]> icculus.org git repositories - btb/d2x.git/blob - arch/win32/d3dframe/d3dframe.cpp
include/*.bat, include/test.*: remove unnecessary files
[btb/d2x.git] / arch / win32 / d3dframe / d3dframe.cpp
1 //-----------------------------------------------------------------------------
2 // File: D3DFrame.cpp
3 //
4 // Desc: Class to manage the Direct3D environment objects such as buffers,
5 //       viewports, and 3D devices.
6 //
7 //       The class is initialized with the Initialize() function, after which
8 //       the Get????() functions can be used to access the objects needed for
9 //       rendering. If the device or display needs to be changed, the
10 //       ChangeDevice() function can be called. If the display window is moved
11 //       the changes need to be reported with the Move() function.
12 //
13 //       After rendering a frame, the ShowFrame() function filps or blits the
14 //       backbuffer contents to the primary. If surfaces are lost, they can be
15 //       restored with the RestoreSurfaces() function. Finally, if normal
16 //       Windows output is needed, the FlipToGDISurface() provides a GDI
17 //       surface to draw on.
18 //
19 //
20 // Copyright (c) 1995-1998 by Microsoft, all rights reserved
21 //-----------------------------------------------------------------------------
22
23 #include <windows.h>
24 #include "D3DFrame.h"
25 #include "D3DUtil.h"
26
27
28
29
30 //-----------------------------------------------------------------------------
31 // Name: EnumZBufferFormatsCallback()
32 // Desc: Enumeration function to report valid pixel formats for z-buffers.
33 //-----------------------------------------------------------------------------
34 static HRESULT WINAPI EnumZBufferFormatsCallback( DDPIXELFORMAT* pddpf,
35                                                   VOID* pddpfDesired )
36 {
37     if( NULL==pddpf || NULL==pddpfDesired )
38         return D3DENUMRET_CANCEL;
39
40     // If the current pixel format's match the desired ones (DDPF_ZBUFFER and
41     // possibly DDPF_STENCILBUFFER), lets copy it and return. This function is
42     // not choosy...it accepts the first valid format that comes along.
43     if( pddpf->dwFlags == ((DDPIXELFORMAT*)pddpfDesired)->dwFlags )
44     {
45         memcpy( pddpfDesired, pddpf, sizeof(DDPIXELFORMAT) );
46
47                 // We're happy with a 16-bit z-buffer. Otherwise, keep looking.
48                 if( pddpf->dwZBufferBitDepth == 16 )
49                         return D3DENUMRET_CANCEL;
50     }
51
52     return D3DENUMRET_OK;
53 }
54
55
56
57
58 //-----------------------------------------------------------------------------
59 // Name: CD3DFramework()
60 // Desc: The constructor. Clears static variables
61 //-----------------------------------------------------------------------------
62 CD3DFramework::CD3DFramework()
63 {
64      m_hWnd             = NULL;
65      m_bIsFullscreen    = FALSE;
66      m_dwRenderWidth    = 0L;
67      m_dwRenderHeight   = 0L;
68      m_pddsFrontBuffer  = NULL;
69      m_pddsBackBuffer   = NULL;
70      m_pddsRenderTarget = NULL;
71      m_pddsZBuffer      = NULL;
72      m_pd3dDevice       = NULL;
73      m_pvViewport       = NULL;
74      m_pDD              = NULL;
75      m_pD3D             = NULL;
76      m_dwDeviceMemType  = NULL;
77 }
78
79
80
81
82 //-----------------------------------------------------------------------------
83 // Name: ~CD3DFramework()
84 // Desc: The destructor. Deletes all objects
85 //-----------------------------------------------------------------------------
86 CD3DFramework::~CD3DFramework()
87 {
88     DestroyObjects();
89 }
90
91
92
93
94 //-----------------------------------------------------------------------------
95 // Name: DestroyObjects()
96 // Desc: Cleans everything up upon deletion. This code returns an error
97 //       if any of the objects have remaining reference counts.
98 //-----------------------------------------------------------------------------
99 HRESULT CD3DFramework::DestroyObjects()
100 {
101     LONG nDD  = 0L; // Number of outstanding DDraw references
102     LONG nD3D = 0L; // Number of outstanding D3DDevice references
103
104     SAFE_RELEASE( m_pvViewport );
105
106     // Do a safe check for releasing the D3DDEVICE. RefCount must be zero.
107     if( m_pd3dDevice )
108         if( 0 < ( nD3D = m_pd3dDevice->Release() ) )
109             DEBUG_MSG( TEXT("Error: D3DDevice object is still referenced!") );
110         m_pd3dDevice = NULL;
111
112     // In windowed mode, release the explicity created backbuffer.
113     if( FALSE == m_bIsFullscreen )
114         SAFE_RELEASE( m_pddsBackBuffer );
115     SAFE_RELEASE( m_pddsRenderTarget ); //Note: release before frontbuffer
116     SAFE_RELEASE( m_pddsZBuffer );
117     SAFE_RELEASE( m_pddsFrontBuffer );
118     SAFE_RELEASE( m_pD3D );
119
120     // Do a safe check for releasing DDRAW. RefCount must be zero.
121     if( m_pDD )
122         {
123             m_pDD->SetCooperativeLevel( m_hWnd, DDSCL_NORMAL );
124
125         if( 0 < ( nDD = m_pDD->Release() ) )
126             DEBUG_MSG( TEXT("Error: DDraw object is still referenced!") );
127         }
128         m_pDD = NULL;
129
130     // Return successful, unless there are outstanding DD or D3DDevice refs.
131     return ( nDD==0 && nD3D==0 ) ? S_OK : D3DFWERR_NONZEROREFCOUNT;
132 }
133
134
135
136
137 //-----------------------------------------------------------------------------
138 // Name: Initialize()
139 // Desc: Creates the internal objects for the framework
140 //-----------------------------------------------------------------------------
141 HRESULT CD3DFramework::Initialize( HWND hWnd, GUID* pDriverGUID, 
142                                    GUID* pDeviceGUID, DDSURFACEDESC2* pMode,
143                                                                    DWORD dwFlags )
144 {
145         HRESULT hr;
146
147     // Check params. A NULL mode is valid for windowed modes only. A NULL 
148         // device GUID is legal for apps that only want 2D support.
149     if( NULL==hWnd || ( NULL==pMode && (dwFlags&D3DFW_FULLSCREEN) ) )
150         return E_INVALIDARG;
151
152     // Setup state for windowed/fullscreen mode
153     m_hWnd          = hWnd;
154     m_bIsFullscreen = ( dwFlags & D3DFW_FULLSCREEN ) ? TRUE : FALSE;
155  
156     // Create the D3D rendering environment (surfaces, device, viewport, etc.)
157     if( FAILED( hr = CreateEnvironment( pDriverGUID, pDeviceGUID, pMode,
158                                                 dwFlags ) ) )
159         {
160                 DestroyObjects();
161                 if( E_FAIL == hr )
162                         hr = D3DFWERR_INITIALIZATIONFAILED;
163         }
164         return hr;
165 }
166
167     
168
169
170 //-----------------------------------------------------------------------------
171 // Name: CreateEnvironment()
172 // Desc: Creates the internal objects for the framework
173 //-----------------------------------------------------------------------------
174 HRESULT CD3DFramework::CreateEnvironment( GUID* pDriverGUID, GUID* pDeviceGUID,
175                                                                                   DDSURFACEDESC2* pMode, DWORD dwFlags )
176 {
177     HRESULT hr;
178
179         // Create the DDraw object
180         if( FAILED( hr = CreateDirectDraw( pDriverGUID, dwFlags ) ) )
181                 return hr;
182
183         // Create the Direct3D object
184         if( pDeviceGUID )
185                 if( FAILED( hr = CreateDirect3D( pDeviceGUID, dwFlags ) ) )
186                         return hr;
187
188         // Create the front and back buffers, and attach a clipper
189         if( FAILED( hr = CreateBuffers( pMode, dwFlags ) ) )
190                 return hr;
191
192         // If there is no device GUID, then the app only wants 2D, so we're done
193         if( NULL == pDeviceGUID )
194                 return S_OK;
195
196         // Create and attach the zbuffer
197         if( dwFlags & D3DFW_ZBUFFER )
198                 if( FAILED( hr = CreateZBuffer() ) )
199                         return hr;
200         
201         // Query the render buffer for the 3ddevice
202         if( FAILED( hr = Create3DDevice( pDeviceGUID ) ) )
203                 return hr;
204
205         // Create and set the viewport
206         if( FAILED( hr = CreateViewport() ) )
207                 return hr;
208
209         return S_OK;
210 }
211
212     
213
214
215 //-----------------------------------------------------------------------------
216 // Name: CreateDirectDraw()
217 // Desc: Create the DirectDraw interface
218 //-----------------------------------------------------------------------------
219 HRESULT CD3DFramework::CreateDirectDraw( GUID* pDriverGUID, DWORD dwFlags )
220 {
221     // Create the DirectDraw interface, and query for the DD4 interface
222     LPDIRECTDRAW pDD;
223     if( FAILED( DirectDrawCreate( pDriverGUID, &pDD, NULL ) ) )
224     {
225         DEBUG_MSG( TEXT("Could not create DirectDraw") );
226         return D3DFWERR_NODIRECTDRAW;
227     }
228
229     if( FAILED( pDD->QueryInterface( IID_IDirectDraw4, (VOID**)&m_pDD ) ) )
230     {
231         pDD->Release();
232         DEBUG_MSG( TEXT("Couldn't query for DirectDraw4") );
233         return D3DFWERR_NODIRECTDRAW;
234     }
235     pDD->Release();
236
237     // Set the Windows cooperative level
238     DWORD dwCoopFlags = DDSCL_NORMAL;
239     if( m_bIsFullscreen )
240         dwCoopFlags = DDSCL_ALLOWREBOOT|DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN;
241
242     // By defualt, set the flag to allow D3D to optimize floating point calcs
243     if( 0L == ( dwFlags & D3DFW_NO_FPUSETUP ) )
244         dwCoopFlags |= DDSCL_FPUSETUP;
245
246     if( FAILED( m_pDD->SetCooperativeLevel( m_hWnd, dwCoopFlags ) ) )
247     {
248         DEBUG_MSG( TEXT("Couldn't set coop level") );
249         return D3DFWERR_COULDNTSETCOOPLEVEL;
250     }
251
252         return S_OK;
253 }
254
255
256
257
258 //-----------------------------------------------------------------------------
259 // Name: CreateDirect3D()
260 // Desc: Create the Direct3D interface
261 //-----------------------------------------------------------------------------
262 HRESULT CD3DFramework::CreateDirect3D( GUID* pDeviceGUID, DWORD dwFlags )
263 {
264     // Query DirectDraw for access to Direct3D
265     if( FAILED( m_pDD->QueryInterface( IID_IDirect3D3, (VOID**)&m_pD3D ) ) )
266     {
267         DEBUG_MSG( TEXT("Couldn't query the Direct3D interface") );
268         return D3DFWERR_NODIRECT3D;
269     }
270
271     // Use the FindDevice() method to test if the requested device
272     // exists, and if so, take note of what memory type it takes.
273     D3DFINDDEVICERESULT  devResult;
274     D3DFINDDEVICESEARCH  devSearch;
275     ZeroMemory( &devResult, sizeof(D3DFINDDEVICERESULT) );
276     ZeroMemory( &devSearch, sizeof(D3DFINDDEVICESEARCH) );
277     devResult.dwSize  = sizeof(D3DFINDDEVICERESULT);
278     devSearch.dwSize  = sizeof(D3DFINDDEVICESEARCH);
279     devSearch.dwFlags = D3DFDS_GUID;
280     CopyMemory( &devSearch.guid, pDeviceGUID, sizeof(GUID) );
281
282     if( FAILED( m_pD3D->FindDevice( &devSearch, &devResult ) ) )
283     {
284         DEBUG_MSG( TEXT("Couldn't find the specified device") );
285         return D3DFWERR_NODIRECT3D;
286     }
287
288     // Whether device is SW or HW, get the devicedesc, and the defualt memtype
289     if( 0L == devResult.ddHwDesc.dwFlags )
290     {
291         m_dwDeviceMemType = DDSCAPS_SYSTEMMEMORY;
292         memcpy( &m_ddDeviceDesc, &devResult.ddSwDesc, sizeof(D3DDEVICEDESC) );
293     }
294     else
295     {
296         m_dwDeviceMemType = DDSCAPS_VIDEOMEMORY;
297         memcpy( &m_ddDeviceDesc, &devResult.ddHwDesc, sizeof(D3DDEVICEDESC) );
298     }
299
300     // Using the device GUID, let's enumerate a format for our z-buffer, in
301     // case we later decide to create one.
302         ZeroMemory( &m_ddpfZBuffer, sizeof(DDPIXELFORMAT) );
303
304     if( dwFlags & D3DFW_STENCILBUFFER )
305         m_ddpfZBuffer.dwFlags = DDPF_ZBUFFER | DDPF_STENCILBUFFER;
306     else
307         m_ddpfZBuffer.dwFlags = DDPF_ZBUFFER;
308
309     // Get an appropiate pixel format from enumeration of the formats.
310     m_pD3D->EnumZBufferFormats( *pDeviceGUID, EnumZBufferFormatsCallback,
311                                 (VOID*)&m_ddpfZBuffer );
312
313     if( sizeof(DDPIXELFORMAT) != m_ddpfZBuffer.dwSize )
314     {
315         DEBUG_MSG( TEXT("Device doesn't support requested zbuffer format") );
316         return D3DFWERR_NOZBUFFER;
317     }
318
319     return S_OK;
320 }   
321     
322
323     
324     
325 //-----------------------------------------------------------------------------
326 // Name: CreateBuffers()
327 // Desc: Creates the primary and (optional) backbuffer for rendering.
328 //       Windowed mode and fullscreen mode are handled differently.
329 //-----------------------------------------------------------------------------
330 HRESULT CD3DFramework::CreateBuffers( DDSURFACEDESC2* pddsd, DWORD dwFlags )
331 {
332     HRESULT hr;
333
334         if( dwFlags & D3DFW_FULLSCREEN )
335         {
336                 // Get the dimensions of the viewport and screen bounds
337                 // Store the rectangle which contains the renderer
338                 SetRect( &m_rcViewportRect, 0, 0, pddsd->dwWidth, pddsd->dwHeight );
339                 memcpy( &m_rcScreenRect, &m_rcViewportRect, sizeof(RECT) );
340                 m_dwRenderWidth  = m_rcViewportRect.right;
341                 m_dwRenderHeight = m_rcViewportRect.bottom;
342     
343                 // Set the display mode to the requested dimensions. Check for
344                 // 320x200x8 modes, and set flag to avoid using ModeX
345                 DWORD dwModeFlags = 0;
346
347                 if( (320==m_dwRenderWidth) && (200==m_dwRenderHeight) && 
348                         (8==pddsd->ddpfPixelFormat.dwRGBBitCount) )
349                         dwModeFlags |= DDSDM_STANDARDVGAMODE;
350
351                 if( FAILED( m_pDD->SetDisplayMode( m_dwRenderWidth, m_dwRenderHeight,
352                                                                         pddsd->ddpfPixelFormat.dwRGBBitCount,
353                                                                         pddsd->dwRefreshRate, dwModeFlags ) ) )
354                 {
355                         DEBUG_MSG( TEXT("Can't set display mode") );
356                         return D3DFWERR_BADDISPLAYMODE;
357                 }
358
359                 // Create the primary surface
360                 DDSURFACEDESC2 ddsd;
361                 D3DUtil_InitSurfaceDesc( ddsd, DDSD_CAPS );
362                 ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
363
364                 // With no backbuffer, the primary becomes the render target
365                 if( dwFlags & D3DFW_BACKBUFFER )
366                 {
367                         ddsd.dwFlags          |= DDSD_BACKBUFFERCOUNT;
368                         ddsd.ddsCaps.dwCaps   |= DDSCAPS_FLIP | DDSCAPS_COMPLEX;
369                         ddsd.dwBackBufferCount = 1;
370                 }
371
372                 if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL ) ) )
373                 {
374                         DEBUG_MSG( TEXT("Error: Can't create primary surface") );
375                         if( hr != DDERR_OUTOFVIDEOMEMORY )
376                                 return D3DFWERR_NOPRIMARY;
377                         DEBUG_MSG( TEXT("Error: Out of video memory") );
378                         return DDERR_OUTOFVIDEOMEMORY;
379                 }
380
381                 // Get the backbuffer. For fullscreen mode, the backbuffer was created
382                 // along with the primary, but windowed mode still needs to create one.
383                 if( dwFlags & D3DFW_BACKBUFFER )
384                 {
385                         // Get a ptr to the back buffer, which will be our render target
386                         DDSCAPS2 ddscaps;
387                         ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
388                         if( FAILED( hr = m_pddsFrontBuffer->GetAttachedSurface( &ddscaps, 
389                                                                                                                 &m_pddsBackBuffer ) ) )
390                         {
391                                 DEBUG_MSG( TEXT("Error: Can't get/create the backbuffer") );
392                                 if( hr != DDERR_OUTOFVIDEOMEMORY )
393                                         return D3DFWERR_NOBACKBUFFER;
394                                 DEBUG_MSG( TEXT("Error: Out of video memory") );
395                                 return DDERR_OUTOFVIDEOMEMORY;
396                         }
397                 }
398         }
399         else // Set up buffers for windowed rendering
400         {
401                 // Get the dimensions of the viewport and screen bounds
402                 GetClientRect( m_hWnd, &m_rcViewportRect );
403                 GetClientRect( m_hWnd, &m_rcScreenRect );
404                 ClientToScreen( m_hWnd, (POINT*)&m_rcScreenRect.left );
405                 ClientToScreen( m_hWnd, (POINT*)&m_rcScreenRect.right );
406                 m_dwRenderWidth  = m_rcViewportRect.right;
407                 m_dwRenderHeight = m_rcViewportRect.bottom;
408     
409                 // Create the primary surface
410                 DDSURFACEDESC2 ddsd;
411                 D3DUtil_InitSurfaceDesc( ddsd, DDSD_CAPS );
412                 ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
413
414                 // With no backbuffer, the primary becomes the render target
415                 if( 0L == ( dwFlags & D3DFW_BACKBUFFER ) )
416                         ddsd.ddsCaps.dwCaps |= DDSCAPS_3DDEVICE;
417     
418                 if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL ) ) )
419                 {
420                         DEBUG_MSG( TEXT("Error: Can't create primary surface") );
421                         if( hr != DDERR_OUTOFVIDEOMEMORY )
422                                 return D3DFWERR_NOPRIMARY;
423                         DEBUG_MSG( TEXT("Error: Out of video memory") );
424                         return DDERR_OUTOFVIDEOMEMORY;
425                 }
426
427                 // If in windowed-mode, create a clipper object
428                 LPDIRECTDRAWCLIPPER pcClipper;
429                 if( FAILED( hr = m_pDD->CreateClipper( 0, &pcClipper, NULL ) ) )
430                 {
431                         DEBUG_MSG( TEXT("Error: Couldn't create clipper") );
432                         return D3DFWERR_NOCLIPPER;
433                 }
434
435                 // Associate the clipper with the window
436                 pcClipper->SetHWnd( 0, m_hWnd );
437                 m_pddsFrontBuffer->SetClipper( pcClipper );
438                 SAFE_RELEASE( pcClipper );
439
440                 // Get the backbuffer. For fullscreen mode, the backbuffer was created
441                 // along with the primary, but windowed mode still needs to create one.
442                 if( dwFlags & D3DFW_BACKBUFFER )
443                 {
444                         // Create the back buffer (the render target)   
445                         ddsd.dwFlags        = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
446                         ddsd.dwWidth        = m_dwRenderWidth;
447                         ddsd.dwHeight       = m_dwRenderHeight;
448                         ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
449
450                         if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL ) ) )
451                         {
452                                 DEBUG_MSG( TEXT("Error: Couldn't create the backbuffer") );
453                                 if( hr != DDERR_OUTOFVIDEOMEMORY )
454                                         return D3DFWERR_NOBACKBUFFER;
455                                 DEBUG_MSG( TEXT("Error: Out of video memory") );
456                                 return DDERR_OUTOFVIDEOMEMORY;
457                         }
458                 }
459                 else // For rendering without a backbuffer
460                 {
461                         ClientToScreen( m_hWnd, (POINT*)&m_rcViewportRect.left );
462                         ClientToScreen( m_hWnd, (POINT*)&m_rcViewportRect.right );
463                 }
464         }
465
466         // Set up backbuffer ptr and ref counts
467         if( dwFlags & D3DFW_BACKBUFFER )
468                 m_pddsRenderTarget = m_pddsBackBuffer;
469         else
470                 m_pddsRenderTarget = m_pddsFrontBuffer;
471         m_pddsRenderTarget->AddRef();
472
473     return S_OK;
474 }
475
476
477
478
479 //-----------------------------------------------------------------------------
480 // Name: CreateZBuffer()
481 // Desc: Internal function called by Create() to make and attach a zbuffer
482 //       to the renderer
483 //-----------------------------------------------------------------------------
484 HRESULT CD3DFramework::CreateZBuffer()
485 {
486         HRESULT hr;
487
488     // Check if the device supports z-bufferless hidden surface removal. If so,
489     // we don't really need a z-buffer
490     DWORD dwRasterCaps = m_ddDeviceDesc.dpcTriCaps.dwRasterCaps;
491     if( dwRasterCaps & D3DPRASTERCAPS_ZBUFFERLESSHSR )
492         return S_OK;
493
494     // Get z-buffer dimensions from the render target
495     // Setup the surface desc for the z-buffer.
496     DDSURFACEDESC2 ddsd;
497     D3DUtil_InitSurfaceDesc( ddsd, DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS |
498                              DDSD_PIXELFORMAT );
499     ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | m_dwDeviceMemType;
500     ddsd.dwWidth        = m_dwRenderWidth;
501     ddsd.dwHeight       = m_dwRenderHeight;
502     memcpy( &ddsd.ddpfPixelFormat, &m_ddpfZBuffer, sizeof(DDPIXELFORMAT) );
503
504     // Create and attach a z-buffer
505     if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsZBuffer, NULL ) ) )
506     {
507         DEBUG_MSG( TEXT("Error: Couldn't create a ZBuffer surface") );
508                 if( hr != DDERR_OUTOFVIDEOMEMORY )
509                         return D3DFWERR_NOZBUFFER;
510                 DEBUG_MSG( TEXT("Error: Out of video memory") );
511                 return DDERR_OUTOFVIDEOMEMORY;
512     }
513
514     if( FAILED( m_pddsRenderTarget->AddAttachedSurface( m_pddsZBuffer ) ) )
515     {
516         DEBUG_MSG( TEXT("Error: Couldn't attach zbuffer to render surface") );
517         return D3DFWERR_NOZBUFFER;
518     }
519
520     return S_OK;
521 }
522
523
524
525
526 //-----------------------------------------------------------------------------
527 // Name: Create3DDevice()
528 // Desc: Creates the 3D device for the render target
529 //-----------------------------------------------------------------------------
530 HRESULT CD3DFramework::Create3DDevice( GUID* pDeviceGUID )
531 {
532         // Check that we are NOT in a palettized display. That case will fail,
533         // since the framework doesn't use palettes.
534         DDSURFACEDESC2 ddsd;
535         ddsd.dwSize = sizeof(DDSURFACEDESC2);
536         m_pDD->GetDisplayMode( &ddsd );
537         if( ddsd.ddpfPixelFormat.dwRGBBitCount <= 8 )
538                 return D3DFWERR_INVALIDMODE;
539
540         // Create the device
541     if( FAILED( m_pD3D->CreateDevice( *pDeviceGUID, m_pddsRenderTarget,
542                                       &m_pd3dDevice, NULL ) ) )
543     {
544         DEBUG_MSG( TEXT("Couldn't create the D3DDevice") );
545         return D3DFWERR_NO3DDEVICE;
546     }
547
548     return S_OK;
549 }
550
551
552
553
554 //-----------------------------------------------------------------------------
555 // Name: CreateViewport()
556 // Desc: Create the D3D viewport used by the renderer.
557 //-----------------------------------------------------------------------------
558 HRESULT CD3DFramework::CreateViewport()
559 {
560     // Set up the viewport data parameters
561     HRESULT      hr;
562     D3DVIEWPORT2 vdData;
563     D3DUtil_InitViewport( vdData, m_dwRenderWidth, m_dwRenderHeight );
564
565     // Create the viewport
566     if( FAILED( m_pD3D->CreateViewport( &m_pvViewport, NULL ) ) )
567     {
568         DEBUG_MSG( TEXT("Error: Couldn't create a viewport") );
569         return D3DFWERR_NOVIEWPORT;
570     }
571
572     // Associate the viewport with the D3DDEVICE object
573     if( FAILED( hr = m_pd3dDevice->AddViewport( m_pvViewport ) ) )
574     {
575         DEBUG_MSG( TEXT("Error: Couldn't add the viewport") );
576         return D3DFWERR_NOVIEWPORT;
577     }
578
579     // Set the parameters to the new viewport
580     if( FAILED( m_pvViewport->SetViewport2( &vdData ) ) )
581     {
582         DEBUG_MSG( TEXT("Error: Couldn't set the viewport data") );
583         return D3DFWERR_NOVIEWPORT;
584     }
585
586     // Finally, set the current viewport for the current device
587     if( FAILED( m_pd3dDevice->SetCurrentViewport( m_pvViewport ) ) )
588     {
589         DEBUG_MSG( TEXT("Error: Couldn't set current viewport to device") );
590         return D3DFWERR_NOVIEWPORT;
591     }
592
593     return S_OK;
594 }
595
596
597
598
599 //-----------------------------------------------------------------------------
600 // Name: ShowFrame()
601 // Desc: Show the frame on the primary surface, via a blt or a flip.
602 //-----------------------------------------------------------------------------
603 HRESULT CD3DFramework::ShowFrame()
604 {
605         if( NULL == m_pddsFrontBuffer )
606                 return D3DFWERR_NOTINITIALIZED;
607
608     // Check for a backbuffer. If no backbuffer exists, then we have nothing to
609     // do. However, to be consistent let's check for lost surfaces
610     if( NULL == m_pddsBackBuffer )
611         return m_pddsFrontBuffer->IsLost();
612
613     // If we are in fullscreen mode perform a flip.
614     if( m_bIsFullscreen )
615         return m_pddsFrontBuffer->Flip( NULL, DDFLIP_WAIT );
616
617     // Else, we are in windowed mode, so perform a blit.
618     return m_pddsFrontBuffer->Blt( &m_rcScreenRect, m_pddsBackBuffer, 
619                                    &m_rcViewportRect, DDBLT_WAIT, NULL );
620 }
621
622
623
624
625 //-----------------------------------------------------------------------------
626 // Name: FlipToGDISurface()
627 // Desc: Puts the GDI surface in front of the primary, so that dialog
628 //       boxes and other windows drawing funcs may happen.
629 //-----------------------------------------------------------------------------
630 HRESULT CD3DFramework::FlipToGDISurface( BOOL bDrawFrame )
631 {
632     if( m_pDD && m_bIsFullscreen )
633     {
634         m_pDD->FlipToGDISurface();
635
636         if( bDrawFrame )
637         {
638             DrawMenuBar( m_hWnd );
639             RedrawWindow( m_hWnd, NULL, NULL, RDW_FRAME );
640         }
641     }
642
643     return S_OK;
644 }
645
646
647
648
649 //-----------------------------------------------------------------------------
650 // Name: RestoreSurfaces()
651 // Desc: Checks for lost surfaces and restores them if lost. Note: Don't
652 //       restore render surface, since it's just a duplicate ptr.
653 //-----------------------------------------------------------------------------
654 HRESULT CD3DFramework::RestoreSurfaces()
655 {
656     // Check/restore the primary surface
657     if( m_pddsFrontBuffer )
658         if( m_pddsFrontBuffer->IsLost() )
659             m_pddsFrontBuffer->Restore();
660     
661     // Check/restore the back buffer
662     if( m_pddsBackBuffer )
663         if( m_pddsBackBuffer->IsLost() )
664             m_pddsBackBuffer->Restore();
665
666     // Check/restore the z-buffer surface
667     if( m_pddsZBuffer )
668         if( m_pddsZBuffer->IsLost() )
669             m_pddsZBuffer->Restore();
670
671     return S_OK;
672 }
673
674
675
676
677 //-----------------------------------------------------------------------------
678 // Name: Move()
679 // Desc: Moves the screen rect for windowed renderers
680 //-----------------------------------------------------------------------------
681 VOID CD3DFramework::Move( INT x, INT y )
682 {
683     if( FALSE == m_bIsFullscreen )
684     {
685         SetRect( &m_rcScreenRect, x, y, 
686                              x + m_dwRenderWidth, y + m_dwRenderHeight );
687
688                 // If we have no backbuffer, then update viewport rect as well
689                 if( NULL == m_pddsBackBuffer )
690                         CopyMemory( &m_rcViewportRect, &m_rcScreenRect, sizeof(RECT) );
691     }
692 }
693
694
695
696
697 //-----------------------------------------------------------------------------
698 // Name: ChangeRenderTarget()
699 // Desc: Wrapper for the IDirect3DDevice::SetRenderTarget() function, which
700 //       adds functionality to handle an attached z-buffer. Note that this
701 //       function does NOT alter the current viewport
702 //-----------------------------------------------------------------------------
703 HRESULT CD3DFramework::ChangeRenderTarget( LPDIRECTDRAWSURFACE4 pddsNewTarget )
704 {
705     if( NULL == pddsNewTarget )
706         return E_INVALIDARG;
707
708     // Get the new render target dimensions
709     DDSURFACEDESC2 ddsd;
710     D3DUtil_InitSurfaceDesc( ddsd );
711     pddsNewTarget->GetSurfaceDesc( &ddsd );
712     m_dwRenderWidth  = ddsd.dwWidth;
713     m_dwRenderHeight = ddsd.dwHeight;
714
715     // If a z-buffer is attached, delete and recreate it
716     if( NULL != m_pddsZBuffer )
717     {
718         // Remove the old z-buffer
719         m_pddsRenderTarget->DeleteAttachedSurface( 0, m_pddsZBuffer );
720         SAFE_RELEASE( m_pddsZBuffer );
721
722         // Keep track of reference counts
723         SAFE_RELEASE( m_pddsRenderTarget );
724         m_pddsRenderTarget = pddsNewTarget;
725         m_pddsRenderTarget->AddRef();
726
727         // Create the new z-buffer
728         if( FAILED( CreateZBuffer() ) )
729         {
730             DEBUG_MSG( TEXT("ChangeRenderTarget() - zbuffer create failed") );
731             return D3DFWERR_NOZBUFFER;
732         }
733     }
734     else
735     {
736         // With no z-buffer, we just do accounting on the reference counts
737         SAFE_RELEASE( m_pddsRenderTarget );
738         m_pddsRenderTarget = pddsNewTarget;
739         m_pddsRenderTarget->AddRef();
740     }
741
742     // Finally, perform the set render target call
743     if( FAILED( m_pd3dDevice->SetRenderTarget( m_pddsRenderTarget, 0 ) ) )
744     {
745         return D3DFWERR_NORENDERTARGET;
746     }
747
748     return S_OK;
749 }
750
751
752
753
754