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1 /*#pragma once
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2 #define WIN32_LEAN_AND_MEAN
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3
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4 #include "OSWindow.h"
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5 #include <cstdint>
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6 #include <cstdio>
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7
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8 //#include "lib\legacy_dx\d3d.h"
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9
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10 #include "VectorTypes.h"
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11
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12 #include <d3d11.h>
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13 #include "RenderStruct.h"
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14 #pragma comment(lib, "d3d11.lib")
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15
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16 class D3D11
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17 {
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18 HINSTANCE g_hInst;
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19 HWND g_hWnd;
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20 D3D_DRIVER_TYPE g_driverType; // , .
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21 D3D_FEATURE_LEVEL g_featureLevel; //, , DirectX .
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22 ID3D11Device* g_pd3dDevice; // d3d11
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23 ID3D11DeviceContext* g_pImmediateContext;//
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24 IDXGISwapChain* g_pSwapChain; //
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25 ID3D11RenderTargetView* g_pRenderTargetView;
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26
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27
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28 public:
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29
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30 int *pActiveZBuffer;
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31 //IDirectDraw4 *pDirectDraw4;
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32 //IDirectDrawSurface4 *pFrontBuffer4;
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33 //IDirectDrawSurface4 *pBackBuffer4;
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34 ID3D11Texture2D* pBackBuffer;
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35 void *pTargetSurface;
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36 unsigned int uTargetSurfacePitch;
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37 unsigned int bUseColoredLights;
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38 unsigned int bTinting;
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39 unsigned int bUsingSpecular;
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40 uint32_t uFogColor;
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41 unsigned int pHDWaterBitmapIDs[7];
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42 int hd_water_current_frame;
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43 int hd_water_tile_id;
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44 void (*pBeforePresentFunction)();
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45 uint32_t bFogEnabled;
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46 RenderBillboardD3D pBillboardRenderListD3D[1000];
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47 unsigned int uNumBillboardsToDraw;
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48
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49 D3D11():
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50 g_hInst(NULL), g_hWnd(NULL), g_driverType(D3D_DRIVER_TYPE_NULL), g_featureLevel(D3D_FEATURE_LEVEL_11_0),
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51 g_pd3dDevice(NULL), g_pImmediateContext(NULL), g_pSwapChain(NULL), g_pRenderTargetView(NULL){}
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52
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53 HRESULT InitDevice(); // DirectX
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54 void CleanupDevice(); // DirectX
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55 //void Render(); //
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56
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57 bool Initialize(OSWindow *window, bool bColoredLights, uint32_t uDetailLevel, bool bTinting);
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58
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59
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60 void ClearBlack();
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61 void PresentBlackScreen();
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62
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63 void SaveWinnersCertificate(const char *a1);
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64 void ClearTarget(unsigned int uColor);
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65 void Present();
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66
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67 void _49FD3A_fullscreen();
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68 bool InitializeFullscreen();
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69
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70 void CreateZBuffer();
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71 void Release();
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72
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73 bool SwitchToWindow();
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74 void RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor);
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75 void ClearZBuffer(int a2, int a3);
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76 void SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW);
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77 bool LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags);
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78 void GetTargetPixelFormat(DDPIXELFORMAT *pOut);
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79 void LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow);
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80
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81 void UnlockBackBuffer();
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82 void RestoreBackBuffer();
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83
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84 void LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow);
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85 void UnlockFrontBuffer();
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86 void RestoreFrontBuffer();
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87
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88 void BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags);
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89 void BltBackToFontFast(int a2, int a3, RECT *a4);
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90 void BeginSceneD3D();
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91
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92 unsigned int GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6);
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93
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94 void DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture);
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95 void DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders);
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96 void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8);
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97
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98 void MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle);
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99 void MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle);
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100
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101 void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene();
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102 void DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level);
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103 void _4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse);
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104 void TransformBillboardsAndSetPalettesODM();
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105 void DrawBillboardList_BLV();
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106
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107 void DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9);
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108 bool LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture);
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109 bool MoveSpriteToDevice(Sprite *pSprite);
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110
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111 void BeginScene();
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112 void EndScene();
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113 void ScreenFade(unsigned int color, float t);
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114
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115 void SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW);
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116 void ResetTextureClipRect();
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117 void DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4);
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118 void CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture);
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119 void DrawTextureIndexed(unsigned int uX, unsigned int uY, struct Texture *a4);
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120
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121 void ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5);
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122 void DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal);
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123 void DrawTextureTransparent(unsigned int uX, unsigned int uY, struct Texture *pTexture);
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124 void DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8);
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125 void _4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8);
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126
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127 void DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4);
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128 void DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture);
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129 void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices);
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130
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131 void DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask);
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132 void GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height);
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133
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134 void DrawTextPalette(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8);
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135 void DrawText(signed int uOutX, signed int uOutY, unsigned __int8 *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned __int16 *pFontPalette, unsigned __int16 uFaceColor, unsigned __int16 uShadowColor);
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136
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137 void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16);
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138 void _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7);
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139 void DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4);
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140
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141 void DrawBuildingsD3D();
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142 //struct BSPModel *DrawBuildingsSW();
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143 //int OnOutdoorRedrawSW();
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144
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145 void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID);
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146 void DrawOutdoorSkyD3D();
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147 //int DrawSkySW(struct Span *a1, Polygon *a2, int a3);
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148 void DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture);
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149 void DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture);
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150
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151 void PrepareDecorationsRenderList_ODM();
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152 void DrawSpriteObjects_ODM();
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153
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154 //float DrawBezierTerrain();
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155 void RenderTerrainD3D();
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156 void DrawTerrainD3D(int a1, int edx0, int a3, int unk4);
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157 //void DrawTerrainSW(int a1, int a2, int a3, int a4);
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158
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159 //void ExecOutdoorDrawSW();
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160 void ChangeBetweenWinFullscreenModes();
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161 bool AreRenderSurfacesOk();
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162 bool IsGammaSupported();
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163
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164 void SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height);
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165 void PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size);
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166 void SavePCXScreenshot();
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167
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168 int _466_GetActorsInViewport(int pDepth);
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169
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170 void BeginLightmaps();
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171 void EndLightmaps();
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172 void BeginLightmaps2();
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173 void EndLightmaps2();
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174 bool DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias);
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175
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176 void BeginDecals();
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177 void EndDecals();
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178 void DrawDecal(struct Decal *pDecal, float z_bias);
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179
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180 void do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff);
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181 void DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices);
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182
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183 void DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture);
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184
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185 void am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3);
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186 void am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode);
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187
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188 inline void ToggleTint() {bTinting = !bTinting;}
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189 inline void ToggleColoredLights() {bUseColoredLights = !bUseColoredLights;}
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190
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191 inline unsigned int GetRenderWidth() {return window->GetWidth();}
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192 inline unsigned int GetRenderHeight() {return window->GetHeight();}
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193
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194
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195 friend void Present_NoColorKey();
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196
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197 };
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198 */ |