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mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-25 10:07:47 +01:00

separate into multiple functions

This commit is contained in:
FunkyFr3sh 2018-10-02 03:25:34 +02:00
parent 15686ce5d3
commit fa6f9e197e

View File

@ -23,6 +23,7 @@ const BYTE PalettePixelShaderSrc[] =
typedef struct CUSTOMVERTEX { float x, y, z, rhw, u, v; } CUSTOMVERTEX;
static HMODULE hD3D9;
static LPDIRECT3D9 D3d;
static LPDIRECT3DDEVICE9 D3ddev;
static LPDIRECT3DVERTEXBUFFER9 D3dvb;
@ -32,95 +33,48 @@ static IDirect3DPixelShader9 *PixelShader;
static D3DPRESENT_PARAMETERS D3dpp;
static float ScaleW;
static float ScaleH;
static int MaxFPS;
static DWORD FrameLength;
static BOOL CreateDirect3D();
static BOOL CreateResources();
static void SetStates();
static void UpdateVertices(BOOL inCutscene);
static void Reset();
static void SetMaxFPS(int baseMaxFPS);
static void Render();
static void ReleaseDirect3D();
BOOL detect_cutscene();
DWORD WINAPI render_soft_main(void);
static void UpdateVertices(BOOL inCutscene)
{
float vpX = (float)ddraw->render.viewport.x;
float vpY = (float)ddraw->render.viewport.y;
float vpW = (float)(ddraw->render.viewport.width + ddraw->render.viewport.x);
float vpH = (float)(ddraw->render.viewport.height + ddraw->render.viewport.y);
float sH = inCutscene ? ScaleH * ((float)CUTSCENE_HEIGHT / ddraw->height) : ScaleH;
float sW = inCutscene ? ScaleW * ((float)CUTSCENE_WIDTH / ddraw->width) : ScaleW;
CUSTOMVERTEX vertices[] =
{
{ vpX - 0.5f, vpH - 0.5f, 0.0f, 1.0f, 0.0f, sH },
{ vpX - 0.5f, vpY - 0.5f, 0.0f, 1.0f, 0.0f, 0.0f },
{ vpW - 0.5f, vpH - 0.5f, 0.0f, 1.0f, sW, sH },
{ vpW - 0.5f, vpY - 0.5f, 0.0f, 1.0f, sW, 0.0f }
};
void *data;
if (D3dvb && SUCCEEDED(D3dvb->lpVtbl->Lock(D3dvb, 0, 0, (void**)&data, 0)))
{
memcpy(data, vertices, sizeof(vertices));
D3dvb->lpVtbl->Unlock(D3dvb);
}
}
static void SetStates()
{
D3ddev->lpVtbl->SetFVF(D3ddev, D3DFVF_XYZRHW | D3DFVF_TEX1);
D3ddev->lpVtbl->SetStreamSource(D3ddev, 0, D3dvb, 0, sizeof(CUSTOMVERTEX));
D3ddev->lpVtbl->SetTexture(D3ddev, 0, (IDirect3DBaseTexture9 *)SurfaceTex);
D3ddev->lpVtbl->SetTexture(D3ddev, 1, (IDirect3DBaseTexture9 *)PaletteTex);
D3ddev->lpVtbl->SetPixelShader(D3ddev, PixelShader);
D3DVIEWPORT9 viewData = {
ddraw->render.viewport.x,
ddraw->render.viewport.y,
ddraw->render.viewport.width,
ddraw->render.viewport.height,
0.0f,
1.0f };
D3ddev->lpVtbl->SetViewport(D3ddev, &viewData);
}
static void CreateResources()
{
int width = ddraw->width;
int height = ddraw->height;
int texWidth =
width <= 1024 ? 1024 : width <= 2048 ? 2048 : width <= 4096 ? 4096 : width;
int texHeight =
height <= texWidth ? texWidth : height <= 2048 ? 2048 : height <= 4096 ? 4096 : height;
texWidth = texWidth > texHeight ? texWidth : texHeight;
ScaleW = (float)width / texWidth;;
ScaleH = (float)height / texHeight;
D3ddev->lpVtbl->CreateVertexBuffer(
D3ddev, sizeof(CUSTOMVERTEX) * 4, 0, D3DFVF_XYZRHW | D3DFVF_TEX1, D3DPOOL_MANAGED, &D3dvb, NULL);
UpdateVertices(InterlockedExchangeAdd(&ddraw->incutscene, 0));
D3ddev->lpVtbl->CreateTexture(D3ddev, texWidth, texHeight, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &SurfaceTex, 0);
D3ddev->lpVtbl->CreateTexture(D3ddev, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &PaletteTex, 0);
D3ddev->lpVtbl->CreatePixelShader(D3ddev, (DWORD *)PalettePixelShaderSrc, &PixelShader);
SetStates();
}
static void Reset()
{
if (SUCCEEDED(D3ddev->lpVtbl->Reset(D3ddev, &D3dpp)))
{
SetStates();
}
}
DWORD WINAPI render_d3d9_main(void)
{
Sleep(500);
BOOL useDirect3D = CreateDirect3D() && CreateResources();
if (useDirect3D)
{
SetMaxFPS(ddraw->render.maxfps);
SetStates();
Render();
}
ReleaseDirect3D();
if (!useDirect3D)
{
ShowDriverWarning = TRUE;
ddraw->renderer = render_soft_main;
render_soft_main();
}
return 0;
}
static BOOL CreateDirect3D()
{
D3d = NULL;
D3ddev = NULL;
SurfaceTex = NULL;
@ -128,25 +82,7 @@ DWORD WINAPI render_d3d9_main(void)
D3dvb = NULL;
PixelShader = NULL;
DWORD tick_start = 0;
DWORD tick_end = 0;
DWORD frame_len = 0;
int maxfps = ddraw->render.maxfps;
if (maxfps < 0)
maxfps = ddraw->mode.dmDisplayFrequency;
if (maxfps == 0)
maxfps = 125;
if (maxfps >= 1000 || ddraw->vsync)
maxfps = 0;
if (maxfps > 0)
frame_len = 1000.0f / maxfps;
HMODULE hD3D9 = LoadLibrary("d3d9.dll");
hD3D9 = LoadLibrary("d3d9.dll");
if (hD3D9)
{
IDirect3D9 *(WINAPI *D3DCreate9)(UINT) =
@ -184,15 +120,116 @@ DWORD WINAPI render_d3d9_main(void)
&D3ddev)))
break;
}
if (D3ddev)
CreateResources();
}
}
BOOL useDirect3D = D3d && D3ddev && SurfaceTex && PaletteTex && D3dvb && PixelShader;
return D3d && D3ddev;
}
while (useDirect3D && ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
static BOOL CreateResources()
{
int width = ddraw->width;
int height = ddraw->height;
int texWidth =
width <= 1024 ? 1024 : width <= 2048 ? 2048 : width <= 4096 ? 4096 : width;
int texHeight =
height <= texWidth ? texWidth : height <= 2048 ? 2048 : height <= 4096 ? 4096 : height;
texWidth = texWidth > texHeight ? texWidth : texHeight;
ScaleW = (float)width / texWidth;;
ScaleH = (float)height / texHeight;
D3ddev->lpVtbl->CreateVertexBuffer(
D3ddev, sizeof(CUSTOMVERTEX) * 4, 0, D3DFVF_XYZRHW | D3DFVF_TEX1, D3DPOOL_MANAGED, &D3dvb, NULL);
UpdateVertices(InterlockedExchangeAdd(&ddraw->incutscene, 0));
D3ddev->lpVtbl->CreateTexture(D3ddev, texWidth, texHeight, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &SurfaceTex, 0);
D3ddev->lpVtbl->CreateTexture(D3ddev, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &PaletteTex, 0);
D3ddev->lpVtbl->CreatePixelShader(D3ddev, (DWORD *)PalettePixelShaderSrc, &PixelShader);
return SurfaceTex && PaletteTex && D3dvb && PixelShader;
}
static void SetStates()
{
D3ddev->lpVtbl->SetFVF(D3ddev, D3DFVF_XYZRHW | D3DFVF_TEX1);
D3ddev->lpVtbl->SetStreamSource(D3ddev, 0, D3dvb, 0, sizeof(CUSTOMVERTEX));
D3ddev->lpVtbl->SetTexture(D3ddev, 0, (IDirect3DBaseTexture9 *)SurfaceTex);
D3ddev->lpVtbl->SetTexture(D3ddev, 1, (IDirect3DBaseTexture9 *)PaletteTex);
D3ddev->lpVtbl->SetPixelShader(D3ddev, PixelShader);
D3DVIEWPORT9 viewData = {
ddraw->render.viewport.x,
ddraw->render.viewport.y,
ddraw->render.viewport.width,
ddraw->render.viewport.height,
0.0f,
1.0f };
D3ddev->lpVtbl->SetViewport(D3ddev, &viewData);
}
static void UpdateVertices(BOOL inCutscene)
{
float vpX = (float)ddraw->render.viewport.x;
float vpY = (float)ddraw->render.viewport.y;
float vpW = (float)(ddraw->render.viewport.width + ddraw->render.viewport.x);
float vpH = (float)(ddraw->render.viewport.height + ddraw->render.viewport.y);
float sH = inCutscene ? ScaleH * ((float)CUTSCENE_HEIGHT / ddraw->height) : ScaleH;
float sW = inCutscene ? ScaleW * ((float)CUTSCENE_WIDTH / ddraw->width) : ScaleW;
CUSTOMVERTEX vertices[] =
{
{ vpX - 0.5f, vpH - 0.5f, 0.0f, 1.0f, 0.0f, sH },
{ vpX - 0.5f, vpY - 0.5f, 0.0f, 1.0f, 0.0f, 0.0f },
{ vpW - 0.5f, vpH - 0.5f, 0.0f, 1.0f, sW, sH },
{ vpW - 0.5f, vpY - 0.5f, 0.0f, 1.0f, sW, 0.0f }
};
void *data;
if (D3dvb && SUCCEEDED(D3dvb->lpVtbl->Lock(D3dvb, 0, 0, (void**)&data, 0)))
{
memcpy(data, vertices, sizeof(vertices));
D3dvb->lpVtbl->Unlock(D3dvb);
}
}
static void Reset()
{
if (SUCCEEDED(D3ddev->lpVtbl->Reset(D3ddev, &D3dpp)))
{
SetStates();
}
}
static void SetMaxFPS(int baseMaxFPS)
{
MaxFPS = baseMaxFPS;
if (MaxFPS < 0)
MaxFPS = ddraw->mode.dmDisplayFrequency;
if (MaxFPS == 0)
MaxFPS = 125;
if (MaxFPS >= 1000 || ddraw->vsync)
MaxFPS = 0;
if (MaxFPS > 0)
FrameLength = 1000.0f / MaxFPS;
}
static void Render()
{
DWORD tick_start = 0;
DWORD tick_end = 0;
while (ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
{
#if _DEBUG
static DWORD tick_fps = 0;
@ -222,7 +259,7 @@ DWORD WINAPI render_d3d9_main(void)
frame_count++;
#endif
if (maxfps > 0)
if (MaxFPS > 0)
tick_start = timeGetTime();
EnterCriticalSection(&ddraw->cs);
@ -298,15 +335,18 @@ DWORD WINAPI render_d3d9_main(void)
if (frame_count == 1) frameTime = CounterStop();
#endif
if (maxfps > 0)
if (MaxFPS > 0)
{
tick_end = timeGetTime();
if (tick_end - tick_start < frame_len)
Sleep(frame_len - (tick_end - tick_start));
if (tick_end - tick_start < FrameLength)
Sleep(FrameLength - (tick_end - tick_start));
}
}
}
static void ReleaseDirect3D()
{
if (D3dvb)
D3dvb->lpVtbl->Release(D3dvb);
@ -327,13 +367,4 @@ DWORD WINAPI render_d3d9_main(void)
if (hD3D9)
FreeLibrary(hD3D9);
if (!useDirect3D)
{
ShowDriverWarning = TRUE;
ddraw->renderer = render_soft_main;
render_soft_main();
}
return 0;
}