diff --git a/artifacts/ddraw.ini b/artifacts/ddraw.ini index 7d4c20e7..3ef04288 100644 --- a/artifacts/ddraw.ini +++ b/artifacts/ddraw.ini @@ -62,7 +62,7 @@ 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 diff --git a/artifacts/example_mods/ItemHighlight_Lite/sfall-mods.ini b/artifacts/example_mods/ItemHighlight_Lite/sfall-mods.ini index 3669c62c..9c6d4b9d 100644 --- a/artifacts/example_mods/ItemHighlight_Lite/sfall-mods.ini +++ b/artifacts/example_mods/ItemHighlight_Lite/sfall-mods.ini @@ -1,5 +1,4 @@ [Highlighting] - ; DX scancode of a key to press to highlight items on the ground ; 42 - SHIFT key Key=42 @@ -21,6 +20,7 @@ CheckLOS=0 ; 16 - bright yellow ; 32 - dark yellow ; 64 - purple +; You can set a custom color from the game palette by multiplying the color index value by 256 (available since sfall 4.2.7) OutlineColor=16 ; Motion Scanner mode: diff --git a/artifacts/scripting/hookscripts.txt b/artifacts/scripting/hookscripts.txt index 95f5c41c..fbf30bcc 100644 --- a/artifacts/scripting/hookscripts.txt +++ b/artifacts/scripting/hookscripts.txt @@ -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) diff --git a/sfall/Graphics.cpp b/sfall/Graphics.cpp index 2558573d..3e234e1b 100644 --- a/sfall/Graphics.cpp +++ b/sfall/Graphics.cpp @@ -87,19 +87,19 @@ 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;" @@ -112,25 +112,24 @@ 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 "}" - "return float4(result.r, result.g, result.b, 1);" + "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" @@ -395,10 +394,10 @@ static void ResetDevice(bool createNew) { mainTexLock = false; } - if (d3d9Device->CreateTexture(ResWidth, ResHeight, 1, D3DUSAGE_DYNAMIC, GPUBlt ? D3DFMT_A8 : D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &mainTex, 0) != D3D_OK) { + if (d3d9Device->CreateTexture(ResWidth, ResHeight, 1, D3DUSAGE_DYNAMIC, 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); 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); } @@ -420,11 +419,11 @@ 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], @@ -438,16 +437,16 @@ 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 @@ -519,9 +518,9 @@ static void Present() { SAFERELEASE(sSurf2); SAFERELEASE(sTex1); SAFERELEASE(sTex2); - SAFERELEASE(vBuffer); - SAFERELEASE(vBuffer2); - SAFERELEASE(movieBuffer); + SAFERELEASE(vertexOrigRes); + SAFERELEASE(vertexSfallRes); + SAFERELEASE(vertexMovie); SAFERELEASE(gpuPalette); Gfx_ReleaseMovieTexture(); if (gpuBltEffect) gpuBltEffect->OnLostDevice(); @@ -535,21 +534,25 @@ 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 || shadersSize) && GPUBlt) { + if (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 (shadersSize) { + d3d9Device->StretchRect(sSurf1, 0, sSurf2, 0, D3DTEXF_NONE); // copy sSurf1 to sSurf2 + d3d9Device->SetTexture(0, sTex2); + } else { + d3d9Device->SetTexture(0, sTex1); + } } for (int i = shadersSize - 1; i >= 0; i--) { if (!shaders[i].Effect || !shaders[i].Active) continue; @@ -572,19 +575,10 @@ static void Refresh() { d3d9Device->SetTexture(0, sTex2); } - d3d9Device->SetStreamSource(0, vBuffer2, 0, sizeof(VertexFormat)); + d3d9Device->SetStreamSource(0, vertexSfallRes, 0, sizeof(VertexFormat)); d3d9Device->SetRenderTarget(0, backBuffer); - if (!textureFilter && !shadersSize && GPUBlt) { - gpuBltEffect->Begin(&passes, 0); - gpuBltEffect->BeginPass(0); - } - d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); - if (!textureFilter && !shadersSize && 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(); } @@ -667,9 +661,9 @@ void Gfx_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(); Gfx_PlayAviMovie = true; } @@ -687,7 +681,7 @@ void Gfx_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 (GPUBlt) { @@ -703,7 +697,7 @@ void Gfx_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(); @@ -814,38 +808,7 @@ public: //mainTexLock = false; //if (Gfx_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 && 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 && GPUBlt) { - gpuBltEffect->Begin(&passes, 0); - gpuBltEffect->BeginPass(0); - } - d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); - if (!textureFilter && GPUBlt) { - gpuBltEffect->EndPass(); - gpuBltEffect->End(); - } - d3d9Device->EndScene(); - Present(); - } + Refresh(); return DD_OK; } @@ -923,12 +886,12 @@ 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; @@ -939,6 +902,7 @@ public: } pBits += pitch; } + mainTex->UnlockRect(0); mainTexLock = false; return DD_OK; @@ -960,7 +924,7 @@ 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; @@ -969,16 +933,20 @@ 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; @@ -1047,7 +1015,7 @@ public: if (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); } @@ -1058,7 +1026,7 @@ 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 (!Gfx_PlayAviMovie) { @@ -1096,13 +1064,13 @@ 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;