- Removed the screenshot parameter from D_Display(), since it was a relic of

a long-abandoned experiment to write directly to video memory instead of
  to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
  produced on a 320x200 screen, rather than producing more, thinner strips
  for wider screens.


SVN r659 (trunk)
This commit is contained in:
Randy Heit 2008-01-01 03:07:05 +00:00
commit dc98279403
11 changed files with 1486 additions and 1022 deletions

View file

@ -77,13 +77,6 @@
IMPLEMENT_CLASS(D3DFB)
struct FBVERTEX
{
FLOAT x, y, z, rhw;
FLOAT tu, tv;
};
#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
class D3DTex : public FNativeTexture
{
public:
@ -143,7 +136,6 @@ extern bool VidResizing;
EXTERN_CVAR (Bool, fullscreen)
EXTERN_CVAR (Float, Gamma)
EXTERN_CVAR (Int, vid_displaybits)
EXTERN_CVAR (Bool, vid_vsync)
EXTERN_CVAR (Float, transsouls)
@ -183,6 +175,7 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
PlainStencilShader = NULL;
DimShader = NULL;
GammaFixerShader = NULL;
BurnShader = NULL;
FBFormat = D3DFMT_UNKNOWN;
PalFormat = D3DFMT_UNKNOWN;
VSync = vid_vsync;
@ -196,6 +189,7 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
Textures = NULL;
Accel2D = true;
GatheringWipeScreen = false;
ScreenWipe = NULL;
Gamma = 1.0;
FlashConstants[0][3] = FlashConstants[0][2] = FlashConstants[0][1] = FlashConstants[0][0] = 0;
@ -263,8 +257,6 @@ D3DFB::D3DFB (int width, int height, bool fullscreen)
D3DFB::~D3DFB ()
{
KillNativeTexs();
KillNativePals();
ReleaseResources ();
if (D3DDevice != NULL)
{
@ -335,6 +327,11 @@ bool D3DFB::CreateResources ()
Printf ("Windowed mode gamma will not work.\n");
GammaFixerShader = NULL;
}
if (FAILED(D3DDevice->CreatePixelShader (BurnShaderDef, &BurnShader)))
{
Printf ("Burn screenwipe will not work in D3D mode.\n");
BurnShader = NULL;
}
CurPixelShader = NULL;
memset(Constant, 0, sizeof(Constant));
if (!CreateFBTexture() ||
@ -356,34 +353,9 @@ bool D3DFB::CreateResources ()
void D3DFB::ReleaseResources ()
{
I_SaveWindowedPos ();
if (FBTexture != NULL)
{
FBTexture->Release();
FBTexture = NULL;
}
if (FinalWipeScreen != NULL)
{
if (FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
}
if (TempRenderTexture != NULL)
{
TempRenderTexture->Release();
TempRenderTexture = NULL;
}
if (InitialWipeScreen != NULL)
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
VertexBuffer = NULL;
}
KillNativeTexs();
KillNativePals();
ReleaseDefaultPoolItems();
if (PaletteTexture != NULL)
{
PaletteTexture->Release();
@ -424,28 +396,57 @@ void D3DFB::ReleaseResources ()
GammaFixerShader->Release();
GammaFixerShader = NULL;
}
if (BurnShader != NULL)
{
BurnShader->Release();
BurnShader = NULL;
}
if (ScreenWipe != NULL)
{
delete ScreenWipe;
ScreenWipe = NULL;
}
GatheringWipeScreen = false;
}
bool D3DFB::Reset ()
// Free resources created with D3DPOOL_DEFAULT.
void D3DFB::ReleaseDefaultPoolItems()
{
D3DPRESENT_PARAMETERS d3dpp;
// Free resources created with D3DPOOL_DEFAULT.
if (FBTexture != NULL)
{
FBTexture->Release();
FBTexture = NULL;
}
if (FinalWipeScreen != NULL)
{
if (FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
}
if (TempRenderTexture != NULL)
{
TempRenderTexture->Release();
TempRenderTexture = NULL;
}
if (InitialWipeScreen != NULL)
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
}
if (VertexBuffer != NULL)
{
VertexBuffer->Release();
VertexBuffer = NULL;
}
}
bool D3DFB::Reset ()
{
D3DPRESENT_PARAMETERS d3dpp;
ReleaseDefaultPoolItems();
FillPresentParameters (&d3dpp, !Windowed, VSync);
if (!SUCCEEDED(D3DDevice->Reset (&d3dpp)))
{
@ -1072,265 +1073,6 @@ void D3DFB::SetBlendingRect(int x1, int y1, int x2, int y2)
/* 2D Stuff */
/**************************************************************************/
//==========================================================================
//
// D3DFB :: WipeStartScreen
//
// Called before the current screen has started rendering. This needs to
// save what was drawn the previous frame so that it can be animated into
// what gets drawn this frame.
//
// In fullscreen mode, we use GetFrontBufferData() to grab the data that
// is visible on screen right now.
//
// In windowed mode, we can't do that because we'll get the whole desktop.
// Instead, we can conveniently use the TempRenderTexture, which is normally
// used for gamma-correcting copying the image to the back buffer.
//
//==========================================================================
bool D3DFB::WipeStartScreen(int type)
{
IDirect3DSurface9 *surf, *tsurf;
D3DSURFACE_DESC desc;
if (!test2d)
{
return Super::WipeStartScreen(type);
}
if (type != wipe_Fade)
{
return false;
}
if (Windowed)
{
// The InitialWipeScreen must have the same pixel format as
// the TempRenderTexture.
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)) ||
FAILED(tsurf->GetDesc(&desc)))
{
return false;
}
}
else
{
// GetFrontBufferData works only with this format
desc.Format = D3DFMT_A8R8G8B8;
}
if (FAILED(D3DDevice->CreateTexture(Width, TrueHeight, 1, 0,
desc.Format, D3DPOOL_SYSTEMMEM, &InitialWipeScreen, NULL)))
{
InitialWipeScreen = NULL;
return false;
}
if (FAILED(InitialWipeScreen->GetSurfaceLevel(0, &surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
if (!Windowed)
{
if (FAILED(D3DDevice->GetFrontBufferData(0, surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
FinalWipeScreen = TempRenderTexture;
}
else
{
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &tsurf)) ||
FAILED(D3DDevice->GetRenderTargetData(tsurf, surf)))
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
return false;
}
// Create another texture to copy the final wipe screen to so
// we can still gamma correct the wipe. Since this is just for
// gamma correction, it's okay to fail (though not desirable.)
if (GammaFixerShader != NULL && Gamma != 1)
{
if (FAILED(tsurf->GetDesc(&desc)) ||
FAILED(D3DDevice->CreateTexture(desc.Width, desc.Height,
1, D3DUSAGE_RENDERTARGET, desc.Format, D3DPOOL_DEFAULT,
&FinalWipeScreen, NULL)))
{
FinalWipeScreen = TempRenderTexture;
}
}
else
{
FinalWipeScreen = TempRenderTexture;
}
}
// Even fullscreen will render to the TempRenderTexture, so we can have
// a copy of the new screen readily available.
GatheringWipeScreen = true;
return true;
}
//==========================================================================
//
// D3DFB :: WipeEndScreen
//
// The screen we want to animate to has just been drawn. This function is
// called in place of Update(), so it has not been Presented yet.
//
//==========================================================================
void D3DFB::WipeEndScreen()
{
if (!test2d)
{
Super::WipeEndScreen();
return;
}
WipeTime = 0;
// Don't do anything if there is no starting point.
if (InitialWipeScreen == NULL)
{
return;
}
// If the whole screen was drawn without 2D accel, get it in to
// video memory now.
if (!In2D)
{
Begin2D();
}
// Don't do anything if there is no ending point.
if (OldRenderTarget == NULL)
{
return;
}
// If these are different, reverse their roles so we don't need to
// waste time copying from TempRenderTexture to FinalWipeScreen.
swap(FinalWipeScreen, TempRenderTexture);
// At this point, InitialWipeScreen holds the screen we are wiping from.
// FinalWipeScreen holds the screen we are wiping to, which may be the
// same texture as TempRenderTexture.
}
//==========================================================================
//
// D3DFB :: WipeDo
//
// Perform the actual wipe animation. The number of tics since the last
// time this function was called is passed in. Returns true when the wipe
// is over. The first time this function has been called, the screen is
// still locked from before and EndScene() still has not been called.
// Successive times need to call BeginScene().
//
//==========================================================================
bool D3DFB::WipeDo(int ticks)
{
if (!test2d)
{
return Super::WipeDo(ticks);
}
WipeTime += ticks;
// Sanity checks.
if (InitialWipeScreen == NULL || FinalWipeScreen == NULL)
{
return true;
}
if (GatheringWipeScreen)
{ // This is the first time we've been called for this wipe.
GatheringWipeScreen = false;
if (OldRenderTarget == NULL)
{
return true;
}
D3DDevice->SetRenderTarget(0, OldRenderTarget);
}
else
{ // This is the second or later time we've been called for this wipe.
D3DDevice->BeginScene();
}
OldRenderTarget = NULL;
if (TempRenderTexture != NULL && TempRenderTexture != FinalWipeScreen &&
((Windowed && GammaFixerShader) || GatheringWipeScreen))
{
IDirect3DSurface9 *targetsurf;
if (FAILED(TempRenderTexture->GetSurfaceLevel(0, &targetsurf)) ||
FAILED(D3DDevice->GetRenderTarget(0, &OldRenderTarget)) ||
FAILED(D3DDevice->SetRenderTarget(0, targetsurf)))
{
// Setting the render target failed.
OldRenderTarget = NULL;
}
}
In2D = 2;
D3DDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(FBVERTEX));
D3DDevice->SetFVF(D3DFVF_FBVERTEX);
/* Crossfade only for testing purposes, because it's the simplest.
* More to come later.
*/
// Put the initial screen back to the buffer, presumably with DMA.
IDirect3DSurface9 *source, *target;
if (SUCCEEDED(InitialWipeScreen->GetSurfaceLevel(0, &source)) &&
SUCCEEDED(D3DDevice->GetRenderTarget(0, &target)))
{
D3DDevice->UpdateSurface(source, NULL, target, NULL);
}
// Draw the new screen on top of it.
SetTexture(0, FinalWipeScreen);
SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
SetConstant(0, 0, 0, 0, clamp(WipeTime / 32.f, 0.f, 1.f));
SetConstant(1, 1, 1, 1, 0);
SetPixelShader(PlainShader);
// FIXME: The FinalWipeScreen gets junk at the top in letterbox modes.
D3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
DrawLetterbox();
return WipeTime >= 32;
}
//==========================================================================
//
// D3DFB :: WipeCleanup
//
// Release any resources that were specifically created for the wipe.
//
//==========================================================================
void D3DFB::WipeCleanup()
{
if (!test2d)
{
Super::WipeCleanup();
return;
}
if (InitialWipeScreen != NULL)
{
InitialWipeScreen->Release();
InitialWipeScreen = NULL;
}
if (FinalWipeScreen != NULL && FinalWipeScreen != TempRenderTexture)
{
FinalWipeScreen->Release();
}
FinalWipeScreen = NULL;
GatheringWipeScreen = false;
}
//==========================================================================
//
// D3DTex Constructor