Mercurial > mm7
view DirectX11.h @ 2495:7b076fe64f23
GetItemTextureFilename fix
author | Ritor1 |
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date | Wed, 17 Sep 2014 17:35:13 +0600 |
parents | 8b04ba723324 |
children |
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/*#pragma once #define WIN32_LEAN_AND_MEAN #include "OSWindow.h" #include <cstdint> #include <cstdio> //#include "lib\legacy_dx\d3d.h" #include "VectorTypes.h" #include <d3d11.h> #include "RenderStruct.h" #pragma comment(lib, "d3d11.lib") class D3D11 { HINSTANCE g_hInst; HWND g_hWnd; D3D_DRIVER_TYPE g_driverType; //Этот параметр указывает, производить вычисления в видеокарте или в центральном процессоре. D3D_FEATURE_LEVEL g_featureLevel; //параметр, указывающий, какую версию DirectX поддерживает наша видеокарта. ID3D11Device* g_pd3dDevice; //устройство d3d11 ID3D11DeviceContext* g_pImmediateContext;// контекст устройства IDXGISwapChain* g_pSwapChain; // цепочка обмена ID3D11RenderTargetView* g_pRenderTargetView; public: int *pActiveZBuffer; //IDirectDraw4 *pDirectDraw4; //IDirectDrawSurface4 *pFrontBuffer4; //IDirectDrawSurface4 *pBackBuffer4; ID3D11Texture2D* pBackBuffer; void *pTargetSurface; unsigned int uTargetSurfacePitch; unsigned int bUseColoredLights; unsigned int bTinting; unsigned int bUsingSpecular; uint32_t uFogColor; unsigned int pHDWaterBitmapIDs[7]; int hd_water_current_frame; int hd_water_tile_id; void (*pBeforePresentFunction)(); uint32_t bFogEnabled; RenderBillboardD3D pBillboardRenderListD3D[1000]; unsigned int uNumBillboardsToDraw; D3D11(): g_hInst(NULL), g_hWnd(NULL), g_driverType(D3D_DRIVER_TYPE_NULL), g_featureLevel(D3D_FEATURE_LEVEL_11_0), g_pd3dDevice(NULL), g_pImmediateContext(NULL), g_pSwapChain(NULL), g_pRenderTargetView(NULL){} HRESULT InitDevice(); // Инициализация устройств DirectX void CleanupDevice(); // Удаление созданнных устройств DirectX //void Render(); // Функция рисования bool Initialize(OSWindow *window, bool bColoredLights, uint32_t uDetailLevel, bool bTinting); void ClearBlack(); void PresentBlackScreen(); void SaveWinnersCertificate(const char *a1); void ClearTarget(unsigned int uColor); void Present(); void _49FD3A_fullscreen(); bool InitializeFullscreen(); void CreateZBuffer(); void Release(); bool SwitchToWindow(); void RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor); void ClearZBuffer(int a2, int a3); void SetRasterClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW); bool LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags); void GetTargetPixelFormat(DDPIXELFORMAT *pOut); void LockRenderSurface(void **pOutSurfacePtr, unsigned int *pOutPixelsPerRow); void UnlockBackBuffer(); void RestoreBackBuffer(); void LockFrontBuffer(void **pOutSurface, unsigned int *pOutPixelsPerRow); void UnlockFrontBuffer(); void RestoreFrontBuffer(); void BltToFront(RECT *pDstRect, IDirectDrawSurface *pSrcSurface, RECT *pSrcRect, unsigned int uBltFlags); void BltBackToFontFast(int a2, int a3, RECT *a4); void BeginSceneD3D(); unsigned int GetActorTintColor(float a2, int tint, int a4, int a5, RenderBillboard *a6); void DrawPolygon(unsigned int uNumVertices, struct Polygon *a3, ODMFace *a4, IDirect3DTexture2 *pTexture); void DrawTerrainPolygon(unsigned int uNumVertices, struct Polygon *a4, IDirect3DTexture2 *a5, bool transparent, bool clampAtTextureBorders); void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, IDirect3DTexture2 *pHwTex, struct Texture *pTex, int uPackedID, unsigned int uColor, int a8); void MakeParticleBillboardAndPush_BLV(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); void MakeParticleBillboardAndPush_ODM(RenderBillboardTransform_local0 *a2, IDirect3DTexture2 *a3, unsigned int uDiffuse, int angle); void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene(); void DrawBillboard_Indoor(RenderBillboardTransform_local0 *pSoftBillboard, Sprite *pSprite, int dimming_level); void _4A4CC9_AddSomeBillboard(struct stru6_stru1_indoor_sw_billboard *a1, int diffuse); void TransformBillboardsAndSetPalettesODM(); void DrawBillboardList_BLV(); void DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, IDirect3DTexture2 *a9); bool LoadTexture(const char *pName, unsigned int bMipMaps, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture); bool MoveSpriteToDevice(Sprite *pSprite); void BeginScene(); void EndScene(); void ScreenFade(unsigned int color, float t); void SetTextureClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW); void ResetTextureClipRect(); void DrawTextureRGB(unsigned int uOutX, unsigned int uOutY, RGBTexture *a4); void CreditsTextureScroll(unsigned int pX, unsigned int pY, int move_X, int move_Y, RGBTexture *pTexture); void DrawTextureIndexed(unsigned int uX, unsigned int uY, struct Texture *a4); void ZBuffer_Fill_2(signed int a2, signed int a3, struct Texture *pTexture, int a5); void DrawMaskToZBuffer(signed int uOutX, unsigned int uOutY, struct Texture *pTexture, int zVal); void DrawTextureTransparent(unsigned int uX, unsigned int uY, struct Texture *pTexture); void DrawAura(unsigned int a2, unsigned int a3, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8); void _4A65CC(unsigned int x, unsigned int y, struct Texture *a4, struct Texture *a5, int a6, int a7, int a8); void DrawTransparentRedShade(unsigned int a2, unsigned int a3, struct Texture *a4); void DrawTransparentGreenShade(signed int a2, signed int a3, struct Texture *pTexture); void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices); void DrawMasked(signed int a2, signed int a3, struct Texture *pTexture, unsigned __int16 mask); void GetLeather(unsigned int a2, unsigned int a3, struct Texture *a4, __int16 height); void DrawTextPalette(int x, int y, unsigned char* font_pixels, int a5, unsigned int uFontHeight, unsigned __int16 *pPalette, int a8); 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); void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16); void _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, void *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7); void DrawTranslucent(unsigned int a2, unsigned int a3, struct Texture *a4); void DrawBuildingsD3D(); //struct BSPModel *DrawBuildingsSW(); //int OnOutdoorRedrawSW(); void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID); void DrawOutdoorSkyD3D(); //int DrawSkySW(struct Span *a1, Polygon *a2, int a3); void DrawOutdoorSkyPolygon(unsigned int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture); void DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon, IDirect3DTexture2 *pTexture); void PrepareDecorationsRenderList_ODM(); void DrawSpriteObjects_ODM(); //float DrawBezierTerrain(); void RenderTerrainD3D(); void DrawTerrainD3D(int a1, int edx0, int a3, int unk4); //void DrawTerrainSW(int a1, int a2, int a3, int a4); //void ExecOutdoorDrawSW(); void ChangeBetweenWinFullscreenModes(); bool AreRenderSurfacesOk(); bool IsGammaSupported(); void SaveScreenshot(const char *pFilename, unsigned int width, unsigned int height); void PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size); void SavePCXScreenshot(); int _46А6АС_GetActorsInViewport(int pDepth); void BeginLightmaps(); void EndLightmaps(); void BeginLightmaps2(); void EndLightmaps2(); bool DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias); void BeginDecals(); void EndDecals(); void DrawDecal(struct Decal *pDecal, float z_bias); void do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff); void DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices); void DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, IDirect3DTexture2 *texture); void am_Blt_Copy(RECT *pSrcRect, POINT *pTargetXY, int a3); void am_Blt_Chroma(RECT *pSrcRect, POINT *pTargetPoint, int a3, int blend_mode); inline void ToggleTint() {bTinting = !bTinting;} inline void ToggleColoredLights() {bUseColoredLights = !bUseColoredLights;} inline unsigned int GetRenderWidth() {return window->GetWidth();} inline unsigned int GetRenderHeight() {return window->GetHeight();} friend void Present_NoColorKey(); }; */