mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Removed unnecessary code in Graphics.cpp
Replaced the D3DFMT_A8 texture format with D3DFMT_L8. Minor edits to documents.
This commit is contained in:
+1
-1
@@ -62,7 +62,7 @@ WindowData=0
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TextureFilter=1
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;Set to 1 to do the palette conversion on the GPU
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;Set to 2 to do the palette conversion on the CPU
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;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
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;Set to 0 to pick automatically
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;GPU is faster, but requires v2.0 pixel shader support
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GPUBlt=0
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@@ -1,5 +1,4 @@
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[Highlighting]
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; DX scancode of a key to press to highlight items on the ground
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; 42 - SHIFT key
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Key=42
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@@ -21,6 +20,7 @@ CheckLOS=0
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; 16 - bright yellow
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; 32 - dark yellow
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; 64 - purple
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; You can set a custom color from the game palette by multiplying the color index value by 256 (available since sfall 4.2.7)
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OutlineColor=16
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; Motion Scanner mode:
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@@ -439,7 +439,8 @@ What you can do:
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- add AP costs for all inventory movement including reloading
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- apply or remove some special scripted effects depending on PC's armor
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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)
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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,
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7 - picking up item, 8 - dropping item on the character portrait)
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Item arg1 - Item being moved
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Item arg2 - Item being replaced, weapon being reloaded, or container being filled (can be 0)
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+54
-86
@@ -87,19 +87,19 @@ IDirect3DDevice9* d3d9Device = 0;
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static IDirect3DTexture9* mainTex = 0;
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static IDirect3DTexture9* sTex1 = 0;
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static IDirect3DTexture9* sTex2 = 0;
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static IDirect3DTexture9* movieTex;
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static IDirect3DSurface9* sSurf1 = 0;
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static IDirect3DSurface9* sSurf2 = 0;
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static IDirect3DSurface9* backBuffer = 0;
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static IDirect3DVertexBuffer9* vBuffer;
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static IDirect3DVertexBuffer9* vBuffer2;
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static IDirect3DVertexBuffer9* movieBuffer;
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static IDirect3DVertexBuffer9* vertexOrigRes;
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static IDirect3DVertexBuffer9* vertexSfallRes;
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static IDirect3DVertexBuffer9* vertexMovie;
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static IDirect3DTexture9* gpuPalette;
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static IDirect3DTexture9* movieTex;
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static ID3DXEffect* gpuBltEffect;
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static const char* gpuEffect =
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"texture image;"
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"texture palette;"
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@@ -112,25 +112,24 @@ static const char* gpuEffect =
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// shader for displaying head textures
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"float4 P1( in float2 Tex : TEXCOORD0 ) : COLOR0 {"
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"float backdrop = tex2D(s0, Tex).a;"
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"float backdrop = tex2D(s0, Tex).r;"
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"float3 result;"
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"if (abs(backdrop - 1.0) < 0.001) {" // (48.0 / 255.0) // 48 - key index color
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"result = tex2D(s2, saturate((Tex - corner) / size));"
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"} else {"
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"result = tex1D(s1, backdrop);"
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"result = float3(result.b, result.g, result.r);"
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"result = tex1D(s1, backdrop).bgr;" // get color in palette and swap R <> B
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"}"
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"return float4(result.r, result.g, result.b, 1);"
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"return float4(result, 1);"
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"}"
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"technique T1"
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"{"
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"pass p1 { PixelShader = compile ps_2_0 P1(); }"
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"}"
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// main shader
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"float4 P0( in float2 Tex : TEXCOORD0 ) : COLOR0 {"
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"float3 result = tex1D(s1, tex2D(s0, Tex).a);" // get color in palette
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"return float4(result.b, result.g, result.r, 1);" // swap R <> B
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"float3 result = tex1D(s1, tex2D(s0, Tex).r);" // get color in palette
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"return float4(result.bgr, 1);" // swap R <> B
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"}"
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"technique T0"
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@@ -395,10 +394,10 @@ static void ResetDevice(bool createNew) {
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mainTexLock = false;
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}
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if (d3d9Device->CreateTexture(ResWidth, ResHeight, 1, D3DUSAGE_DYNAMIC, GPUBlt ? D3DFMT_A8 : D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &mainTex, 0) != D3D_OK) {
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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
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d3d9Device->CreateTexture(ResWidth, ResHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &mainTex, 0);
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GPUBlt = 0;
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MessageBoxA(window, "GPU does not support the D3DFMT_A8 texture format.\nNow CPU is used to convert the palette.",
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MessageBoxA(window, "GPU does not support the D3DFMT_L8 texture format.\nNow CPU is used to convert the palette.",
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"Texture format error", MB_TASKMODAL | MB_ICONWARNING);
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}
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@@ -420,11 +419,11 @@ static void ResetDevice(bool createNew) {
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ShaderVertices[3].y = ResHeight - 0.5f;
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ShaderVertices[3].x = ResWidth - 0.5f;
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d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vBuffer, 0);
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d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vertexOrigRes, 0);
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void* vertexPointer;
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vBuffer->Lock(0, 0, &vertexPointer, 0);
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vertexOrigRes->Lock(0, 0, &vertexPointer, 0);
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CopyMemory(vertexPointer, ShaderVertices, sizeof(ShaderVertices));
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vBuffer->Unlock();
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vertexOrigRes->Unlock();
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VertexFormat shaderVertices[4] = {
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ShaderVertices[0],
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@@ -438,16 +437,16 @@ static void ResetDevice(bool createNew) {
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shaderVertices[3].y = (float)gHeight - 0.5f;
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shaderVertices[3].x = (float)gWidth - 0.5f;
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d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vBuffer2, 0);
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vBuffer2->Lock(0, 0, &vertexPointer, 0);
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d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vertexSfallRes, 0);
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vertexSfallRes->Lock(0, 0, &vertexPointer, 0);
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CopyMemory(vertexPointer, shaderVertices, sizeof(shaderVertices));
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vBuffer2->Unlock();
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vertexSfallRes->Unlock();
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d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &movieBuffer, 0);
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d3d9Device->CreateVertexBuffer(4 * sizeof(VertexFormat), D3DUSAGE_WRITEONLY | (software ? D3DUSAGE_SOFTWAREPROCESSING : 0), _VERTEXFORMAT, D3DPOOL_DEFAULT, &vertexMovie, 0);
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d3d9Device->SetFVF(_VERTEXFORMAT);
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d3d9Device->SetTexture(0, mainTex);
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d3d9Device->SetStreamSource(0, vBuffer, 0, sizeof(VertexFormat));
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d3d9Device->SetStreamSource(0, vertexOrigRes, 0, sizeof(VertexFormat));
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//d3d9Device->SetRenderState(D3DRS_ALPHABLENDENABLE, false); // default false
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//d3d9Device->SetRenderState(D3DRS_ALPHATESTENABLE, false); // default false
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@@ -519,9 +518,9 @@ static void Present() {
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SAFERELEASE(sSurf2);
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SAFERELEASE(sTex1);
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SAFERELEASE(sTex2);
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SAFERELEASE(vBuffer);
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SAFERELEASE(vBuffer2);
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SAFERELEASE(movieBuffer);
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SAFERELEASE(vertexOrigRes);
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SAFERELEASE(vertexSfallRes);
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SAFERELEASE(vertexMovie);
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SAFERELEASE(gpuPalette);
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Gfx_ReleaseMovieTexture();
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if (gpuBltEffect) gpuBltEffect->OnLostDevice();
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@@ -535,21 +534,25 @@ static void Refresh() {
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if (DeviceLost) return;
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d3d9Device->BeginScene();
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d3d9Device->SetStreamSource(0, vBuffer, 0, sizeof(VertexFormat));
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d3d9Device->SetStreamSource(0, vertexOrigRes, 0, sizeof(VertexFormat));
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d3d9Device->SetRenderTarget(0, sSurf1);
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d3d9Device->SetTexture(0, mainTex);
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UINT passes;
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if ((textureFilter || shadersSize) && GPUBlt) {
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if (GPUBlt) {
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// converts the palette in mainTex to RGB colors on the target surface (sSurf1/sTex1)
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gpuBltEffect->Begin(&passes, 0);
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gpuBltEffect->BeginPass(0);
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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gpuBltEffect->EndPass();
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gpuBltEffect->End();
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d3d9Device->StretchRect(sSurf1, 0, sSurf2, 0, D3DTEXF_NONE); // copy sSurf1 to sSurf2
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d3d9Device->SetTexture(0, sTex2);
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} else {
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d3d9Device->SetTexture(0, mainTex);
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if (shadersSize) {
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d3d9Device->StretchRect(sSurf1, 0, sSurf2, 0, D3DTEXF_NONE); // copy sSurf1 to sSurf2
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d3d9Device->SetTexture(0, sTex2);
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} else {
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d3d9Device->SetTexture(0, sTex1);
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}
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}
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for (int i = shadersSize - 1; i >= 0; i--) {
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if (!shaders[i].Effect || !shaders[i].Active) continue;
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@@ -572,19 +575,10 @@ static void Refresh() {
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d3d9Device->SetTexture(0, sTex2);
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}
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d3d9Device->SetStreamSource(0, vBuffer2, 0, sizeof(VertexFormat));
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d3d9Device->SetStreamSource(0, vertexSfallRes, 0, sizeof(VertexFormat));
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d3d9Device->SetRenderTarget(0, backBuffer);
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if (!textureFilter && !shadersSize && GPUBlt) {
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gpuBltEffect->Begin(&passes, 0);
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gpuBltEffect->BeginPass(0);
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}
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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if (!textureFilter && !shadersSize && GPUBlt) {
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gpuBltEffect->EndPass();
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gpuBltEffect->End();
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}
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); // render square with a texture image (mainTex/sTex1/sTex2) to the backBuffer
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d3d9Device->EndScene();
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Present();
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}
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@@ -667,9 +661,9 @@ void Gfx_SetMovieTexture(bool state) {
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}
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void* vertexPointer;
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movieBuffer->Lock(0, 0, &vertexPointer, 0);
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vertexMovie->Lock(0, 0, &vertexPointer, 0);
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CopyMemory(vertexPointer, shaderVertices, sizeof(shaderVertices));
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movieBuffer->Unlock();
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vertexMovie->Unlock();
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Gfx_PlayAviMovie = true;
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}
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@@ -687,7 +681,7 @@ void Gfx_ShowMovieFrame(IDirect3DTexture9* tex) {
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} else {
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d3d9Device->SetTexture(0, mainTex);
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}
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d3d9Device->SetStreamSource(0, vBuffer2, 0, sizeof(VertexFormat));
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d3d9Device->SetStreamSource(0, vertexSfallRes, 0, sizeof(VertexFormat));
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// for showing subtitles
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if (GPUBlt) {
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@@ -703,7 +697,7 @@ void Gfx_ShowMovieFrame(IDirect3DTexture9* tex) {
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}
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// for avi movie
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d3d9Device->SetTexture(0, movieTex);
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d3d9Device->SetStreamSource(0, movieBuffer, 0, sizeof(VertexFormat));
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d3d9Device->SetStreamSource(0, vertexMovie, 0, sizeof(VertexFormat));
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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d3d9Device->EndScene();
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@@ -814,38 +808,7 @@ public:
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//mainTexLock = false;
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//if (Gfx_PlayAviMovie) return DD_OK; // Blt method is not executed during avi playback because the sfShowFrame_ function is blocked
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if (!DeviceLost) {
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d3d9Device->SetTexture(0, mainTex);
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d3d9Device->BeginScene();
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UINT passes;
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if (textureFilter && GPUBlt) { // fixes color palette distortion of movie images when texture filtering and GPUBlt are enabled
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d3d9Device->SetStreamSource(0, vBuffer, 0, sizeof(VertexFormat));
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d3d9Device->SetRenderTarget(0, sSurf1);
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gpuBltEffect->Begin(&passes, 0);
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gpuBltEffect->BeginPass(0);
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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gpuBltEffect->EndPass();
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gpuBltEffect->End();
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d3d9Device->SetTexture(0, sTex1);
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d3d9Device->SetRenderTarget(0, backBuffer);
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}
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d3d9Device->SetStreamSource(0, vBuffer2, 0, sizeof(VertexFormat));
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if (!textureFilter && GPUBlt) {
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gpuBltEffect->Begin(&passes, 0);
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gpuBltEffect->BeginPass(0);
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}
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d3d9Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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if (!textureFilter && GPUBlt) {
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gpuBltEffect->EndPass();
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gpuBltEffect->End();
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}
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d3d9Device->EndScene();
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Present();
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}
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Refresh();
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return DD_OK;
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}
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@@ -923,12 +886,12 @@ public:
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mainTexLock = true;
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D3DLOCKED_RECT dRect;
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mainTex->LockRect(0, &dRect, 0, 0);
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mainTex->LockRect(0, &dRect, 0, D3DLOCK_DISCARD);
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DWORD* pBits = (DWORD*)dRect.pBits;
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int pitch = (dRect.Pitch / 4) - ResWidth;
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BYTE* target = lockTarget;
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int height = ResHeight;
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while (height--) {
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int width = ResWidth;
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@@ -939,6 +902,7 @@ public:
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}
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pBits += pitch;
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}
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mainTex->UnlockRect(0);
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mainTexLock = false;
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return DD_OK;
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@@ -960,7 +924,7 @@ public:
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mainTexLock = true;
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D3DLOCKED_RECT dRect;
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mainTex->LockRect(0, &dRect, lockRect, 0);
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mainTex->LockRect(0, &dRect, lockRect, (lockRect) ? 0 : D3DLOCK_DISCARD);
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DWORD* pBits = (DWORD*)dRect.pBits;
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int pitch = dRect.Pitch / 4;
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@@ -969,16 +933,20 @@ public:
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BYTE* target = (BYTE*)lockSurface;
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int width = (lockRect->right - lockRect->left);
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int height = (lockRect->bottom - lockRect->top);
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while (height--) {
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int w = width;
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while (w--) pBits[w] = palette[target[w]].xRGB;
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pBits += pitch;
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target += ResWidth;
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}
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lockRect = 0;
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} else {
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pitch -= ResWidth;
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BYTE* target = lockTarget;
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int height = ResHeight;
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// slow copy method
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while (height--) {
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int width = ResWidth;
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@@ -1047,7 +1015,7 @@ public:
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if (GPUBlt) {
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D3DLOCKED_RECT rect;
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if (gpuPalette && !FAILED(gpuPalette->LockRect(0, &rect, 0, D3DLOCK_DISCARD))) {
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if (!FAILED(gpuPalette->LockRect(0, &rect, 0, D3DLOCK_DISCARD))) {
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CopyMemory(rect.pBits, palette, 256 * 4);
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gpuPalette->UnlockRect(0);
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}
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@@ -1058,7 +1026,7 @@ public:
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palette[i].B = palette[i].R;
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palette[i].R = clr;
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}
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primaryDDSurface->SetPalette(0); // update
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primaryDDSurface->SetPalette(0); // update texture
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if (FakeDirectDrawSurface::IsPlayMovie) return DD_OK; // prevents flickering at the beginning of playback (w/o HRP & GPUBlt=2)
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}
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if (!Gfx_PlayAviMovie) {
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@@ -1096,13 +1064,13 @@ public:
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SAFERELEASE(mainTex);
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SAFERELEASE(sTex1);
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SAFERELEASE(sTex2);
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SAFERELEASE(vBuffer);
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SAFERELEASE(vBuffer2);
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SAFERELEASE(vertexOrigRes);
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SAFERELEASE(vertexSfallRes);
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SAFERELEASE(d3d9Device);
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SAFERELEASE(d3d9);
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SAFERELEASE(gpuPalette);
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SAFERELEASE(gpuBltEffect);
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SAFERELEASE(movieBuffer);
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SAFERELEASE(vertexMovie);
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delete this;
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return 0;
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