Mercurial > mm7
view Engine/Graphics/Render.h @ 2542:bacf9809126a
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author | a.parshin |
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date | Sun, 10 May 2015 02:04:52 +0200 |
parents | 400edd7b0407 |
children | c674d547cc7c |
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#pragma once #include <cstdint> #include <cstdio> #include <array> #include "lib\legacy_dx\d3d.h" #include "OSWindow.h" #include "RenderStruct.h" #include "../VectorTypes.h" #include "IRender.h" #pragma pack(push, 1) struct DDM_DLV_Header { //----- (00462607) -------------------------------------------------------- inline DDM_DLV_Header() { this->uLastRepawnDay = 0; this->uNumRespawns = 0; this->uReputation = 0; this->field_C_alert = 0; this->uNumFacesInBModels = 0; this->uNumDecorations = 0; this->uNumBModels = 0; } int uNumRespawns; int uLastRepawnDay; int uReputation; int field_C_alert; unsigned int uNumFacesInBModels; unsigned int uNumDecorations; unsigned int uNumBModels; int field_1C; int field_20; int field_24; }; #pragma pack(pop) struct ODMFace; /* 141 */ // stru148 #pragma pack(push, 1) struct Polygon { inline Polygon() { uNumVertices = 0; } int _479295(); //void _48276F_sr(); void _normalize_v_18(); void Create_48607B(struct stru149 *a2); float field_0; float field_4; float field_8; float field_C; float field_10; unsigned int uNumVertices; Vec3_int_ v_18; int field_24; int sTextureDeltaU; int sTextureDeltaV; __int16 flags; __int16 field_32; int field_34; struct stru149 *ptr_38; struct Texture *pTexture; struct Span *_unused_prolly_head; struct Span *_unused_prolly_tail; int **ptr_48; unsigned __int16 uTileBitmapID; __int16 field_4E; __int16 field_50; __int16 field_52; ODMFace *pODMFace; char dimming_level; char field_59; char field_5A; char field_5B; char terrain_grid_z; char terrain_grid_x; unsigned __int8 uBModelID; unsigned __int8 uBModelFaceID; struct Edge *pEdgeList1[20]; unsigned int uEdgeList1Size; struct Edge *pEdgeList2[20]; unsigned int uEdgeList2Size; char field_108; char field_109; char field_10A; char field_10B; }; #pragma pack(pop) extern std::array<struct Polygon, 2000 + 18000> array_77EC08; /* 142 */ #pragma pack(push, 1) struct stru149 { void _48616B_frustum_odm(int a2, int a3, int a4, int a5, int a6, int a7); void _48653D_frustum_blv(int a2, int a3, int a4, int a5, int a6, int a7); void _48694B_frustum_sky(); int field_0_party_dir_x; int field_4_party_dir_y; int field_8_party_dir_z; int angle_from_north;//field_C int angle_from_west;//field_10 int viewing_angle_from_west_east; int angle_from_east;//field_18 int angle_from_south;//field_1C int viewing_angle_from_north_south;//field_20 int field_24; int field_28; }; #pragma pack(pop) extern stru149 stru_8019C8; /* 88 */ #pragma pack(push, 1) struct ODMRenderParams { //----- (00462684) -------------------------------------------------------- ODMRenderParams() { uPickDepth = 0; this->shading_dist_shade = 2048; shading_dist_shademist = 4096; shading_dist_mist = 8192; int_fov_rad = 0; this->bNoSky = 0; this->bDoNotRenderDecorations = 0; this->field_5C = 0; this->field_60 = 0; this->outdoor_no_wavy_water = 0; this->outdoor_no_mist = 0; } void Initialize(); int uPickDepth; int shading_dist_shade; int shading_dist_shademist; int shading_dist_mist; unsigned int uCameraFovInDegrees; int int_fov_rad; // 157 struct IndoorCamera::fov_rad int int_fov_rad_inv; // 157 struct IndoorCamera::fov_rad_inv int _unused_camera_rotation_y_int_sine; // merged with BLVRenderParams equivalents int _unused_camera_rotation_y_int_cosine; // into IndoorCameraD3D int _unused_camera_rotation_x_int_sine; // --//-- int _unused_camera_rotation_x_int_cosine; // --//-- int uNumPolygons; unsigned int _unused_uNumEdges; unsigned int _unused_uNumSurfs; unsigned int _unused_uNumSpans; unsigned int uNumBillboards; float field_40; int field_44; int outdoor_grid_band_3; int field_4C; int field_50; unsigned int bNoSky; unsigned int bDoNotRenderDecorations; int field_5C; int field_60; int outdoor_no_wavy_water; int outdoor_no_mist; int building_gamme; int terrain_gamma; unsigned int uMapGridCellX; // moved from 157 struct IndoorCamera::0C unsigned int uMapGridCellZ; // moved from 157 struct IndoorCamera::10 }; #pragma pack(pop) extern ODMRenderParams *pODMRenderParams; struct Render: public IRender { Render(); virtual ~Render(); static Render *Create() {return new Render;} 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(); //struct BSPModel *DrawBuildingsSW(); //int OnOutdoorRedrawSW(); virtual void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID); virtual void DrawOutdoorSkyD3D(); //int DrawSkySW(struct Span *a1, Polygon *a2, int a3); 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(); //float DrawBezierTerrain(); virtual void RenderTerrainD3D(); //void DrawTerrainSW(int a1, int a2, int a3, int a4); //void ExecOutdoorDrawSW(); virtual void ChangeBetweenWinFullscreenModes(); 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:/* int *pActiveZBuffer; IDirectDraw4 *pDirectDraw4; IDirectDrawSurface4 *pFrontBuffer4; IDirectDrawSurface4 *pBackBuffer4; 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;*/ virtual void WritePixel16(int x, int y, unsigned __int16 color) { if (ddpfPrimarySuface.dwRGBBitCount == 32) { auto p = (unsigned __int32 *)pTargetSurface + x + y * uTargetSurfacePitch; *p = Color32(color); } else if (ddpfPrimarySuface.dwRGBBitCount == 16) { auto p = (unsigned __int16 *)pTargetSurface + x + y * uTargetSurfacePitch; *p = color; } else __debugbreak(); } virtual unsigned __int16 ReadPixel16(int x, int y) { if (ddpfPrimarySuface.dwRGBBitCount == 32) { auto p = (unsigned __int32 *)pTargetSurface + x + y * uTargetSurfacePitch; return Color16((*p >> 16) & 255, (*p >> 8) & 255, *p & 255); } else if (ddpfPrimarySuface.dwRGBBitCount == 16) { auto p = (unsigned __int16 *)pTargetSurface + x + y * uTargetSurfacePitch; return *p; } else __debugbreak(); } virtual void ToggleTint() {bTinting = !bTinting;} virtual void ToggleColoredLights() {bUseColoredLights = !bUseColoredLights;} virtual unsigned int GetRenderWidth() {return window->GetWidth();} virtual unsigned int GetRenderHeight() {return window->GetHeight();} virtual void Sub01() { if (pRenderD3D && !bWindowMode) _49FD3A_fullscreen(); } friend void Present_NoColorKey(); protected: unsigned int uDesiredDirect3DDevice; int raster_clip_x; int raster_clip_y; // clipping rect for raster ops int raster_clip_z; // like RasterLine2D for (mini)map int raster_clip_w; int *pDefaultZBuffer; OSWindow *window; unsigned int bWindowMode; RenderD3D *pRenderD3D; DDPIXELFORMAT ddpfPrimarySuface; unsigned int uTargetRBits; unsigned int uTargetGBits; unsigned int uTargetBBits; unsigned int uTargetRMask; unsigned int uTargetGMask; unsigned int uTargetBMask; unsigned int uNumSceneBegins; unsigned __int32 *pTargetSurface_unaligned; unsigned int uClipY; unsigned int uClipX; unsigned int uClipW; unsigned int uClipZ; unsigned int bClip; unsigned int uNumD3DSceneBegins; int using_software_screen_buffer; RenderHWLContainer pD3DBitmaps; RenderHWLContainer pD3DSprites; unsigned int bRequiredTextureStagesAvailable; unsigned int uLevelOfDetail; unsigned int uMaxDeviceTextureDim; unsigned int uMinDeviceTextureDim; void DoRenderBillboards_D3D(); void SetBillboardBlendOptions(RenderBillboardD3D::OpacityType a1); void TransformBillboard(RenderBillboardTransform_local0 *a2, Sprite *pSprite, int dimming_level, RenderBillboard *pBillboard); unsigned int Billboard_ProbablyAddToListAndSortByZOrder(float z); unsigned int GetParentBillboardID(unsigned int uBillboardID); unsigned int GetBillboardDrawListSize(); void DrawBorderTiles(struct Polygon *poly); unsigned short *MakeScreenshot(signed int width, signed int height); bool CheckTextureStages(); void ParseTargetPixelFormat(); void CreateDirectDraw(); void SetDirectDrawCooperationMode(HWND hWnd, bool bFullscreen); void SetDirectDrawDisplayMode(unsigned int uWidth, unsigned int uHeight, unsigned int uBPP); void CreateFrontBuffer(); void CreateBackBuffer(); void CreateDirectDrawPrimarySurface(); void CreateClipper(HWND a2); void PackPCXpicture(unsigned short* picture_data, int wight, int heidth, void *data_buff, int max_buff_size,unsigned int* packed_size); void SavePCXImage(const char *Filename, unsigned short* picture_data, int width, int height); //int windowed_mode_width; //int windowed_mode_height; }; unsigned int __fastcall _452442_color_cvt(unsigned __int16 a1, unsigned __int16 a2, int a3, int a4); int __fastcall GetActorTintColor(int max_dim, int min_dim, float distance, int a4, struct RenderBillboard *a5); int __fastcall _43F55F_get_billboard_light_level(struct RenderBillboard *a1, int uBaseLightLevel); int __fastcall _43F5C8_get_point_light_level_with_respect_to_lights(unsigned int uBaseLightLevel, int uSectorID, float x, float y, float z); unsigned int __fastcall GetMaxMipLevels(unsigned int uDim); int _46E44E_collide_against_faces_and_portals(unsigned int b1); // idb int __fastcall _46E889_collide_against_bmodels(unsigned int ecx0); int collide_against_floor(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID); // idb void __fastcall _46ED8A_collide_against_sprite_objects(unsigned int _this); int _46EF01_collision_chech_player(int a1); // idb void _46E0B2_collide_against_decorations(); int _46F04E_collide_against_portals(); unsigned int __fastcall sub_46DEF2(signed int a2, unsigned int uLayingItemID); void UpdateObjects(); bool sub_47531C(int a1, int *a2, int pos_x, int pos_y, int pos_z, int dir_x, int dir_y, int dir_z, struct BLVFace *face, int a10); bool sub_4754BF(int a1, int *a2, int X, int Y, int Z, int dir_x, int dir_y, int dir_z, struct BLVFace *face, int a10, int a11); int sub_475665(struct BLVFace *face, int a2, __int16 a3); bool __fastcall sub_4759C9(struct BLVFace *face, int a2, int a3, __int16 a4); bool __fastcall sub_475D85(Vec3_int_ *a1, Vec3_int_ *a2, int *a3, struct BLVFace *a4); bool __fastcall sub_475F30(int *a1, struct BLVFace *a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9); bool __fastcall IsBModelVisible(unsigned int uModelID, int *unused);