Removed unnecessary code in Graphics.cpp

Replaced the D3DFMT_A8 texture format with D3DFMT_L8.
Minor edits to documents.
Updated version number.
This commit is contained in:
NovaRain
2020-12-09 10:44:57 +08:00
parent ac233c710d
commit 02fba6eda1
6 changed files with 68 additions and 100 deletions
-1
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@@ -1,5 +1,4 @@
[Highlighting]
; DX scancode of a key to press to highlight items on the ground
; 42 - SHIFT key
Key=42
+2 -2
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@@ -1,5 +1,5 @@
;sfall configuration settings
;v4.2.8
;v4.2.9
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
@@ -78,7 +78,7 @@ WindowData=0
TextureFilter=1
;Set to 1 to do the palette conversion on the GPU
;Set to 2 to do the palette conversion on the CPU
;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
;Set to 0 to pick automatically
;GPU is faster, but requires v2.0 pixel shader support
GPUBlt=0
+2 -1
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@@ -439,7 +439,8 @@ What you can do:
- add AP costs for all inventory movement including reloading
- apply or remove some special scripted effects depending on PC's armor
int arg0 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo, 5 - container, like bag/backpack, 6 - dropping on the ground, 7 - picking up item, 8 - dropping item on the character portrait)
int arg0 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo, 5 - container, like bag/backpack, 6 - dropping on the ground,
7 - picking up item, 8 - dropping item on the character portrait)
Item arg1 - Item being moved
Item arg2 - Item being replaced, weapon being reloaded, or container being filled (can be 0)
+2 -2
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@@ -244,7 +244,7 @@ was made as a dirty easy hack to allow dynamically change some explosion paramet
- changed radius will be reset each time the player reloads the game.
> array get_explosion_damage(itemPid)
- returns array of the minimum and maximum damage of the explosive item.
- returns an array of the minimum and maximum damage of the explosive item.
> void set_dynamite_damage(minDmg, maxDmg)
- sets the minimum and maximum damage for Dynamite.
@@ -360,7 +360,7 @@ Some utility/math functions are available:
- it will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating
> array party_member_list(int includeHidden)
- returns array of all current party members (0 - only critter-type, alive and visible will be returned, 1 - all object, including Trunk, etc.)
- returns an array of all current party members (0 - only critter-type, alive and visible will be returned, 1 - all object, including Trunk, etc.)
> array path_find_to(object objFrom, int tileTo, int blockingType)
- returns the shortest path to a given tile using given blocking function as an array of tile directions (0..5) to move on each step
+59 -91
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@@ -92,19 +92,19 @@ IDirect3DDevice9* d3d9Device = 0;
static IDirect3DTexture9* mainTex = 0;
static IDirect3DTexture9* sTex1 = 0;
static IDirect3DTexture9* sTex2 = 0;
static IDirect3DTexture9* movieTex;
static IDirect3DSurface9* sSurf1 = 0;
static IDirect3DSurface9* sSurf2 = 0;
static IDirect3DSurface9* backBuffer = 0;
static IDirect3DVertexBuffer9* vBuffer;
static IDirect3DVertexBuffer9* vBuffer2;
static IDirect3DVertexBuffer9* movieBuffer;
static IDirect3DVertexBuffer9* vertexOrigRes;
static IDirect3DVertexBuffer9* vertexSfallRes;
static IDirect3DVertexBuffer9* vertexMovie;
static IDirect3DTexture9* gpuPalette;
static IDirect3DTexture9* movieTex;
static ID3DXEffect* gpuBltEffect;
static const char* gpuEffect =
"texture image;"
"texture palette;"
@@ -122,30 +122,29 @@ static const char* gpuEffect =
// shader for displaying head textures
"float4 P1( in float2 Tex : TEXCOORD0 ) : COLOR0 {"
"float backdrop = tex2D(s0, Tex).a;"
"float backdrop = tex2D(s0, Tex).r;"
"float3 result;"
"if (abs(backdrop - 1.0) < 0.001) {" // (48.0 / 255.0) // 48 - key index color
"result = tex2D(s2, saturate((Tex - corner) / size));"
"} else {"
"result = tex1D(s1, backdrop);"
"result = float3(result.b, result.g, result.r);"
"result = tex1D(s1, backdrop).bgr;" // get color in palette and swap R <> B
"}"
// blend highlights
"if (showhl) {"
"float4 h = tex2D(s3, saturate((Tex - cornerhl) / sizehl));"
"result = saturate(result + h);" // saturate(result * (1 - h.a) * h.rgb * h.a)"
"}"
"return float4(result.r, result.g, result.b, 1);"
// blend highlights
"if (showhl) {"
"float4 h = tex2D(s3, saturate((Tex - cornerhl) / sizehl));"
"result = saturate(result + h);" // saturate(result * (1 - h.a) * h.rgb * h.a)"
"}"
"return float4(result, 1);"
"}"
"technique T1"
"{"
"pass p1 { PixelShader = compile ps_2_0 P1(); }"
"}"
// main shader
"float4 P0( in float2 Tex : TEXCOORD0 ) : COLOR0 {"
"float3 result = tex1D(s1, tex2D(s0, Tex).a);" // get color in palette
"return float4(result.b, result.g, result.r, 1);" // swap R <> B
"float3 result = tex1D(s1, tex2D(s0, Tex).r);" // get color in palette
"return float4(result.bgr, 1);" // swap R <> B
"}"
"technique T0"
@@ -279,10 +278,10 @@ static void ResetDevice(bool createNew) {
mainTexLock = false;
}
if (d3d9Device->CreateTexture(ResWidth, ResHeight, 1, D3DUSAGE_DYNAMIC, Graphics::GPUBlt ? D3DFMT_A8 : D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &mainTex, 0) != D3D_OK) {
if (d3d9Device->CreateTexture(ResWidth, ResHeight, 1, D3DUSAGE_DYNAMIC, Graphics::GPUBlt ? D3DFMT_L8 : D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &mainTex, 0) != D3D_OK) { // D3DFMT_A8 - not supported on some older video cards
d3d9Device->CreateTexture(ResWidth, ResHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &mainTex, 0);
Graphics::GPUBlt = 0;
MessageBoxA(window, "GPU does not support the D3DFMT_A8 texture format.\nNow CPU is used to convert the palette.",
MessageBoxA(window, "GPU does not support the D3DFMT_L8 texture format.\nNow CPU is used to convert the palette.",
"Texture format error", MB_TASKMODAL | MB_ICONWARNING);
}
@@ -304,11 +303,11 @@ static void ResetDevice(bool createNew) {
ShaderVertices[3].y = ResHeight - 0.5f;
ShaderVertices[3].x = ResWidth - 0.5f;
d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vBuffer, 0);
d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vertexOrigRes, 0);
void* vertexPointer;
vBuffer->Lock(0, 0, &vertexPointer, 0);
vertexOrigRes->Lock(0, 0, &vertexPointer, 0);
CopyMemory(vertexPointer, ShaderVertices, sizeof(ShaderVertices));
vBuffer->Unlock();
vertexOrigRes->Unlock();
VertexFormat shaderVertices[4] = {
ShaderVertices[0],
@@ -322,16 +321,16 @@ static void ResetDevice(bool createNew) {
shaderVertices[3].y = (float)gHeight - 0.5f;
shaderVertices[3].x = (float)gWidth - 0.5f;
d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vBuffer2, 0);
vBuffer2->Lock(0, 0, &vertexPointer, 0);
d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vertexSfallRes, 0);
vertexSfallRes->Lock(0, 0, &vertexPointer, 0);
CopyMemory(vertexPointer, shaderVertices, sizeof(shaderVertices));
vBuffer2->Unlock();
vertexSfallRes->Unlock();
d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &movieBuffer, 0);
d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vertexMovie, 0);
d3d9Device->SetFVF(_VERTEXFORMAT);
d3d9Device->SetTexture(0, mainTex);
d3d9Device->SetStreamSource(0, vBuffer, 0, sizeof(VertexFormat));
d3d9Device->SetStreamSource(0, vertexOrigRes, 0, sizeof(VertexFormat));
//d3d9Device->SetRenderState(D3DRS_ALPHABLENDENABLE, false); // default false
//d3d9Device->SetRenderState(D3DRS_ALPHATESTENABLE, false); // default false
@@ -403,9 +402,9 @@ static void Present() {
SAFERELEASE(sSurf2);
SAFERELEASE(sTex1);
SAFERELEASE(sTex2);
SAFERELEASE(vBuffer);
SAFERELEASE(vBuffer2);
SAFERELEASE(movieBuffer);
SAFERELEASE(vertexOrigRes);
SAFERELEASE(vertexSfallRes);
SAFERELEASE(vertexMovie);
SAFERELEASE(gpuPalette);
Graphics::ReleaseMovieTexture();
if (gpuBltEffect) gpuBltEffect->OnLostDevice();
@@ -417,37 +416,32 @@ static void Refresh() {
if (DeviceLost) return;
d3d9Device->BeginScene();
d3d9Device->SetStreamSource(0, vBuffer, 0, sizeof(VertexFormat));
d3d9Device->SetStreamSource(0, vertexOrigRes, 0, sizeof(VertexFormat));
d3d9Device->SetRenderTarget(0, sSurf1);
d3d9Device->SetTexture(0, mainTex);
UINT passes;
if ((textureFilter || ScriptShaders::Count()) && Graphics::GPUBlt) {
if (Graphics::GPUBlt) {
// converts the palette in mainTex to RGB colors on the target surface (sSurf1/sTex1)
gpuBltEffect->Begin(&passes, 0);
gpuBltEffect->BeginPass(0);
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
gpuBltEffect->EndPass();
gpuBltEffect->End();
d3d9Device->StretchRect(sSurf1, 0, sSurf2, 0, D3DTEXF_NONE); // copy sSurf1 to sSurf2
d3d9Device->SetTexture(0, sTex2);
} else {
d3d9Device->SetTexture(0, mainTex);
if (ScriptShaders::Count()) {
d3d9Device->StretchRect(sSurf1, 0, sSurf2, 0, D3DTEXF_NONE); // copy sSurf1 to sSurf2
d3d9Device->SetTexture(0, sTex2);
} else {
d3d9Device->SetTexture(0, sTex1);
}
}
ScriptShaders::Refresh(sSurf1, sSurf2, sTex2);
d3d9Device->SetStreamSource(0, vBuffer2, 0, sizeof(VertexFormat));
d3d9Device->SetStreamSource(0, vertexSfallRes, 0, sizeof(VertexFormat));
d3d9Device->SetRenderTarget(0, backBuffer);
if (!textureFilter && !ScriptShaders::Count() && Graphics::GPUBlt) {
gpuBltEffect->Begin(&passes, 0);
gpuBltEffect->BeginPass(0);
}
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
if (!textureFilter && !ScriptShaders::Count() && Graphics::GPUBlt) {
gpuBltEffect->EndPass();
gpuBltEffect->End();
}
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); // render square with a texture image (mainTex/sTex1/sTex2) to the backBuffer
d3d9Device->EndScene();
Present();
}
@@ -530,9 +524,9 @@ void Graphics::SetMovieTexture(bool state) {
}
void* vertexPointer;
movieBuffer->Lock(0, 0, &vertexPointer, 0);
vertexMovie->Lock(0, 0, &vertexPointer, 0);
CopyMemory(vertexPointer, shaderVertices, sizeof(shaderVertices));
movieBuffer->Unlock();
vertexMovie->Unlock();
PlayAviMovie = true;
}
@@ -550,7 +544,7 @@ void Graphics::ShowMovieFrame(IDirect3DTexture9* tex) {
} else {
d3d9Device->SetTexture(0, mainTex);
}
d3d9Device->SetStreamSource(0, vBuffer2, 0, sizeof(VertexFormat));
d3d9Device->SetStreamSource(0, vertexSfallRes, 0, sizeof(VertexFormat));
// for showing subtitles
if (Graphics::GPUBlt) {
@@ -566,7 +560,7 @@ void Graphics::ShowMovieFrame(IDirect3DTexture9* tex) {
}
// for avi movie
d3d9Device->SetTexture(0, movieTex);
d3d9Device->SetStreamSource(0, movieBuffer, 0, sizeof(VertexFormat));
d3d9Device->SetStreamSource(0, vertexMovie, 0, sizeof(VertexFormat));
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
d3d9Device->EndScene();
@@ -690,38 +684,7 @@ public:
//mainTexLock = false;
//if (Graphics::PlayAviMovie) return DD_OK; // Blt method is not executed during avi playback because the sfShowFrame_ function is blocked
if (!DeviceLost) {
d3d9Device->SetTexture(0, mainTex);
d3d9Device->BeginScene();
UINT passes;
if (textureFilter && Graphics::GPUBlt) { // fixes color palette distortion of movie images when texture filtering and GPUBlt are enabled
d3d9Device->SetStreamSource(0, vBuffer, 0, sizeof(VertexFormat));
d3d9Device->SetRenderTarget(0, sSurf1);
gpuBltEffect->Begin(&passes, 0);
gpuBltEffect->BeginPass(0);
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
gpuBltEffect->EndPass();
gpuBltEffect->End();
d3d9Device->SetTexture(0, sTex1);
d3d9Device->SetRenderTarget(0, backBuffer);
}
d3d9Device->SetStreamSource(0, vBuffer2, 0, sizeof(VertexFormat));
if (!textureFilter && Graphics::GPUBlt) {
gpuBltEffect->Begin(&passes, 0);
gpuBltEffect->BeginPass(0);
}
d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
if (!textureFilter && Graphics::GPUBlt) {
gpuBltEffect->EndPass();
gpuBltEffect->End();
}
d3d9Device->EndScene();
Present();
}
Refresh();
return DD_OK;
}
@@ -799,12 +762,12 @@ public:
mainTexLock = true;
D3DLOCKED_RECT dRect;
mainTex->LockRect(0, &dRect, 0, 0);
mainTex->LockRect(0, &dRect, 0, D3DLOCK_DISCARD);
DWORD* pBits = (DWORD*)dRect.pBits;
int pitch = (dRect.Pitch / 4) - ResWidth;
BYTE* target = lockTarget;
int height = ResHeight;
while (height--) {
int width = ResWidth;
@@ -815,6 +778,7 @@ public:
}
pBits += pitch;
}
mainTex->UnlockRect(0);
mainTexLock = false;
return DD_OK;
@@ -836,7 +800,7 @@ public:
mainTexLock = true;
D3DLOCKED_RECT dRect;
mainTex->LockRect(0, &dRect, lockRect, 0);
mainTex->LockRect(0, &dRect, lockRect, (lockRect) ? 0 : D3DLOCK_DISCARD);
DWORD* pBits = (DWORD*)dRect.pBits;
int pitch = dRect.Pitch / 4;
@@ -845,16 +809,20 @@ public:
BYTE* target = (BYTE*)lockSurface;
int width = (lockRect->right - lockRect->left);
int height = (lockRect->bottom - lockRect->top);
while (height--) {
int w = width;
while (w--) pBits[w] = palette[target[w]].xRGB;
pBits += pitch;
target += ResWidth;
}
lockRect = 0;
} else {
pitch -= ResWidth;
BYTE* target = lockTarget;
int height = ResHeight;
// slow copy method
while (height--) {
int width = ResWidth;
@@ -923,7 +891,7 @@ public:
if (Graphics::GPUBlt) {
D3DLOCKED_RECT rect;
if (gpuPalette && !FAILED(gpuPalette->LockRect(0, &rect, 0, D3DLOCK_DISCARD))) {
if (!FAILED(gpuPalette->LockRect(0, &rect, 0, D3DLOCK_DISCARD))) {
CopyMemory(rect.pBits, palette, 256 * 4);
gpuPalette->UnlockRect(0);
}
@@ -934,7 +902,7 @@ public:
palette[i].B = palette[i].R;
palette[i].R = clr;
}
primaryDDSurface->SetPalette(0); // update
primaryDDSurface->SetPalette(0); // update texture
if (FakeDirectDrawSurface::IsPlayMovie) return DD_OK; // prevents flickering at the beginning of playback (w/o HRP & GPUBlt=2)
}
if (!Graphics::PlayAviMovie) {
@@ -969,13 +937,13 @@ public:
SAFERELEASE(mainTex);
SAFERELEASE(sTex1);
SAFERELEASE(sTex2);
SAFERELEASE(vBuffer);
SAFERELEASE(vBuffer2);
SAFERELEASE(vertexOrigRes);
SAFERELEASE(vertexSfallRes);
SAFERELEASE(d3d9Device);
SAFERELEASE(d3d9);
SAFERELEASE(gpuPalette);
SAFERELEASE(gpuBltEffect);
SAFERELEASE(movieBuffer);
SAFERELEASE(vertexMovie);
delete this;
return 0;
+3 -3
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@@ -24,7 +24,7 @@
#define VERSION_MAJOR 4
#define VERSION_MINOR 2
#define VERSION_BUILD 8
#define VERSION_REV 1
#define VERSION_BUILD 9
#define VERSION_REV 0
#define VERSION_STRING "4.2.8.1"
#define VERSION_STRING "4.2.9"