2496
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1 #include <d3dcompiler.h>
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2 #include <comdef.h> // _com_error
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3
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4 #include "ErrorHandling.h"
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5 #include "RenderD3D11.h"
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6 #include "mm7_data.h"
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7
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8 #define ErrorD3D(x)\
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9 {\
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10 HRESULT hr = x;\
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11 if (FAILED(hr))\
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12 {\
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13 _com_error com_error(hr);\
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14 Error("HRESULT = %08X\n%S", hr, com_error.ErrorMessage());\
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15 }\
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16 }
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17
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18
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19 RenderD3D11::RenderD3D11() {}
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20 RenderD3D11::~RenderD3D11() {}
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21
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22
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23 void RenderD3D11::ClearBlack() {__debugbreak();}
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24 void RenderD3D11::SaveWinnersCertificate(const char *a1) {__debugbreak();}
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25 void RenderD3D11::Present() {__debugbreak();}
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26 void RenderD3D11::_49FD3A_fullscreen() {__debugbreak();}
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27 bool RenderD3D11::InitializeFullscreen() {__debugbreak(); return 0;}
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28 void RenderD3D11::CreateZBuffer() {__debugbreak();}
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29 void RenderD3D11::Release() {__debugbreak();}
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30 void RenderD3D11::RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor) {__debugbreak();}
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31 void RenderD3D11::ClearZBuffer(int a2, int a3) {__debugbreak();}
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32 void RenderD3D11::SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) {__debugbreak();}
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33 bool RenderD3D11::LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags) {__debugbreak(); return 0;}
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34 void RenderD3D11::GetTargetPixelFormat(DDPIXELFORMAT *pOut) {__debugbreak();}
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35 void RenderD3D11::LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow) {__debugbreak();}
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36 void RenderD3D11::UnlockBackBuffer() {__debugbreak();}
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37 void RenderD3D11::LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow) {__debugbreak();}
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38 void RenderD3D11::UnlockFrontBuffer() {__debugbreak();}
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39 void RenderD3D11::RestoreFrontBuffer() {__debugbreak();}
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40 void RenderD3D11::RestoreBackBuffer() {__debugbreak();}
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41 void RenderD3D11::BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags) {__debugbreak();}
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42 void RenderD3D11::BltBackToFontFast(int a2, int a3, RECT *a4) {__debugbreak();}
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43 void RenderD3D11::BeginSceneD3D() {__debugbreak();}
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44 unsigned int RenderD3D11::GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6) {__debugbreak(); return 0;}
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45 void RenderD3D11::DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture) {__debugbreak();}
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46 void RenderD3D11::DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders) {__debugbreak();}
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47 void RenderD3D11::DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8) {__debugbreak();}
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48 void RenderD3D11::MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();}
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49 void RenderD3D11::MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle) {__debugbreak();}
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50 void RenderD3D11::DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene() {__debugbreak();}
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51 void RenderD3D11::DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level) {__debugbreak();}
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52 void RenderD3D11::_4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse) {__debugbreak();}
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53 void RenderD3D11::TransformBillboardsAndSetPalettesODM() {__debugbreak();}
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54 void RenderD3D11::DrawBillboardList_BLV() {__debugbreak();}
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55 void RenderD3D11::DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9) {__debugbreak();}
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56 bool RenderD3D11::LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture) {__debugbreak(); return 0;}
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57 bool RenderD3D11::MoveSpriteToDevice(Sprite *pSprite) {__debugbreak(); return 0;}
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58 void RenderD3D11::ScreenFade(unsigned int color, float t) {__debugbreak();}
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59 void RenderD3D11::SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW) {__debugbreak();}
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60 void RenderD3D11::ResetTextureClipRect() {__debugbreak();}
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61 void RenderD3D11::CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture) {__debugbreak();}
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62 void RenderD3D11::DrawTextureIndexed(unsigned int uX, unsigned int uY, struct Texture *a4) {__debugbreak();}
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63 void RenderD3D11::ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5) {__debugbreak();}
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64 void RenderD3D11::DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal) {__debugbreak();}
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65 void RenderD3D11::DrawTextureTransparent(unsigned int uX, unsigned int uY, struct Texture *pTexture) {__debugbreak();}
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66 void RenderD3D11::DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();}
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67 void RenderD3D11::_4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8) {__debugbreak();}
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68 void RenderD3D11::DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();}
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69 void RenderD3D11::DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture) {__debugbreak();}
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70 void RenderD3D11::DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();}
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71 void RenderD3D11::DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask) {__debugbreak();}
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72 void RenderD3D11::GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height) {__debugbreak();}
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73 void RenderD3D11::DrawTextPalette(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8) {__debugbreak();}
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74 void RenderD3D11::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) {__debugbreak();}
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75 void RenderD3D11::FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16) {__debugbreak();}
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76 void RenderD3D11::_4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7) {__debugbreak();}
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77 void RenderD3D11::DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4) {__debugbreak();}
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78 void RenderD3D11::DrawBuildingsD3D() {__debugbreak();}
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79 void RenderD3D11::DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID) {__debugbreak();}
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80 void RenderD3D11::DrawOutdoorSkyD3D() {__debugbreak();}
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81 void RenderD3D11::DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();}
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82 void RenderD3D11::DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture) {__debugbreak();}
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83 void RenderD3D11::PrepareDecorationsRenderList_ODM() {__debugbreak();}
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84 void RenderD3D11::DrawSpriteObjects_ODM() {__debugbreak();}
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85 void RenderD3D11::RenderTerrainD3D() {__debugbreak();}
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86 void RenderD3D11::ChangeBetweenWinFullscreenModes() {__debugbreak();}
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87 bool RenderD3D11::AreRenderSurfacesOk() {__debugbreak(); return 0;}
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88 void RenderD3D11::SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height) {__debugbreak();}
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89 void RenderD3D11::PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size) {__debugbreak();}
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90 void RenderD3D11::SavePCXScreenshot() {__debugbreak();}
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91 int RenderD3D11::_46À6ÀÑ_GetActorsInViewport(int pDepth) {__debugbreak(); return 0;}
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92 void RenderD3D11::BeginLightmaps() {__debugbreak();}
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93 void RenderD3D11::EndLightmaps() {__debugbreak();}
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94 void RenderD3D11::BeginLightmaps2() {__debugbreak();}
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95 void RenderD3D11::EndLightmaps2() {__debugbreak();}
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96 bool RenderD3D11::DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias) {__debugbreak(); return 0;}
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97 void RenderD3D11::BeginDecals() {__debugbreak();}
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98 void RenderD3D11::EndDecals() {__debugbreak();}
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99 void RenderD3D11::DrawDecal(struct Decal *pDecal, float z_bias) {__debugbreak();}
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100 void RenderD3D11::do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff) {__debugbreak();}
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101 void RenderD3D11::DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices) {__debugbreak();}
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102 void RenderD3D11::DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture) {__debugbreak();}
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103 void RenderD3D11::am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3) {__debugbreak();}
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104 void RenderD3D11::am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode) {__debugbreak();}
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105
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106 void RenderD3D11::Sub01() {__debugbreak();}
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107
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108
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109
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110
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111
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112 void RenderD3D11::PresentBlackScreen()
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113 {
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114 ClearTarget(0xFF000000);
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115 ErrorD3D(pSwapChain->Present(0, 0));
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116 }
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117
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118 void RenderD3D11::BeginScene() {}
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119 void RenderD3D11::EndScene() {}
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120
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121 void RenderD3D11::ClearTarget(unsigned int uColor)
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122 {
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123 float clear_color[] =
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124 {
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125 ((uColor & 0x00FF0000) >> 16) / 255.0f,
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126 ((uColor & 0x0000FF00) >> 8) / 255.0f,
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127 ((uColor & 0x000000FF) >> 0) / 255.0f,
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128 ((uColor & 0xFF000000) >> 24) / 255.0f
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129 };
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130 d3dc->ClearRenderTargetView(primary_srv, clear_color);
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131 }
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132
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133
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134 void RenderD3D11::DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4)
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135 {
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136 __debugbreak();
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137 }
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138
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139 bool RenderD3D11::IsGammaSupported()
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140 {
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141 return false;
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142 }
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143
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144 struct
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145 {
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146 unsigned char restore_resolution;
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147 unsigned char _saved_screen_bpp;
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148 unsigned short _saved_screen_width;
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149 unsigned short _saved_screen_height;
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150 } on_exit;
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151
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152 void ChangeResolution(int new_width, int new_height, int new_bpp)
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153 {
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154 if (!on_exit.restore_resolution)
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155 {
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156 on_exit.restore_resolution = true;
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157
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158 auto hdc = GetDC(nullptr);
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159 {
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160 on_exit._saved_screen_width = GetDeviceCaps(hdc, HORZRES);
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161 on_exit._saved_screen_height = GetDeviceCaps(hdc, VERTRES);
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162 on_exit._saved_screen_bpp = GetDeviceCaps(hdc, BITSPIXEL);
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163 }
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164 ReleaseDC(nullptr, hdc);
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165 }
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166
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167 DEVMODEA dm;
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168 dm.dmSize = sizeof(dm);
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169 dm.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
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170 dm.dmBitsPerPel = new_bpp;
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171 dm.dmPelsWidth = new_width;
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172 dm.dmPelsHeight = new_height;
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173
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174 if (ChangeDisplaySettingsA(&dm, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
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175 Error("ChangeDisplaySettingsA");
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176 }
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177
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178 __declspec(noreturn) void ExitApp()
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179 {
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180 if (on_exit.restore_resolution)
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181 ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp);
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182
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183 ExitProcess(0);
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184 }
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185
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186
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187
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188 bool RenderD3D11::SwitchToWindow()
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189 {
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190 if (on_exit.restore_resolution)
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191 {
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192 on_exit.restore_resolution = false;
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193 ChangeResolution(on_exit._saved_screen_width, on_exit._saved_screen_height, on_exit._saved_screen_bpp);
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194 }
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195 return true;
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196 }
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197
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198
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199
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200
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201 bool RenderD3D11::Initialize(OSWindow *window)
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202 {
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203 this->window = window;
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204
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205 auto d3d_lib = LoadLibraryW(L"d3d11.dll");
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206 if (!d3d_lib)
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207 return Error("d3d11.dll is missing"), false;
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208
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209
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210 DXGI_SWAP_CHAIN_DESC swapChainDesc;
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211 memset(&swapChainDesc, 0, sizeof(swapChainDesc));
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212 swapChainDesc.BufferDesc.Width = window->GetWidth();
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213 swapChainDesc.BufferDesc.Height = window->GetHeight();
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214 //swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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215 //swapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
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216 swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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217 //swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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218 //swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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219 swapChainDesc.SampleDesc.Count = 1;
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220 //swapChainDesc.SampleDesc.Quality = 0;
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221 swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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222 swapChainDesc.BufferCount = 2;
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223 swapChainDesc.OutputWindow = window->GetApiHandle();
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224 swapChainDesc.Windowed = true;
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225 //swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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226 //swapChainDesc.Flags = 0;
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227
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228
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229 D3D_FEATURE_LEVEL requested_feature_level = D3D_FEATURE_LEVEL_11_0,
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230 received_feature_level;
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231
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232 unsigned int device_flags = 0;//D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT;
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233 #ifndef NODEBUG
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234 device_flags |= 0/*D3D11_CREATE_DEVICE_DEBUG | D3D11_CREATE_DEVICE_DEBUGGABLE*/;
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235 #endif
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236
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237 HRESULT (__stdcall *dll_D3D11CreateDeviceAndSwapChain)(IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D11Device** ppDevice, D3D_FEATURE_LEVEL* pFeatureLevel, ID3D11DeviceContext** ppImmediateContext);
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238 dll_D3D11CreateDeviceAndSwapChain = (decltype(dll_D3D11CreateDeviceAndSwapChain))GetProcAddress(d3d_lib, "D3D11CreateDeviceAndSwapChain");
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239 ErrorD3D(dll_D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, device_flags, nullptr, 0, D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &d3dd, &received_feature_level, &d3dc));
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240
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241 if (received_feature_level < D3D_FEATURE_LEVEL_10_0)
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242 {
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243 MessageBoxA(nullptr, "Received Direct3D 9 or lower", "", 0);
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244 __debugbreak();
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245 }
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246 /*if (fullscreen)
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247 {
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248 extern void ChangeResolution(int new_dith, int new_height, int new_bpp);
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249 ChangeResolution(target_window->GetWidth(), target_window->GetHeight(), 32);
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250
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251 target_window->SetPosition(0, 0);
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252 target_window->SetTopmost(true);
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253 }
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254 ErrorD3D(pSwapChain->SetFullscreenState(fullscreen, nullptr));*/
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255
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256
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257 ID3D11Texture2D *pSwapChainSurface;
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258 {
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259 ErrorD3D(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void **)&pSwapChainSurface));
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260 ErrorD3D(d3dd->CreateRenderTargetView(pSwapChainSurface, nullptr, &primary_srv));
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261 }
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262 pSwapChainSurface->Release();
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263
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264
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265 D3D11_TEXTURE2D_DESC z_desc;
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266 memset(&z_desc, 0, sizeof(z_desc));
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267 z_desc.Width = window->GetWidth();
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268 z_desc.Height = window->GetHeight();
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269 z_desc.MipLevels = 1;
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270 z_desc.ArraySize = 1;
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271 z_desc.Format = DXGI_FORMAT_D32_FLOAT;
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272 z_desc.SampleDesc.Count = 1;
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273 //z_desc.SampleDesc.Quality = 0;
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274 //z_desc.Usage = D3D11_USAGE_DEFAULT;
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275 z_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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276 //z_desc.CPUAccessFlags = 0;
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277 //z_desc.MiscFlags = 0;
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278
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279 ID3D11Texture2D *depth_surface;
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280 ErrorD3D(d3dd->CreateTexture2D(&z_desc, nullptr, &depth_surface));
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281
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282 D3D11_DEPTH_STENCIL_VIEW_DESC depth_srv_desc;
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283 memset(&depth_srv_desc, 0, sizeof(depth_srv_desc));
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284 depth_srv_desc.Format = DXGI_FORMAT_D32_FLOAT;
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285 depth_srv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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286 //depth_srv_desc.Texture2D.MipSlice = 0;
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287 ErrorD3D(d3dd->CreateDepthStencilView(depth_surface, &depth_srv_desc, &depth_srv));
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288
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289 d3dc->OMSetRenderTargets(1, &primary_srv, depth_srv);
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290 d3dc->ClearDepthStencilView(depth_srv, D3D11_CLEAR_DEPTH, 1.0f, 0);
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291
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292
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293
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294 D3D11_RASTERIZER_DESC d3drs_desc;
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295 memset(&d3drs_desc, 0, sizeof(d3drs_desc));
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296 d3drs_desc.FillMode = D3D11_FILL_SOLID;
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297 d3drs_desc.CullMode = D3D11_CULL_NONE;
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298 //d3drs_desc.FrontCounterClockwise = false;
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299 //d3drs_desc.DepthBias = 0;
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300 //d3drs_desc.DepthBiasClamp = 0.0f;
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301 //d3drs_desc.SlopeScaledDepthBias = 0.0f;
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302 //d3drs_desc.DepthClipEnable = true;
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303 //d3drs_desc.ScissorEnable = false;
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304 //d3drs_desc.MultisampleEnable = false;
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305 //d3drs_desc.AntialiasedLineEnable = false;
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306
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307 ID3D11RasterizerState *d3drs;
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308 ErrorD3D(d3dd->CreateRasterizerState(&d3drs_desc, &d3drs));
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309 d3dc->RSSetState(d3drs);
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310 d3drs->Release();
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311
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312
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313
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314 D3D11_VIEWPORT viewport;
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315 memset(&viewport, 0, sizeof(viewport));
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316 viewport.TopLeftX = game_viewport_x;
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317 viewport.TopLeftY = game_viewport_y;
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318 viewport.Width = game_viewport_width;
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319 viewport.Height = game_viewport_height;
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320 //viewport.MinDepth = 0;
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321 viewport.MaxDepth = 1;
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322 d3dc->RSSetViewports(1, &viewport);
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323
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324 return true;
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325 } |