static int D3D_RenderClear(SDL_Renderer * renderer) { D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; DWORD color; HRESULT result; if (D3D_ActivateRenderer(renderer) < 0) { return -1; } color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b); /* Don't reset the viewport if we don't have to! */ if (!renderer->viewport.x && !renderer->viewport.y && renderer->viewport.w == data->pparams.BackBufferWidth && renderer->viewport.h == data->pparams.BackBufferHeight) { result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); } else { D3DVIEWPORT9 viewport; /* Clear is defined to clear the entire render target */ viewport.X = 0; viewport.Y = 0; viewport.Width = data->pparams.BackBufferWidth; viewport.Height = data->pparams.BackBufferHeight; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; IDirect3DDevice9_SetViewport(data->device, &viewport); result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0); /* Reset the viewport */ viewport.X = renderer->viewport.x; viewport.Y = renderer->viewport.y; viewport.Width = renderer->viewport.w; viewport.Height = renderer->viewport.h; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; IDirect3DDevice9_SetViewport(data->device, &viewport); } if (FAILED(result)) { D3D_SetError("Clear()", result); return -1; } return 0; }
static void displayD3D9() { int i; update(); IDirect3DDevice9_SetRenderState(gDevicePtr, D3DRS_LIGHTING, FALSE); IDirect3DDevice9_SetRenderState(gDevicePtr, D3DRS_CLIPPING, FALSE); IDirect3DDevice9_SetRenderTarget(gDevicePtr, 0, gDeviceBackBufferPtr); utilReshapeOrtho(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); IDirect3DDevice9_Clear(gDevicePtr, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFF000000, 1.0f, 0); IDirect3DDevice9_SetVertexShader(gDevicePtr, gVShaderPtr); IDirect3DDevice9_SetPixelShader(gDevicePtr, gPShaderPtr); IDirect3DDevice9_SetVertexDeclaration(gDevicePtr, gVertexDeclPtr); IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 0, sizeof(FLOAT) * 3); IDirect3DDevice9_SetIndices(gDevicePtr, gIndexBufferPtr); /* Send projection matrix constants */ IDirect3DDevice9_SetVertexShaderConstantF(gDevicePtr, 0, gProjectionMatrixf, 4); IDirect3DDevice9_BeginScene(gDevicePtr); for (i = 0; i < gNumDrawCalls; i++) { if (gResetVertexPointers) IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 0, sizeof(FLOAT) * 3); if (gResetConstants || i == 0) update_modelview_constants_d3d9(gModelViewMatrixf); IDirect3DDevice9_DrawIndexedPrimitive(gDevicePtr, D3DPT_TRIANGLELIST, 0, 0, NUM_VERTICES, 0, NUM_INDICES); if (gResetVertexPointers) IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, gVertexBufferPtr, 36, sizeof(FLOAT) * 3); if (gResetConstants || i == 0) update_modelview_constants_d3d9(gModelViewMatrixf2); IDirect3DDevice9_DrawIndexedPrimitive(gDevicePtr, D3DPT_TRIANGLELIST, 0, 0, NUM_VERTICES, 0, NUM_INDICES); } IDirect3DDevice9_EndScene(gDevicePtr); IDirect3DDevice9_Present(gDevicePtr, NULL, NULL, 0, NULL); /* Reset state to default */ IDirect3DDevice9_SetVertexShader(gDevicePtr, NULL); IDirect3DDevice9_SetPixelShader(gDevicePtr, NULL); IDirect3DDevice9_SetVertexDeclaration(gDevicePtr, NULL); IDirect3DDevice9_SetStreamSource(gDevicePtr, 0, NULL, 0, 0); IDirect3DDevice9_SetIndices(gDevicePtr, NULL); }
static void d3d9_draw( sgui_context* context ) { sgui_d3d9_context* ctx = (sgui_d3d9_context*)context; D3DVIEWPORT9 vp; float m[16]; m[3]=m[7]=m[11]=m[12]=m[13]=0.0f; m[14]=-5.0f; m[15]=1.0f; vp.X=0; vp.Y=0; vp.Width=WIDTH; vp.Height=HEIGHT; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_Clear( ctx->device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 ); vp.Width=WIDTH/2; vp.Height=HEIGHT/2; IDirect3DDevice9_BeginScene( ctx->device ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE,TRUE); IDirect3DDevice9_SetFVF( ctx->device, CUSTOMFVF ); IDirect3DDevice9_SetStreamSource( ctx->device, 0, v_buffer, 0, sizeof(CUSTOMVERTEX) ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE, D3DFILL_WIREFRAME); m[0]=m[10]=cos(t); m[2]=sin(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0; m[5]=1; vp.X = 0; vp.Y = HEIGHT/2; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); m[1]=m[8]=-sin(t); m[0]=cos(t); m[9]=-m[0]; m[2]=m[4]=m[5]=m[10]=0;m[6]=1; vp.X = WIDTH/2; vp.Y = 0; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); m[0]=m[10]=-sin(t); m[2]=cos(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0;m[5]=1; vp.X = 0; vp.Y = 0; IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m ); IDirect3DDevice9_SetViewport( ctx->device, &vp ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE,D3DFILL_SOLID); IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 ); /* draw GUI in begin/end block */ sgui_ctx_wm_draw_gui( wm ); IDirect3DDevice9_EndScene( ctx->device ); t += 0.01f; }
void d3d_clear(LPDIRECT3DDEVICE dev, unsigned count, const D3DRECT *rects, unsigned flags, D3DCOLOR color, float z, unsigned stencil) { #if defined(_XBOX1) D3DDevice_Clear(count, rects, flags, color, z, stencil); #elif defined(_XBOX360) D3DDevice_Clear(dev, count, rects, flags, color, z, stencil, false); #elif defined(HAVE_D3D9) && !defined(__cplusplus) IDirect3DDevice9_Clear(dev, count, rects, flags, color, z, stencil); #else dev->Clear(count, rects, flags, color, z, stencil); #endif }
/** * It renders the scene. * * This function is intented for higher end 3D cards, with pixel shader support * and at least 64 MiB of video RAM. */ static void Direct3DRenderScene(vout_display_t *vd, d3d_region_t *picture, int subpicture_count, d3d_region_t *subpicture) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev; HRESULT hr; if (sys->clear_scene) { /* Clear the backbuffer and the zbuffer */ hr = IDirect3DDevice9_Clear(d3ddev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } sys->clear_scene = false; } // Begin the scene hr = IDirect3DDevice9_BeginScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } Direct3DRenderRegion(vd, picture); if (subpicture_count > 0) IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, TRUE); for (int i = 0; i < subpicture_count; i++) { d3d_region_t *r = &subpicture[i]; if (r->texture) Direct3DRenderRegion(vd, r); } if (subpicture_count > 0) IDirect3DDevice9_SetRenderState(d3ddev, D3DRS_ALPHABLENDENABLE, FALSE); // End the scene hr = IDirect3DDevice9_EndScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } }
HRESULT HookedPresent9(IDirect3DDevice9* pDevice, const RECT* src, const RECT* dest, HWND hWnd, void* unused) { //IDirect3DSurface9 *g_pSurface; DWORD res; D3DCOLOR bkgColor; BYTE* codeDest = (BYTE*)g_D3D9_Present; //restore the original Present() bytes codeDest[0] = g_codeFragment_p9[0]; *((DWORD*)(codeDest + 1)) = *((DWORD*)(g_codeFragment_p9 + 1)); //IDirect3DDevice9_GetBackBuffer(pDevice, 0, 0, D3DBACKBUFFER_TYPE_MONO, &g_pSurface); //pDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&g_pSurface); //D3DXSaveSurfaceToFile("c:\\stuff\\temp.bmp",D3DXIFF_BMP,g_pSurface,0,0); // // // bkgColor = D3DCOLOR_XRGB(255, 0, 0); //black background IDirect3DDevice9_Clear(pDevice, 1, &rec, D3DCLEAR_TARGET, bkgColor, 1.0f, 0); //DrawIndicator(pDevice); //draw the menu res = g_D3D9_Present(pDevice, src, dest, hWnd, unused); //place the hook back codeDest[0] = g_jmp_p9[0]; *((DWORD*)(codeDest + 1)) = *((DWORD*)(g_jmp_p9 + 1)); return res; }
JBKRenderResult JBKRender_ClearRT(JBKRenderColor color) { DXCall( IDirect3DDevice9_Clear(gDevice, 0, NULL, D3DCLEAR_TARGET, color, 1.0f, 0) ); return JBK_RENDER_OK; }
/** * It copies picture surface into a texture and renders into a scene. * * This function is intented for higher end 3D cards, with pixel shader support * and at least 64 MiB of video RAM. */ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev; HRESULT hr; // check if device is still available hr = IDirect3DDevice9_TestCooperativeLevel(d3ddev); if (FAILED(hr)) { if (hr == D3DERR_DEVICENOTRESET && !sys->reset_device) { vout_display_SendEventPicturesInvalid(vd); sys->reset_device = true; } return; } /* */ LPDIRECT3DTEXTURE9 d3dtex = sys->d3dtex; LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc; /* Clear the backbuffer and the zbuffer */ hr = IDirect3DDevice9_Clear(d3ddev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* retrieve picture surface */ LPDIRECT3DSURFACE9 d3dsrc = surface; if (!d3dsrc) { msg_Dbg(vd, "no surface to render ?"); return; } /* retrieve texture top-level surface */ LPDIRECT3DSURFACE9 d3ddest; hr = IDirect3DTexture9_GetSurfaceLevel(d3dtex, 0, &d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Copy picture surface into texture surface * color space conversion and scaling happen here */ RECT src = vd->sys->rect_src_clipped; RECT dst = vd->sys->rect_dest_clipped; hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, &src, d3ddest, &dst, D3DTEXF_LINEAR); IDirect3DSurface9_Release(d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Update the vertex buffer */ CUSTOMVERTEX *vertices; hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, (void **)&vertices, D3DLOCK_DISCARD); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Setup vertices */ const float f_width = vd->sys->d3dpp.BackBufferWidth; const float f_height = vd->sys->d3dpp.BackBufferHeight; /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */ /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */ vertices[0].x = -0.5f; // left vertices[0].y = -0.5f; // top vertices[0].z = 0.0f; vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[0].rhw = 1.0f; vertices[0].tu = 0.0f; vertices[0].tv = 0.0f; vertices[1].x = f_width - 0.5f; // right vertices[1].y = -0.5f; // top vertices[1].z = 0.0f; vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[1].rhw = 1.0f; vertices[1].tu = 1.0f; vertices[1].tv = 0.0f; vertices[2].x = f_width - 0.5f; // right vertices[2].y = f_height - 0.5f; // bottom vertices[2].z = 0.0f; vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[2].rhw = 1.0f; vertices[2].tu = 1.0f; vertices[2].tv = 1.0f; vertices[3].x = -0.5f; // left vertices[3].y = f_height - 0.5f; // bottom vertices[3].z = 0.0f; vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[3].rhw = 1.0f; vertices[3].tu = 0.0f; vertices[3].tv = 1.0f; hr= IDirect3DVertexBuffer9_Unlock(d3dvtc); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Begin the scene hr = IDirect3DDevice9_BeginScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Setup our texture. Using textures introduces the texture stage states, // which govern how textures get blended together (in the case of multiple // textures) and lighting information. In this case, we are modulating // (blending) our texture with the diffuse color of the vertices. hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // Render the vertex buffer contents hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // we use FVF instead of vertex shader hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // draw rectangle hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // End the scene hr = IDirect3DDevice9_EndScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } }
int main( void ) { LPDIRECT3DVERTEXBUFFER9 v_buffer; sgui_window_description desc; IDirect3DTexture9* texture; sgui_d3d9_context* ctx; sgui_canvas* texcanvas; IDirect3DDevice9* dev; sgui_widget* check2; sgui_widget* check; sgui_widget* butt; sgui_window* wnd; float a=0.0f; VOID* pVoid; float m[16]; sgui_init( ); /*************************** create a window **************************/ desc.parent = NULL; desc.share = NULL; desc.width = 640; desc.height = 480; desc.flags = SGUI_FIXED_SIZE|SGUI_DOUBLEBUFFERED; desc.backend = SGUI_DIRECT3D_9; desc.bits_per_pixel = 32; desc.depth_bits = 16; desc.stencil_bits = 0; desc.samples = 0; wnd = sgui_window_create_desc( &desc ); sgui_window_set_title( wnd, "Direct3D 9 Texture Canvas" ); sgui_window_move_center( wnd ); sgui_window_set_visible( wnd, SGUI_VISIBLE ); sgui_window_set_vsync( wnd, 1 ); /************************ createtexture canvas ************************/ texcanvas = sgui_tex_canvas_create( wnd, sgui_window_get_context( wnd ), 128, 128 ); butt = sgui_button_create( 10, 10, 60, 25, "Button", 0 ); check = sgui_checkbox_create( 10, 40, "Direct3D" ); check2 = sgui_checkbox_create( 10, 65, "Texture" ); sgui_button_set_state( check, 1 ); sgui_button_set_state( check2, 1 ); sgui_widget_add_child( &texcanvas->root, butt ); sgui_widget_add_child( &texcanvas->root, check ); sgui_widget_add_child( &texcanvas->root, check2 ); /************** connect keyboard input to texture canvas **************/ sgui_event_connect( wnd, SGUI_KEY_PRESSED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_KEY_RELEASED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_CHAR_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); /*************************** Direct3D setup ***************************/ /* get the device context, set new present parameters */ ctx = (sgui_d3d9_context*)sgui_window_get_context( wnd ); dev = ctx->device; IDirect3DDevice9_Reset( dev, &ctx->present ); /* create a vertex buffer */ IDirect3DDevice9_CreateVertexBuffer( dev, sizeof(vertices), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL ); /* load vertex data */ IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 ); memcpy( pVoid, vertices, sizeof(vertices) ); IDirect3DVertexBuffer9_Unlock( v_buffer ); /* setup renderer state */ IDirect3DDevice9_SetRenderState( dev, D3DRS_CULLMODE, D3DCULL_NONE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_LIGHTING, FALSE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_ZENABLE, TRUE ); /* set up perspective projection matrix */ perspective( m, 45.0f, (float)desc.width/(float)desc.height, 0.1f, 100.0f ); IDirect3DDevice9_SetTransform( dev, D3DTS_PROJECTION, (D3DMATRIX*)m ); /* set up texturing, bind canvas texture to stage 0 */ texture = sgui_tex_canvas_get_texture( texcanvas ); IDirect3DDevice9_SetTexture( dev, 0, (IDirect3DBaseTexture9*)texture ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR); /****************************** main loop *****************************/ while( sgui_main_loop_step( ) ) { /* redraw widgets in dirty areas */ sgui_canvas_redraw_widgets( texcanvas, 1 ); /* draw scene */ IDirect3DDevice9_Clear( dev, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 ); IDirect3DDevice9_BeginScene( dev ); transform( m, a ); IDirect3DDevice9_SetTransform( dev, D3DTS_VIEW, (D3DMATRIX*)m ); a += 0.01f; IDirect3DDevice9_SetFVF( dev, CUSTOMFVF ); IDirect3DDevice9_SetStreamSource( dev, 0, v_buffer, 0, sizeof(CUSTOMVERTEX) ); IDirect3DDevice9_DrawPrimitive( dev, D3DPT_TRIANGLELIST, 0, 8 ); IDirect3DDevice9_EndScene( dev ); /* swap front and back buffer */ sgui_window_swap_buffers( wnd ); } /****************************** clean up ******************************/ sgui_canvas_destroy( texcanvas ); sgui_widget_destroy( check2 ); sgui_widget_destroy( check ); sgui_widget_destroy( butt ); IDirect3DVertexBuffer9_Release( v_buffer ); sgui_window_destroy( wnd ); sgui_deinit( ); return 0; }
JBKRenderResult JBKRender_Clear(JBKRenderColor color, float depth, int32_t stencil) { DXCall( IDirect3DDevice9_Clear(gDevice, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, color, depth, stencil) ); return JBK_RENDER_OK; }
JBKRenderResult JBKRender_ClearDepthStencil(float depth, int32_t stencil) { DXCall( IDirect3DDevice9_Clear(gDevice, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0, depth, stencil) ); return JBK_RENDER_OK; }
JBKRenderResult JBKRender_ClearStencil(int32_t stencil) { DXCall( IDirect3DDevice9_Clear(gDevice, 0, NULL, D3DCLEAR_STENCIL, 0, 1.0f, stencil) ); return JBK_RENDER_OK; }
JBKRenderResult JBKRender_ClearDepth(float depth) { DXCall( IDirect3DDevice9_Clear(gDevice, 0, NULL, D3DCLEAR_ZBUFFER, 0, depth, 0) ); return JBK_RENDER_OK; }
void getGameScreenDimensions(HWND game, HWND overlay, screen_dimensions_t *dimensions) { RECT clientRect; POINT clientTopLeft = { .x = 0, .y = 0 }; GetClientRect(game, &clientRect); ClientToScreen(game, &clientTopLeft); int newLeftX = (int)clientTopLeft.x; int newTopY = (int)clientTopLeft.y; int newWidth = (int)clientRect.right; int newHeight = (int)clientRect.bottom; int newXOffset = 0, newYOffset = 0; // has the game window position and/or size changed since we last checked? bool changedPosition, changedSize, enlarged; changedPosition = (dimensions->leftX != newLeftX || dimensions->topY != newTopY); changedSize = (dimensions->width != newWidth || dimensions->height != newHeight); enlarged = (changedSize && (newWidth > dimensions->width || newHeight > dimensions->height)); if (!changedPosition && !changedSize) { return; } dimensions->leftX = newLeftX; dimensions->topY = newTopY; dimensions->width = newWidth; dimensions->height = newHeight; double dblWidth = (double)newWidth; double dblHeight = (double)newHeight; dimensions->aspect = dblWidth / dblHeight; switch (dimensions->aspectMode) { case AM_FIXED: case AM_STRETCH: dimensions->xScale = dblWidth / dimensions->basicWidthAsDouble; dimensions->yScale = dblHeight / dimensions->basicHeightAsDouble; dimensions->leftOffset = 0; dimensions->topOffset = 0; break; case AM_PILLARBOX: newXOffset = setScreenOffsetsPillarboxed(dimensions, dblWidth, dblHeight); break; case AM_LETTERBOX: newYOffset = setScreenOffsetsLetterboxed(dimensions, dblWidth, dblHeight); break; case AM_WINDOW_FRAME: if (dimensions->aspect < dimensions->basicAspect) { newYOffset = setScreenOffsetsLetterboxed(dimensions, dblWidth, dblHeight); } else { newXOffset = setScreenOffsetsPillarboxed(dimensions, dblWidth, dblHeight); } break; default: printf("Encountered invalid aspect mode."); exit(EXIT_FAILURE); } if (!enlarged) { RECT fullscreenRect = { .right = (LONG)screenWidth, .bottom = (LONG)screenHeight }; IDirect3DDevice9_SetScissorRect(d3dDevice, &fullscreenRect); IDirect3DDevice9_Clear(d3dDevice, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 1.0f, 0); } setWindowDimensions(dimensions, newXOffset, newYOffset); MoveWindow(overlay, newLeftX + newXOffset, newTopY + newYOffset, (int)screenWidth, (int)screenHeight, true); }
int main(){ BOOL done = FALSE; MSG msg; IDirect3DDevice9 *device = NULL; IDirect3DSurface9 *main_rendertarget = NULL; D3DFORMAT format; float old_time = 0; /* render-to-texture-stuff */ IDirect3DTexture9 *rtt_texture; IDirect3DSurface9 *rtt_surface; IDirect3DTexture9 *rtt_32_texture; IDirect3DSurface9 *rtt_32_surface; /* textures used from mainloop */ int white, black; int odd_is_back_again[4]; int at_the_gathering_2003[4]; int o_d_d_in_your_face[4]; int world_domination[4]; int back_once_again[3]; int were_back; int cred[4]; int mad_props[4]; int not_eph[4]; int piss_the_fuck_off[11]; int hardcore; int refmap, refmap2; int eatyrcode; int code_0, code_1; int overlaytest; int circle_particle; /* special-textures */ int rtt_texture_id; int rtt_32_texture_id; int video_texture_id; int dilldall,dilldall2; int metaball_text; /* videos */ video *vid; /* 3d-scenes */ scene *fysikkfjall; scene *startblob; scene *inni_abstrakt; scene *korridor; scene *skjerm_rom; scene *bare_paa_lissom; format = D3DFMT_X8R8G8B8; device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN); if(!device){ format = D3DFMT_A8R8G8B8; device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN); if(!device){ format = D3DFMT_X1R5G5B5; device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN); if(!device){ format = D3DFMT_R5G6B5; device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN); if(!device) error("failed to initialize Direct3D9"); } } } #ifdef BIGSCREEN set_gamma(device,1.05f); #endif if (!BASS_Init(1, 44100, BASS_DEVICE_LATENCY, win, NULL)) error("failed to initialize BASS"); fp = file_open("worlddomination.ogg"); if (!fp) error("music-file not found"); music_file = BASS_StreamCreateFile(1, fp->data, 0, fp->size, 0); /*** music ***/ // if(!pest_open(win)) error("failed to initialize DirectSond"); // if(!pest_load("worlddomination.ogg",0)) error("failed to load music-file"); /*** subsystems ***/ init_tunnel(); video_init(); if(!init_particles(device)) error("failed to initialize"); if(!init_overlays(device)) error("f**k a duck"); if(!init_marching_cubes(device)) error("screw a kangaroo"); make_random_particles(particles, PARTICLES, vector_make(0,-180,0), 500); make_random_particles(particles2, PARTICLES2, vector_make(0,-180,0), 500); make_random_particles(particles3, PARTICLES3, vector_make(0,0,0), 800); /*** rendertextures ***/ if (IDirect3DDevice9_CreateTexture(device, 512, 256, 0,D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &rtt_texture, NULL)!=D3D_OK) error("failed to create rendertarget-texture"); if (IDirect3DTexture9_GetSurfaceLevel(rtt_texture,0,&rtt_surface)!=D3D_OK) error("could not get kvasi-backbuffer-surface"); if ((rtt_texture_id=texture_insert(device, "rendertexture.jpg", rtt_texture))==-1) error("fakk off!"); if(IDirect3DDevice9_CreateTexture(device,16,16,0,D3DUSAGE_RENDERTARGET|D3DUSAGE_AUTOGENMIPMAP,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT, &rtt_32_texture, NULL)!=D3D_OK) error("failed to create rendertarget-texture"); if(IDirect3DTexture9_GetSurfaceLevel(rtt_32_texture,0,&rtt_32_surface)!=D3D_OK) error("could not get kvasi-backbuffer-surface"); if((rtt_32_texture_id=texture_insert(device, "rendertexture2.jpg", rtt_32_texture))==-1) error("fakk off!"); /*** textures ***/ /* solid colors for fades etc */ if((white=texture_load(device,"white.png",FALSE))==-1) error("shjit!"); if((black=texture_load(device,"black.png",FALSE))==-1) error("shjit!"); /* textoverlays */ if((odd_is_back_again[0]=texture_load(device,"odd_is_back_again_0.png",FALSE))==-1) error("failed to load image"); if((odd_is_back_again[1]=texture_load(device,"odd_is_back_again_1.png",FALSE))==-1) error("failed to load image"); if((odd_is_back_again[2]=texture_load(device,"odd_is_back_again_2.png",FALSE))==-1) error("failed to load image"); if((odd_is_back_again[3]=texture_load(device,"odd_is_back_again_3.png",FALSE))==-1) error("failed to load image"); if((at_the_gathering_2003[0]=texture_load(device,"at_the_gathering_2003_0.png",FALSE))==-1) error("failed to load image"); if((at_the_gathering_2003[1]=texture_load(device,"at_the_gathering_2003_1.png",FALSE))==-1) error("failed to load image"); if((at_the_gathering_2003[2]=texture_load(device,"at_the_gathering_2003_2.png",FALSE))==-1) error("failed to load image"); if((at_the_gathering_2003[3]=texture_load(device,"at_the_gathering_2003_3.png",FALSE))==-1) error("failed to load image"); if((back_once_again[0]=texture_load(device,"back_once_again_0.png",TRUE))==-1) error("failed to load image"); if((back_once_again[1]=texture_load(device,"back_once_again_1.png",TRUE))==-1) error("failed to load image"); if((back_once_again[2]=texture_load(device,"back_once_again_2.png",TRUE))==-1) error("failed to load image"); if((o_d_d_in_your_face[0]=texture_load(device,"o_d_d_in_your_face_0.png",TRUE))==-1) error("failed to load image"); if((o_d_d_in_your_face[1]=texture_load(device,"o_d_d_in_your_face_1.png",TRUE))==-1) error("failed to load image"); if((o_d_d_in_your_face[2]=texture_load(device,"o_d_d_in_your_face_2.png",TRUE))==-1) error("failed to load image"); if((o_d_d_in_your_face[3]=texture_load(device,"o_d_d_in_your_face_3.png",TRUE))==-1) error("failed to load image"); if((world_domination[0]=texture_load(device,"world_domination_0.png",TRUE))==-1) error("failed to load image"); if((world_domination[1]=texture_load(device,"world_domination_1.png",TRUE))==-1) error("failed to load image"); if((world_domination[2]=texture_load(device,"world_domination_2.png",TRUE))==-1) error("failed to load image"); if((world_domination[3]=texture_load(device,"world_domination_3.png",TRUE))==-1) error("failed to load image"); if((were_back=texture_load(device,"were_back.png",TRUE))==-1) error("failed to load image"); if((cred[0]=texture_load(device,"cred_0.png",TRUE))==-1) error("failed to load image"); if((cred[1]=texture_load(device,"cred_1.png",TRUE))==-1) error("failed to load image"); if((cred[2]=texture_load(device,"cred_2.png",TRUE))==-1) error("failed to load image"); if((cred[3]=texture_load(device,"cred_3.png",TRUE))==-1) error("failed to load image"); if((mad_props[0]=texture_load(device,"mad_props_0.png",TRUE))==-1) error("failed to load image"); if((mad_props[1]=texture_load(device,"mad_props_1.png",TRUE))==-1) error("failed to load image"); if((mad_props[2]=texture_load(device,"mad_props_2.png",TRUE))==-1) error("failed to load image"); if((mad_props[3]=texture_load(device,"mad_props_3.png",TRUE))==-1) error("failed to load image"); if((not_eph[0]=texture_load(device,"not_eph_0.png",TRUE))==-1) error("failed to load image"); if((not_eph[1]=texture_load(device,"not_eph_1.png",TRUE))==-1) error("failed to load image"); if((not_eph[2]=texture_load(device,"not_eph_2.png",TRUE))==-1) error("failed to load image"); if((not_eph[3]=texture_load(device,"not_eph_3.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[0]=texture_load(device,"piss_the_fuck_off_0.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[1]=texture_load(device,"piss_the_fuck_off_1.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[2]=texture_load(device,"piss_the_fuck_off_2.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[3]=texture_load(device,"piss_the_fuck_off_3.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[4]=texture_load(device,"piss_the_fuck_off_4.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[5]=texture_load(device,"piss_the_fuck_off_5.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[6]=texture_load(device,"piss_the_fuck_off_6.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[7]=texture_load(device,"piss_the_fuck_off_7.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[8]=texture_load(device,"piss_the_fuck_off_8.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[9]=texture_load(device,"piss_the_fuck_off_9.png",TRUE))==-1) error("failed to load image"); if((piss_the_fuck_off[10]=texture_load(device,"piss_the_fuck_off_10.png",TRUE))==-1) error("failed to load image"); if((hardcore=texture_load(device,"hardcore.png",TRUE))==-1) error("failed to load image"); /* other textures */ if((circle_particle=texture_load(device,"circle_particle.jpg",FALSE))==-1) error("shjit!"); if((refmap=texture_load(device,"fysikkfjall/refmap.jpg",FALSE))==-1) error("shjit!"); if((refmap2=texture_load(device,"refmap2.jpg",FALSE))==-1) error("shjit!"); if((eatyrcode=texture_load(device,"eatyrcode.jpg",FULLSCREEN_HACK))==-1) error("shjit!"); if((code_0=texture_load(device,"code-0.jpg",FALSE))==-1) error("shjit!"); if((code_1=texture_load(device,"code-1.jpg",FALSE))==-1) error("shjit!"); if((overlaytest=texture_load(device,"overlaytest.jpg",FALSE))==-1) error("shjit!"); if((dilldall=texture_load(device,"dilldall.png",FALSE))==-1) error("shjit!"); if((dilldall2=texture_load(device,"dilldall2.png",FALSE))==-1) error("shjit!"); if((metaball_text=texture_load(device,"metaballs.png",TRUE))==-1) error("shjit!"); /*** video ***/ if(!(vid=video_load(device,"test.kpg"))) error("fæck!"); video_texture_id = texture_insert(device, "skjerm_rom/skjerm_tom.tga", vid->texture); /*** misc stuff ***/ /* main rendertarget */ IDirect3DDevice9_GetRenderTarget(device,0,&main_rendertarget); /* default state */ IDirect3DDevice9_CreateStateBlock(device, D3DSBT_ALL, &default_state); init_defaultstate(device); IDirect3DStateBlock9_Capture(default_state); /*** 3d scenes ***/ if(!(fysikkfjall=load_scene(device,"fysikkfjall/fysikkfjall.krs"))) error("failed to load 3d scene"); if(!(startblob=load_scene(device,"startblob/startblob.krs"))) error("failed to load 3d scene"); if(!(inni_abstrakt=load_scene(device,"inni_abstrakt/inni_abstrakt.krs"))) error("failed to load 3d scene"); if(!(korridor=load_scene(device,"korridor/korridor.krs"))) error("failed to load 3d scene"); if(!(skjerm_rom=load_scene(device,"skjerm_rom/skjerm_rom.krs"))) error("failed to load 3d scene"); if(!(bare_paa_lissom=load_scene(device,"bare_paa_lissom/bare_paa_lissom.krs"))) error("failed to load 3d scene"); // pest_play(); BASS_Start(); BASS_StreamPlay(music_file, 1, 0); do{ grid g; int i; matrix m, temp, temp_matrix; matrix marching_cubes_matrix; long long bytes_played = BASS_ChannelGetPosition(music_file); float time = bytes_played * (1.0 / (44100 * 2 * 2)); // float time = pest_get_pos()+0.05f; float delta_time = time-old_time; int beat = (int)(time*((float)BPM/60.f)); if(time_index<(sizeof(timetable)/4)){ while(timetable[time_index]<time) time_index++; } #ifdef _DEBUG printf("time: %2.2f, delta_time: %2.2f, time_index: %i, beat: %i \r",time,delta_time,time_index,beat); #endif IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget); IDirect3DStateBlock9_Apply(default_state); IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0, 1.0f, 0); // IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0); IDirect3DDevice9_BeginScene(device); #if 1 if(time_index<40){ if(time_index>0&&time_index<5){ draw_overlay(device,odd_is_back_again[time_index-1],0,0,1,FALSE); }else if(time_index>4&&time_index<19){ float itime = time*10; grid_flat(g,0,0); for(i=0;i<7;i++){ int scale = (time_index&1); grid_wave(g,(float)sin(itime-i+sin(i-itime))*0.3f*scale,(float)cos(itime*0.69f+i*0.733f)*0.3f*scale,7,(float)sin(itime+i*0.1f)*0.5f*scale); } draw_grid(device, g, odd_is_back_again[3], FALSE); }else if(time_index>=19){ float itime = (time-timetable[18])*0.5f; grid_flat(g,0,0); for(i=0;i<7;i++){ grid_wave(g,(float)sin(time-i+sin(i-time))*0.3f,(float)cos(time*0.69f+i*0.733f)*0.3f,7, itime*itime); } draw_grid(device, g, odd_is_back_again[3], FALSE); } if(time_index>20&&time_index<25){ draw_overlay(device,at_the_gathering_2003[(time_index-21)%4],0,0,1,TRUE); }else if(time_index>=25&&time_index<38){ float itime = time*10; grid_flat(g,0,0); for(i=0;i<10;i++){ int scale = (time_index&1); grid_wave(g,(float)sin(itime-i+sin(i-itime))*0.3f*scale,(float)cos(itime*0.69f+i*0.733f)*0.3f*scale,7,(float)sin(itime+i*0.1f)*0.5f*scale); } draw_grid(device,g,at_the_gathering_2003[3],TRUE); }else if(time_index>=38){ float itime = (time-timetable[37])*0.5f; grid_flat(g,0,0); for(i=0;i<10;i++){ grid_wave(g,(float)sin(time-i+sin(i-time))*0.3f,(float)cos(time*0.69f+i*0.733f)*0.3f,7, itime*itime); } draw_grid(device,g,at_the_gathering_2003[3],TRUE); } }else if(time_index<52){ animate_scene(inni_abstrakt,(time-timetable[39])); draw_scene(device,inni_abstrakt,0,TRUE); flash(device,white,time,timetable[39],1); if(time_index<43){ draw_overlay(device, back_once_again[(time_index-40)%3],0,0,1,FALSE); }else if(time_index<47){ draw_overlay(device, o_d_d_in_your_face[(time_index-43)%4],0,0,1,FALSE); }else if(time_index<51){ draw_overlay(device, world_domination[(time_index-47)%4],0,0,1,FALSE); }else{ draw_overlay(device, were_back,0,0,(time-timetable[51]),FALSE); } draw_overlay(device,dilldall,sin(sin(time)*0.07f+(((beat+1)/2)*0.8f)),sin(time*0.03337f+(((beat+1)/2)*0.14f)),0.5f,TRUE); draw_overlay(device,dilldall2,sin(sin(time*0.1f)*0.07f+time*0.1f+(((beat+1)/2)*0.8f)),sin(time*0.01337f+(((beat+1)/2)*0.14f)),0.5f,TRUE); }else if(time_index<69){ animate_scene(startblob,(time-timetable[39]-0.27f+((beat+1)&2))*0.74948f); startblob->cameras[0].fog = TRUE; startblob->cameras[0].fog_start = 100.f; startblob->cameras[0].fog_end = 700.f; if(time_index>=53 && time_index<66 && time_index&1 ){ float f = fade(timetable[time_index-1],1.7f,time,0.5f,0); f *= f; f *= 2; if(f>0.f) IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface); draw_scene(device,startblob,0,TRUE); draw_particles(device, particles3, PARTICLES3, code_0); if(f>0.f){ IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget); draw_radialblur(device,0,0,f,0,rtt_texture_id, FALSE); } if(time_index<61) draw_overlay(device,cred[((time_index/2)-2)%4],0,0,f*3,FALSE); }else{ draw_scene(device,startblob,0,TRUE); draw_particles(device, particles3, PARTICLES3, circle_particle); } if(time_index>=54&& !(time_index&1)){ float f = fade(timetable[time_index-1],1.8f,time,1.f,0)*0.8f; IDirect3DDevice9_SetRenderTarget(device,0,rtt_32_surface); draw_scene(device,startblob,0,TRUE); draw_particles(device, particles3, PARTICLES3, code_0); IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget); IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); draw_overlay(device,rtt_32_texture_id,0,0,f,TRUE); draw_overlay(device,rtt_32_texture_id,0,0,f,TRUE); IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); } flash(device,were_back,time,timetable[51],2); flash(device,white,time,timetable[51],1); }else if(time_index<79){ for(i=0;i<BALLS;i++){ balls[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f; balls[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f; balls[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f; balls[i].r = 0.15f + (float)sin(time+i)*0.01f; balls[i].pos = vector_normalize(balls[i].pos); balls[i].pos = vector_scale(balls[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f ); } animate_scene(korridor,(time-timetable[68])*0.65f ); draw_scene(device,korridor,(beat/4)&1,TRUE); memcpy(temp,korridor->objects[korridor->object_count-1]->mat,sizeof(matrix)); matrix_scale(marching_cubes_matrix,vector_make(120,120,120)); matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix); matrix_rotate(temp,vector_make(time,-time,time*0.5f+sin(time))); matrix_multiply(marching_cubes_matrix,marching_cubes_matrix,temp); IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix ); fill_metafield_blur(balls, BALLS,0.98f); march_my_cubes_opt(balls, BALLS, 0.9f); IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); set_texture(device,0,refmap2); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR ); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT); draw_marched_cubes(device); flash(device,white,time,timetable[68],1); if(time_index>69&&time_index<74){ draw_overlay(device,mad_props[(time_index+2)%4],0,0,1,FALSE); }else if(time_index>73&&time_index<77){ draw_overlay(device,not_eph[(time_index+2)%4],0,0,1,FALSE); }else if(time_index==77){ float f = fade(timetable[76],2.5f,time,1,0); draw_overlay(device,not_eph[3],0,0,f,FALSE); } } if(time_index>77&&time_index<92){ float f = fade(timetable[77],timetable[78]-timetable[77],time,0,1); draw_overlay(device,eatyrcode,0,0,f,FALSE); if(time>109.5f){ IDirect3DStateBlock9_Apply(default_state); animate_particles(particles, PARTICLES, delta_time*30); animate_particles(particles2, PARTICLES2, delta_time*28); draw_particles(device, particles, PARTICLES, code_0); draw_particles(device, particles2, PARTICLES2, code_1); } if(time_index>79&&time_index<90){ draw_overlay(device,piss_the_fuck_off[(time_index-80)%11],0,0,1,FALSE); }else if(time_index==90){ float f = fade(timetable[89],2,time,1,0); draw_overlay(device,piss_the_fuck_off[10],0,0,f,FALSE); } if(time_index==91){ float f = fade(timetable[90],2,time,1,0); draw_overlay(device,hardcore,0,0,f,FALSE); } }else if(time_index>91 && time_index<97){ animate_scene(skjerm_rom,time); video_update(vid, time); draw_scene(device,skjerm_rom,((beat/4)&1),TRUE); draw_overlay(device,dilldall,sin(sin(time)*0.07f+(((beat+1)/2)*0.8f)),sin(time*0.03337f+(((beat+1)/2)*0.14f)),0.5f,TRUE); draw_overlay(device,dilldall2,sin(sin(time*0.1f)*0.07f+time*0.1f+(((beat+1)/2)*0.8f)),sin(time*0.01337f+(((beat+1)/2)*0.14f)),0.5f,TRUE); if(time_index>92) draw_overlay(device, world_domination[(time_index-93)%4],0,0,1,FALSE); }else if(time_index>96&&time_index<104){ grid_zero(g); matrix_translate(m, vector_make(cos(time)*1.5f, sin(time)*1.5f,time*10)); matrix_rotate(temp_matrix, vector_make(sin(time*0.8111f)*0.2f,sin(time*1.2f)*0.2f,time)); matrix_multiply(m,m,temp_matrix); render_tunnel(g,m); matrix_rotate(temp_matrix, vector_make(0,M_PI,0)); matrix_multiply(m,m,temp_matrix); render_tunnel(g,m); matrix_rotate(temp_matrix, vector_make(M_PI,0,0)); matrix_multiply(m,m,temp_matrix); render_tunnel(g,m); grid_add_noice(g,sin(time)*0.1f); draw_grid(device, g, circle_particle, FALSE); if(time_index>97&&time_index<102){ float f = 1; if(time_index==101) f = fade(timetable[100],3,time,1,0); draw_overlay(device, o_d_d_in_your_face[(time_index-42)%4],0,0,f,FALSE); } } if(time_index>101 && time_index<104){ float f = fade(timetable[101],8,time,0,1); float f2 = fade(timetable[101],4,time,0,1); draw_overlay(device,black,0,0,f2,FALSE); IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface); IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0); IDirect3DStateBlock9_Apply(default_state); animate_scene(bare_paa_lissom,time-timetable[101]); draw_scene(device,bare_paa_lissom,0,TRUE); time *=0.5f; for(i=0;i<BALLS2;i++){ balls2[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f; balls2[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f; balls2[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f; balls2[i].r = 0.15f + (float)sin(time+i)*0.01f; balls2[i].pos = vector_normalize(balls2[i].pos); balls2[i].pos = vector_scale(balls2[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f ); } memcpy(temp,bare_paa_lissom->objects[bare_paa_lissom->object_count-1]->mat,sizeof(matrix)); matrix_scale(marching_cubes_matrix,vector_make(120,120,120)); matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix); IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix ); fill_metafield(balls2, BALLS2); march_my_cubes_opt(balls2, BALLS2, 0.9f); IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); set_texture(device,0,refmap); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR ); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT); draw_marched_cubes(device); IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget); draw_overlay(device,rtt_texture_id,0,0,f,TRUE); if(time_index==103){ float f; time *= 2; f = fade(timetable[time_index-1],3,time,1,0); draw_overlay(device,metaball_text,0,0,f,FALSE); flash(device,white,time,timetable[time_index-1],1); } } if(time_index==104){ float f = fade(timetable[103],timetable[104]-timetable[103],time,0,1); animate_scene(korridor,180-(time-timetable[time_index-1])*0.8f ); draw_scene(device,korridor,(beat/4)&1,TRUE); draw_overlay(device,black,0,0,f,FALSE); } if(time_index==105){ float f = fade(timetable[104],timetable[105]-timetable[104],time,0,1); float t = (time-timetable[time_index-1])*0.6f+2.2f; animate_scene(fysikkfjall,t); draw_scene(device,fysikkfjall,0,TRUE); draw_overlay(device,black,0,0,f,FALSE); } #endif /* */ /* draw_overlay(device, were_back, (1+sin(time))*0.5f, TRUE); */ // animate_scene(risterom,time); // draw_scene(device,risterom,0,TRUE); #if 0 //helvete_har_frosset draw_overlay(device, eatyrcode, 1,FALSE); IDirect3DStateBlock9_Apply(default_state); animate_particles(particles, PARTICLES, delta_time*30); animate_particles(particles2, PARTICLES2, delta_time*28); draw_particles(device, particles, PARTICLES, code_0); draw_particles(device, particles2, PARTICLES2, code_1); #endif #ifdef pikk // IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface); IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0); draw_overlay(device, eatyrcode, TRUE); animate_scene(startblob,(time-timetable[39]-0.27f)*0.7453f); draw_scene(device,startblob,0,FALSE); draw_particles(device, particles, PARTICLES, code_0); draw_particles(device, particles2, PARTICLES2, code_1); // IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget); /* draw_radialblur(device, (float)sin(time)*0.2f, (float)sin(-time*0.331f)*0.13f, (float)(2+(float)sin(time*0.5f))*0.2f, 0,//sin(time)*0.25f, rtt_texture_id, TRUE); animate_scene(fysikkfjall,time); draw_scene(device,fysikkfjall,0,FALSE); */ // draw_overlay(device, rtt_texture_id, TRUE); #endif // draw_overlay(device, eatyrcode, FALSE); // video_update(vid, time); #if 0 // IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface); animate_scene(testscene,time); // morph_object(testscene->objects[0], time ); draw_scene(device,testscene,0,TRUE); // draw_particles(device, particles, PARTICLES, particle); // IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget); #endif #if 0 time *=0.5f; for(i=0;i<BALLS2;i++){ balls2[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f; balls2[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f; balls2[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f; balls2[i].r = 0.15f + (float)sin(time+i)*0.01f; balls2[i].pos = vector_normalize(balls2[i].pos); balls2[i].pos = vector_scale(balls2[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f ); // balls2[i].pos.x *= 2.8f; } matrix_translate(temp,vector_make(0,0,87)); matrix_scale(marching_cubes_matrix,vector_make(50,50,50)); matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix); IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix ); fill_metafield(balls2, BALLS2); // fill_metafield_blur(balls, BALLS,0.98f); march_my_cubes_opt(balls2, BALLS2, 0.9f); // march_my_cubes(0.9f); IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); set_texture(device,0,refmap); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR ); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT); draw_marched_cubes(device); #endif #if 0 // time *= 0.5f; grid_zero(g); // for(i=0;i<10;i++) // grid_wave(g,sin(time-i+sin(i-time))*0.3f,cos(time*0.69f+i*0.733f)*0.3f,7,sin(time+i*0.1f)*0.5f); matrix_translate(m, vector_make(cos(time)*1.5f, sin(time)*1.5f,time*10)); matrix_rotate(temp_matrix, vector_make(sin(time*0.8111f)*0.2f,sin(time*1.2f)*0.2f,time)); matrix_multiply(m,m,temp_matrix); // empty_grid( grid ); render_tunnel(g,m); matrix_rotate(temp_matrix, vector_make(0,M_PI,0)); matrix_multiply(m,m,temp_matrix); render_tunnel(g,m); matrix_rotate(temp_matrix, vector_make(M_PI,0,0)); matrix_multiply(m,m,temp_matrix); render_tunnel(g,m); // tyfuus_expand_grid( screen, grid, texture ); grid_add_noice(g,sin(time)*0.1f); draw_grid(device, g, circle_particle, FALSE); #endif // IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget); // video_update(vid,time); /* draw_radialblur(device, (float)sin(time)*0.2f, (float)sin(-time*0.331f)*0.13f, (float)(1+(float)sin(time*0.5f))*0.2f, 0,//sin(time)*0.25f, rtt_texture_id, FALSE); */ // IDirect3DStateBlock9_Apply(default_state); // draw_overlay(device,rtt_texture_id,FALSE); // draw_overlay(device,fullscreen,FALSE); // draw_radialblur(device,0,sin(time*0.2f)*2.f, rtt_texture_id); // IDirect3DDevice9_StretchRect(device,main_rendertarget,NULL,rtt_surface,NULL,D3DTEXF_NONE); // IDirect3DBaseTexture9_GenerateMipSubLevels(rtt_texture); IDirect3DDevice9_EndScene(device); if(IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL)==D3DERR_DEVICELOST) error("fakkin lost device. keep your hands off alt-tab, looser."); old_time = time; while (PeekMessage(&msg,NULL,0,0,PM_REMOVE)){ TranslateMessage(&msg); DispatchMessage(&msg); if (msg.message == WM_QUIT || msg.message == WM_KEYDOWN && LOWORD(msg.wParam) == VK_ESCAPE) done = TRUE; } }while(!done); deinit_marching_cubes(); deinit_overlays(); deinit_particles(); free_scene(fysikkfjall); free_scene(startblob); free_scene(inni_abstrakt); free_scene(korridor); free_scene(skjerm_rom); free_scene(bare_paa_lissom); free_materials(); free_textures(); free_video(vid); rtt_surface->lpVtbl->Release(rtt_surface); rtt_32_surface->lpVtbl->Release(rtt_32_surface); main_rendertarget->lpVtbl->Release(main_rendertarget); IDirect3DStateBlock9_Release(default_state); d3dwin_close(); if (music_file) BASS_StreamFree( music_file ); if (fp) file_close( fp ); BASS_Free(); // pest_close(); return 0; }
static HRESULT device_clear(device *dev, DWORD count, const D3DRECT *rects, DWORD flags, D3DCOLOR color, float z, DWORD stencil) { IDirect3DDevice9 *device = (IDirect3DDevice9 *)dev; return IDirect3DDevice9_Clear(device, count, rects, flags, color, z, stencil); }
int video_canvas_refresh_dx9(video_canvas_t *canvas, unsigned int xs, unsigned int ys, unsigned int xi, unsigned int yi, unsigned int w, unsigned int h) { HRESULT stretchresult; LPDIRECT3DSURFACE9 d3dbackbuffer = NULL; D3DLOCKED_RECT lockedrect; if (canvas->videoconfig->doublesizex) { xi *= (canvas->videoconfig->doublesizex + 1); w *= (canvas->videoconfig->doublesizex + 1); } if (canvas->videoconfig->doublesizey) { yi *= (canvas->videoconfig->doublesizey + 1); h *= (canvas->videoconfig->doublesizey + 1); } if (S_OK != video_canvas_prepare_for_update(canvas)) { return -1; } if (S_OK != IDirect3DDevice9_Clear(canvas->d3ddev, 0, NULL, D3DCLEAR_TARGET, 0, 0, 0) || S_OK != IDirect3DDevice9_BeginScene(canvas->d3ddev) || S_OK != IDirect3DDevice9_GetBackBuffer(canvas->d3ddev, 0, 0, D3DBACKBUFFER_TYPE_MONO, &d3dbackbuffer) || S_OK != IDirect3DSurface9_LockRect(canvas->d3dsurface, &lockedrect, NULL, 0)) { log_debug("video_dx9: Failed to prepare for rendering!"); return -1; } video_canvas_render(canvas, lockedrect.pBits, w, h, xs, ys, xi, yi, lockedrect.Pitch, 32); //video_save_screen ("c:\\temp\\screens\\", w, h, 32, lockedrect.pBits); if (S_OK != IDirect3DSurface9_UnlockRect(canvas->d3dsurface)) { log_debug("video_dx9: Failed to unlock surface!"); return -1; } do { stretchresult = IDirect3DDevice9_StretchRect(canvas->d3ddev, canvas->d3dsurface, NULL, d3dbackbuffer, canvas->dest_rect_ptr, d3dpreffilter); if (d3dpreffilter == D3DTEXF_NONE) { break; } if (stretchresult != S_OK) { /* Some adapters don't support filtering */ d3dpreffilter = D3DTEXF_NONE; log_debug("video_dx9: Disabled StretchRect filtering!"); } } while (stretchresult != S_OK); if (stretchresult != S_OK) { log_debug("video_dx9: StretchRect failed even without filtering!"); } if (S_OK != IDirect3DSurface9_Release(d3dbackbuffer) || S_OK != IDirect3DDevice9_EndScene(canvas->d3ddev)) { log_debug("video_dx9: EndScene failed!"); return -1; } if (S_OK != IDirect3DDevice9_Present(canvas->d3ddev, NULL, NULL, NULL, NULL)) { log_debug("video_dx9: Refresh failed to present the scene!"); return -1; } return 0; }
/** @brief Render a frame on the screen. * @param mpi mpi structure with the decoded frame inside * @return VO_TRUE on success, VO_ERROR on failure */ static uint32_t render_d3d_frame(mp_image_t *mpi) { /* Uncomment when direct rendering is implemented. * if (mpi->flags & MP_IMGFLAG_DIRECT) ... */ /* If the D3D device is uncooperative (not initialized), return success. The device will be probed for reinitialization in the next flip_page() */ if (!priv->d3d_device) return VO_TRUE; if (mpi->flags & MP_IMGFLAG_DRAW_CALLBACK) goto skip_upload; if (mpi->flags & MP_IMGFLAG_PLANAR) { /* Copy a planar frame. */ draw_slice(mpi->planes, mpi->stride, mpi->w, mpi->h, 0, 0); goto skip_upload; } /* If we're here, then we should lock the rect and copy a packed frame */ if (!priv->locked_rect.pBits) { if (FAILED(IDirect3DSurface9_LockRect(priv->d3d_surface, &priv->locked_rect, NULL, 0))) { mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Surface lock failed.\n"); return VO_ERROR; } } memcpy_pic(priv->locked_rect.pBits, mpi->planes[0], mpi->stride[0], mpi->height, priv->locked_rect.Pitch, mpi->stride[0]); skip_upload: /* This unlock is used for both slice_draw path and render_d3d_frame path. */ if (FAILED(IDirect3DSurface9_UnlockRect(priv->d3d_surface))) { mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Surface unlock failed.\n"); return VO_ERROR; } priv->locked_rect.pBits = NULL; if (FAILED(IDirect3DDevice9_BeginScene(priv->d3d_device))) { mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>BeginScene failed.\n"); return VO_ERROR; } if (priv->is_clear_needed) { IDirect3DDevice9_Clear(priv->d3d_device, 0, NULL, D3DCLEAR_TARGET, 0, 0, 0); priv->is_clear_needed = 0; } if (FAILED(IDirect3DDevice9_StretchRect(priv->d3d_device, priv->d3d_surface, &priv->fs_panscan_rect, priv->d3d_backbuf, &priv->fs_movie_rect, D3DTEXF_LINEAR))) { mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Copying frame to the backbuffer failed.\n"); return VO_ERROR; } if (FAILED(IDirect3DDevice9_EndScene(priv->d3d_device))) { mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>EndScene failed.\n"); return VO_ERROR; } return VO_TRUE; }
IDirect3DDevice9 *d3dwin_open( char *title, unsigned int width_, unsigned int height_, D3DFORMAT format, BOOL fullscreen_ ){ DIRECT3DCREATE9 Direct3DCreate9; RECT rect; WNDCLASS wc; UINT32 style; D3DDISPLAYMODE displaymode; D3DPRESENT_PARAMETERS presentparameters; D3DCAPS9 caps; width = width_; height = height_; fullscreen = fullscreen_; inst = GetModuleHandle(NULL); library = (HMODULE) LoadLibrary("d3d9.dll"); if(!library) return NULL; Direct3DCreate9 = (DIRECT3DCREATE9) GetProcAddress(library,"Direct3DCreate9"); if(!Direct3DCreate9) return NULL; direct3d=Direct3DCreate9(D3D_SDK_VERSION); if(!direct3d) return NULL; if(!fullscreen) style = WS_OVERLAPPED|WS_CAPTION|WS_SYSMENU; else{ style = WS_POPUP; ShowCursor(FALSE); } rect.left = 0; rect.top = 0; rect.right = width; rect.bottom = height; if(!fullscreen) AdjustWindowRect( &rect, style, FALSE ); wc.style = CS_VREDRAW|CS_HREDRAW; wc.lpfnWndProc = window_proc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = 0; wc.hIcon = LoadIcon(inst,MAKEINTRESOURCE(IDI_ICON)); wc.hCursor = LoadCursor(inst,IDC_ARROW); wc.hbrBackground = 0; wc.lpszMenuName = 0; wc.lpszClassName = "d3d9"; RegisterClass(&wc); win = CreateWindowEx(0, "d3d9", title, (style)|WS_VISIBLE, 0, 0, rect.right-rect.left, rect.bottom-rect.top, 0, 0, inst, 0); if(!win) return NULL; memset(&presentparameters, 0, sizeof(D3DPRESENT_PARAMETERS)); if(!fullscreen){ if(FAILED(IDirect3D9_GetAdapterDisplayMode( direct3d, D3DADAPTER_DEFAULT, &displaymode ))){ d3dwin_close(); return NULL; } } if(!fullscreen) presentparameters.Windowed = TRUE; presentparameters.SwapEffect = D3DSWAPEFFECT_DISCARD; presentparameters.BackBufferWidth = width; presentparameters.BackBufferHeight = height; if( fullscreen ) presentparameters.BackBufferFormat = format; else presentparameters.BackBufferFormat = displaymode.Format; presentparameters.AutoDepthStencilFormat = D3DFMT_D24S8; presentparameters.EnableAutoDepthStencil = TRUE; IDirect3D9_GetDeviceCaps(direct3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps); if(FAILED(IDirect3D9_CreateDevice( direct3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, win, (caps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT) ? D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentparameters, &device))){ d3dwin_close(); return NULL; } IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); return device; }