Files
Client/Engine/Zalla3D Base Class/EnumD3D.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

489 lines
16 KiB
C++

// EnumD3D.cpp: implementation of the CEnumD3D class.
//
//////////////////////////////////////////////////////////////////////
#include "EnumD3D.h"
#include <dsound.h>
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
D3DAdapterInfo CEnumD3D::m_Adapters[10];
DWORD CEnumD3D::m_dwNumAdapters;
DWORD CEnumD3D::m_dwAdapter;
BOOL CEnumD3D::m_bWindowed;
LPDIRECT3D8 CEnumD3D::m_pD3D;
BOOL CEnumD3D::m_bUseDepthBuffer;
long CEnumD3D::m_dwMinDepthBits;
long CEnumD3D::m_dwMinStencilBits;
long CEnumD3D::m_nAdapter;
long CEnumD3D::m_nDevice;
long CEnumD3D::m_nMode;
TCHAR CEnumD3D::m_strSoundCard[64];
TCHAR CEnumD3D::m_strSoundCardDrv[64];
int SortModesCallback( const VOID* arg1, const VOID* arg2 )
{
D3DDISPLAYMODE* p1 = (D3DDISPLAYMODE*)arg1;
D3DDISPLAYMODE* p2 = (D3DDISPLAYMODE*)arg2;
if( p1->Format > p2->Format ) return -1;
if( p1->Format < p2->Format ) return +1;
if( p1->Width < p2->Width ) return -1;
if( p1->Width > p2->Width ) return +1;
if( p1->Height < p2->Height ) return -1;
if( p1->Height > p2->Height ) return +1;
return 0;
}
VOID EnumSound();
BOOL CALLBACK
DSoundEnumProc(LPGUID lpGUID,
LPCTSTR lpszDesc,
LPCTSTR lpszDrvName,
LPVOID lpContext );
CEnumD3D::CEnumD3D()
{
m_bUseDepthBuffer=true;
m_nAdapter=m_nDevice=m_nMode=0;
}
CEnumD3D::~CEnumD3D()
{
}
HRESULT CEnumD3D::Enum()
{
m_pD3D=Direct3DCreate8(D3D_SDK_VERSION);
const DWORD dwNumDeviceTypes = 2;
const TCHAR* strDeviceDescs[] = { "HAL", "REF" };
const D3DDEVTYPE DeviceTypes[] = { D3DDEVTYPE_HAL, D3DDEVTYPE_REF };
BOOL bHALExists = FALSE;
BOOL bHALIsWindowedCompatible = FALSE;
BOOL bHALIsDesktopCompatible = FALSE;
BOOL bHALIsSampleCompatible = FALSE;
// Loop through all the adapters on the system (usually, there's just one
// unless more than one graphics card is present).
m_dwNumAdapters=0;
for( UINT iAdapter = 0; iAdapter < m_pD3D->GetAdapterCount(); iAdapter++ )
{
// Fill in adapter info
D3DAdapterInfo* pAdapter = &m_Adapters[m_dwNumAdapters];
m_pD3D->GetAdapterIdentifier( iAdapter, 0, &pAdapter->d3dAdapterIdentifier );
m_pD3D->GetAdapterDisplayMode( iAdapter, &pAdapter->d3ddmDesktop );
pAdapter->dwNumDevices = 0;
pAdapter->dwCurrentDevice = 0;
// Enumerate all display modes on this adapter
CD3DDISPLAYMODE modes[100];
D3DFORMAT formats[20];
DWORD dwNumFormats = 0;
DWORD dwNumModes = 0;
DWORD dwNumAdapterModes = m_pD3D->GetAdapterModeCount( iAdapter );
// Add the adapter's current desktop format to the list of formats
formats[dwNumFormats++] = pAdapter->d3ddmDesktop.Format;
DWORD dwRefreshCount = 0;
ZeroMemory(&modes[0].RefreshRate, sizeof(modes[0].RefreshRate));
for( UINT iMode = 0; iMode < dwNumAdapterModes; iMode++ )
{
// Get the display mode attributes
D3DDISPLAYMODE DisplayMode;
m_pD3D->EnumAdapterModes( iAdapter, iMode, &DisplayMode );
// Filter out low-resolution modes
if( DisplayMode.Width < 640 || DisplayMode.Height < 400 )
continue;
// Check if the mode already exists (to filter out refresh rates)
DWORD m=0L;
for( ; m<dwNumModes; m++ )
{
if( ( modes[m].Width == DisplayMode.Width ) &&
( modes[m].Height == DisplayMode.Height ) &&
( modes[m].Format == DisplayMode.Format ) )
break;
}
// If we found a new mode, add it to the list of modes
if( m == dwNumModes )
{
dwRefreshCount = 0;
ZeroMemory(&modes[dwNumModes].RefreshRate, sizeof(modes[dwNumModes].RefreshRate));
modes[dwNumModes].RefreshRate[dwRefreshCount++] = DisplayMode.RefreshRate;
modes[dwNumModes].Width = DisplayMode.Width;
modes[dwNumModes].Height = DisplayMode.Height;
modes[dwNumModes].Format = DisplayMode.Format;
dwNumModes++;
// Check if the mode's format already exists
DWORD f=0;
for( ; f<dwNumFormats; f++ )
{
if( DisplayMode.Format == formats[f] )
break;
}
// If the format is new, add it to the list
if( f== dwNumFormats )
formats[dwNumFormats++] = DisplayMode.Format;
} else
{
modes[m].RefreshRate[dwRefreshCount++] = DisplayMode.RefreshRate;
}
}
// Sort the list of display modes (by format, then width, then height)
// qsort( modes, dwNumModes, sizeof(CD3DDISPLAYMODE), SortModesCallback );
// Add devices to adapter
for( UINT iDevice = 0; iDevice < dwNumDeviceTypes; iDevice++ )
{
// Fill in device info
D3DDeviceInfo* pDevice;
pDevice = &pAdapter->devices[pAdapter->dwNumDevices];
pDevice->DeviceType = DeviceTypes[iDevice];
m_pD3D->GetDeviceCaps( iAdapter, DeviceTypes[iDevice], &pDevice->d3dCaps );
pDevice->strDesc = strDeviceDescs[iDevice];
pDevice->dwNumModes = 0;
pDevice->dwCurrentMode = 0;
pDevice->bCanDoWindowed = FALSE;
pDevice->bWindowed = FALSE;
pDevice->MultiSampleType = D3DMULTISAMPLE_NONE;
// Examine each format supported by the adapter to see if it will
// work with this device and meets the needs of the application.
BOOL bFormatConfirmed[20];
DWORD dwBehavior[20];
D3DFORMAT fmtDepthStencil[20];
for( DWORD f=0; f<dwNumFormats; f++ )
{
bFormatConfirmed[f] = FALSE;
fmtDepthStencil[f] = D3DFMT_UNKNOWN;
// Skip formats that cannot be used as render targets on this device
if( FAILED( m_pD3D->CheckDeviceType( iAdapter, pDevice->DeviceType,
formats[f], formats[f], FALSE ) ) )
continue;
if( pDevice->DeviceType == D3DDEVTYPE_HAL )
{
// This system has a HAL device
bHALExists = TRUE;
if( pDevice->d3dCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED )
{
// HAL can run in a window for some mode
bHALIsWindowedCompatible = TRUE;
if( f == 0 )
{
// HAL can run in a window for the current desktop mode
bHALIsDesktopCompatible = TRUE;
}
}
}
// Confirm the device/format for HW vertex processing
if( pDevice->d3dCaps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT )
{
if( pDevice->d3dCaps.DevCaps&D3DDEVCAPS_PUREDEVICE )
{
/*
dwBehavior[f] = D3DCREATE_HARDWARE_VERTEXPROCESSING |
D3DCREATE_PUREDEVICE;
*/
dwBehavior[f] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
formats[f] ) ) )
bFormatConfirmed[f] = FALSE;
}
if ( FALSE == bFormatConfirmed[f] )
{
dwBehavior[f] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
formats[f] ) ) )
bFormatConfirmed[f] = TRUE;
}
if ( FALSE == bFormatConfirmed[f] )
{
dwBehavior[f] = D3DCREATE_MIXED_VERTEXPROCESSING;
if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
formats[f] ) ) )
bFormatConfirmed[f] = TRUE;
}
}
// Confirm the device/format for SW vertex processing
if( FALSE == bFormatConfirmed[f] )
{
dwBehavior[f] = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
formats[f] ) ) )
bFormatConfirmed[f] = TRUE;
}
// Find a suitable depth/stencil buffer format for this device/format
if( bFormatConfirmed[f])
{
if( !FindDepthStencilFormat( iAdapter, pDevice->DeviceType,
formats[f], &fmtDepthStencil[f] ) )
{
bFormatConfirmed[f] = FALSE;
}
}
}
// Add all enumerated display modes with confirmed formats to the
// device's list of valid modes
DWORD m=0L;
for( ; m<dwNumModes; m++ )
{
for( DWORD f=0; f<dwNumFormats; f++ )
{
if( modes[m].Format == formats[f] )
{
if( bFormatConfirmed[f] == TRUE )
{
// Add this mode to the device's list of valid modes
pDevice->modes[pDevice->dwNumModes].Width = modes[m].Width;
pDevice->modes[pDevice->dwNumModes].Height = modes[m].Height;
pDevice->modes[pDevice->dwNumModes].Format = modes[m].Format;
pDevice->modes[pDevice->dwNumModes].dwBehavior = dwBehavior[f];
pDevice->modes[pDevice->dwNumModes].DepthStencilFormat = fmtDepthStencil[f];
for( DWORD r = 0; r < 50; ++r )
{
pDevice->modes[pDevice->dwNumModes].dwRefresh[r] = modes[m].RefreshRate[r];
}
pDevice->dwNumModes++;
if( pDevice->DeviceType == D3DDEVTYPE_HAL )
bHALIsSampleCompatible = TRUE;
}
}
}
}
// Select any 640x480 mode for default (but prefer a 16-bit mode)
for( m=0; m<pDevice->dwNumModes; m++ )
{
if( pDevice->modes[m].Width==640 && pDevice->modes[m].Height==480 )
{
pDevice->dwCurrentMode = m;
if( pDevice->modes[m].Format == D3DFMT_R5G6B5 ||
pDevice->modes[m].Format == D3DFMT_X1R5G5B5 ||
pDevice->modes[m].Format == D3DFMT_A1R5G5B5 )
{
break;
}
}
}
// Check if the device is compatible with the desktop display mode
// (which was added initially as formats[0])
if( bFormatConfirmed[0] && (pDevice->d3dCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED) )
{
pDevice->bCanDoWindowed = TRUE;
pDevice->bWindowed = TRUE;
}
// If valid modes were found, keep this device
if( pDevice->dwNumModes > 0 )
pAdapter->dwNumDevices++;
}
// If valid devices were found, keep this adapter
if( pAdapter->dwNumDevices > 0 )
m_dwNumAdapters++;
}
// Return an error if no compatible devices were found
if( 0L == m_dwNumAdapters )
return S_OK;
// Pick a default device that can render into a window
// (This code assumes that the HAL device comes before the REF
// device in the device array).
m_pD3D->Release();
EnumSound();
for( DWORD a=0; a<m_dwNumAdapters; a++ )
{
for( DWORD d=0; d < m_Adapters[a].dwNumDevices; d++ )
{
if( m_Adapters[a].devices[d].bWindowed )
{
m_Adapters[a].dwCurrentDevice = d;
m_dwAdapter = a;
m_bWindowed = TRUE;
return S_OK;
}
}
}
return S_OK;
}
BOOL CEnumD3D::FindDepthStencilFormat(UINT iAdapter, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT *pDepthStencilFormat)
{
if( m_dwMinDepthBits <= 16 && m_dwMinStencilBits == 0 )
{
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16 ) ) )
{
if( SUCCEEDED( m_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D16 ) ) )
{
*pDepthStencilFormat = D3DFMT_D16;
return TRUE;
}
}
}
if( m_dwMinDepthBits <= 15 && m_dwMinStencilBits <= 1 )
{
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D15S1 ) ) )
{
if( SUCCEEDED( m_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D15S1 ) ) )
{
*pDepthStencilFormat = D3DFMT_D15S1;
return TRUE;
}
}
}
if( m_dwMinDepthBits <= 24 && m_dwMinStencilBits == 0 )
{
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8 ) ) )
{
if( SUCCEEDED( m_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D24X8 ) ) )
{
*pDepthStencilFormat = D3DFMT_D24X8;
return TRUE;
}
}
}
if( m_dwMinDepthBits <= 24 && m_dwMinStencilBits <= 8 )
{
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24S8 ) ) )
{
if( SUCCEEDED( m_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D24S8 ) ) )
{
*pDepthStencilFormat = D3DFMT_D24S8;
return TRUE;
}
}
}
if( m_dwMinDepthBits <= 24 && m_dwMinStencilBits <= 4 )
{
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X4S4 ) ) )
{
if( SUCCEEDED( m_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D24X4S4 ) ) )
{
*pDepthStencilFormat = D3DFMT_D24X4S4;
return TRUE;
}
}
}
if( m_dwMinDepthBits <= 32 && m_dwMinStencilBits == 0 )
{
if( SUCCEEDED( m_pD3D->CheckDeviceFormat( iAdapter, DeviceType,
TargetFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32 ) ) )
{
if( SUCCEEDED( m_pD3D->CheckDepthStencilMatch( iAdapter, DeviceType,
TargetFormat, TargetFormat, D3DFMT_D32 ) ) )
{
*pDepthStencilFormat = D3DFMT_D32;
return TRUE;
}
}
}
return FALSE;
}
HRESULT CEnumD3D::ConfirmDevice(D3DCAPS8 *, DWORD, D3DFORMAT)
{
return S_OK;
}
VOID EnumSound()
{
LPDIRECTSOUND8 pDS;
if( FAILED(DirectSoundCreate8(NULL, &pDS, NULL)) )
{
return;
}
if (FAILED(DirectSoundEnumerate((LPDSENUMCALLBACK)DSoundEnumProc,
NULL)))
{
if( pDS )
{
pDS->Release();
pDS = NULL;
}
return;
}
if( pDS )
{
pDS->Release();
pDS = NULL;
}
}
BOOL CALLBACK DSoundEnumProc(LPGUID lpGUID,
LPCTSTR lpszDesc,
LPCTSTR lpszDrvName,
LPVOID lpContext )
{
HWND hCombo = (HWND)lpContext;
LPGUID lpTemp = NULL;
if (lpGUID != NULL) // NULL only for "Primary Sound Driver".
{
strcpy( CEnumD3D::m_strSoundCard, lpszDesc );
strcpy( CEnumD3D::m_strSoundCardDrv, lpszDrvName );
}
return(TRUE);
}