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Convert D3DFVF_XYZRHW into D3DFVF_XYZW #188

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2 changes: 2 additions & 0 deletions Settings/Settings.h
Original file line number Diff line number Diff line change
Expand Up @@ -42,6 +42,7 @@
visit(DdrawOverrideRefreshRate) \
visit(DdrawResolutionHack) \
visit(DdrawUseDirect3D9Ex) \
visit(DdrawConvertHomogeneousW) \
visit(DdrawUseNativeResolution) \
visit(DdrawEnableMouseHook) \
visit(DdrawHookSystem32) \
Expand Down Expand Up @@ -208,6 +209,7 @@ struct CONFIG
bool DdrawIntegerScalingClamp = false; // Scales the screen by an integer value to help preserve video quality
bool DdrawMaintainAspectRatio = false; // Keeps the current DirectDraw aspect ratio when overriding the game's resolution
bool DdrawUseDirect3D9Ex = false; // Use Direct3D9Ex extensions for Dd7to9
bool DdrawConvertHomogeneousW = false; // Convert primites using D3DFVF_XYZRHW to D3DFVF_XYZW.
bool DdrawUseNativeResolution = false; // Uses the current screen resolution for Dd7to9
DWORD DdrawClippedWidth = 0; // Used to scaled Direct3d9 to use this width when using Dd7to9
DWORD DdrawClippedHeight = 0; // Used to scaled Direct3d9 to use this height when using Dd7to9
Expand Down
64 changes: 64 additions & 0 deletions ddraw/IDirect3DDeviceX.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -330,6 +330,28 @@ HRESULT m_IDirect3DDeviceX::SetTransform(D3DTRANSFORMSTATETYPE dtstTransformStat
break;
}

if(Config.DdrawConvertHomogeneousW)
{
if(dtstTransformStateType == D3DTS_VIEW)
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assumes that SetTransform is called, which is not the case for DK2 for example

{
D3DVIEWPORT9 Viewport9;
if(SUCCEEDED((*d3d9Device)->GetViewport(&Viewport9)))
{
ZeroMemory(lpD3DMatrix, sizeof(_D3DMATRIX));
lpD3DMatrix->_11 = 2.0f / (float)Viewport9.Width;
lpD3DMatrix->_22 = -2.0f / (float)Viewport9.Height;
lpD3DMatrix->_33 = 1.0f;
lpD3DMatrix->_41 = -1.0f; // translate X
lpD3DMatrix->_42 = 1.0f; // translate Y
lpD3DMatrix->_44 = 1.0f;
}
}
else
{
return D3D_OK;
}
}

return (*d3d9Device)->SetTransform(dtstTransformStateType, lpD3DMatrix);
}

Expand Down Expand Up @@ -1760,6 +1782,28 @@ HRESULT m_IDirect3DDeviceX::SetRenderState(D3DRENDERSTATETYPE dwRenderStateType,

if (Config.Dd7to9)
{
if(Config.DdrawConvertHomogeneousW)
{
// ReSharper disable once CppIncompleteSwitchStatement
switch(dwRenderStateType)
{
case D3DRS_CULLMODE:
//dwRenderState = D3DCULL_NONE;
break;

case D3DRS_LIGHTING:
dwRenderState = FALSE;
break;

case D3DRS_CLIPPLANEENABLE:
//dwRenderState = 0;
break;

default:
break;
}
}

// Check for device interface
if (FAILED(CheckInterface(__FUNCTION__, true)))
{
Expand Down Expand Up @@ -2164,6 +2208,26 @@ HRESULT m_IDirect3DDeviceX::DrawIndexedPrimitive(D3DPRIMITIVETYPE dptPrimitiveTy
}
else
{
const UINT stride = GetVertexStride(dwVertexTypeDesc);

// Handle PositionT
if((dwVertexTypeDesc & D3DFVF_XYZRHW) != 0 && Config.DdrawConvertHomogeneousW)
{
UINT8 *vertex = (UINT8*)lpVertices;

for (UINT x = 0; x < dwVertexCount; x++)
{
float *pos = (float*) vertex;

pos[3] = 1.0f;
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Don't you lose information here if rhw is != 1?
It's not used for many things, but at least for perspective-correct texture mapping and some exotic stuff like fog.

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The documentation read that the use of W is undefined here, and not seen as part of the position vector. For me it made no difference if I had it or not. So it is probably better to just remove it then.

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Yeah not sure if they use the W at all in this mode, also they also say it's "designed for, and can only be used with, the programmable vertex pipeline."
https://learn.microsoft.com/en-us/windows/win32/direct3d9/d3dfvf

So the input coordinates are in screen space and your view matrix transforms it back into clip space?

https://gamedev.net/forums/topic/582097-difference-between-d3dfvf_xyzw-and-d3dfvf_xyzrhw/4705397/

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The SetTransform function overrides the game matrices with its own, when the mode is active.

// Replace the matrix with one that handles D3DFVF_XYZRHW geometry
D3DVIEWPORT9 Viewport9;
if(SUCCEEDED((*d3d9Device)->GetViewport(&Viewport9)))
{
	ZeroMemory(lpD3DMatrix, sizeof(_D3DMATRIX));
	lpD3DMatrix->_11 = 2.0f / (float)Viewport9.Width;
	lpD3DMatrix->_22 = -2.0f / (float)Viewport9.Height;
	lpD3DMatrix->_33 = 1.0f;
	lpD3DMatrix->_41 = -1.0f;  // translate X
	lpD3DMatrix->_42 = 1.0f;   // translate Y
	lpD3DMatrix->_44 = 1.0f;
}

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I know.
I guess an identity viewport matrix would also suffice but not sure about this mode.
https://learn.microsoft.com/en-us/windows/win32/dxtecharts/the-direct3d-transformation-pipeline


vertex += stride;
}

// Update the FVF
dwVertexTypeDesc = (dwVertexTypeDesc & ~D3DFVF_XYZRHW) | D3DFVF_XYZW;
}

// Set fixed function vertex type
(*d3d9Device)->SetFVF(dwVertexTypeDesc);

Expand Down