From 02921ff8484926ef9855290d7c81ade5b011125e Mon Sep 17 00:00:00 2001 From: aap Date: Fri, 1 May 2020 21:02:37 +0200 Subject: [PATCH] implemented image format registry --- src/d3d/d3ddevice.cpp~RF424a7a9.TMP | 1484 +++++++++++++++++++++++++++ src/engine.cpp | 5 + src/image.cpp | 130 ++- src/rwbase.h | 15 + src/rwobjects.h | 10 + src/texture.cpp | 13 +- 6 files changed, 1630 insertions(+), 27 deletions(-) create mode 100644 src/d3d/d3ddevice.cpp~RF424a7a9.TMP diff --git a/src/d3d/d3ddevice.cpp~RF424a7a9.TMP b/src/d3d/d3ddevice.cpp~RF424a7a9.TMP new file mode 100644 index 0000000..bdc37c4 --- /dev/null +++ b/src/d3d/d3ddevice.cpp~RF424a7a9.TMP @@ -0,0 +1,1484 @@ +#include +#include +#include +#include + +#define WITH_D3D +#include "../rwbase.h" +#include "../rwplg.h" +#include "../rwerror.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "rwd3d.h" +#include "rwd3dimpl.h" + +#define PLUGIN_ID 0 + +namespace rw { +namespace d3d { + +#ifdef RW_D3D9 + +D3d9Globals d3d9Globals; + +// Keep track of rasters exclusively in video memory +// as they need special treatment sometimes +struct VidmemRaster +{ + Raster *raster; + VidmemRaster *next; +}; +static VidmemRaster *vidmemRasters; +void addVidmemRaster(Raster *raster); +void removeVidmemRaster(Raster *raster); + +// Same thing for dynamic vertex buffers +struct DynamicVB +{ + uint32 length; + uint32 fvf; + IDirect3DVertexBuffer9 **buf; + DynamicVB *next; +}; +static DynamicVB *dynamicVBs; +void addDynamicVB(uint32 length, uint32 fvf, IDirect3DVertexBuffer9 **buf); +void removeDynamicVB(IDirect3DVertexBuffer9 **buf); + +struct RwRasterStateCache { + Raster *raster; + Texture::Addressing addressingU; + Texture::Addressing addressingV; + Texture::FilterMode filter; +}; + +#define MAXNUMSTAGES 8 + +// cached RW render states +struct RwStateCache { + bool32 vertexAlpha; + bool32 textureAlpha; + uint32 srcblend, destblend; + uint32 zwrite; + uint32 ztest; + uint32 fogenable; + RGBA fogcolor; + uint32 cullmode; + uint32 alphafunc; + uint32 alpharef; + RwRasterStateCache texstage[MAXNUMSTAGES]; +}; +static RwStateCache rwStateCache; + +D3dShaderState d3dShaderState; + +#define MAXNUMSTATES (D3DRS_BLENDOPALPHA+1) +#define MAXNUMTEXSTATES (D3DTSS_CONSTANT+1) +#define MAXNUMSAMPLERSTATES (D3DSAMP_DMAPOFFSET+1) + +static int32 numDirtyStates; +static uint32 dirtyStates[MAXNUMSTATES]; +static struct { + uint32 value; + bool32 dirty; +} stateCache[MAXNUMSTATES]; +static uint32 d3dStates[MAXNUMSTATES]; + +// Things that aren't just integers +struct D3dDeviceCache { + void *vertexShader; + void *pixelShader; +}; +static D3dDeviceCache deviceCache; + +static int32 numDirtyTextureStageStates; +static struct { + uint32 stage; + uint32 type; +} dirtyTextureStageStates[MAXNUMTEXSTATES*MAXNUMSTAGES]; +static struct { + uint32 value; + bool32 dirty; +} textureStageStateCache[MAXNUMTEXSTATES][MAXNUMSTAGES]; +static uint32 d3dTextureStageStates[MAXNUMTEXSTATES][MAXNUMSTAGES]; + +static uint32 d3dSamplerStates[MAXNUMSAMPLERSTATES][MAXNUMSTAGES]; + + +static bool validStates[MAXNUMSTATES]; +static bool validTexStates[MAXNUMTEXSTATES]; + +static D3DMATERIAL9 d3dmaterial; + + +static uint32 blendMap[] = { + D3DBLEND_ZERO, // actually invalid + D3DBLEND_ZERO, + D3DBLEND_ONE, + D3DBLEND_SRCCOLOR, + D3DBLEND_INVSRCCOLOR, + D3DBLEND_SRCALPHA, + D3DBLEND_INVSRCALPHA, + D3DBLEND_DESTALPHA, + D3DBLEND_INVDESTALPHA, + D3DBLEND_DESTCOLOR, + D3DBLEND_INVDESTCOLOR, + D3DBLEND_SRCALPHASAT +}; + +static uint32 alphafuncMap[] = { + D3DCMP_ALWAYS, + D3DCMP_GREATEREQUAL, + D3DCMP_LESS +}; + +static uint32 cullmodeMap[] = { + D3DCULL_NONE, // actually invalid + D3DCULL_NONE, + D3DCULL_CW, + D3DCULL_CCW +}; + +// TODO: support mipmaps +static uint32 filterConvMap_NoMIP[] = { + 0, D3DTEXF_POINT, D3DTEXF_LINEAR, + D3DTEXF_POINT, D3DTEXF_LINEAR, + D3DTEXF_POINT, D3DTEXF_LINEAR +}; +static uint32 addressConvMap[] = { + 0, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, + D3DTADDRESS_CLAMP, D3DTADDRESS_BORDER +}; + +// D3D render state + +void +setRenderState(uint32 state, uint32 value) +{ + if(stateCache[state].value != value){ + stateCache[state].value = value; + if(!stateCache[state].dirty){ + stateCache[state].dirty = 1; + dirtyStates[numDirtyStates++] = state; + } + } +} + +void +getRenderState(uint32 state, uint32 *value) +{ + *value = stateCache[state].value; +} + +void +setTextureStageState(uint32 stage, uint32 type, uint32 value) +{ + if(textureStageStateCache[type][stage].value != value){ + textureStageStateCache[type][stage].value = value; + if(!textureStageStateCache[type][stage].dirty){ + textureStageStateCache[type][stage].dirty = 1; + dirtyTextureStageStates[numDirtyTextureStageStates].stage = stage; + dirtyTextureStageStates[numDirtyTextureStageStates].type = type; + numDirtyTextureStageStates++; + } + } +} + +void +getTextureStageState(uint32 stage, uint32 type, uint32 *value) +{ + *value = textureStageStateCache[type][stage].value; +} + +void +flushCache(void) +{ + uint32 s, t; + uint32 v; + for(int32 i = 0; i < numDirtyStates; i++){ + s = dirtyStates[i]; + v = stateCache[s].value; + stateCache[s].dirty = 0; + if(d3dStates[s] != v){ + d3ddevice->SetRenderState((D3DRENDERSTATETYPE)s, v); + d3dStates[s] = v; + } + } + numDirtyStates = 0; + for(int32 i = 0; i < numDirtyTextureStageStates; i++){ + s = dirtyTextureStageStates[i].stage; + t = dirtyTextureStageStates[i].type; + v = textureStageStateCache[t][s].value; + textureStageStateCache[t][s].dirty = 0; + if(d3dTextureStageStates[t][s] != v){ + d3ddevice->SetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, v); + d3dTextureStageStates[t][s] = v; + } + } + numDirtyTextureStageStates = 0; +} + +void +setSamplerState(uint32 stage, uint32 type, uint32 value) +{ + if(d3dSamplerStates[type][stage] != value){ + d3ddevice->SetSamplerState(stage, (D3DSAMPLERSTATETYPE)type, value); + d3dSamplerStates[type][stage] = value; + } +} + +void +getSamplerState(uint32 stage, uint32 type, uint32 *value) +{ + *value = d3dSamplerStates[type][stage]; +} + +// Bring D3D device in accordance with saved render states (after a reset) +static void +restoreD3d9Device(void) +{ + int32 i; + uint32 s, t; + for(i = 0; i < MAXNUMSTAGES; i++){ + Raster *raster = rwStateCache.texstage[i].raster; + if(raster){ + D3dRaster *d3draster = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset); + d3ddevice->SetTexture(i, (IDirect3DTexture9*)d3draster->texture); + }else + d3ddevice->SetTexture(i, nil); + setSamplerState(i, D3DSAMP_ADDRESSU, addressConvMap[rwStateCache.texstage[i].addressingU]); + setSamplerState(i, D3DSAMP_ADDRESSV, addressConvMap[rwStateCache.texstage[i].addressingV]); + setSamplerState(i, D3DSAMP_MAGFILTER, filterConvMap_NoMIP[rwStateCache.texstage[i].filter]); + setSamplerState(i, D3DSAMP_MINFILTER, filterConvMap_NoMIP[rwStateCache.texstage[i].filter]); + } + for(s = 0; s < MAXNUMSTATES; s++) + if(validStates[s]) + d3ddevice->SetRenderState((D3DRENDERSTATETYPE)s, d3dStates[s]); + for(t = 0; t < MAXNUMTEXSTATES; t++) + if(validTexStates[t]) + for(s = 0; s < MAXNUMSTAGES; s++) + d3ddevice->SetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, d3dTextureStageStates[t][s]); + for(t = 1; t < MAXNUMSAMPLERSTATES; t++) + for(s = 0; s < MAXNUMSTAGES; s++) + d3ddevice->SetSamplerState(s, (D3DSAMPLERSTATETYPE)t, d3dSamplerStates[t][s]); + d3ddevice->SetMaterial(&d3dmaterial); + + d3ddevice->SetVertexShader((IDirect3DVertexShader9*)deviceCache.vertexShader); + d3ddevice->SetPixelShader((IDirect3DPixelShader9*)deviceCache.pixelShader); +} + +void +destroyD3D9Raster(Raster *raster) +{ + int i; + if(raster->type == Raster::CAMERATEXTURE) + removeVidmemRaster(raster); + // Make sure we're not still referencing this raster + for(i = 0; i < MAXNUMSTAGES; i++) + if(rwStateCache.texstage[i].raster == raster) + rwStateCache.texstage[i].raster = nil; +} + +// RW render state + +static void +setDepthTest(bool32 enable) +{ + if(rwStateCache.ztest != enable){ + rwStateCache.ztest = enable; + if(rwStateCache.zwrite && !enable){ + // If we still want to write, enable but set mode to always + setRenderState(D3DRS_ZENABLE, TRUE); + setRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + }else{ + setRenderState(D3DRS_ZENABLE, rwStateCache.ztest); + setRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + } + } +} + +static void +setDepthWrite(bool32 enable) +{ + if(rwStateCache.zwrite != enable){ + rwStateCache.zwrite = enable; + if(enable && !rwStateCache.ztest){ + // Have to switch on ztest so writing can work + setRenderState(D3DRS_ZENABLE, TRUE); + setRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); + } + setRenderState(D3DRS_ZWRITEENABLE, rwStateCache.zwrite); + } +} + +static void +setVertexAlpha(bool32 enable) +{ + if(rwStateCache.vertexAlpha != enable){ + if(!rwStateCache.textureAlpha){ + setRenderState(D3DRS_ALPHABLENDENABLE, enable); + setRenderState(D3DRS_ALPHATESTENABLE, enable); + } + rwStateCache.vertexAlpha = enable; + } +} + +void +setRasterStage(uint32 stage, Raster *raster) +{ + bool32 alpha; + D3dRaster *d3draster = nil; + if(raster != rwStateCache.texstage[stage].raster){ + rwStateCache.texstage[stage].raster = raster; + if(raster){ + assert(raster->platform == PLATFORM_D3D8 || + raster->platform == PLATFORM_D3D9); + d3draster = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset); + d3ddevice->SetTexture(stage, (IDirect3DTexture9*)d3draster->texture); + alpha = d3draster->hasAlpha; + }else{ + d3ddevice->SetTexture(stage, nil); + alpha = 0; + } + if(stage == 0){ + if(rwStateCache.textureAlpha != alpha){ + rwStateCache.textureAlpha = alpha; + if(!rwStateCache.vertexAlpha){ + setRenderState(D3DRS_ALPHABLENDENABLE, alpha); + setRenderState(D3DRS_ALPHATESTENABLE, alpha); + } + } + } + } +} + +static void +setFilterMode(uint32 stage, int32 filter) +{ + // TODO: mip mapping + if(rwStateCache.texstage[stage].filter != (Texture::FilterMode)filter){ + rwStateCache.texstage[stage].filter = (Texture::FilterMode)filter; + setSamplerState(stage, D3DSAMP_MAGFILTER, filterConvMap_NoMIP[filter]); + setSamplerState(stage, D3DSAMP_MINFILTER, filterConvMap_NoMIP[filter]); + } +} + +static void +setAddressU(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingU != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingU = (Texture::Addressing)addressing; + setSamplerState(stage, D3DSAMP_ADDRESSU, addressConvMap[addressing]); + } +} + +static void +setAddressV(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingV != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingV = (Texture::Addressing)addressing; + setSamplerState(stage, D3DSAMP_ADDRESSV, addressConvMap[addressing]); + } +} + +void +setTexture(uint32 stage, Texture *tex) +{ + if(tex == nil){ + setRasterStage(stage, nil); + return; + } + if(tex->raster){ + setFilterMode(stage, tex->getFilter()); + setAddressU(stage, tex->getAddressU()); + setAddressV(stage, tex->getAddressV()); + } + setRasterStage(stage, tex->raster); +} + +void +setD3dMaterial(D3DMATERIAL9 *mat9) +{ + if(d3dmaterial.Diffuse.r != mat9->Diffuse.r || + d3dmaterial.Diffuse.g != mat9->Diffuse.g || + d3dmaterial.Diffuse.b != mat9->Diffuse.b || + d3dmaterial.Diffuse.a != mat9->Diffuse.a || + d3dmaterial.Ambient.r != mat9->Ambient.r || + d3dmaterial.Ambient.g != mat9->Ambient.g || + d3dmaterial.Ambient.b != mat9->Ambient.b || + d3dmaterial.Ambient.a != mat9->Ambient.a || + d3dmaterial.Specular.r != mat9->Specular.r || + d3dmaterial.Specular.g != mat9->Specular.g || + d3dmaterial.Specular.b != mat9->Specular.b || + d3dmaterial.Specular.a != mat9->Specular.a || + d3dmaterial.Emissive.r != mat9->Emissive.r || + d3dmaterial.Emissive.g != mat9->Emissive.g || + d3dmaterial.Emissive.b != mat9->Emissive.b || + d3dmaterial.Emissive.a != mat9->Emissive.a || + d3dmaterial.Power != mat9->Power){ + d3ddevice->SetMaterial(mat9); + d3dmaterial = *mat9; + } +} + +void +setMaterial(SurfaceProperties surfProps, rw::RGBA color) +{ + D3DMATERIAL9 mat9; + D3DCOLORVALUE black = { 0, 0, 0, 0 }; + float ambmult = surfProps.ambient/255.0f; + float diffmult = surfProps.diffuse/255.0f; + mat9.Ambient.r = color.red*ambmult; + mat9.Ambient.g = color.green*ambmult; + mat9.Ambient.b = color.blue*ambmult; + mat9.Ambient.a = color.alpha; + mat9.Diffuse.r = color.red*diffmult; + mat9.Diffuse.g = color.green*diffmult; + mat9.Diffuse.b = color.blue*diffmult; + mat9.Diffuse.a = color.alpha; + mat9.Power = 0.0f; + mat9.Emissive = black; + mat9.Specular = black; + setD3dMaterial(&mat9); +} + +static void +setRwRenderState(int32 state, void *pvalue) +{ + uint32 value = (uint32)(uintptr)pvalue; + uint32 bval = value ? TRUE : FALSE; + switch(state){ + case TEXTURERASTER: + setRasterStage(0, (Raster*)pvalue); + break; + case TEXTUREADDRESS: + setAddressU(0, value); + setAddressV(0, value); + break; + case TEXTUREADDRESSU: + setAddressU(0, value); + break; + case TEXTUREADDRESSV: + setAddressV(0, value); + break; + case TEXTUREFILTER: + setFilterMode(0, value); + break; + case VERTEXALPHA: + setVertexAlpha(bval); + break; + case SRCBLEND: + if(rwStateCache.srcblend != value){ + rwStateCache.srcblend = value; + setRenderState(D3DRS_SRCBLEND, blendMap[value]); + } + break; + case DESTBLEND: + if(rwStateCache.destblend != value){ + rwStateCache.destblend = value; + setRenderState(D3DRS_DESTBLEND, blendMap[value]); + } + break; + case ZTESTENABLE: + setDepthTest(bval); + break; + case ZWRITEENABLE: + setDepthWrite(bval); + break; + case FOGENABLE: + if(rwStateCache.fogenable != bval){ + rwStateCache.fogenable = bval; +// setRenderState(D3DRS_FOGENABLE, rwStateCache.fogenable); + d3dShaderState.fogData.disable = bval ? 0.0f : 1.0f; + }; + break; + case FOGCOLOR:{ + RGBA c; + c.red = value; + c.green = value>>8; + c.blue = value>>16; + c.alpha = value>>24; + if(!equal(rwStateCache.fogcolor, c)){ + rwStateCache.fogcolor = c; + setRenderState(D3DRS_FOGCOLOR, D3DCOLOR_RGBA(c.red, c.green, c.blue, c.alpha)); + convColor(&d3dShaderState.fogColor, &c); + }} break; + case CULLMODE: + if(rwStateCache.cullmode != value){ + rwStateCache.cullmode = value; + setRenderState(D3DRS_CULLMODE, cullmodeMap[value]); + } + break; + case ALPHATESTFUNC: + if(rwStateCache.alphafunc != value){ + rwStateCache.alphafunc = value; + setRenderState(D3DRS_ALPHAFUNC, alphafuncMap[rwStateCache.alphafunc]); + } + break; + case ALPHATESTREF: + if(rwStateCache.alpharef != value){ + rwStateCache.alpharef = value; + setRenderState(D3DRS_ALPHAREF, rwStateCache.alpharef); + } + break; + } +} + +static void* +getRwRenderState(int32 state) +{ + uint32 val; + switch(state){ + case TEXTURERASTER: + return rwStateCache.texstage[0].raster; + case TEXTUREADDRESS: + if(rwStateCache.texstage[0].addressingU == rwStateCache.texstage[0].addressingV) + val = rwStateCache.texstage[0].addressingU; + else + val = 0; // invalid + break; + case TEXTUREADDRESSU: + val = rwStateCache.texstage[0].addressingU; + break; + case TEXTUREADDRESSV: + val = rwStateCache.texstage[0].addressingV; + break; + case TEXTUREFILTER: + val = rwStateCache.texstage[0].filter; + break; + + case VERTEXALPHA: + val = rwStateCache.vertexAlpha; + break; + case SRCBLEND: + val = rwStateCache.srcblend; + break; + case DESTBLEND: + val = rwStateCache.destblend; + break; + case ZTESTENABLE: + val = rwStateCache.ztest; + break; + case ZWRITEENABLE: + val = rwStateCache.zwrite; + break; + case FOGENABLE: + val = rwStateCache.fogenable; + break; + case FOGCOLOR: + val = RWRGBAINT(rwStateCache.fogcolor.red, rwStateCache.fogcolor.green, + rwStateCache.fogcolor.blue, rwStateCache.fogcolor.alpha); + break; + case CULLMODE: + val = rwStateCache.cullmode; + break; + case ALPHATESTFUNC: + val = rwStateCache.alphafunc; + break; + case ALPHATESTREF: + val = rwStateCache.alpharef; + break; + default: + val = 0; + } + return (void*)(uintptr)val; +} + +// Shaders + +void +setVertexShader(void *vs) +{ + if(deviceCache.vertexShader != vs){ + d3ddevice->SetVertexShader((IDirect3DVertexShader9*)vs); + deviceCache.vertexShader = vs; + } +} + +void +setPixelShader(void *ps) +{ + if(d3dShaderState.pixelShader != ps){ + d3ddevice->SetPixelShader((IDirect3DPixelShader9*)ps); + d3dShaderState.pixelShader = ps; + } +} + +void* +createVertexShader(void *csosrc) +{ + void *shdr; + if(d3ddevice->CreateVertexShader((DWORD*)csosrc, (IDirect3DVertexShader9**)&shdr) == D3D_OK) + return shdr; + d3d9Globals.numVertexShaders++; + return nil; +} + +void* +createPixelShader(void *csosrc) +{ + void *shdr; + if(d3ddevice->CreatePixelShader((DWORD*)csosrc, (IDirect3DPixelShader9**)&shdr) == D3D_OK) + return shdr; + d3d9Globals.numPixelShaders++; + return nil; +} + +void +destroyVertexShader(void *shader) +{ + ((IDirect3DVertexShader9*)shader)->Release(); + d3d9Globals.numVertexShaders--; +} + +void +destroyPixelShader(void *shader) +{ + ((IDirect3DPixelShader9*)shader)->Release(); + d3d9Globals.numPixelShaders--; +} + + +// Camera + +static void +beginUpdate(Camera *cam) +{ + float view[16], proj[16]; + + // View Matrix + Matrix inv; + Matrix::invert(&inv, cam->getFrame()->getLTM()); + // Since we're looking into positive Z, + // flip X to ge a left handed view space. + view[0] = -inv.right.x; + view[1] = inv.right.y; + view[2] = inv.right.z; + view[3] = 0.0f; + view[4] = -inv.up.x; + view[5] = inv.up.y; + view[6] = inv.up.z; + view[7] = 0.0f; + view[8] = -inv.at.x; + view[9] = inv.at.y; + view[10] = inv.at.z; + view[11] = 0.0f; + view[12] = -inv.pos.x; + view[13] = inv.pos.y; + view[14] = inv.pos.z; + view[15] = 1.0f; + memcpy(&cam->devView, view, sizeof(RawMatrix)); + d3ddevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view); + + // Projection Matrix + float32 invwx = 1.0f/cam->viewWindow.x; + float32 invwy = 1.0f/cam->viewWindow.y; + float32 invz = 1.0f/(cam->farPlane-cam->nearPlane); + + proj[0] = invwx; + proj[1] = 0.0f; + proj[2] = 0.0f; + proj[3] = 0.0f; + + proj[4] = 0.0f; + proj[5] = invwy; + proj[6] = 0.0f; + proj[7] = 0.0f; + + proj[8] = cam->viewOffset.x*invwx; + proj[9] = cam->viewOffset.y*invwy; + proj[12] = -proj[8]; + proj[13] = -proj[9]; + if(cam->projection == Camera::PERSPECTIVE){ + proj[10] = cam->farPlane*invz; + proj[11] = 1.0f; + + proj[15] = 0.0f; + }else{ + proj[10] = invz; + proj[11] = 0.0f; + + proj[15] = 1.0f; + } + proj[14] = -cam->nearPlane*proj[10]; + memcpy(&cam->devProj, proj, sizeof(RawMatrix)); + d3ddevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj); + + // TODO: figure out where this is really done +// setRenderState(D3DRS_FOGSTART, *(uint32*)&cam->fogPlane); +// setRenderState(D3DRS_FOGEND, *(uint32*)&cam->farPlane); + d3dShaderState.fogData.start = cam->fogPlane; + d3dShaderState.fogData.end = cam->farPlane; + d3dShaderState.fogData.range = 1.0f/(cam->fogPlane - cam->farPlane); + d3dShaderState.fogDisable.start = 0.0f; + d3dShaderState.fogDisable.end = 0.0f; + d3dShaderState.fogDisable.range = 0.0f; + d3dShaderState.fogDisable.disable = 1.0f; + + D3DVIEWPORT9 vp; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + vp.X = cam->frameBuffer->offsetX; + vp.Y = cam->frameBuffer->offsetY; + vp.Width = cam->frameBuffer->width; + vp.Height = cam->frameBuffer->height; + d3ddevice->SetViewport(&vp); + + // TODO: figure out when to call this + d3ddevice->BeginScene(); +} + +static void +endUpdate(Camera *cam) +{ + // TODO: figure out when to call this + d3ddevice->EndScene(); +} + +// Manage video memory + +void +addVidmemRaster(Raster *raster) +{ + VidmemRaster *vmr = rwNewT(VidmemRaster, 1, ID_DRIVER | MEMDUR_EVENT); + vmr->raster = raster; + vmr->next = vidmemRasters; + vidmemRasters = vmr; +} + +void +removeVidmemRaster(Raster *raster) +{ + VidmemRaster **p, *vmr; + for(p = &vidmemRasters; *p; p = &(*p)->next) + if((*p)->raster == raster) + goto found; + return; +found: + vmr = *p; + *p = vmr->next; + rwFree(vmr); +} + +static void +releaseVidmemRasters(void) +{ + VidmemRaster *vmr; + Raster *raster; + D3dRaster *natras; + for(vmr = vidmemRasters; vmr; vmr = vmr->next){ + raster = vmr->raster; + natras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset); + if(raster->type == Raster::CAMERATEXTURE){ + if(natras->texture){ + deleteObject(natras->texture); + d3d9Globals.numTextures--; + natras->texture = nil; + } + } + } +} + +static void +recreateVidmemRasters(void) +{ + VidmemRaster *vmr; + Raster *raster; + D3dRaster *natras; + for(vmr = vidmemRasters; vmr; vmr = vmr->next){ + raster = vmr->raster; + natras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset); + if(raster->type == Raster::CAMERATEXTURE){ + int32 levels = Raster::calculateNumLevels(raster->width, raster->height); + IDirect3DTexture9 *tex; + d3ddevice->CreateTexture(raster->width, raster->height, + raster->format & Raster::MIPMAP ? levels : 1, + D3DUSAGE_RENDERTARGET, + (D3DFORMAT)natras->format, D3DPOOL_DEFAULT, &tex, nil); + natras->texture = tex; + if(natras->texture) + d3d9Globals.numTextures++; + } + } +} + +void +addDynamicVB(uint32 length, uint32 fvf, IDirect3DVertexBuffer9 **buf) +{ + DynamicVB *dvb = rwNewT(DynamicVB, 1, ID_DRIVER | MEMDUR_EVENT); + dvb->length = length; + dvb->fvf = fvf; + dvb->buf = buf; + dvb->next = dynamicVBs; + dynamicVBs = dvb; +} + +void +removeDynamicVB(IDirect3DVertexBuffer9 **buf) +{ + DynamicVB **p, *dvb; + for(p = &dynamicVBs; *p; p = &(*p)->next) + if((*p)->buf == buf) + goto found; + return; +found: + dvb = *p; + *p = dvb->next; + rwFree(dvb); +} + +static void +releaseDynamicVBs(void) +{ + DynamicVB *dvb; + for(dvb = dynamicVBs; dvb; dvb = dvb->next){ + if(*dvb->buf){ + deleteObject(*dvb->buf); + d3d9Globals.numVertexBuffers--; + *dvb->buf = nil; + } + } +} + +static void +recreateDynamicVBs(void) +{ + DynamicVB *dvb; + for(dvb = dynamicVBs; dvb; dvb = dvb->next){ + *dvb->buf = (IDirect3DVertexBuffer9*)createVertexBuffer(dvb->length, dvb->fvf, true); + if(*dvb->buf) + d3d9Globals.numVertexBuffers++; + } +} + +static void +releaseVideoMemory(void) +{ + int32 i; + for(i = 0; i < MAXNUMSTAGES; i++) + d3ddevice->SetTexture(i, nil); + d3ddevice->SetVertexDeclaration(nil); + d3ddevice->SetVertexShader(nil); + d3ddevice->SetPixelShader(nil); + d3ddevice->SetIndices(nil); + for(i = 0; i < 2; i++) + d3ddevice->SetStreamSource(0, nil, 0, 0); + + releaseVidmemRasters(); + releaseDynamicVBs(); +} + +static void +restoreVideoMemory(void) +{ + recreateDynamicVBs(); + // important that we get all raster back before restoring state + recreateVidmemRasters(); + + restoreD3d9Device(); +} + +static void +clearCamera(Camera *cam, RGBA *col, uint32 mode) +{ + int flags = 0; + if(mode & Camera::CLEARIMAGE) + mode |= D3DCLEAR_TARGET; + if(mode & Camera::CLEARZ) + mode |= D3DCLEAR_ZBUFFER; + D3DCOLOR c = D3DCOLOR_RGBA(col->red, col->green, col->blue, col->alpha); + + RECT r; + GetClientRect(d3d9Globals.window, &r); + BOOL icon = IsIconic(d3d9Globals.window); + Raster *ras = cam->frameBuffer; + if(!icon && + (r.right != d3d9Globals.present.BackBufferWidth || r.bottom != d3d9Globals.present.BackBufferHeight)){ + + d3d9Globals.present.BackBufferWidth = r.right; + d3d9Globals.present.BackBufferHeight = r.bottom; + + releaseVideoMemory(); + d3d::d3ddevice->Reset(&d3d9Globals.present); + restoreVideoMemory(); + } + + d3ddevice->Clear(0, 0, mode, c, 1.0f, 0); +} + +static void +showRaster(Raster *raster) +{ + // TODO: do this properly! + + // not used but we want cameras to have rasters + assert(raster); + HRESULT res = d3ddevice->Present(nil, nil, 0, nil); + + if(res == D3DERR_DEVICELOST){ + res = d3ddevice->TestCooperativeLevel(); + // lost while being minimized, not reset once we're back + if(res == D3DERR_DEVICENOTRESET){ + releaseVideoMemory(); + d3d::d3ddevice->Reset(&d3d9Globals.present); + restoreVideoMemory(); + } + } +} + +static bool32 +rasterRenderFast(Raster *raster, int32 x, int32 y) +{ + IDirect3DTexture9 *dsttex; + IDirect3DSurface9 *srcsurf, *dstsurf; + D3DSURFACE_DESC srcdesc, dstdesc; + RECT rect = { x, y, x, y }; + + Raster *src = raster; + Raster *dst = Raster::getCurrentContext(); + D3dRaster *natdst = PLUGINOFFSET(D3dRaster, dst, nativeRasterOffset); + D3dRaster *natsrc = PLUGINOFFSET(D3dRaster, src, nativeRasterOffset); + + switch(dst->type){ + case Raster::CAMERATEXTURE: + switch(src->type){ + case Raster::CAMERA: + dsttex = (IDirect3DTexture9*)natdst->texture; + dsttex->GetSurfaceLevel(0, &dstsurf); + assert(dstsurf); + dstsurf->GetDesc(&dstdesc); + + d3ddevice->GetRenderTarget(0, &srcsurf); + assert(srcsurf); + srcsurf->GetDesc(&srcdesc); + + rect.right += srcdesc.Width; + rect.bottom += srcdesc.Height; + + d3ddevice->StretchRect(srcsurf, &rect, dstsurf, &rect, D3DTEXF_NONE); + dstsurf->Release(); + srcsurf->Release(); + return 1; + } + break; + } + + return 0; +} + + +// +// Device +// + +int +findFormatDepth(uint32 format) +{ + // not all formats actually + switch(format){ + case D3DFMT_R8G8B8: return 24; + case D3DFMT_A8R8G8B8: return 32; + case D3DFMT_X8R8G8B8: return 32; + case D3DFMT_R5G6B5: return 16; + case D3DFMT_X1R5G5B5: return 16; + case D3DFMT_A1R5G5B5: return 16; + case D3DFMT_A4R4G4B4: return 16; + case D3DFMT_R3G3B2: return 8; + case D3DFMT_A8: return 8; + case D3DFMT_A8R3G3B2: return 16; + case D3DFMT_X4R4G4B4: return 16; + case D3DFMT_A2B10G10R10: return 32; + case D3DFMT_A8B8G8R8: return 32; + case D3DFMT_X8B8G8R8: return 32; + case D3DFMT_G16R16: return 32; + case D3DFMT_A2R10G10B10: return 32; + case D3DFMT_A16B16G16R16: return 64; + + case D3DFMT_L8: return 8; + case D3DFMT_D16: return 16; + case D3DFMT_D24X8: return 32; + case D3DFMT_D32: return 32; + + default: return 0; + } +} + +// the commented ones don't "work" +static D3DFORMAT fbFormats[] = { +// D3DFMT_A1R5G5B5, +/// D3DFMT_A2R10G10B10, // works but let's not use it... +// D3DFMT_A8R8G8B8, + D3DFMT_X8R8G8B8, +// D3DFMT_X1R5G5B5, + D3DFMT_R5G6B5 +}; + +static void +addVideoMode(D3DDISPLAYMODE *mode) +{ + int i; + + for(i = 1; i < d3d9Globals.numModes; i++){ + if(d3d9Globals.modes[i].mode.Width == mode->Width && + d3d9Globals.modes[i].mode.Height == mode->Height && + d3d9Globals.modes[i].mode.Format == mode->Format){ + // had this format already, remember highest refresh rate + if(mode->RefreshRate > d3d9Globals.modes[i].mode.RefreshRate) + d3d9Globals.modes[i].mode.RefreshRate = mode->RefreshRate; + return; + } + } + + // none found, add + d3d9Globals.modes[d3d9Globals.numModes].mode = *mode; + d3d9Globals.modes[d3d9Globals.numModes].flags = VIDEOMODEEXCLUSIVE; + d3d9Globals.numModes++; +} + +static void +makeVideoModeList(void) +{ + int i, j; + D3DDISPLAYMODE mode; + + d3d9Globals.numModes = 1; + for(i = 0; i < nelem(fbFormats); i++) + d3d9Globals.numModes += d3d9Globals.d3d9->GetAdapterModeCount(d3d9Globals.adapter, fbFormats[i]); + + rwFree(d3d9Globals.modes); + d3d9Globals.modes = rwNewT(DisplayMode, d3d9Globals.numModes, ID_DRIVER | MEMDUR_EVENT); + + // first mode is current mode as windowed + d3d9Globals.d3d9->GetAdapterDisplayMode(d3d9Globals.adapter, &d3d9Globals.modes[0].mode); + d3d9Globals.modes[0].flags = 0; + d3d9Globals.numModes = 1; + + for(i = 0; i < nelem(fbFormats); i++){ + int n = d3d9Globals.d3d9->GetAdapterModeCount(d3d9Globals.adapter, fbFormats[i]); + for(j = 0; j < n; j++){ + d3d9Globals.d3d9->EnumAdapterModes(d3d9Globals.adapter, fbFormats[i], j, &mode); + addVideoMode(&mode); + } + } +} + +static int +openD3D(EngineOpenParams *params) +{ + HWND win = params->window; + + d3d9Globals.window = win; + d3d9Globals.numAdapters = 0; + d3d9Globals.modes = nil; + d3d9Globals.numModes = 0; + d3d9Globals.currentMode = 0; + + d3d9Globals.d3d9 = Direct3DCreate9(D3D_SDK_VERSION); + if(d3d9Globals.d3d9 == nil){ + RWERROR((ERR_GENERAL, "Direct3DCreate9() failed")); + return 0; + } + + d3d9Globals.numAdapters = d3d9Globals.d3d9->GetAdapterCount(); + d3d9Globals.adapter = 0; + + for(d3d9Globals.adapter = 0; d3d9Globals.adapter < d3d9Globals.numAdapters; d3d9Globals.adapter++) + if(d3d9Globals.d3d9->GetDeviceCaps(d3d9Globals.adapter, D3DDEVTYPE_HAL, &d3d9Globals.caps) == D3D_OK) + goto found; + // no adapter + d3d9Globals.d3d9->Release(); + d3d9Globals.d3d9 = nil; + RWERROR((ERR_GENERAL, "Direct3DCreate9() failed")); + return 0; + +found: + makeVideoModeList(); + return 1; +} + +static int +closeD3D(void) +{ + ULONG ref = d3d9Globals.d3d9->Release(); + if(ref != 0) + printf("IDirect3D9_Release did not destroy\n"); + d3d9Globals.d3d9 = nil; + return 1; +} + +static int +startD3D(void) +{ + HRESULT hr; + int vp; + if(d3d9Globals.caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) + vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; + else + vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; + + uint32 width, height, depth; + D3DFORMAT format, zformat; + d3d9Globals.startMode = d3d9Globals.modes[d3d9Globals.currentMode]; + format = d3d9Globals.startMode.mode.Format; + + bool windowed = !(d3d9Globals.startMode.flags & VIDEOMODEEXCLUSIVE); + + // Use window size in windowed mode, otherwise get size from video mode + if(windowed){ + RECT rect; + GetClientRect(d3d9Globals.window, &rect); + width = rect.right - rect.left; + height = rect.bottom - rect.top; + }else{ + // this will be much better for restoring after iconification + SetWindowLong(d3d9Globals.window, GWL_STYLE, WS_POPUP); + width = d3d9Globals.startMode.mode.Width; + height = d3d9Globals.startMode.mode.Height; + } + + // See if we can get an alpha channel + if(format == D3DFMT_X8R8G8B8){ + if(d3d9Globals.d3d9->CheckDeviceType(d3d9Globals.adapter, D3DDEVTYPE_HAL, format, D3DFMT_A8R8G8B8, windowed) == D3D_OK) + format = D3DFMT_A8R8G8B8; + } + + depth = findFormatDepth(format); + + // TOOD: use something more sophisticated maybe? + if(depth == 32) + zformat = D3DFMT_D24S8; + else + zformat = D3DFMT_D16; + + d3d9Globals.present.BackBufferWidth = width; + d3d9Globals.present.BackBufferHeight = height; + d3d9Globals.present.BackBufferFormat = format; + d3d9Globals.present.BackBufferCount = 1; + d3d9Globals.present.MultiSampleType = D3DMULTISAMPLE_NONE; + d3d9Globals.present.MultiSampleQuality = 0; + d3d9Globals.present.SwapEffect = D3DSWAPEFFECT_DISCARD; + d3d9Globals.present.hDeviceWindow = d3d9Globals.window; + d3d9Globals.present.Windowed = windowed; + d3d9Globals.present.EnableAutoDepthStencil = true; + d3d9Globals.present.AutoDepthStencilFormat = zformat; + d3d9Globals.present.Flags = 0; + d3d9Globals.present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; + d3d9Globals.present.PresentationInterval = D3DPRESENT_INTERVAL_ONE; +// d3d9Globals.present.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; + + assert(d3d::d3ddevice == nil); + + BOOL icon = IsIconic(d3d9Globals.window); + IDirect3DDevice9 *dev; + hr = d3d9Globals.d3d9->CreateDevice(d3d9Globals.adapter, D3DDEVTYPE_HAL, + d3d9Globals.window, vp, &d3d9Globals.present, &dev); + if(FAILED(hr)){ + RWERROR((ERR_GENERAL, "CreateDevice() failed")); + return 0; + } + d3d::d3ddevice = dev; + return 1; +} + +static int +initD3D(void) +{ + int32 s, t; + + // TODO: do some real stuff here + + d3d9Globals.numTextures = 0; + d3d9Globals.numVertexShaders = 0; + d3d9Globals.numPixelShaders = 0; + d3d9Globals.numVertexBuffers = 0; + d3d9Globals.numIndexBuffers = 0; + d3d9Globals.numVertexDeclarations = 0; + + d3ddevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); + rwStateCache.alphafunc = ALPHAGREATEREQUAL; + d3ddevice->SetRenderState(D3DRS_ALPHAREF, 10); + rwStateCache.alpharef = 10; + + d3ddevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + rwStateCache.fogenable = 0; + d3ddevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); + // TODO: more fog stuff + + d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + rwStateCache.cullmode = CULLNONE; + + d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + rwStateCache.srcblend = BLENDSRCALPHA; + d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + rwStateCache.destblend = BLENDINVSRCALPHA; + d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, 0); + rwStateCache.vertexAlpha = 0; + rwStateCache.textureAlpha = 0; + + setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); +// setTextureStageState(0, D3DTSS_CONSTANT, 0xFFFFFFFF); +// setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); +// setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT); +// setTextureStageState(0, D3DTSS_COLOROP, D3DTA_CONSTANT); + + // These states exist, not all do + validStates[D3DRS_ZENABLE] = 1; + validStates[D3DRS_FILLMODE] = 1; + validStates[D3DRS_SHADEMODE] = 1; + validStates[D3DRS_ZWRITEENABLE] = 1; + validStates[D3DRS_ALPHATESTENABLE] = 1; + validStates[D3DRS_LASTPIXEL] = 1; + validStates[D3DRS_SRCBLEND] = 1; + validStates[D3DRS_DESTBLEND] = 1; + validStates[D3DRS_CULLMODE] = 1; + validStates[D3DRS_ZFUNC] = 1; + validStates[D3DRS_ALPHAREF] = 1; + validStates[D3DRS_ALPHAFUNC] = 1; + validStates[D3DRS_DITHERENABLE] = 1; + validStates[D3DRS_ALPHABLENDENABLE] = 1; + validStates[D3DRS_FOGENABLE] = 1; + validStates[D3DRS_SPECULARENABLE] = 1; + validStates[D3DRS_FOGCOLOR] = 1; + validStates[D3DRS_FOGTABLEMODE] = 1; + validStates[D3DRS_FOGSTART] = 1; + validStates[D3DRS_FOGEND] = 1; + validStates[D3DRS_FOGDENSITY] = 1; + validStates[D3DRS_RANGEFOGENABLE] = 1; + validStates[D3DRS_STENCILENABLE] = 1; + validStates[D3DRS_STENCILFAIL] = 1; + validStates[D3DRS_STENCILZFAIL] = 1; + validStates[D3DRS_STENCILPASS] = 1; + validStates[D3DRS_STENCILFUNC] = 1; + validStates[D3DRS_STENCILREF] = 1; + validStates[D3DRS_STENCILMASK] = 1; + validStates[D3DRS_STENCILWRITEMASK] = 1; + validStates[D3DRS_TEXTUREFACTOR] = 1; + validStates[D3DRS_WRAP0] = 1; + validStates[D3DRS_WRAP1] = 1; + validStates[D3DRS_WRAP2] = 1; + validStates[D3DRS_WRAP3] = 1; + validStates[D3DRS_WRAP4] = 1; + validStates[D3DRS_WRAP5] = 1; + validStates[D3DRS_WRAP6] = 1; + validStates[D3DRS_WRAP7] = 1; + validStates[D3DRS_CLIPPING] = 1; + validStates[D3DRS_LIGHTING] = 1; + validStates[D3DRS_AMBIENT] = 1; + validStates[D3DRS_FOGVERTEXMODE] = 1; + validStates[D3DRS_COLORVERTEX] = 1; + validStates[D3DRS_LOCALVIEWER] = 1; + validStates[D3DRS_NORMALIZENORMALS] = 1; + validStates[D3DRS_DIFFUSEMATERIALSOURCE] = 1; + validStates[D3DRS_SPECULARMATERIALSOURCE] = 1; + validStates[D3DRS_AMBIENTMATERIALSOURCE] = 1; + validStates[D3DRS_EMISSIVEMATERIALSOURCE] = 1; + validStates[D3DRS_VERTEXBLEND] = 1; + validStates[D3DRS_CLIPPLANEENABLE] = 1; + validStates[D3DRS_POINTSIZE] = 1; + validStates[D3DRS_POINTSIZE_MIN] = 1; + validStates[D3DRS_POINTSPRITEENABLE] = 1; + validStates[D3DRS_POINTSCALEENABLE] = 1; + validStates[D3DRS_POINTSCALE_A] = 1; + validStates[D3DRS_POINTSCALE_B] = 1; + validStates[D3DRS_POINTSCALE_C] = 1; + validStates[D3DRS_MULTISAMPLEANTIALIAS] = 1; + validStates[D3DRS_MULTISAMPLEMASK] = 1; + validStates[D3DRS_PATCHEDGESTYLE] = 1; + validStates[D3DRS_DEBUGMONITORTOKEN] = 1; + validStates[D3DRS_POINTSIZE_MAX] = 1; + validStates[D3DRS_INDEXEDVERTEXBLENDENABLE] = 1; + validStates[D3DRS_COLORWRITEENABLE] = 1; + validStates[D3DRS_TWEENFACTOR] = 1; + validStates[D3DRS_BLENDOP] = 1; + validStates[D3DRS_POSITIONDEGREE] = 1; + validStates[D3DRS_NORMALDEGREE] = 1; + validStates[D3DRS_SCISSORTESTENABLE] = 1; + validStates[D3DRS_SLOPESCALEDEPTHBIAS] = 1; + validStates[D3DRS_ANTIALIASEDLINEENABLE] = 1; + validStates[D3DRS_MINTESSELLATIONLEVEL] = 1; + validStates[D3DRS_MAXTESSELLATIONLEVEL] = 1; + validStates[D3DRS_ADAPTIVETESS_X] = 1; + validStates[D3DRS_ADAPTIVETESS_Y] = 1; + validStates[D3DRS_ADAPTIVETESS_Z] = 1; + validStates[D3DRS_ADAPTIVETESS_W] = 1; + validStates[D3DRS_ENABLEADAPTIVETESSELLATION] = 1; + validStates[D3DRS_TWOSIDEDSTENCILMODE] = 1; + validStates[D3DRS_CCW_STENCILFAIL] = 1; + validStates[D3DRS_CCW_STENCILZFAIL] = 1; + validStates[D3DRS_CCW_STENCILPASS] = 1; + validStates[D3DRS_CCW_STENCILFUNC] = 1; + validStates[D3DRS_COLORWRITEENABLE1] = 1; + validStates[D3DRS_COLORWRITEENABLE2] = 1; + validStates[D3DRS_COLORWRITEENABLE3] = 1; + validStates[D3DRS_BLENDFACTOR] = 1; + validStates[D3DRS_SRGBWRITEENABLE] = 1; + validStates[D3DRS_DEPTHBIAS] = 1; + validStates[D3DRS_WRAP8] = 1; + validStates[D3DRS_WRAP9] = 1; + validStates[D3DRS_WRAP10] = 1; + validStates[D3DRS_WRAP11] = 1; + validStates[D3DRS_WRAP12] = 1; + validStates[D3DRS_WRAP13] = 1; + validStates[D3DRS_WRAP14] = 1; + validStates[D3DRS_WRAP15] = 1; + validStates[D3DRS_SEPARATEALPHABLENDENABLE] = 1; + validStates[D3DRS_SRCBLENDALPHA] = 1; + validStates[D3DRS_DESTBLENDALPHA] = 1; + validStates[D3DRS_BLENDOPALPHA] = 1; + + validTexStates[D3DTSS_COLOROP] = 1; + validTexStates[D3DTSS_COLORARG1] = 1; + validTexStates[D3DTSS_COLORARG2] = 1; + validTexStates[D3DTSS_ALPHAOP] = 1; + validTexStates[D3DTSS_ALPHAARG1] = 1; + validTexStates[D3DTSS_ALPHAARG2] = 1; + validTexStates[D3DTSS_BUMPENVMAT00] = 1; + validTexStates[D3DTSS_BUMPENVMAT01] = 1; + validTexStates[D3DTSS_BUMPENVMAT10] = 1; + validTexStates[D3DTSS_BUMPENVMAT11] = 1; + validTexStates[D3DTSS_TEXCOORDINDEX] = 1; + validTexStates[D3DTSS_BUMPENVLSCALE] = 1; + validTexStates[D3DTSS_BUMPENVLOFFSET] = 1; + validTexStates[D3DTSS_TEXTURETRANSFORMFLAGS] = 1; + validTexStates[D3DTSS_COLORARG0] = 1; + validTexStates[D3DTSS_ALPHAARG0] = 1; + validTexStates[D3DTSS_RESULTARG] = 1; + validTexStates[D3DTSS_CONSTANT] = 1; + + // Save the current states + for(s = 0; s < MAXNUMSTATES; s++) + if(validStates[s]){ + d3ddevice->GetRenderState((D3DRENDERSTATETYPE)s, (DWORD*)&d3dStates[s]); + stateCache[s].value = d3dStates[s]; + } + for(t = 0; t < MAXNUMTEXSTATES; t++) + if(validTexStates[t]) + for(s = 0; s < MAXNUMSTAGES; s++){ + d3ddevice->GetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, (DWORD*)&d3dTextureStageStates[t][s]); + textureStageStateCache[t][s].value = d3dTextureStageStates[t][s]; + } + for(t = 1; t < MAXNUMSAMPLERSTATES; t++) + for(s = 0; s < MAXNUMSTAGES; s++){ + d3ddevice->GetSamplerState(s, (D3DSAMPLERSTATETYPE)t, (DWORD*)&d3dSamplerStates[t][s]); + d3dSamplerStates[t][s] = d3dSamplerStates[t][s]; + } + + openIm2D(); + openIm3D(); + + return 1; +} + +static int +termD3D(void) +{ + closeIm3D(); + closeIm2D(); + + releaseVideoMemory(); + + ULONG ref = d3d::d3ddevice->Release(); + if(ref != 0) + printf("IDirect3D9Device_Release did not destroy\n"); + d3d::d3ddevice = nil; + return 1; +} + +static int +finalizeD3D(void) +{ + return 1; +} + +static int +deviceSystem(DeviceReq req, void *arg, int32 n) +{ + D3DADAPTER_IDENTIFIER9 adapter; + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openD3D((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeD3D(); + + case DEVICEINIT: + return startD3D() && initD3D(); + case DEVICETERM: + return termD3D(); + + case DEVICEFINALIZE: + return finalizeD3D(); + + + case DEVICEGETNUMSUBSYSTEMS: + return d3d9Globals.numAdapters; + + case DEVICEGETCURRENTSUBSYSTEM: + return d3d9Globals.adapter; + + case DEVICESETSUBSYSTEM: + if(n >= d3d9Globals.numAdapters) + return 0; + d3d9Globals.adapter = n; + if(d3d9Globals.d3d9->GetDeviceCaps(d3d9Globals.adapter, D3DDEVTYPE_HAL, &d3d9Globals.caps) != D3D_OK) + return 0; + makeVideoModeList(); + return 1; + + case DEVICEGETSUBSSYSTEMINFO: + if(n >= d3d9Globals.numAdapters) + return 0; + if(d3d9Globals.d3d9->GetAdapterIdentifier(d3d9Globals.adapter, 0, &adapter) != D3D_OK) + return 0; + strncpy(((SubSystemInfo*)arg)->name, adapter.Description, sizeof(SubSystemInfo::name)); + return 1; + + + case DEVICEGETNUMVIDEOMODES: + return d3d9Globals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return d3d9Globals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= d3d9Globals.numModes) + return 0; + d3d9Globals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + rwmode = (VideoMode*)arg; + rwmode->width = d3d9Globals.modes[n].mode.Width; + rwmode->height = d3d9Globals.modes[n].mode.Height; + rwmode->depth = findFormatDepth(d3d9Globals.modes[n].mode.Format); + rwmode->flags = d3d9Globals.modes[n].flags; + return 1; + } + return 1; +} + +Device renderdevice = { + 0.0f, 1.0f, + d3d::beginUpdate, + d3d::endUpdate, + d3d::clearCamera, + d3d::showRaster, + d3d::rasterRenderFast, + d3d::setRwRenderState, + d3d::getRwRenderState, + d3d::im2DRenderLine, + d3d::im2DRenderTriangle, + d3d::im2DRenderPrimitive, + d3d::im2DRenderIndexedPrimitive, + d3d::im3DTransform, + d3d::im3DRenderIndexed, + d3d::im3DEnd, + d3d::deviceSystem, +}; + +#endif +} +} diff --git a/src/engine.cpp b/src/engine.cpp index b35aa26..eaa7f58 100644 --- a/src/engine.cpp +++ b/src/engine.cpp @@ -182,6 +182,7 @@ Engine::init(void) // core plugin attach here Frame::registerModule(); + Image::registerModule(); Raster::registerModule(); Texture::registerModule(); @@ -279,6 +280,10 @@ Engine::start(void) engine->device.system(DEVICEFINALIZE, nil, 0); + // Register some image formats. Or should we leave that to the user? + Image::registerFileFormat("tga", readTGA, writeTGA); + Image::registerFileFormat("bmp", readBMP, writeBMP); + Engine::state = Started; return 1; } diff --git a/src/image.cpp b/src/image.cpp index 5bfb505..9ac8159 100644 --- a/src/image.cpp +++ b/src/image.cpp @@ -21,6 +21,24 @@ namespace rw { int32 Image::numAllocated; +struct FileAssociation +{ + char *extension; + Image *(*read)(const char *afilename); + void (*write)(Image *image, const char *filename); +}; + +struct ImageGlobals +{ + char *searchPaths; + int numSearchPaths; + FileAssociation fileFormats[10]; + int numFileFormats; +}; +int32 imageModuleOffset; + +#define IMAGEGLOBAL(v) (PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset)->v) + // Image formats are as follows: // 32 bit has 4 bytes: 8888 RGBA // 24 bit has 3 bytes: 888 RGB @@ -474,9 +492,6 @@ Image::extractMask(void) return img; } -static char *searchPaths = nil; -int numSearchPaths = 0; - static char* rwstrdup(const char *s) { @@ -492,19 +507,20 @@ void Image::setSearchPath(const char *path) { char *p, *end; - rwFree(searchPaths); - numSearchPaths = 0; + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + rwFree(g->searchPaths); + g->numSearchPaths = 0; if(path) - searchPaths = p = rwstrdup(path); + g->searchPaths = p = rwstrdup(path); else{ - searchPaths = nil; + g->searchPaths = nil; return; } while(p && *p){ end = strchr(p, ';'); if(end) *end++ = '\0'; - numSearchPaths++; + g->numSearchPaths++; p = end; } } @@ -512,8 +528,9 @@ Image::setSearchPath(const char *path) void Image::printSearchPath(void) { - char *p = searchPaths; - for(int i = 0; i < numSearchPaths; i++){ + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + char *p = g->searchPaths; + for(int i = 0; i < g->numSearchPaths; i++){ printf("%s\n", p); p += strlen(p) + 1; } @@ -522,19 +539,23 @@ Image::printSearchPath(void) char* Image::getFilename(const char *name) { + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); FILE *f; - char *s, *p = searchPaths; + char *s, *p = g->searchPaths; size_t len = strlen(name)+1; - if(numSearchPaths == 0){ - f = fopen(name, "rb"); + if(g->numSearchPaths == 0){ + s = rwstrdup(name); + makePath(s); + f = fopen(s, "rb"); if(f){ fclose(f); - printf("found %s\n", name); - return rwstrdup(name); + printf("found %s\n", s); + return s; } + rwFree(s); return nil; }else - for(int i = 0; i < numSearchPaths; i++){ + for(int i = 0; i < g->numSearchPaths; i++){ s = (char*)rwMalloc(strlen(p)+len, MEMDUR_EVENT | ID_IMAGE); if(s == nil){ RWERROR((ERR_ALLOC, strlen(p)+len)); @@ -542,6 +563,7 @@ Image::getFilename(const char *name) } strcpy(s, p); strcat(s, name); + makePath(s); f = fopen(s, "r"); if(f){ fclose(f); @@ -554,4 +576,80 @@ Image::getFilename(const char *name) return nil; } +Image* +Image::read(const char *imageName) +{ + int i; + char *filename, *ext, *found; + Image *img; + + filename = rwNewT(char, strlen(imageName) + 20, MEMDUR_FUNCTION | ID_TEXTURE); + strcpy(filename, imageName); + ext = filename + strlen(filename); + *ext++ = '.'; + // Try all supported extensions + for(i = 0; i < IMAGEGLOBAL(numFileFormats); i++){ + if(IMAGEGLOBAL(fileFormats)[i].read == nil) + continue; + strncpy(ext, IMAGEGLOBAL(fileFormats)[i].extension, 19); + found = getFilename(filename); + // Found a file + if(found){ + img = IMAGEGLOBAL(fileFormats)[i].read(found); + rwFree(found); + // It was a valid image of that format + if(img){ + rwFree(filename); + return img; + } + } + } + rwFree(filename); + return nil; +} + +bool32 +Image::registerFileFormat(const char *ext, fileRead read, fileWrite write) +{ + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + if(g->numFileFormats >= nelem(g->fileFormats)) + return 0; + g->fileFormats[g->numFileFormats].extension = rwstrdup(ext); + g->fileFormats[g->numFileFormats].read = read; + g->fileFormats[g->numFileFormats].write = write; + g->numFileFormats++; + return 1; +} + +static void* +imageOpen(void *object, int32 offset, int32 size) +{ + imageModuleOffset = offset; + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + g->searchPaths = nil; + g->numSearchPaths = 0; + g->numFileFormats = 0; + return object; +} + +static void* +imageClose(void *object, int32 offset, int32 size) +{ + ImageGlobals *g = PLUGINOFFSET(ImageGlobals, engine, imageModuleOffset); + int i; + rwFree(g->searchPaths); + g->searchPaths = nil; + g->numSearchPaths = 0; + for(i = 0; i < g->numFileFormats; i++) + rwFree(g->fileFormats[i].extension); + g->numFileFormats = 0; + return object; +} + +void +Image::registerModule(void) +{ + Engine::registerPlugin(sizeof(ImageGlobals), ID_IMAGEMODULE, imageOpen, imageClose); +} + } diff --git a/src/rwbase.h b/src/rwbase.h index e2c7c04..c956d08 100644 --- a/src/rwbase.h +++ b/src/rwbase.h @@ -596,9 +596,24 @@ enum PluginID enum CoreModuleID { ID_NAMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x00), + // vector + // matrix ID_FRAMEMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x03), + // stream + // camera + ID_IMAGEMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x06), ID_RASTERMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x07), ID_TEXTUREMODULE = MAKEPLUGINID(VEND_CRITERIONINT, 0x08) + // pip + // immediate + // resources + // device + // color + // unused + // error + // metrics + // driver + // chunk group }; #define ECODE(c, s) c diff --git a/src/rwobjects.h b/src/rwobjects.h index 9e64a64..fe7e7dd 100644 --- a/src/rwobjects.h +++ b/src/rwobjects.h @@ -149,6 +149,16 @@ struct Image static void setSearchPath(const char*); static void printSearchPath(void); static char *getFilename(const char*); + static Image *read(const char *imageName); + + + typedef Image *(*fileRead)(const char *afilename); + typedef void (*fileWrite)(Image *image, const char *filename); + static bool32 registerFileFormat(const char *ext, fileRead read, fileWrite write); + +#ifndef RWPUBLIC + static void registerModule(void); +#endif }; Image *readTGA(const char *filename); diff --git a/src/texture.cpp b/src/texture.cpp index 092e763..652ee6a 100644 --- a/src/texture.cpp +++ b/src/texture.cpp @@ -299,23 +299,14 @@ defaultFindCB(const char *name) } -// TODO: no hardcoded file endings // TODO: actually read the mask! static Texture* defaultReadCB(const char *name, const char *mask) { Texture *tex; Image *img; - char *n = (char*)rwMalloc(strlen(name) + 5, MEMDUR_FUNCTION | ID_TEXTURE); - strcpy(n, name); - strcat(n, ".tga"); - img = readTGA(n); - if(img == nil){ - strcpy(n, name); - strcat(n, ".bmp"); - img = readBMP(n); - } - rwFree(n); + + img = Image::read(name); if(img){ tex = Texture::create(Raster::createFromImage(img)); strncpy(tex->name, name, 32);