(0, NULL);
gr_tcache_set(-1, -1, NULL, NULL );
break;
case TEXTURE_SOURCE_DECAL:
d3d_SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
d3d_SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
if( Cmdline_mipmap ) {
d3d_SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR );
const float f_bias = -2.0f;
d3d_SetTextureStageState(0, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&f_bias)));
}
// RT This code seems to render inactive text
d3d_SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
break;
case TEXTURE_SOURCE_NO_FILTERING:
if(gr_screen.custom_size < 0) {
d3d_SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT );
d3d_SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT );
} else {
// If we are using a non standard mode we will need this because textures are being stretched
d3d_SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
d3d_SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
}
d3d_SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_NONE);
// RT This code seems to render inactive text
d3d_SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
break;
default:
Int3();
}
switch( ab ) {
case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel (not true anymore)
d3d_SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
d3d_SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
d3d_SetRenderState( D3DRS_ALPHAREF, 0x00000000);
d3d_SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATER);
d3d_SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
d3d_SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
break;
case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
if( GlobalD3DVars::d3d_caps.SrcBlendCaps & D3DPBLENDCAPS_ONE &&
GlobalD3DVars::d3d_caps.DestBlendCaps & D3DPBLENDCAPS_ONE) {
d3d_SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
// Must use ONE:ONE as the Permedia2 can't do SRCALPHA:ONE.
// But I lower RGB values so we don't loose anything.
d3d_SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE );
d3d_SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE );
break;
}
// Fall through to normal alpha blending mode...
case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
d3d_SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
if( GlobalD3DVars::d3d_caps.SrcBlendCaps & D3DPBLENDCAPS_SRCALPHA &&
GlobalD3DVars::d3d_caps.DestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) {
d3d_SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
d3d_SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
} else {
d3d_SetRenderState( D3DRS_SRCBLEND, D3DBLEND_BOTHSRCALPHA );
}
break;
default:
Int3();
}
// RT - we should get the wbuffer back in at some point, I will attend to this at some point
// Changing this value to -1 is not enough
static int use_wbuffer = false;
// Determine if device can use wbuffer
if(!Cmdline_nohtl && use_wbuffer == -1)
{
use_wbuffer = (GlobalD3DVars::d3d_caps.RasterCaps & D3DPRASTERCAPS_WBUFFER) ? 1 : 0;
}
switch( zt ) {
case ZBUFFER_TYPE_NONE:
d3d_SetRenderState( D3DRS_ALPHATESTENABLE, false );
d3d_SetRenderState(D3DRS_ZENABLE,FALSE);
d3d_SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
break;
case ZBUFFER_TYPE_READ:
d3d_SetRenderState( D3DRS_ALPHATESTENABLE, false );
d3d_SetRenderState(D3DRS_ZENABLE, use_wbuffer ? D3DZB_USEW : TRUE);
d3d_SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
break;
case ZBUFFER_TYPE_WRITE:
d3d_SetRenderState(D3DRS_ZENABLE,FALSE);
d3d_SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
break;
case ZBUFFER_TYPE_FULL:
d3d_SetRenderState(D3DRS_ZENABLE, use_wbuffer ? D3DZB_USEW : TRUE);
d3d_SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
break;
// This is the state that the zbuffer will be put into if the device is reset
case ZBUFFER_TYPE_DEFAULT:
d3d_SetRenderState(D3DRS_ZENABLE, TRUE);
d3d_SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
break;
default:
DBUGFILE_OUTPUT_0("Invalid Z buffer option");
Int3();
}
}
/**
* @param int bias
*
* @return void
*/
void gr_d3d_zbias(int bias)
{
if(GlobalD3DVars::D3D_zbias)
d3d_SetRenderState(D3DRS_ZBIAS, bias);
}
/**
* If mode is FALSE, turn zbuffer off the entire frame,
* no matter what people pass to gr_zbuffer_set.
*
* @param int mode
*
* @return void
*/
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 );
if(FAILED(GlobalD3DVars::lpD3DDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 1.0, 0))) {
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
*
* @param int x
* @param int y
* @param int w
* @param int h
* @param int r
* @param int g
* @param int b
* @param int a
*
* @return void
*/
//WMC - removed in favor of a non-API specific function for great justice
/*
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 | TMAP_HTL_2D, 0.1f);
g3_end_frame();
// restore zbuffer and culling
gr_zbuffer_set(saved_zbuf);
gr_set_cull(1);
}
*/
/**
*
*
* @return int
*/
int gr_d3d_zbuffer_get()
{
if ( !gr_global_zbuffering ) {
return GR_ZBUFF_NONE;
}
return gr_zbuffering_mode;
}
/**
* @param int mode
*
* @return int
*/
int gr_d3d_zbuffer_set(int mode)
{
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;
/**
* @param D3DTLVERTEX *a
* @param D3DTLVERTEX *b
* @param int x1
* @param int y1
* @param int x2
* @param int y2
*
* @return void
*/
void d3d_make_rect( D3DVERTEX2D *a, D3DVERTEX2D *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;
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
*
* @param float z
* @param D3DCOLOR *spec
*
* @return void
*/
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 = D3DCOLOR_RGBA(0,0,0, (int)(f_float * 255.0f));
}
float z_mult = 30000.0f;
DCF(zmult, "")
{
// dc_get_arg(ARG_FLOAT);
// z_mult = Dc_arg_float;
}
/**
* Caps a floating point value between minx and maxx
*
* @param float x
* @param float minx
* @param float maxx
*
* @return float
*/
float flCAP( float x, float minx, float maxx)
{
if ( x < minx ) {
return minx;
} else if ( x > maxx ) {
return maxx;
}
return x;
}
static float Interp_fog_level;
int w_factor = 256;
dynamic_buffer render_buffer;
//#define MAX_INTERNAL_POLY_VERTS 2048
inline _D3DPRIMITIVETYPE d3d_prim_type(int flags){
if(flags & TMAP_FLAG_TRILIST){
return D3DPT_TRIANGLELIST;
}else if(flags & TMAP_FLAG_TRISTRIP){
return D3DPT_TRIANGLESTRIP;
}else{
return D3DPT_TRIANGLEFAN;
}
}
/**
* This will be used to render the 3D parts the of FS2 engine
*
* @param int nverts
* @param vertex **verts
* @param uint flags
* @param int is_scaler
*
* @return void
*/
//this is all RT's stuff
bool warn___ = true;
void gr_d3d_tmapper_internal_3d_unlit( int nverts, vertex **verts, uint flags, int is_scaler )
{
// Some checks to make sure this function isnt used when it shouldnt be
Assert(flags & TMAP_HTL_3D_UNLIT);
float u_scale = 1.0f, v_scale = 1.0f;
int bw = 1, bh = 1;
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;
}
// want to be in here!
if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) {
if (GlobalD3DVars::d3d_caps.DestBlendCaps & 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 {
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
alpha = 255;
}
Assert(!(flags & TMAP_FLAG_INTERFACE));
texture_source = TEXTURE_SOURCE_NONE;
if ( flags & TMAP_FLAG_TEXTURED ) {
if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale)) {
// mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
// use nonfiltered textures for bitmap sections
texture_source = TEXTURE_SOURCE_DECAL;
}
// if((u_scale != 1.0f || v_scale != 1.0f) && warn___)Warning(LOCATION, "UV scale diferent");
gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
// Assert(nverts < MAX_INTERNAL_POLY_VERTS);
render_buffer.allocate(nverts, D3DVT_LVERTEX);
D3DLVERTEX *d3d_verts;
render_buffer.lock((ubyte**)&d3d_verts, D3DVT_LVERTEX);
D3DLVERTEX *src_v = d3d_verts;
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 ( GlobalD3DVars::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;
}
}
// Assert(nverts < MAX_INTERNAL_POLY_VERTS);
// if(nverts > MAX_INTERNAL_POLY_VERTS-1)Error( LOCATION, "too many verts in gr_d3d_tmapper_internal_3d_unlit\n" );
if(nverts < 3)Error( LOCATION, "too few verts in gr_d3d_tmapper_internal_3d_unlit\n" );
for (int i=0; i<nverts; i++ ) {
vertex * va = verts[i];
int a = ( flags & TMAP_FLAG_ALPHA ) ? verts[i]->a : alpha;
if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
// Make 0.75 be 256.0f
r = verts[i]->r;
g = verts[i]->g;
b = verts[i]->b;
} else {
// use constant RGB values...
}
src_v->color = D3DCOLOR_ARGB(a, r, g, b);
src_v->specular = D3DCOLOR_ARGB(a, 0, 0, 0);
src_v->sx = va->x;
src_v->sy = va->y;
src_v->sz = va->z;
if ( flags & TMAP_FLAG_TEXTURED ) {
// argh. rendition
if ( GlobalD3DVars::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;
}
// interface graphics
else if(flags & TMAP_FLAG_INTERFACE){
int sw, sh;
bm_get_info(gr_screen.current_bitmap, &sw, &sh, NULL, NULL, NULL);
// DBUGFILE_OUTPUT_4("%f %f %d %d",va->u,va->v,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++;
}
// None of these objects are set to be fogged, but perhaps they should be
if(flags & TMAP_FLAG_PIXEL_FOG) {
Assert(0); // Shouldnt be here
// gr_fog_set(GR_FOGMODE_FOG, 255, 0, 0, 1.0f, 750.0f);
} else {
gr_fog_set(GR_FOGMODE_NONE,0,0,0);
}
render_buffer.unlock();
TIMERBAR_PUSH(2);
render_buffer.draw(d3d_prim_type(flags), nverts);
// d3d_DrawPrimitive(D3DVT_LVERTEX, d3d_prim_type(flags), (LPVOID)d3d_verts, nverts);
TIMERBAR_POP();
}
void gr_d3d_tmapper_internal_2d( 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;
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;
}
// want to be in here!
if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) {
if (GlobalD3DVars::d3d_caps.DestBlendCaps & 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 {
alpha_blend = ALPHA_BLEND_NONE;
alpha = 255;
}
if(flags & TMAP_FLAG_INTERFACE){
tmap_type = TCACHE_TYPE_INTERFACE;
}
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 )) {
// SHUT UP! -- Kazan -- This is massively slowing debug builds down
//mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
// use nonfiltered textures for interface graphics
if(flags & TMAP_FLAG_INTERFACE) {
texture_source = TEXTURE_SOURCE_NO_FILTERING;
} else {
texture_source = TEXTURE_SOURCE_DECAL;
}
}
gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
Assert(nverts < 32);
render_buffer.allocate(nverts, D3DVT_VERTEX2D);
D3DVERTEX2D *d3d_verts;
render_buffer.lock((ubyte**)&d3d_verts, D3DVT_VERTEX2D);
D3DVERTEX2D *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 ( GlobalD3DVars::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;
}
}
for (i=0; i<nverts; i++ ) {
vertex * va = verts[i];
src_v->sz = 0.99f;
// For texture correction
src_v->rhw = ( flags & TMAP_FLAG_CORRECT ) ? va->sw : 1.0f;
int a = ( flags & TMAP_FLAG_ALPHA ) ? verts[i]->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 = verts[i]->b;
g = verts[i]->b;
b = verts[i]->b;
} else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
// Make 0.75 be 256.0f
r = verts[i]->r;
g = verts[i]->g;
b = verts[i]->b;
} else {
// use constant RGB values...
}
src_v->color = D3DCOLOR_ARGB(a, r, g, b);
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 ( GlobalD3DVars::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;
}
// interface graphics
else if(flags & TMAP_FLAG_INTERFACE){
int sw, sh;
bm_get_info(gr_screen.current_bitmap, &sw, &sh, NULL, NULL, NULL);
// DBUGFILE_OUTPUT_4("%f %f %d %d",va->u,va->v,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++;
}
d3d_SetTexture(1, NULL);
d3d_SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
set_stage_for_defuse();
render_buffer.unlock();
TIMERBAR_PUSH(2);
render_buffer.draw(d3d_prim_type(flags), nverts);
// d3d_DrawPrimitive(D3DVT_VERTEX2D, d3d_prim_type(flags), (LPVOID)d3d_verts, nverts);
TIMERBAR_POP();
}
/**
* This is used to render the 2D parts the of FS2 engine
*
* @param int nverts
* @param vertex **verts
* @param uint flags
* @param int is_scaler
*
* @return void
*/
extern int spec;
bool env_enabled = false;
extern int cell_shaded_lightmap;
bool cell_enabled = false;
void gr_d3d_tmapper_internal( int nverts, vertex **verts, uint flags, int is_scaler )
{
// d3d_set_initial_render_state();
if(flags & TMAP_HTL_2D)
{
gr_d3d_tmapper_internal_2d(nverts, verts, flags, is_scaler);
return;
}
if(!Cmdline_nohtl && (flags & TMAP_HTL_3D_UNLIT)) {
gr_d3d_tmapper_internal_3d_unlit(nverts, verts, flags, is_scaler);
return;
}
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();
}
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;
}
// want to be in here!
if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) {
if (GlobalD3DVars::d3d_caps.DestBlendCaps & 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 {
alpha_blend = ALPHA_BLEND_NONE;
alpha = 255;
}
if(flags & TMAP_FLAG_INTERFACE){
tmap_type = TCACHE_TYPE_INTERFACE;
}
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)) {
// SHUT UP! -- Kazan -- This is massively slowing debug builds down
//mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
// use nonfiltered textures for interface graphics
if(flags & TMAP_FLAG_INTERFACE) {
texture_source = TEXTURE_SOURCE_NO_FILTERING;
} else {
texture_source = TEXTURE_SOURCE_DECAL;
}
}
gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
// Assert(nverts < MAX_INTERNAL_POLY_VERTS);
render_buffer.allocate(nverts, D3DVT_TLVERTEX);
D3DTLVERTEX *d3d_verts;
render_buffer.lock((ubyte**)&d3d_verts, D3DVT_TLVERTEX);
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 ( GlobalD3DVars::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;
}
}
// if(nverts > MAX_INTERNAL_POLY_VERTS-1)Error( LOCATION, "too many verts in gr_d3d_tmapper_internal\n" );
if(nverts < 3)Error( LOCATION, "too few verts in gr_d3d_tmapper_internal\n" );
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;
}
// For texture correction
src_v->rhw = ( flags & TMAP_FLAG_CORRECT ) ? va->sw : 1.0f;
int a = ( flags & TMAP_FLAG_ALPHA ) ? verts[i]->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 = verts[i]->b;
g = verts[i]->b;
b = verts[i]->b;
} else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
// Make 0.75 be 256.0f
r = verts[i]->r;
g = verts[i]->g;
b = verts[i]->b;
} else {
// use constant RGB values...
}
src_v->color = D3DCOLOR_ARGB(a, r, g, b);
if((gr_screen.current_fog_mode != GR_FOGMODE_NONE)){// && Cmdline_nohtl) {
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 ( GlobalD3DVars::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;
}
// interface graphics
else if(flags & TMAP_FLAG_INTERFACE){
int sw, sh;
bm_get_info(gr_screen.current_bitmap, &sw, &sh, NULL, NULL, NULL);
// DBUGFILE_OUTPUT_4("%f %f %d %d",va->u,va->v,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++;
}
int ra = 0, ga = 0, ba = 0;
float f_float;
// if we're rendering against a fullneb background
if(flags & TMAP_FLAG_PIXEL_FOG && Cmdline_nohtl){
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);
}
//BEGIN FINAL SETTINGS
if(Cmdline_cell && cell_enabled){
if(GLOWMAP < 0 || Cmdline_noglow){
d3d_SetTexture(2, NULL);
d3d_SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
set_stage_for_cell_shaded();
}else{
gr_screen.gf_set_bitmap(GLOWMAP, gr_screen.current_alphablend_mode, gr_screen.current_bitblt_mode, 0.0);
d3d_tcache_set_internal(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, 0, 2);
if(GlobalD3DVars::d3d_caps.MaxSimultaneousTextures > 2)
set_stage_for_cell_glowmapped_shaded();
else
set_stage_for_cell_shaded();
}
gr_screen.gf_set_bitmap(cell_shaded_lightmap, gr_screen.current_alphablend_mode, gr_screen.current_bitblt_mode, 0.0);
d3d_tcache_set_internal(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, 0, 1);
for (i=0; i<nverts; i++ ) {
//d3d_verts[i].color = D3DCOLOR_ARGB(255,255,255,255);
d3d_verts[i].env_u = ((verts[i]->r + verts[i]->g + verts[i]->b)/3)/255.0f;
d3d_verts[i].env_v = 0.0f;
}
render_buffer.unlock();
render_buffer.draw(d3d_prim_type(flags), nverts);
// d3d_DrawPrimitive(D3DVT_TLVERTEX, D3DPT_TRIANGLEFAN, (LPVOID)d3d_verts, nverts);
if(GlobalD3DVars::d3d_caps.MaxSimultaneousTextures < 3){
gr_screen.gf_set_bitmap(GLOWMAP, gr_screen.current_alphablend_mode, gr_screen.current_bitblt_mode, 0.0);
if ( !d3d_tcache_set_internal(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, 0, 0)) {
mprintf(( "Not rendering specmap texture because it didn't fit in VRAM!\n" ));
return;
}
set_stage_for_additive_glowmapped();
gr_d3d_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_READ );
render_buffer.draw(d3d_prim_type(flags), nverts);
// d3d_DrawPrimitive(D3DVT_TLVERTEX, D3DPT_TRIANGLEFAN, (LPVOID)d3d_verts, nverts);
gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
}
return;
}
//a bit of optomiseation, if there is no specular highlights don't bother waisting the recorses on trying to render them
bool has_spec = false;
for (i=0; i<nverts; i++ ) {
if((verts[i]->spec_r > 0) || (verts[i]->spec_g > 0) || (verts[i]->spec_b > 0)){
has_spec = true;
break;
}
}
if(GLOWMAP < 0 || Cmdline_noglow){
// d3d_SetTexture(1, NULL);
// d3d_SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}else{
gr_screen.gf_set_bitmap(GLOWMAP, gr_screen.current_alphablend_mode, gr_screen.current_bitblt_mode, 0.0);
d3d_tcache_set_internal(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, 0, 1);
}
if(has_spec){
if(SPECMAP < 0){
//nonmapped specular
if(GLOWMAP > -1){
//glow mapped
set_stage_for_glow_mapped_defuse_and_non_mapped_spec();
}else{
//non glowmapped
set_stage_for_defuse_and_non_mapped_spec();
}
}else{
//mapped specular
if(GLOWMAP > -1){
//glowmapped
set_stage_for_glow_mapped_defuse();
}else{
//non glowmapped
set_stage_for_defuse();
}
}
}else{//has_spec
//defuse only
if(GLOWMAP > -1){
//glowmapped
set_stage_for_glow_mapped_defuse();
}else{
//non glowmapped
set_stage_for_defuse();
}
}
// Draws just about everything except stars and lines
render_buffer.unlock();
TIMERBAR_PUSH(3);
render_buffer.draw(d3d_prim_type(flags), nverts);
// d3d_DrawPrimitive(D3DVT_TLVERTEX, d3d_prim_type(flags), (LPVOID)d3d_verts, nverts);
TIMERBAR_POP();
//spec mapping
if(has_spec && (SPECMAP > 0)){
gr_screen.gf_set_bitmap(SPECMAP, gr_screen.current_alphablend_mode, gr_screen.current_bitblt_mode, 0.0);
if ( !d3d_tcache_set_internal(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, 0, 0)) {
mprintf(( "Not rendering specmap texture because it didn't fit in VRAM!\n" ));
// Error(LOCATION, "Not rendering specmap texture because it didn't fit in VRAM!");
return;
}
for (i=0; i<nverts; i++ ) {
if(flags & TMAP_FLAG_PIXEL_FOG){
// linear fog formula
f_float = (gr_screen.fog_far - verts[i]->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;
}
d3d_verts[i].specular = D3DCOLOR_RGBA((ubyte)((int)verts[i]->spec_r * f_float), (ubyte)((int)verts[i]->spec_g * f_float), (ubyte)((int)verts[i]->spec_b * f_float), *(((ubyte*)&d3d_verts[i].specular)+3));
}else
d3d_verts[i].specular = D3DCOLOR_RGBA(verts[i]->spec_r, verts[i]->spec_g, verts[i]->spec_b, *(((ubyte*)&d3d_verts[i].specular)+3));
}
if(set_stage_for_spec_mapped()){
//spec mapping is always done on a second pass
gr_d3d_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_READ );
if(flags & TMAP_FLAG_PIXEL_FOG) gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
render_buffer.draw(d3d_prim_type(flags), nverts);
// d3d_DrawPrimitive(D3DVT_TLVERTEX, d3d_prim_type(flags), (LPVOID)d3d_verts, nverts);
if(flags & TMAP_FLAG_PIXEL_FOG) gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
}
}
}
/*
if(env_enabled){
gr_screen.gf_set_bitmap(ENVMAP, gr_screen.current_alphablend_mode, gr_screen.current_bitblt_mode, 0.0);
if ( !d3d_tcache_set_internal(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, 0, 1)) {
mprintf(( "Not rendering environment texture because it didn't fit in VRAM!\n" ));
return;
}
for (i=0; i<nverts; i++ ) {
d3d_verts[i].env_u = verts[i]->env_u;
d3d_verts[i].env_v = verts[i]->env_v;
}
}
*/
/**
* This is just a wrapper for gr_d3d_tmapper_internal function, this calls it with a final parameter
* zero while another D3D functions calls it internally with one.
*
* @param int nverts
* @param vertex **verts
* @param uint flags
*
* @return void
*/
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))
/**
* @param vertex *va
* @param vertex *vb
*
* @return void
*/
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;
d3d_set_initial_render_state();
gr_d3d_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
}
/**
* Empty function
*
* @return void
*/
void gr_d3d_aascaler(vertex *va, vertex *vb )
{
}
/**
* Wrapper for gr_line
*
* @param int x
* @param int y
*
* @return void
*/
void gr_d3d_pixel(int x, int y, bool resize)
{
gr_line(x,y,x,y,resize);
}
/**
* Clear the screen with the current colour
*
* @return void
*/
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 );
D3DCOLOR color = D3DCOLOR_XRGB(
gr_screen.current_clear_color.red,
gr_screen.current_clear_color.green,
gr_screen.current_clear_color.blue);
GlobalD3DVars::lpD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, color, 0,0);
}
/**
* sets the clipping region & offset
*
* @param int x
* @param int y
* @param int w
* @param int h
*
* @return void
*/
extern float View_zoom;
void gr_d3d_set_clip(int x,int y,int w,int h, bool resize)
{
// check for sanity of parameters
if (x < 0)
x = 0;
if (y < 0)
y = 0;
int to_resize = (resize || gr_screen.rendering_to_texture != -1);
int max_w = ((to_resize) ? gr_screen.max_w_unscaled : gr_screen.max_w);
int max_h = ((to_resize) ? gr_screen.max_h_unscaled : gr_screen.max_h);
if (x >= max_w)
x = max_w - 1;
if (y >= max_h)
y = max_h - 1;
if (x + w > max_w)
w = max_w - x;
if (y + h > max_h)
h = max_h - y;
if (w > max_w)
w = max_w;
if (h > max_h)
h = max_h;
gr_screen.offset_x_unscaled = x;
gr_screen.offset_y_unscaled = y;
gr_screen.clip_left_unscaled = 0;
gr_screen.clip_right_unscaled = w-1;
gr_screen.clip_top_unscaled = 0;
gr_screen.clip_bottom_unscaled = h-1;
gr_screen.clip_width_unscaled = w;
gr_screen.clip_height_unscaled = h;
if (to_resize) {
gr_resize_screen_pos(&x, &y);
gr_resize_screen_pos(&w, &h);
} else {
gr_unsize_screen_pos( &gr_screen.offset_x_unscaled, &gr_screen.offset_y_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
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;
gr_screen.clip_width = w;
gr_screen.clip_height = h;
gr_screen.clip_aspect = i2fl(w) / i2fl(h);
// Setup the viewport for a reasonable viewing area
viewport.X = x;
viewport.Y = y;
viewport.Width = gr_screen.clip_width;
viewport.Height = gr_screen.clip_height;
viewport.MinZ = 0.0F;
viewport.MaxZ = 1.0F; // choose something appropriate here!
// Typically this is used for in game ani / video playing
if(FAILED(GlobalD3DVars::lpD3DDevice->SetViewport(&viewport)))
{
mprintf(( "GR_D3D_SET_CLIP: SetViewport failed.\n" ));
}
gr_d3d_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
}
/**
*
*
* @return void
*/
void gr_d3d_reset_clip()
{
if(d3d_lost_device())return;
gr_screen.offset_x = gr_screen.offset_x_unscaled = 0;
gr_screen.offset_y = gr_screen.offset_y_unscaled = 0;
gr_screen.clip_left = gr_screen.clip_left_unscaled = 0;
gr_screen.clip_top = gr_screen.clip_top_unscaled = 0;
gr_screen.clip_right = gr_screen.clip_right_unscaled = gr_screen.max_w - 1;
gr_screen.clip_bottom = gr_screen.clip_bottom_unscaled = gr_screen.max_h - 1;
gr_screen.clip_width = gr_screen.clip_width_unscaled = gr_screen.max_w;
gr_screen.clip_height = gr_screen.clip_height_unscaled = gr_screen.max_h;
if (gr_screen.custom_size >= 0) {
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
gr_screen.clip_aspect = i2fl(gr_screen.clip_width) / i2fl(gr_screen.clip_height);
// Setup the viewport for a reasonable viewing area
viewport.X = gr_screen.offset_x;
viewport.Y = gr_screen.offset_y;
viewport.Width = gr_screen.clip_width;
viewport.Height = gr_screen.clip_height;
viewport.MinZ = 0.0F;
viewport.MaxZ = 1.0F; // choose something appropriate here!
if(FAILED(GlobalD3DVars::lpD3DDevice->SetViewport(&viewport)))
{
mprintf(( "GR_D3D_SET_CLIP: SetViewport failed.\n" ));
}
gr_d3d_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
}
/**
* @param int bitmap_num
* @param int alphablend_mode
* @param int bitblt_mode
* @param float alpha
* @param int sx
* @param int sy
*
* @return void
*/
void gr_d3d_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha )
{
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;
}
/**
* @param int x
* @param int y
* @param int w
* @param int h
* @param int sx
* @param int sy
*
* @return void
*/
void d3d_bitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize)
{
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_INTERFACE, &u_scale, &v_scale ) ) {
// Couldn't set texture
return;
}
D3DVERTEX2D *src_v;
D3DVERTEX2D d3d_verts[4];
float u0, u1, v0, v1;
float x1, x2, y1, y2;
int bw, bh, do_resize;
if ( (gr_screen.custom_size != -1) && (resize || (gr_screen.rendering_to_texture != -1)) ) {
do_resize = 1;
} else {
do_resize = 0;
}
bm_get_info( gr_screen.current_bitmap, &bw, &bh );
float fbw = i2fl(bw);
float fbh = i2fl(bh);
// Rendition
if(GlobalD3DVars::D3D_Antialiasing) {
u0 = u_scale*(i2fl(sx)-0.5f) / fbw;
v0 = v_scale*(i2fl(sy)+0.05f) / fbh;
u1 = u_scale*(i2fl(sx+w)-0.5f) / fbw;
v1 = v_scale*(i2fl(sy+h)-0.5f) / fbh;
} else if (GlobalD3DVars::D3D_rendition_uvs ) {
u0 = u_scale*(i2fl(sx)+0.5f) / fbw;
v0 = v_scale*(i2fl(sy)+0.5f) / fbh;
u1 = u_scale*(i2fl(sx+w)+0.5f) / fbw;
v1 = v_scale*(i2fl(sy+h)+0.5f) / fbh;
} else {
u0 = u_scale*i2fl(sx)/ fbw;
v0 = v_scale*i2fl(sy)/ fbh;
u1 = u_scale*i2fl(sx+w)/ fbw;
v1 = v_scale*i2fl(sy+h)/ fbh;
}
x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
x2 = i2fl(x + w + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y2 = i2fl(y + h + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
if ( do_resize ) {
gr_resize_screen_posf( &x1, &y1 );
gr_resize_screen_posf( &x2, &y2 );
}
src_v = d3d_verts;
uint color;
color = D3DCOLOR_ARGB( gr_screen.current_color.alpha, 255, 255, 255 );
src_v->sz = 0.99f;
src_v->rhw = 1.0f;
src_v->color = color;
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->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->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->sx = x1;
src_v->sy = y2;
src_v->tu = u0;
src_v->tv = v1;
d3d_set_initial_render_state();
TIMERBAR_PUSH(4);
d3d_DrawPrimitive(D3DVT_VERTEX2D, D3DPT_TRIANGLEFAN,(LPVOID)d3d_verts,4);
TIMERBAR_POP();
}
/**
* @param int x
* @param int y
* @param int w
* @param int h
* @param int sx
* @param int sy
*
* @return void
*/
void gr_d3d_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize)
{
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 );
int clip_left = ((resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
do {
reclip = 0;
#ifndef NDEBUG
if ( count > 1 ) Int3();
count++;
#endif
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
if ( dx1 < clip_left ) { sx += clip_left-dx1; dx1 = clip_left; }
if ( dy1 < clip_top ) { sy += clip_top-dy1; dy1 = clip_top; }
if ( dx2 > clip_right ) { dx2 = clip_right; }
if ( dy2 > clip_bottom ) { dy2 = 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 >= clip_left ) && (dx1 <= clip_right) );
Assert( (dx2 >= clip_left ) && (dx2 <= clip_right) );
Assert( (dy1 >= clip_top ) && (dy1 <= clip_bottom) );
Assert( (dy2 >= clip_top ) && (dy2 <= clip_bottom) );
#endif
d3d_set_initial_render_state();
// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
d3d_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy,resize);
}
/**
* @param int x
* @param int y
* @param int w
* @param int h
* @param int sx
* @param int sy
*
* @return void
*/
void gr_d3d_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy,bool resize, bool mirror)
{
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
return;
}
D3DVERTEX2D *src_v;
D3DVERTEX2D d3d_verts[4];
float u0, u1, v0, v1;
float x1, x2, y1, y2;
int bw, bh, do_resize;
if ( (gr_screen.custom_size != -1) && (resize || (gr_screen.rendering_to_texture != -1)) ) {
do_resize = 1;
} else {
do_resize = 0;
}
bm_get_info( gr_screen.current_bitmap, &bw, &bh );
float fbw = i2fl(bw);
float fbh = i2fl(bh);
// Rendition
if(GlobalD3DVars::D3D_Antialiasing) {
u0 = u_scale*(i2fl(sx)-0.5f) / fbw;
v0 = v_scale*(i2fl(sy)+0.05f) / fbh;
u1 = u_scale*(i2fl(sx+w)-0.5f) / fbw;
v1 = v_scale*(i2fl(sy+h)-0.5f) / fbh;
} else if (GlobalD3DVars::D3D_rendition_uvs ) {
u0 = u_scale*(i2fl(sx)+0.5f) / fbw;
v0 = v_scale*(i2fl(sy)+0.5f) / fbh;
u1 = u_scale*(i2fl(sx+w)+0.5f) / fbw;
v1 = v_scale*(i2fl(sy+h)+0.5f) / fbh;
} else {
u0 = u_scale*i2fl(sx)/ fbw;
v0 = v_scale*i2fl(sy)/ fbh;
u1 = u_scale*i2fl(sx+w)/ fbw;
v1 = v_scale*i2fl(sy+h)/ fbh;
}
x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
x2 = i2fl(x + w + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y2 = i2fl(y + h + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
if ( do_resize ) {
gr_resize_screen_posf( &x1, &y1 );
gr_resize_screen_posf( &x2, &y2 );
}
src_v = d3d_verts;
uint color;
if ( gr_screen.current_color.is_alphacolor ) {
if( GlobalD3DVars::d3d_caps.TextureOpCaps & D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR) {
color = D3DCOLOR_ARGB(
gr_screen.current_color.alpha,
gr_screen.current_color.red,
gr_screen.current_color.green,
gr_screen.current_color.blue);
} 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 = D3DCOLOR_ARGB(255, r,g,b);
}
} else {
color = D3DCOLOR_XRGB(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
}
if (mirror)
{
float temp = u0;
u0 = u1;
u1 = temp;
}
src_v->sz = 0.99f;
src_v->rhw = 1.0f;
src_v->color = color;
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->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->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->sx = x1;
src_v->sy = y2;
src_v->tu = u0;
src_v->tv = v1;
d3d_set_initial_render_state();
TIMERBAR_PUSH(4);
d3d_DrawPrimitive(D3DVT_VERTEX2D, D3DPT_TRIANGLEFAN,(LPVOID)d3d_verts,4);
TIMERBAR_POP();
}
/**
* @param int x
* @param int y
* @param int w
* @param int h
* @param int sx
* @param int sy
*
* @return void
*/
void gr_d3d_aabitmap_ex(int x,int y,int w,int h,int sx,int sy,bool resize, bool mirror)
{
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 );
int clip_left = ((resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
do {
reclip = 0;
#ifndef NDEBUG
if ( count > 1 ) Int3();
count++;
#endif
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
if ( dx1 < clip_left ) { sx += clip_left-dx1; dx1 = clip_left; }
if ( dy1 < clip_top ) { sy += clip_top-dy1; dy1 = clip_top; }
if ( dx2 > clip_right ) { dx2 = clip_right; }
if ( dy2 > clip_bottom ) { dy2 = 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 >= clip_left ) && (dx1 <= clip_right) );
Assert( (dx2 >= clip_left ) && (dx2 <= clip_right) );
Assert( (dy1 >= clip_top ) && (dy1 <= clip_bottom) );
Assert( (dy2 >= clip_top ) && (dy2 <= clip_bottom) );
#endif
d3d_set_initial_render_state();
// 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,resize,mirror);
}
/**
* @param int x
* @param int y
*
* @return void
*/
void gr_d3d_aabitmap(int x, int y, bool resize, bool mirror)
{
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;
int clip_left = ((resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
if ( dx1 < clip_left ) { sx = clip_left-dx1; dx1 = clip_left; }
if ( dy1 < clip_top ) { sy = clip_top-dy1; dy1 = clip_top; }
if ( dx2 > clip_right ) { dx2 = clip_right; }
if ( dy2 > clip_bottom ) { dy2 = clip_bottom; }
if ( sx < 0 ) return;
if ( sy < 0 ) return;
if ( sx >= w ) return;
if ( sy >= h ) return;
d3d_set_initial_render_state();
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy,resize,mirror);
}
/**
* @param int sx
* @param int sy
* @param char *s
*
* @return void
*/
void gr_d3d_string( int sx, int sy, char *s, bool resize)
{
int width, spacing, letter, do_resize;
int x, y;
if ( !Current_font || (*s == 0) ) {
return;
}
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
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 < clip_left ) continue;
if ( y + Current_font->h < clip_top ) continue;
if ( x > clip_right ) continue;
if ( y > clip_bottom ) continue;
xd = yd = 0;
if ( x < clip_left ) xd = clip_left - x;
if ( y < clip_top ) yd = clip_top - y;
xc = x+xd;
yc = y+yd;
wc = width - xd; hc = Current_font->h - yd;
if ( xc + wc > clip_right ) wc = clip_right - xc;
if ( yc + hc > clip_bottom ) hc = clip_bottom - yc;
if ( wc < 1 ) continue;
if ( hc < 1 ) continue;
int u = Current_font->bm_u[letter];
int v = Current_font->bm_v[letter];
d3d_set_initial_render_state();
gr_d3d_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd, resize, false );
}
}
/**
* Wrapper for gr_d3d_rect_internal
*
* @param int x
* @param int y
* @param int w
* @param int h
*
* @return void
*/
//See gr_rect(2d.cpp) -WMC
/*
void gr_d3d_rect(int x,int y,int w,int h,bool resize)
{
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);
}
*/
/**
* @param int r
* @param int g
* @param int b
*
* @return void
*/
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 (GlobalD3DVars::d3d_caps.DestBlendCaps & D3DPBLENDCAPS_ONE ) {
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
color = D3DCOLOR_ARGB(255, r, g, b);
} else {
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
int a = (r+g+b)/3;
color = D3DCOLOR_ARGB(a,r,g,b);
}
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);
D3DVERTEX2D *src_v;
D3DVERTEX2D d3d_verts[4];
src_v = d3d_verts;
src_v->sz = 0.99f;
src_v->rhw = 1.0f;
src_v->color = color;
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->sx = x2;
src_v->sy = y1;
src_v++;
src_v->sz = 0.99f;
src_v->rhw = 1.0f;
src_v->color = color;
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->sx = x1;
src_v->sy = y2;
d3d_set_initial_render_state();
TIMERBAR_PUSH(5);
d3d_DrawPrimitive(D3DVT_VERTEX2D, D3DPT_TRIANGLEFAN,(LPVOID)d3d_verts,4);
TIMERBAR_POP();
}
}
/**
* @param int r
* @param int g
* @param int b
* @param int a
*
* @return void
*/
void gr_d3d_flash_alpha(int r, int g, int b, int a)
{
CAP(r,0,255);
CAP(g,0,255);
CAP(b,0,255);
CAP(a,0,255);
if ( r || g || b || a ) {
uint color;
color = D3DCOLOR_ARGB(a, r, g, b);
if (GlobalD3DVars::d3d_caps.DestBlendCaps & D3DPBLENDCAPS_ONE ) {
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
} else {
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
}
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);
D3DVERTEX2D *src_v;
D3DVERTEX2D d3d_verts[4];
src_v = d3d_verts;
src_v->sz = 0.99f;
src_v->rhw = 1.0f;
src_v->color = color;
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->sx = x2;
src_v->sy = y1;
src_v++;
src_v->sz = 0.99f;
src_v->rhw = 1.0f;
src_v->color = color;
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->sx = x1;
src_v->sy = y2;
d3d_set_initial_render_state();
TIMERBAR_PUSH(5);
d3d_DrawPrimitive(D3DVT_VERTEX2D, D3DPT_TRIANGLEFAN,(LPVOID)d3d_verts,4);
TIMERBAR_POP();
}
}
/**
* @param int x
* @param int y
* @param int w
* @param int h
*
* @return void
*/
/*
void gr_d3d_shade(int x,int y,int w,int h)
{
int r,g,b,a;
if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
r = fl2i(gr_screen.current_shader.r);
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
g = fl2i(gr_screen.current_shader.g);
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
b = fl2i(gr_screen.current_shader.b);
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
a = fl2i(gr_screen.current_shader.c);
if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
gr_d3d_rect_internal(x, y, w, h, r, g, b, a);
}
*/
/**
* @param int xc
* @param int yc
* @param int d
*
* @return void
*/
void gr_d3d_circle( int xc, int yc, int d, bool resize)
{
int p,x, y, r;
if(resize || gr_screen.rendering_to_texture != -1)
gr_resize_screen_pos(&xc, &yc);
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, false );
gr_d3d_line( xc-y, yc+x, xc+y, yc+x, false );
if (p<0)
p=p+(x<<2)+6;
else {
// Draw the second octant
gr_d3d_line( xc-x, yc-y, xc+x, yc-y, false );
gr_d3d_line( xc-x, yc+y, xc+x, yc+y, false );
p=p+((x-y)<<2)+10;
y--;
}
x++;
}
if(x==y) {
gr_d3d_line( xc-x, yc-y, xc+x, yc-y, false );
gr_d3d_line( xc-x, yc+y, xc+x, yc+y, false );
}
}
//xc - x coordinate
//yc - y coordinate
//r - radius of curve
//direction:
// /0 1\
// \2 3/
void gr_d3d_curve( int xc, int yc, int r, int direction)
{
int a,b,p;
gr_resize_screen_pos(&xc, &yc);
p=3-(2*r);
a=0;
b=r;
// Big clip
if ( (xc+r) < gr_screen.clip_left ) return;
if ( (yc+r) < gr_screen.clip_top ) return;
switch(direction)
{
case 0:
yc += r;
xc += r;
while(a<b)
{
// Draw the first octant
gr_d3d_line(xc - b + 1, yc-a, xc - b, yc-a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_d3d_line(xc-a+1,yc-b,xc-a,yc-b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
case 1:
yc += r;
while(a<b)
{
// Draw the first octant
gr_d3d_line(xc + b - 1, yc-a, xc + b, yc-a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_d3d_line(xc+a-1,yc-b,xc+a,yc-b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
case 2:
xc += r;
while(a<b)
{
// Draw the first octant
gr_d3d_line(xc - b + 1, yc+a, xc - b, yc+a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_d3d_line(xc-a+1,yc+b,xc-a,yc+b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
case 3:
while(a<b)
{
// Draw the first octant
gr_d3d_line(xc + b - 1, yc+a, xc + b, yc+a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_d3d_line(xc+a-1,yc+b,xc+a,yc+b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
}
}
/**
*
* @param int x1
* @param int y1
* @param int x2
* @param int y2
*
* @return void
*/
void gr_d3d_line(int x1,int y1,int x2,int y2, bool resize)
{
if(resize || gr_screen.rendering_to_texture != -1)
{
gr_resize_screen_pos(&x1, &y1);
gr_resize_screen_pos(&x2, &y2);
}
// int clipped = 0, swapped=0;
DWORD color;
// Set up Render State - flat shading - alpha blending
if ((GlobalD3DVars::d3d_caps.SrcBlendCaps & D3DPBLENDCAPS_SRCALPHA) &&
(GlobalD3DVars::d3d_caps.DestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) ) {
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
color = D3DCOLOR_ARGB(gr_screen.current_color.alpha, gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
} else {
// Matrox MGA-G200 doesn't support alpha-blended lines.
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE );
float alpha_val = gr_screen.current_color.alpha/255.0f;
color = D3DCOLOR_ARGB(255,
fl2i(gr_screen.current_color.red*alpha_val),
fl2i(gr_screen.current_color.green*alpha_val),
fl2i(gr_screen.current_color.blue*alpha_val));
}
// 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);
D3DVERTEX2D d3d_verts[2];
D3DVERTEX2D *a = d3d_verts;
D3DVERTEX2D *b = d3d_verts+1;
d3d_make_rect(a,b,x1,y1,x2,y2);
a->color = color;
b->color = color;
d3d_set_initial_render_state();
TIMERBAR_PUSH(6);
d3d_DrawPrimitive(D3DVT_VERTEX2D, D3DPT_LINELIST,(LPVOID)d3d_verts,2);
TIMERBAR_POP();
}
/**
* Wrapper function for gr_d3d_aaline
*
* @param vertex *v1
* @param vertex *v2
*
* @return void
*/
void gr_d3d_aaline(vertex *v1, vertex *v2)
{
gr_d3d_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy), false );
}
/**
* @param int x1
* @param int y1
* @param int x2
* @param int y2
*
* @return void
*/
void gr_d3d_gradient(int x1, int y1, int x2, int y2, bool resize)
{
int clipped = 0, swapped=0;
if ( !gr_screen.current_color.is_alphacolor ) {
gr_line( x1, y1, x2, y2, resize );
return;
}
if (resize || gr_screen.rendering_to_texture != -1) {
gr_resize_screen_pos( &x1, &y1 );
gr_resize_screen_pos( &x2, &y2 );
}
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 (
(GlobalD3DVars::d3d_caps.SrcBlendCaps & D3DPBLENDCAPS_SRCALPHA) &&
(GlobalD3DVars::d3d_caps.DestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) )
{
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
if (GlobalD3DVars::d3d_caps.ShadeCaps & D3DPSHADECAPS_ALPHAGOURAUDBLEND )
{
color1 = D3DCOLOR_ARGB(gr_screen.current_color.alpha,gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
color2 = D3DCOLOR_ARGB(0,gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
}
else if (GlobalD3DVars::d3d_caps.ShadeCaps & D3DPSHADECAPS_COLORGOURAUDRGB )
{
color1 = D3DCOLOR_ARGB(gr_screen.current_color.alpha,gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue);
color2 = D3DCOLOR_ARGB(gr_screen.current_color.alpha,0,0,0);
}
else
{
color1 = D3DCOLOR_ARGB(gr_screen.current_color.alpha,gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue);
color2 = D3DCOLOR_ARGB(gr_screen.current_color.alpha,gr_screen.current_color.red,gr_screen.current_color.green,gr_screen.current_color.blue);
}
} 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;
color1 = D3DCOLOR_ARGB(255,r,g,b);
color2 = (GlobalD3DVars::d3d_caps.ShadeCaps & D3DPSHADECAPS_COLORGOURAUDRGB ) ?
D3DCOLOR_ARGB(255,0,0,0) : color1;
}
D3DVERTEX2D d3d_verts[2];
D3DVERTEX2D *a = d3d_verts;
D3DVERTEX2D *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_set_initial_render_state();
TIMERBAR_PUSH(6);
d3d_DrawPrimitive(D3DVT_VERTEX2D, D3DPT_LINELIST,(LPVOID)d3d_verts,2);
TIMERBAR_POP();
}
/**
* Empty function
*
* @param ubyte *new_palette
* @param int restrict_alphacolor
*
* @return void
*/
void gr_d3d_set_palette(ubyte *new_palette, int restrict_alphacolor)
{
}
/**
* copy from one pixel buffer to another
(
* @param char *to - pointer to source buffer
* @param char *from - pointer to dest. buffet
* @param int pixels - number of pixels to copy
* @param fromsize - source pixel size
* @param int tosize - pixel size
*
* @return int
*/
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;
}
}
/**
* Test if two pixels are identical
*
* @param char *pix1
* @param char *pix2
* @param int pixbytes
* @return int - 0: No match, 1: Match
*/
static int tga_pixels_equal(char *pix1, char *pix2, int pixbytes)
{
do {
if ( *pix1++ != *pix2++ ) {
return 0;
}
} while ( --pixbytes > 0 );
return 1;
}
/**
* Do the Run Length Compression to compress a TGA
*
*
* @param char *out - Buffer to write it out to
* @param char *in - Buffer to compress
* @param int bytecount - Number of bytes input
* @param int pixsize - Number of bytes in input pixel
* @return int
*/
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);
}
/**
* Used to dump a screenshot at any time using PrtScn key
* Used to save TGA's, now does BMP using D3DX
*
* @param char *filename - Filename of BMP to save
* @return void
*/
// From Michael F�tsch.
#ifdef __BORLANDC__
#define BITMAP_FILE_SIGNATURE 'BM'
#else
#define BITMAP_FILE_SIGNATURE 'MB'
#endif
void gr_d3d_print_screen(char *filename)
{
D3DDISPLAYMODE mode;
IDirect3DSurface8 *pDestSurface = NULL;
ubyte *buf = NULL, tga_hdr[18];
char pic_name[MAX_PATH];
D3DLOCKED_RECT LockedRect;
RECT rct;
int i, j;
ushort width, height;
ubyte *src_buf = NULL, *dst_buf = NULL;
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Original code for this was borrowed from Michael F�tsch, though it has been
// modified quite a bit at this point. Still giving credit for the original of crouse.
// http://www.geocities.com/foetsch/d3d8screenshot/Screenshot.cpp.html
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
if (GlobalD3DVars::lpD3D == NULL)
return;
_getcwd( pic_name, MAX_PATH_LEN-1 );
strcat( pic_name, "\\screenshots\\" );
_mkdir( pic_name );
strcat( pic_name, filename );
strcat( pic_name, ".tga" );
FILE *fout = fopen(pic_name, "wb");
buf = (ubyte*) vm_malloc_q(gr_screen.max_w * gr_screen.max_h * 3);
if ((fout == NULL) || (buf == NULL))
goto Done;
mode.Width = mode.Height = 0;
// although this doesn't really matter in fullscreen mode it doesn't hurt either
if ( FAILED(GlobalD3DVars::lpD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &mode)) ) {
mprintf(("Could not get adapter display mode"));
goto Done;
}
// we get the full mode size which for windowed mode is the entire screen and not just the window
if ( FAILED(GlobalD3DVars::lpD3DDevice->CreateImageSurface(mode.Width, mode.Height, D3DFMT_A8R8G8B8, &pDestSurface)) ) {
mprintf(("Failed to create image surface"));
goto Done;
}
if ( FAILED(GlobalD3DVars::lpD3DDevice->GetFrontBuffer(pDestSurface)) ) {
mprintf(("Failed to get front buffer"));
goto Done;
}
if (GlobalD3DVars::D3D_window) {
POINT pnt;
pnt.x = pnt.y = 0;
HWND wnd = (HWND)os_get_window();
ClientToScreen(wnd, &pnt);
rct.left = pnt.x;
rct.top = pnt.y;
rct.right = pnt.x + gr_screen.max_w;
rct.bottom = pnt.y + gr_screen.max_h;
} else {
rct.left = rct.top = 0;
rct.right = gr_screen.max_w;
rct.bottom = gr_screen.max_h;
}
// lock the surface for reading
// if a window then only lock the portion of the surface that we want to access
if ( FAILED(pDestSurface->LockRect(&LockedRect, &rct, D3DLOCK_READONLY)) ) {
goto Done;
}
dst_buf = buf;
// convert from 32-bit to 24-bit
for (i = 0; i < gr_screen.max_h; i++) {
// determine current source location, have to use pitch and not width here or it messes up
src_buf = (ubyte*)LockedRect.pBits + i * LockedRect.Pitch;
for (j = 0; j < gr_screen.max_w; j++) {
memcpy( dst_buf, src_buf, 3 );
src_buf += 4; // have to skip over the alpha bit too
dst_buf += 3;
}
}
// we can unlock and release the surface
pDestSurface->UnlockRect();
// Write the TGA header
width = (ushort)INTEL_SHORT(gr_screen.max_w);
height = (ushort)INTEL_SHORT(gr_screen.max_h);
memset( tga_hdr, 0, sizeof(tga_hdr) );
tga_hdr[2] = 2; // ImageType 2 = 24bpp, uncompressed
memcpy( tga_hdr + 12, &width, sizeof(ushort) ); // Width
memcpy( tga_hdr + 14, &height, sizeof(ushort) ); // Height
tga_hdr[16] = 24; // PixelDepth
tga_hdr[17] = (1 << 5); // first pixel at top-left (so we don't have to flip it ourselves)
fwrite( tga_hdr, sizeof(tga_hdr), 1, fout );
// write out the image data
fwrite( buf, (gr_screen.max_w * gr_screen.max_h * 3), 1, fout );
Done:
if (fout != NULL)
fclose(fout);
if (buf != NULL)
vm_free(buf);
if (pDestSurface != NULL) {
if ( pDestSurface->Release() )
pDestSurface->Release();
}
}
void d3d_render_timer_bar(int colour, float x, float y, float w, float h)
{
static D3DCOLOR pre_set_colours[MAX_NUM_TIMERBARS] =
{
0xffff0000, // red
0xff00ff00, // green
0xff0000ff, // blue
0xff0ffff0,
0xfffff000,
0xffff00ff,
0xffffffff,
0xffff0f0f,
};
D3DVERTEX2D d3d_verts[4];
static float max_fw = (float) gr_screen.max_w;
static float max_fh = (float) gr_screen.max_h;
d3d_verts[0].rhw = 1;
d3d_verts[0].color = pre_set_colours[colour];
d3d_verts[0].sx = max_fw * x;
d3d_verts[0].sy = max_fh * y;
d3d_verts[1].rhw = 1;
d3d_verts[1].color = pre_set_colours[colour];
d3d_verts[1].sx = max_fw * (x + w);
d3d_verts[1].sy = max_fh * y;
d3d_verts[2].rhw = 1;
d3d_verts[2].color = pre_set_colours[colour];
d3d_verts[2].sx = max_fw * (x + w);
d3d_verts[2].sy = max_fh * (y + h);
d3d_verts[3].rhw = 1;
d3d_verts[3].color = pre_set_colours[colour];
d3d_verts[3].sx = max_fw * x;
d3d_verts[3].sy = max_fh * (y + h);
gr_d3d_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
d3d_set_initial_render_state();
d3d_DrawPrimitive(D3DVT_VERTEX2D,D3DPT_TRIANGLEFAN,(LPVOID)d3d_verts,4);
}
void gr_d3d_push_texture_matrix(int unit)
{}
void gr_d3d_pop_texture_matrix(int unit)
{}
void gr_d3d_translate_texture_matrix(int unit, vec3d *shift)
{}
void gr_d3d_draw_line_list(colored_vector*lines, int num){
// Set up Render State - flat shading - alpha blending
d3d_set_initial_render_state();
if ((GlobalD3DVars::d3d_caps.SrcBlendCaps & D3DPBLENDCAPS_SRCALPHA) &&
(GlobalD3DVars::d3d_caps.DestBlendCaps & D3DPBLENDCAPS_INVSRCALPHA) ) {
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
} else {
// Matrox MGA-G200 doesn't support alpha-blended lines.
gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE );
// float alpha_val = gr_screen.current_color.alpha/255.0f;
}
num*=2;
uint FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;
render_buffer.allocate(num,FVF, sizeof(colored_vector));
ubyte *l;
render_buffer.lock(&l,FVF,sizeof(colored_vector));
memcpy(l,lines,num*sizeof(colored_vector));
render_buffer.unlock();
render_buffer.draw(D3DPT_LINELIST, num);
}
void gr_d3d_draw_htl_line(vec3d *start, vec3d* end)
{}
void gr_d3d_draw_htl_sphere(float rad)
{}
#endif // !NO_DIRECT3D