Mercurial > mm7
view Engine/Graphics/RenderD3D11.h @ 2563:65c97624c047
Saving & loading works from both main menu and game
author | a.parshin |
---|---|
date | Tue, 19 May 2015 22:00:56 +0200 |
parents | c674d547cc7c |
children | d87bfbd3bb3b |
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#pragma once #include <cstdint> #include <cstdio> #include "lib\legacy_dx\d3d.h" #include <d3d11.h> #include "OSWindow.h" #include "RenderStruct.h" #include "../VectorTypes.h" #include "IRender.h" struct RenderD3D11: public IRender { RenderD3D11(); virtual ~RenderD3D11(); static RenderD3D11 *Create() {return new RenderD3D11;} virtual bool Initialize(OSWindow *window); virtual void ClearBlack(); virtual void PresentBlackScreen(); virtual void SaveWinnersCertificate(const char *a1); virtual void ClearTarget(unsigned int uColor); virtual void Present(); virtual void _49FD3A_fullscreen(); virtual bool InitializeFullscreen(); virtual void CreateZBuffer(); virtual void Release(); virtual bool SwitchToWindow(); virtual void RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor); virtual void ClearZBuffer(int a2, int a3); virtual void SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW); virtual bool LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags); virtual void GetTargetPixelFormat(DDPIXELFORMAT *pOut); virtual void LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow); virtual void UnlockBackBuffer(); virtual void LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow); virtual void UnlockFrontBuffer(); virtual void RestoreFrontBuffer(); virtual void RestoreBackBuffer(); virtual void BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags); virtual void BltBackToFontFast(int a2, int a3, RECT *pSrcRect); virtual void BeginSceneD3D(); virtual unsigned int GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6); virtual void DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture); virtual void DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders); virtual void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8); virtual void MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); virtual void MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); virtual void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene(); virtual void DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level); virtual void _4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse); virtual void TransformBillboardsAndSetPalettesODM(); virtual void DrawBillboardList_BLV(); virtual void DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9); virtual bool LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture); virtual bool MoveSpriteToDevice(Sprite *pSprite); virtual void BeginScene(); virtual void EndScene(); virtual void ScreenFade(unsigned int color, float t); virtual void SetUIClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW); virtual void ResetUIClipRect(); virtual void CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture); virtual void DrawTextureNew(float u, float v, struct Texture *); virtual void DrawTextureNew(float u, float v, struct RGBTexture *); virtual void DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4); virtual void DrawTextureIndexed(signed int x, signed int y, struct Texture *tex); virtual void ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5); virtual void DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal); virtual void DrawTextureIndexedAlpha(unsigned int uX, unsigned int uY, struct Texture *pTexture); virtual void DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8); virtual void _4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8); virtual void DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4); virtual void DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture); virtual void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices); virtual void DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask); virtual void GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height); virtual void DrawTextAlpha(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, bool present_time_transparency); 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); virtual void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16); virtual void _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7); virtual void DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4); virtual void DrawBuildingsD3D(); virtual void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID); virtual void DrawOutdoorSkyD3D(); virtual void DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture); virtual void DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture); virtual void PrepareDecorationsRenderList_ODM(); virtual void DrawSpriteObjects_ODM(); virtual void RenderTerrainD3D(); virtual bool AreRenderSurfacesOk(); virtual bool IsGammaSupported(); virtual void SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height); virtual void PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size); virtual void SavePCXScreenshot(); virtual int _46À6ÀÑ_GetActorsInViewport(int pDepth); virtual void BeginLightmaps(); virtual void EndLightmaps(); virtual void BeginLightmaps2(); virtual void EndLightmaps2(); virtual bool DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias); virtual void BeginDecals(); virtual void EndDecals(); virtual void DrawDecal(struct Decal *pDecal, float z_bias); virtual void do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff); virtual void DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices); virtual void DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture); virtual void am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3); virtual void am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode); public: virtual void WritePixel16(int x, int y, unsigned __int16 color) { __debugbreak(); } virtual unsigned __int16 ReadPixel16(int x, int y) { __debugbreak(); return 0; } virtual void ToggleTint() {} virtual void ToggleColoredLights() {} virtual unsigned int GetRenderWidth() {return window->GetWidth();} virtual unsigned int GetRenderHeight() {return window->GetHeight();} virtual void Sub01(); protected: void DrawTexture(float u, float v, int texture_width, int texture_height, ID3D11ShaderResourceView *srv, ID3D11BlendState *blend); void PrepareTexture(struct RGBTexture *p); void PrepareTextureIndexed(struct Texture *p); ID3D11ShaderResourceView *PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette, unsigned short uFaceColor, unsigned short uShadowColor); ID3D11ShaderResourceView *PrepareFontTexture(unsigned char *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, unsigned short *pFontPalette); OSWindow *window; IDXGISwapChain *pSwapChain; ID3D11Device *d3dd; ID3D11DeviceContext *d3dc; ID3D11RenderTargetView *primary_srv; ID3D11DepthStencilView *default_depth_srv; ID3D11RasterizerState *default_rasterizer; ID3D11DepthStencilState *default_depthstencil; ID3D11BlendState *default_blend; ID3D11VertexShader *ui_vs; ID3D11PixelShader *ui_ps; ID3D11Buffer *ui_cb_fast; ID3D11InputLayout *ui_layout; ID3D11Buffer *ui_vb; ID3D11DepthStencilState *ui_depthstencil; ID3D11BlendState *ui_blend_solid; ID3D11BlendState *ui_blend_alpha; ID3D11RasterizerState *ui_rasterizer; D3D11_RECT ui_clip_rect; RenderHWLContainer pD3DBitmaps; RenderHWLContainer pD3DSprites; };