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619 lines
15 KiB
619 lines
15 KiB
/*==========================================================================
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*
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* Copyright (c) 1995 - 1997 Microsoft Corporation. All Rights Reserved.
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* Copyright (C) 1994-1995 ATI Technologies Inc. All Rights Reserved.
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*
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* File: gfx.c
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* Content: graphics API
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*
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***************************************************************************/
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#include "foxbear.h"
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GFX_BITMAP *lpVRAM;
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static BOOL fForceRestore = FALSE;
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/*****
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BOOL gfxUpdate(GFX_HBM bm, IVideoSource *pSource)
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{
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GFX_BITMAP* pbm = (GFX_BITMAP*)bm;
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IDirectDrawSurface *pSurface = pbm->lpSurface;
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if (!pSurface) {
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return FALSE;
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}
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if (SUCCEEDED(pSource->lpVtbl->SetSurface(pSource, pSurface))) {
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pSource->lpVtbl->Update(pSource, 0, NULL);
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}
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return TRUE;
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}
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***/
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/*
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* gfxBlt
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*/
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BOOL gfxBlt(RECT *dst, GFX_HBM bm, POINT *src)
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{
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GFX_BITMAP* pbm = (GFX_BITMAP*)bm;
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HRESULT ddrval;
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DWORD bltflags;
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RECT rc;
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int x,y,dx,dy;
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if( GameSize.cy == C_SCREEN_H )
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{
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x = dst->left;
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y = dst->top;
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dx = dst->right - dst->left;
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dy = dst->bottom - dst->top;
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rc.left = src->x;
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rc.top = src->y;
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rc.right = rc.left + dx;
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rc.bottom = rc.top + dy;
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}
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else
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{
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x = MapX(dst->left);
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y = MapY(dst->top);
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dx = MapX(dst->right) - x;
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dy = MapY(dst->bottom) - y;
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rc.left = MapDX(src->x);
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rc.top = MapDY(src->y);
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rc.right = rc.left + dx;
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rc.bottom = rc.top + dy;
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}
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if( dx == 0 || dy == 0 )
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{
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return TRUE;
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}
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if (pbm->lpSurface)
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{
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if( pbm->bTrans )
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bltflags = bTransDest ? DDBLTFAST_DESTCOLORKEY : DDBLTFAST_SRCCOLORKEY;
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else
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bltflags = bTransDest ? DDBLTFAST_DESTCOLORKEY : DDBLTFAST_NOCOLORKEY;
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ddrval = IDirectDrawSurface_BltFast(
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lpBackBuffer, x, y,
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pbm->lpSurface, &rc, bltflags | DDBLTFAST_WAIT);
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if (ddrval != DD_OK)
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{
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Msg("BltFast failed err=%d", ddrval);
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}
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}
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else
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{
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DDBLTFX ddbltfx;
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rc.left = x;
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rc.top = y;
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rc.right = rc.left + dx;
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rc.bottom = rc.top + dy;
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ddbltfx.dwSize = sizeof( ddbltfx );
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ddbltfx.dwFillColor = pbm->dwColor;
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ddrval = IDirectDrawSurface_Blt(
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lpBackBuffer, // dest surface
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&rc, // dest rect
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NULL, // src surface
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NULL, // src rect
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DDBLT_COLORFILL | DDBLT_WAIT,
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&ddbltfx);
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}
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return TRUE;
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} /* gfxBlt */
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/*
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* gfxCreateSolidColorBitmap
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*/
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GFX_HBM gfxCreateSolidColorBitmap(COLORREF rgb)
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{
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GFX_BITMAP *pvram;
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pvram = MemAlloc( sizeof( *pvram ) );
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if( pvram == NULL )
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{
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return NULL;
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}
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pvram->dwColor = DDColorMatch(lpBackBuffer, rgb);
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pvram->lpSurface = NULL;
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pvram->lpbi = NULL;
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pvram->bTrans = FALSE;
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pvram->link = lpVRAM;
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lpVRAM = pvram;
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return (GFX_HBM) pvram;
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} /* gfxCreateSolidColorBitmap */
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/*
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* gfxCreateBitmap
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*/
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GFX_HBM gfxCreateVramBitmap(BITMAPINFOHEADER UNALIGNED *lpbi,BOOL bTrans)
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{
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GFX_BITMAP *pvram;
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pvram = MemAlloc( sizeof( *pvram ) );
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if( pvram == NULL )
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{
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return NULL;
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}
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pvram->lpSurface = DDCreateSurface(MapRX(lpbi->biWidth),
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MapRY(lpbi->biHeight), FALSE, TRUE);
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pvram->lpbi = lpbi;
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pvram->dwColor = 0;
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pvram->bTrans = bTrans;
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if( pvram->lpSurface == NULL )
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{
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return NULL;
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}
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pvram->link = lpVRAM;
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lpVRAM = pvram;
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gfxRestore((GFX_HBM) pvram);
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return (GFX_HBM) pvram;
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} /* gfxCreateVramBitmap */
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/*
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* gfxDestroyBitmap
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*/
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BOOL gfxDestroyBitmap ( GFX_HBM hbm )
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{
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GFX_BITMAP *p = (GFX_BITMAP *)hbm;
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if (hbm == NULL || hbm == GFX_TRUE)
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{
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return FALSE;
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}
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if (p->lpSurface)
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{
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IDirectDrawSurface_Release(p->lpSurface);
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p->lpSurface = NULL;
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}
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if (p->lpbi)
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{
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p->lpbi = NULL;
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}
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MemFree((VOID *)p);
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return TRUE;
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} /* gfxDestroyBitmap */
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/*
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* gfxStretchBackBuffer()
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*/
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BOOL gfxStretchBackbuffer()
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{
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if (lpStretchBuffer)
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{
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IDirectDrawSurface_Blt(
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lpStretchBuffer, // dest surface
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NULL, // dest rect (all of it)
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lpBackBuffer, // src surface
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&GameRect, // src rect
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DDBLT_WAIT,
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NULL);
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IDirectDrawSurface_Blt(
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lpBackBuffer, // dest surface
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NULL, // dest rect (all of it)
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lpStretchBuffer, // src surface
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NULL, // src rect
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DDBLT_WAIT,
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NULL);
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}
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else
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{
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IDirectDrawSurface_Blt(
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lpBackBuffer, // dest surface
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NULL, // dest rect (all of it)
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lpBackBuffer, // src surface
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&GameRect, // src rect
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DDBLT_WAIT,
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NULL);
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}
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return TRUE;
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} /* gfxStretchBackbuffer */
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/*
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* gfxFlip
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*/
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BOOL gfxFlip( void )
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{
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HRESULT ddrval;
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ddrval = IDirectDrawSurface_Flip( lpFrontBuffer, NULL, DDFLIP_WAIT );
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if( ddrval != DD_OK )
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{
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Msg( "Flip FAILED, rc=%08lx", ddrval );
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return FALSE;
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}
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return TRUE;
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} /* gfxFlip */
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/*
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* gfxUpdateWindow
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*/
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BOOL gfxUpdateWindow()
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{
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HRESULT ddrval;
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ddrval = IDirectDrawSurface_Blt(
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lpFrontBuffer, // dest surface
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&rcWindow, // dest rect
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lpBackBuffer, // src surface
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NULL, // src rect (all of it)
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DDBLT_WAIT,
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NULL);
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return ddrval == DD_OK;
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} /* gfxUpdateWindow */
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/*
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* gfxSwapBuffers
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*
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* this is called when the game loop has rendered a frame into
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* the backbuffer, its goal is to display something for the user to see.
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*
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* there are four cases...
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*
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* Fullscreen:
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* we just call IDirectDrawSurface::Flip(lpFrontBuffer)
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* being careful to handle return code right.
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*
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* Fullscreen (stretched):
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* the game loop has rendered a frame 1/2 the display
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* size, we do a Blt to stretch the frame to the backbuffer
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* the we just call IDirectDrawSurface::Flip(lpFrontBuffer)
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*
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* Window mode (foreground palette):
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* in this case we call IDirectDrawSurface::Blt to copy
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* the back buffer to the window.
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*
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* Window mode (background palette):
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* in this case we are in a window, but we dont own the
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* palette. all our art was loaded to a specific palette
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* IDirectDrawSurface::Blt does not do color translation
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* we have a few options in this case...
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*
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* reload or remap the art to the the current palette
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* (we can do this easily with a GetDC, StetchDIBits)
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* FoxBear has *alot* of art, so this would be too slow.
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*
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* use GDI to draw the backbuffer, GDI will handle
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* the color conversion so things will look correct.
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*
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* pause the game (this is what we do so this function
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* will never be called)
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*
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*/
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BOOL gfxSwapBuffers( void )
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{
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if( bFullscreen )
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{
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if( bStretch )
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{
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gfxStretchBackbuffer();
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}
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if (nBufferCount > 1)
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return gfxFlip();
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else
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return TRUE;
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}
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else
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{
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return gfxUpdateWindow();
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}
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} /* gfxSwapBuffers */
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/*
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* gfxBegin
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*/
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GFX_HBM gfxBegin( void )
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{
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if( !DDEnable() )
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{
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return NULL;
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}
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if( !DDCreateFlippingSurface() )
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{
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DDDisable(TRUE);
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return NULL;
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}
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Splash();
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return GFX_TRUE;
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} /* gfxBegin */
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/*
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* gfxEnd
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*/
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BOOL gfxEnd ( GFX_HBM hbm )
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{
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GFX_BITMAP *curr;
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GFX_BITMAP *next;
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for( curr = lpVRAM; curr; curr=next )
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{
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next = curr->link;
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gfxDestroyBitmap ((GFX_HBM)curr);
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}
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lpVRAM = NULL;
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return DDDisable(FALSE);
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return TRUE;
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} /* gfxEnd */
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/*
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* gfxRestore
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*
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* restore the art when one or more surfaces are lost
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*/
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BOOL gfxRestore(GFX_HBM bm)
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{
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GFX_BITMAP *pbm = (GFX_BITMAP*)bm;
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HRESULT ddrval;
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HDC hdc;
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LPVOID lpBits;
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RGBQUAD *prgb;
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int i,w,h;
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RECT rc;
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struct {
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BITMAPINFOHEADER bi;
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RGBQUAD ct[256];
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} dib;
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IDirectDrawSurface *pdds = pbm->lpSurface;
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BITMAPINFOHEADER UNALIGNED *pbi = pbm->lpbi;
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if (pdds == NULL)
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return TRUE;
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if (IDirectDrawSurface_Restore(pdds) != DD_OK)
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return FALSE;
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if (pbi == NULL)
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return TRUE;
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//
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// in 8bbp mode if we get switched away from while loading
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// (and palette mapping) our art, the colors will not be correct
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// because some app may have changed the system palette.
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//
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// if we are in stress mode, just keep going. It is more important
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// to make progress than to get the colors right.
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//
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if (!bFullscreen &&
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GameBPP == 8 &&
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GetForegroundWindow() != hWndMain &&
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!bStress )
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{
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Msg("gfxRestore: **** foreground window changed while loading art!");
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fForceRestore = TRUE;
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PauseGame();
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return FALSE;
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}
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dib.bi = *pbi;
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prgb = (RGBQUAD *)((LPBYTE)pbi + pbi->biSize);
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lpBits = (LPBYTE)(prgb + pbi->biClrUsed);
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if( pbi->biClrUsed == 0 && pbi->biBitCount <= 8 )
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{
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lpBits = (LPBYTE)(prgb + (1<<pbi->biBitCount));
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}
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w = MapRX(pbi->biWidth);
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h = MapRY(pbi->biHeight);
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/*
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* hack to make sure fox off-white doesn't become
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* pure white (which is transparent)
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*/
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for( i=0; i<256; i++ )
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{
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dib.ct[i] = prgb[i];
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if( dib.ct[i].rgbRed == 0xff &&
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dib.ct[i].rgbGreen == 0xff &&
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dib.ct[i].rgbBlue == 224 )
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{
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dib.ct[i].rgbBlue = 0x80;
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}
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else
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if( dib.ct[i].rgbRed == 251 &&
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dib.ct[i].rgbGreen == 243 &&
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dib.ct[i].rgbBlue == 234 )
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{
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dib.ct[i].rgbBlue = 0x80;
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}
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}
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/*
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* if we are in 8bit mode we know the palette is 332 we can
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* do the mapping our self.
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*
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* NOTE we can only do this in fullscreen mode
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* in windowed mode, we have to share the palette with
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* the window manager and we dont get all of the colors
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* in the order we assume.
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*
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*/
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if (bFullscreen && GameBPP == pbi->biBitCount && GameBPP == 8 )
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{
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BYTE xlat332[256];
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DDSURFACEDESC ddsd;
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int x,y,dib_pitch;
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BYTE *src, *dst;
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BOOL stretch;
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IDirectDrawSurface *pdds1;
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HDC hdc1;
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stretch = w != pbi->biWidth || h != pbi->biHeight;
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for( i=0;i<256;i++ )
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{
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xlat332[i] =
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((dib.ct[i].rgbRed >> 0) & 0xE0 ) |
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((dib.ct[i].rgbGreen >> 3) & 0x1C ) |
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((dib.ct[i].rgbBlue >> 6) & 0x03 );
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}
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/*
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* if we are stretching copy into the back buffer
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* then use GDI to stretch later.
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*/
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if( stretch )
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{
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pdds1 = lpBackBuffer;
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}
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else
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{
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pdds1 = pdds;
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}
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ddsd.dwSize = sizeof(ddsd);
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ddrval = IDirectDrawSurface_Lock(
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pdds1, NULL, &ddsd, DDLOCK_WAIT, NULL);
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if( ddrval == DD_OK )
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{
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dib_pitch = (pbi->biWidth+3)&~3;
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src = (BYTE *)lpBits + dib_pitch * (pbi->biHeight-1);
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dst = (BYTE *)ddsd.lpSurface;
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for( y=0; y<(int)pbi->biHeight; y++ )
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{
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for( x=0; x<(int)pbi->biWidth; x++ )
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{
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dst[x] = xlat332[src[x]];
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}
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dst += ddsd.lPitch;
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src -= dib_pitch;
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}
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IDirectDrawSurface_Unlock(pdds1, NULL);
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}
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else
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{
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Msg("Lock failed err=%d", ddrval);
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return FALSE;
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}
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if( stretch )
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{
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if( IDirectDrawSurface_GetDC(pdds,&hdc) == DD_OK )
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{
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if( IDirectDrawSurface_GetDC(pdds1,&hdc1) == DD_OK )
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{
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SetStretchBltMode(hdc, COLORONCOLOR);
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StretchBlt(hdc, 0, 0, w, h,
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hdc1, 0, 0, pbi->biWidth, pbi->biHeight, SRCCOPY);
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IDirectDrawSurface_ReleaseDC(pdds1,hdc1);
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}
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IDirectDrawSurface_ReleaseDC(pdds,hdc);
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}
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}
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}
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else if( IDirectDrawSurface_GetDC(pdds,&hdc) == DD_OK )
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{
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SetStretchBltMode(hdc, COLORONCOLOR);
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StretchDIBits(hdc, 0, 0, w, h,
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0, 0, pbi->biWidth, pbi->biHeight,
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lpBits, (BITMAPINFO *)&dib.bi, DIB_RGB_COLORS, SRCCOPY);
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IDirectDrawSurface_ReleaseDC(pdds,hdc);
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}
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|
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/*
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* show the art while loading...
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*/
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rc.left = rcWindow.left,
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rc.top = rcWindow.top + 20;
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rc.right = rc.left + w;
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rc.bottom = rc.top + h;
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IDirectDrawSurface_Blt(lpFrontBuffer, &rc, pdds, NULL, DDBLT_WAIT, NULL);
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return TRUE;
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|
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} /* gfxRestore */
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|
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/*
|
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* gfxRestoreAll
|
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*
|
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* restore the art when one or more surfaces are lost
|
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*/
|
|
BOOL gfxRestoreAll()
|
|
{
|
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GFX_BITMAP *curr;
|
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HWND hwndF = GetForegroundWindow();
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|
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Splash();
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|
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for( curr = lpVRAM; curr != NULL; curr = curr->link)
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{
|
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if (curr->lpSurface &&
|
|
(fForceRestore || IDirectDrawSurface_IsLost(curr->lpSurface) == DDERR_SURFACELOST))
|
|
{
|
|
if( !gfxRestore(curr) )
|
|
{
|
|
Msg( "gfxRestoreAll: ************ Restore FAILED!" );
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
DDClear();
|
|
fForceRestore = FALSE;
|
|
return TRUE;
|
|
|
|
} /* gfxRestoreAll */
|
|
|
|
/*
|
|
* gfxFillBack
|
|
*/
|
|
void gfxFillBack( DWORD dwColor )
|
|
{
|
|
DDBLTFX ddbltfx;
|
|
|
|
ddbltfx.dwSize = sizeof( ddbltfx );
|
|
ddbltfx.dwFillColor = dwColor;
|
|
|
|
IDirectDrawSurface_Blt(
|
|
lpBackBuffer, // dest surface
|
|
NULL, // dest rect
|
|
NULL, // src surface
|
|
NULL, // src rect
|
|
DDBLT_COLORFILL | DDBLT_WAIT,
|
|
&ddbltfx);
|
|
|
|
} /* gfxFillBack */
|