Source code of Windows XP (NT5)
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#ifndef __INITDDSTRUCT_DEFINED
#define __INITDDSTRUCT_DEFINED
template <typename T>
__inline void INITDDSTRUCT(T& dd)
{
ZeroMemory(&dd, sizeof(dd));
dd.dwSize = sizeof(dd);
}
#endif
#ifndef __RELEASE_DEFINED
#define __RELEASE_DEFINED
template<typename T>
__inline void RELEASE( T* &p )
{
if( p ) {
p->Release();
p = NULL;
}
}
#endif
#ifndef CHECK_HR
#define CHECK_HR(expr) do { if (FAILED(expr)) __leave; } while(0);
#endif
class CAlphaBlt
{
private:
LPDIRECTDRAW7 m_pDD;
LPDIRECT3D7 m_pD3D;
LPDIRECT3DDEVICE7 m_pD3DDevice;
LPDIRECTDRAWSURFACE7 m_lpDDBackBuffer;
LPDIRECTDRAWSURFACE7 m_lpDDMirror;
LPDIRECTDRAWSURFACE7 m_lpDDM32;
LPDIRECTDRAWSURFACE7 m_lpDDM16;
DDSURFACEDESC2 m_ddsdM32;
DDSURFACEDESC2 m_ddsdM16;
bool m_fPowerOf2;
bool m_fSquare;
//
// IsSurfaceBlendable
//
// Checks the DD surface description and the given
// alpha value to determine if this surface is
// blendable.
//
bool
IsSurfaceBlendable(
DDSURFACEDESC2& ddsd,
BYTE fAlpha
)
{
//
// Is the blend really a blend ?
//
//if (fAlpha == 0 || fAlpha == 255) {
// return true;
//}
//
// Is the surface already a D3D texture ?
//
if (ddsd.ddsCaps.dwCaps & DDSCAPS_TEXTURE) {
return true;
}
//
// OK we have to mirror the surface
//
return false;
}
//
// MirrorSourceSurface
//
// The mirror surface cab be either 16 or 32 bit RGB depending
// upon the format of the source surface.
//
// Of course it should have the "texture" flag
// set and should be in VRAM. If we can't create the
// surface then the AlphaBlt should fail
//
HRESULT MirrorSourceSurface(
LPDIRECTDRAWSURFACE7 lpDDS,
DDSURFACEDESC2& ddsd
)
{
HRESULT hr = DD_OK;
DWORD dwMirrorBitDepth = 0;
DDSURFACEDESC2 ddsdMirror;
//
// OK - is it suitable for our needs.
//
// I use the following rules:
// if ddsd is a FOURCC surface the mirror should be 32 bit
// if ddsd is RGB then the mirror's bit depth should match
// that of ddsd.
//
// Also, the mirror must be large enough to actually hold
// the surface to be blended
//
m_lpDDMirror = NULL;
if (ddsd.ddpfPixelFormat.dwFlags == DDPF_FOURCC ||
ddsd.ddpfPixelFormat.dwRGBBitCount == 32) {
if (ddsd.dwWidth > m_ddsdM32.dwWidth ||
ddsd.dwHeight > m_ddsdM32.dwHeight) {
RELEASE(m_lpDDM32);
}
if (!m_lpDDM32) {
dwMirrorBitDepth = 32;
}
else {
m_lpDDMirror = m_lpDDM32;
ddsdMirror = m_ddsdM32;
}
}
else if (ddsd.ddpfPixelFormat.dwRGBBitCount == 16) {
if (ddsd.dwWidth > m_ddsdM16.dwWidth ||
ddsd.dwHeight > m_ddsdM16.dwHeight) {
RELEASE(m_lpDDM16);
}
if (!m_lpDDM16) {
dwMirrorBitDepth = 16;
}
else {
m_lpDDMirror = m_lpDDM16;
ddsdMirror = m_ddsdM16;
}
}
else {
// I'm not supporting RGB24 or RGB8 !
return E_INVALIDARG;
}
if (!m_lpDDMirror) {
INITDDSTRUCT(ddsdMirror);
ddsdMirror.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT);
ddsdMirror.ddpfPixelFormat.dwFlags = DDPF_RGB;
ddsdMirror.ddpfPixelFormat.dwRGBBitCount = dwMirrorBitDepth;
switch (dwMirrorBitDepth) {
case 16:
ddsdMirror.ddpfPixelFormat.dwRBitMask = 0x0000F800;
ddsdMirror.ddpfPixelFormat.dwGBitMask = 0x000007E0;
ddsdMirror.ddpfPixelFormat.dwBBitMask = 0x0000001F;
break;
case 32:
ddsdMirror.ddpfPixelFormat.dwRBitMask = 0x00FF0000;
ddsdMirror.ddpfPixelFormat.dwGBitMask = 0x0000FF00;
ddsdMirror.ddpfPixelFormat.dwBBitMask = 0x000000FF;
break;
}
ddsdMirror.ddsCaps.dwCaps = DDSCAPS_VIDEOMEMORY | DDSCAPS_TEXTURE;
ddsdMirror.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
if (m_fPowerOf2) {
for (ddsdMirror.dwWidth = 1;
ddsd.dwWidth > ddsdMirror.dwWidth;
ddsdMirror.dwWidth <<= 1);
for (ddsdMirror.dwHeight = 1;
ddsd.dwHeight > ddsdMirror.dwHeight;
ddsdMirror.dwHeight <<= 1);
}
else {
ddsdMirror.dwWidth = ddsd.dwWidth;
ddsdMirror.dwHeight = ddsd.dwHeight;
}
if (m_fSquare) {
if (ddsdMirror.dwHeight > ddsdMirror.dwWidth) {
ddsdMirror.dwWidth = ddsdMirror.dwHeight;
}
if (ddsdMirror.dwWidth > ddsdMirror.dwHeight) {
ddsdMirror.dwHeight = ddsdMirror.dwWidth;
}
}
__try {
// Attempt to create the surface with theses settings
CHECK_HR(hr = m_pDD->CreateSurface(&ddsdMirror, &m_lpDDMirror, NULL));
INITDDSTRUCT(ddsdMirror);
CHECK_HR(hr = m_lpDDMirror->GetSurfaceDesc(&ddsdMirror));
switch (dwMirrorBitDepth) {
case 16:
m_ddsdM16 = ddsdMirror;
m_lpDDM16 = m_lpDDMirror;
break;
case 32:
m_ddsdM32 = ddsdMirror;
m_lpDDM32 = m_lpDDMirror;
break;
}
} __finally {}
}
if (hr == DD_OK) {
//ASSERT(m_lpDDMirror != NULL);
__try {
RECT rc = {0, 0, ddsd.dwWidth, ddsd.dwHeight};
CHECK_HR(hr = m_lpDDMirror->Blt(&rc, lpDDS, &rc, DDBLT_WAIT, NULL));
ddsd = ddsdMirror;
} __finally {}
}
return hr;
}
public:
~CAlphaBlt()
{
RELEASE(m_lpDDBackBuffer);
RELEASE(m_lpDDM32);
RELEASE(m_lpDDM16);
RELEASE(m_pD3DDevice);
RELEASE(m_pD3D);
RELEASE(m_pDD);
}
CAlphaBlt(LPDIRECTDRAWSURFACE7 lpDDSDst, HRESULT* phr) :
m_pDD(NULL),
m_pD3D(NULL),
m_pD3DDevice(NULL),
m_lpDDBackBuffer(NULL),
m_lpDDMirror(NULL),
m_lpDDM32(NULL),
m_lpDDM16(NULL),
m_fPowerOf2(false),
m_fSquare(false)
{
ZeroMemory(&m_ddsdM32, sizeof(m_ddsdM32));
ZeroMemory(&m_ddsdM16, sizeof(m_ddsdM16));
HRESULT hr;
hr = lpDDSDst->GetDDInterface((LPVOID *)&m_pDD);
if (FAILED(hr)) {
m_pDD = NULL;
*phr = hr;
}
if (SUCCEEDED(hr)) {
hr = m_pDD->QueryInterface(IID_IDirect3D7, (LPVOID *)&m_pD3D);
if (FAILED(hr)) {
m_pD3D = NULL;
*phr = hr;
}
}
if (SUCCEEDED(hr)) {
hr = m_pD3D->CreateDevice(IID_IDirect3DHALDevice,
lpDDSDst,
&m_pD3DDevice);
if (FAILED(hr)) {
m_pD3DDevice = NULL;
*phr = hr;
}
else {
m_lpDDBackBuffer = lpDDSDst;
m_lpDDBackBuffer->AddRef();
}
}
if (SUCCEEDED(hr)) {
D3DDEVICEDESC7 ddDesc;
if (DD_OK == m_pD3DDevice->GetCaps(&ddDesc)) {
if (ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_POW2) {
m_fPowerOf2 = true;
}
if (ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY) {
m_fSquare = true;
}
}
else {
*phr = hr;
}
}
}
HRESULT
AlphaBlt(RECT* lpDst,
LPDIRECTDRAWSURFACE7 lpDDSSrc,
RECT* lpSrc,
BYTE bAlpha
)
{
HRESULT hr;
DDSURFACEDESC2 ddsd;
struct {
float x, y, z, rhw;
D3DCOLOR clr;
float tu, tv;
} pVertices[4];
__try {
INITDDSTRUCT(ddsd);
CHECK_HR(hr = lpDDSSrc->GetSurfaceDesc(&ddsd));
if (!IsSurfaceBlendable(ddsd, bAlpha)) {
CHECK_HR(hr = MirrorSourceSurface(lpDDSSrc, ddsd));
lpDDSSrc = m_lpDDMirror;
}
float fWid = (float)ddsd.dwWidth;
float fHgt = (float)ddsd.dwHeight;
BYTE alpha = bAlpha;
//
// Setup the DST info
//
pVertices[0].x = (float)lpDst->left;
pVertices[0].y = (float)lpDst->top;
pVertices[0].z = 0.5f;
pVertices[0].rhw = 2.0f;
pVertices[0].clr = RGBA_MAKE(0xff, 0xff, 0xff, alpha);
pVertices[1].x = (float)lpDst->right;
pVertices[1].y = (float)lpDst->top;
pVertices[1].z = 0.5f;
pVertices[1].rhw = 2.0f;
pVertices[1].clr = RGBA_MAKE(0xff, 0xff, 0xff, alpha);
pVertices[2].x = (float)lpDst->left;
pVertices[2].y = (float)lpDst->bottom;
pVertices[2].z = 0.5f;
pVertices[2].rhw = 2.0f;
pVertices[2].clr = RGBA_MAKE(0xff, 0xff, 0xff, alpha);
pVertices[3].x = (float)lpDst->right;
pVertices[3].y = (float)lpDst->bottom;
pVertices[3].z = 0.5f;
pVertices[3].rhw = 2.0f;
pVertices[3].clr = RGBA_MAKE(0xff, 0xff, 0xff, alpha);
//
// Setup the SRC info
//
pVertices[0].tu = (float)lpSrc->left / fWid;
pVertices[0].tv = (float)lpSrc->top / fHgt;
pVertices[1].tu = (float)lpSrc->right / fWid;
pVertices[1].tv = (float)lpSrc->top / fHgt;
pVertices[2].tu = (float)lpSrc->left / fWid;
pVertices[2].tv = (float)lpSrc->bottom / fHgt;
pVertices[3].tu = (float)lpSrc->right / fWid;
pVertices[3].tv = (float)lpSrc->bottom / fHgt;
//
// Setup some random D3D stuff
//
m_pD3DDevice->SetTexture(0, lpDDSSrc);
m_pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, FALSE);
m_pD3DDevice->SetRenderState(D3DRENDERSTATE_BLENDENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
// use diffuse alpha from vertices, not texture alpha
// m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
//
// Do the alpha BLT
//
CHECK_HR(hr = m_pD3DDevice->BeginScene());
CHECK_HR(hr = m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
pVertices, 4, D3DDP_WAIT));
CHECK_HR(hr = m_pD3DDevice->EndScene());
} __finally {
m_pD3DDevice->SetTexture(0, NULL);
}
return hr;
}
bool TextureSquare() {
return m_fSquare;
}
bool TexturePower2() {
return m_fPowerOf2;
}
};