comparison Render.h @ 2462:1d04e48651d4

Render split into interface and realization, added Direct3D 11
author a.parshin
date Tue, 12 Aug 2014 21:34:18 +0300
parents 2d3c3d1dff0c
children 0f17a30149ec
comparison
equal deleted inserted replaced
2461:ff7f4995aa25 2462:1d04e48651d4
7 #include "OSWindow.h" 7 #include "OSWindow.h"
8 #include "RenderStruct.h" 8 #include "RenderStruct.h"
9 9
10 #include "VectorTypes.h" 10 #include "VectorTypes.h"
11 11
12 struct Render 12 #include "IRender.h"
13
14 struct Render: public IRender
13 { 15 {
14 Render(); 16 Render();
15 ~Render(); 17 virtual ~Render();
16 18
17 static Render *Create() {return new Render;} 19 static Render *Create() {return new Render;}
18 20
19 bool Initialize(OSWindow *window, bool bColoredLights, uint32_t uDetailLevel, bool bTinting); 21 virtual bool Initialize(OSWindow *window);
20 22
21 23 virtual void ClearBlack();
22 void ClearBlack(); 24 virtual void PresentBlackScreen();
23 void PresentBlackScreen(); 25
24 26 virtual void SaveWinnersCertificate(const char *a1);
25 void SaveWinnersCertificate(const char *a1); 27 virtual void ClearTarget(unsigned int uColor);
26 void ClearTarget(unsigned int uColor); 28 virtual void Present();
27 void Present(); 29
28 30 virtual void _49FD3A_fullscreen();
29 void _49FD3A_fullscreen(); 31 virtual bool InitializeFullscreen();
30 bool InitializeFullscreen(); 32
31 33 virtual void CreateZBuffer();
32 void CreateZBuffer(); 34 virtual void Release();
33 void Release(); 35
34 36 virtual bool SwitchToWindow();
35 bool SwitchToWindow(); 37 virtual void RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor);
36 void RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor); 38 virtual void ClearZBuffer(int a2, int a3);
37 void ClearZBuffer(int a2, int a3); 39 virtual void SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW);
38 void SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW); 40 virtual bool LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags);
39 bool LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags); 41 virtual void GetTargetPixelFormat(DDPIXELFORMAT *pOut);
40 void GetTargetPixelFormat(DDPIXELFORMAT *pOut); 42 virtual void LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow);
41 void LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow); 43 virtual void UnlockBackBuffer();
42 void UnlockBackBuffer(); 44 virtual void LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow);
43 void LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow); 45 virtual void UnlockFrontBuffer();
44 void UnlockFrontBuffer(); 46 virtual void RestoreFrontBuffer();
45 void RestoreFrontBuffer(); 47 virtual void RestoreBackBuffer();
46 void RestoreBackBuffer(); 48 virtual void BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags);
47 void BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags); 49 virtual void BltBackToFontFast(int a2, int a3, RECT *a4);
48 void BltBackToFontFast(int a2, int a3, RECT *a4); 50 virtual void BeginSceneD3D();
49 void BeginSceneD3D(); 51
50 52 virtual unsigned int GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6);
51 unsigned int GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6); 53
52 54 virtual void DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture);
53 void DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture); 55 virtual void DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders);
54 void DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders); 56 virtual void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8);
55 void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8); 57
56 58 virtual void MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle);
57 void MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); 59 virtual void MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle);
58 void MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); 60
59 61 virtual void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene();
60 void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene(); 62 virtual void DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level);
61 void DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level); 63 virtual void _4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse);
62 void _4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse); 64 virtual void TransformBillboardsAndSetPalettesODM();
63 void TransformBillboardsAndSetPalettesODM(); 65 virtual void DrawBillboardList_BLV();
64 void DrawBillboardList_BLV(); 66
65 67 virtual void DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9);
66 void DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9); 68 virtual bool LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture);
67 bool LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture); 69 virtual bool MoveSpriteToDevice(Sprite *pSprite);
68 bool MoveSpriteToDevice(Sprite *pSprite); 70
69 71 virtual void BeginScene();
70 void BeginScene(); 72 virtual void EndScene();
71 void EndScene(); 73 virtual void ScreenFade(unsigned int color, float t);
72 void ScreenFade(unsigned int color, float t); 74
73 75 virtual void SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW);
74 void SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW); 76 virtual void ResetTextureClipRect();
75 void ResetTextureClipRect(); 77 virtual void DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4);
76 void DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4); 78 virtual void CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture);
77 void CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture); 79 virtual void DrawTextureIndexed(unsigned int uX, unsigned int uY, struct Texture *a4);
78 void DrawTextureIndexed(unsigned int uX, unsigned int uY, struct Texture *a4); 80
79 81 virtual void ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5);
80 void ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5); 82 virtual void DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal);
81 void DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal); 83 virtual void DrawTextureTransparent(unsigned int uX, unsigned int uY, struct Texture *pTexture);
82 void DrawTextureTransparent(unsigned int uX, unsigned int uY, struct Texture *pTexture); 84 virtual void DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8);
83 void DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8); 85 virtual void _4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8);
84 void _4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8); 86
85 87 virtual void DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4);
86 void DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4); 88 virtual void DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture);
87 void DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture); 89 virtual void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices);
88 void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices); 90
89 91 virtual void DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask);
90 void DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask); 92 virtual void GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height);
91 void GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height); 93
92 94 virtual void DrawTextPalette(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8);
93 void DrawTextPalette(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8); 95 virtual 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);
94 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); 96
95 97 virtual void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16);
96 void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16); 98 virtual void _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7);
97 void _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7); 99 virtual void DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4);
98 void DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4); 100
99 101 virtual void DrawBuildingsD3D();
100 void DrawBuildingsD3D();
101 //struct BSPModel *DrawBuildingsSW(); 102 //struct BSPModel *DrawBuildingsSW();
102 //int OnOutdoorRedrawSW(); 103 //int OnOutdoorRedrawSW();
103 104
104 void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID); 105 virtual void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID);
105 void DrawOutdoorSkyD3D(); 106 virtual void DrawOutdoorSkyD3D();
106 //int DrawSkySW(struct Span *a1, Polygon *a2, int a3); 107 //int DrawSkySW(struct Span *a1, Polygon *a2, int a3);
107 void DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture); 108 virtual void DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture);
108 void DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture); 109 virtual void DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture);
109 110
110 void PrepareDecorationsRenderList_ODM(); 111 virtual void PrepareDecorationsRenderList_ODM();
111 void DrawSpriteObjects_ODM(); 112 virtual void DrawSpriteObjects_ODM();
112 113
113 //float DrawBezierTerrain(); 114 //float DrawBezierTerrain();
114 void RenderTerrainD3D(); 115 virtual void RenderTerrainD3D();
115 void DrawTerrainD3D(int a1, int edx0, int a3, int unk4);
116 //void DrawTerrainSW(int a1, int a2, int a3, int a4); 116 //void DrawTerrainSW(int a1, int a2, int a3, int a4);
117 117
118 //void ExecOutdoorDrawSW(); 118 //void ExecOutdoorDrawSW();
119 void ChangeBetweenWinFullscreenModes(); 119 virtual void ChangeBetweenWinFullscreenModes();
120 bool AreRenderSurfacesOk(); 120 virtual bool AreRenderSurfacesOk();
121 bool IsGammaSupported(); 121 virtual bool IsGammaSupported();
122 122
123 void SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height); 123 virtual void SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height);
124 void PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size); 124 virtual void PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size);
125 void SavePCXScreenshot(); 125 virtual void SavePCXScreenshot();
126 126
127 int _46À6ÀÑ_GetActorsInViewport(int pDepth); 127 virtual int _46À6ÀÑ_GetActorsInViewport(int pDepth);
128 128
129 void BeginLightmaps(); 129 virtual void BeginLightmaps();
130 void EndLightmaps(); 130 virtual void EndLightmaps();
131 void BeginLightmaps2(); 131 virtual void BeginLightmaps2();
132 void EndLightmaps2(); 132 virtual void EndLightmaps2();
133 bool DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias); 133 virtual bool DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias);
134 134
135 void BeginDecals(); 135 virtual void BeginDecals();
136 void EndDecals(); 136 virtual void EndDecals();
137 void DrawDecal(struct Decal *pDecal, float z_bias); 137 virtual void DrawDecal(struct Decal *pDecal, float z_bias);
138 138
139 void do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff); 139 virtual void do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff);
140 void DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices); 140 virtual void DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices);
141 141
142 void DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture); 142 virtual void DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture);
143 143
144 void am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3); 144 virtual void am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3);
145 void am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode); 145 virtual void am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode);
146 146
147 public: 147 public:/*
148 int *pActiveZBuffer; 148 int *pActiveZBuffer;
149 IDirectDraw4 *pDirectDraw4; 149 IDirectDraw4 *pDirectDraw4;
150 IDirectDrawSurface4 *pFrontBuffer4; 150 IDirectDrawSurface4 *pFrontBuffer4;
151 IDirectDrawSurface4 *pBackBuffer4; 151 IDirectDrawSurface4 *pBackBuffer4;
152 void *pTargetSurface; 152 void *pTargetSurface;
159 int hd_water_current_frame; 159 int hd_water_current_frame;
160 int hd_water_tile_id; 160 int hd_water_tile_id;
161 void (*pBeforePresentFunction)(); 161 void (*pBeforePresentFunction)();
162 uint32_t bFogEnabled; 162 uint32_t bFogEnabled;
163 RenderBillboardD3D pBillboardRenderListD3D[1000]; 163 RenderBillboardD3D pBillboardRenderListD3D[1000];
164 unsigned int uNumBillboardsToDraw; 164 unsigned int uNumBillboardsToDraw;*/
165 165
166 inline void WritePixel16(int x, int y, unsigned __int16 color) 166 virtual void WritePixel16(int x, int y, unsigned __int16 color)
167 { 167 {
168 if (ddpfPrimarySuface.dwRGBBitCount == 32) 168 if (ddpfPrimarySuface.dwRGBBitCount == 32)
169 { 169 {
170 auto p = (unsigned __int32 *)pTargetSurface + x + y * uTargetSurfacePitch; 170 auto p = (unsigned __int32 *)pTargetSurface + x + y * uTargetSurfacePitch;
171 *p = Color32(color); 171 *p = Color32(color);
176 *p = color; 176 *p = color;
177 } 177 }
178 else __debugbreak(); 178 else __debugbreak();
179 } 179 }
180 180
181 inline unsigned __int16 ReadPixel16(int x, int y) 181 virtual unsigned __int16 ReadPixel16(int x, int y)
182 { 182 {
183 if (ddpfPrimarySuface.dwRGBBitCount == 32) 183 if (ddpfPrimarySuface.dwRGBBitCount == 32)
184 { 184 {
185 auto p = (unsigned __int32 *)pTargetSurface + x + y * uTargetSurfacePitch; 185 auto p = (unsigned __int32 *)pTargetSurface + x + y * uTargetSurfacePitch;
186 return Color16((*p >> 16) & 255, (*p >> 8) & 255, *p & 255); 186 return Color16((*p >> 16) & 255, (*p >> 8) & 255, *p & 255);
191 return *p; 191 return *p;
192 } 192 }
193 else __debugbreak(); 193 else __debugbreak();
194 } 194 }
195 195
196 inline void ToggleTint() {bTinting = !bTinting;} 196 virtual void ToggleTint() {bTinting = !bTinting;}
197 inline void ToggleColoredLights() {bUseColoredLights = !bUseColoredLights;} 197 virtual void ToggleColoredLights() {bUseColoredLights = !bUseColoredLights;}
198 198
199 inline unsigned int GetRenderWidth() {return window->GetWidth();} 199 virtual unsigned int GetRenderWidth() {return window->GetWidth();}
200 inline unsigned int GetRenderHeight() {return window->GetHeight();} 200 virtual unsigned int GetRenderHeight() {return window->GetHeight();}
201 201
202 inline void Sub01() 202 virtual void Sub01()
203 { 203 {
204 if (pRenderD3D && !bWindowMode) 204 if (pRenderD3D && !bWindowMode)
205 _49FD3A_fullscreen(); 205 _49FD3A_fullscreen();
206 } 206 }
207 207