# HG changeset patch
# User Ritor1
# Date 1405345727 -21600
# Node ID b29880e9ee79910f46aeaaba616449049bc8bc3a
# Parent 4bb0b96cec90fea6758f882bbfa94485956fef84
function prototypes
diff -r 4bb0b96cec90 -r b29880e9ee79 Build/Visual Studio 2012/World of Might and Magic.vcxproj
--- a/Build/Visual Studio 2012/World of Might and Magic.vcxproj Mon Jul 14 18:09:42 2014 +0600
+++ b/Build/Visual Studio 2012/World of Might and Magic.vcxproj Mon Jul 14 19:48:47 2014 +0600
@@ -103,6 +103,7 @@
+
@@ -266,6 +267,7 @@
+
diff -r 4bb0b96cec90 -r b29880e9ee79 Build/Visual Studio 2012/World of Might and Magic.vcxproj.filters
--- a/Build/Visual Studio 2012/World of Might and Magic.vcxproj.filters Mon Jul 14 18:09:42 2014 +0600
+++ b/Build/Visual Studio 2012/World of Might and Magic.vcxproj.filters Mon Jul 14 19:48:47 2014 +0600
@@ -391,6 +391,7 @@
UI
+
@@ -968,6 +969,7 @@
UI
+
diff -r 4bb0b96cec90 -r b29880e9ee79 DirectX11.h
--- a/DirectX11.h Mon Jul 14 18:09:42 2014 +0600
+++ b/DirectX11.h Mon Jul 14 19:48:47 2014 +0600
@@ -1,11 +1,17 @@
+#pragma once
#define WIN32_LEAN_AND_MEAN
-#include
-#include
+#include "OSWindow.h"
+#include
+#include
+
+//#include "lib\legacy_dx\d3d.h"
+
+#include "VectorTypes.h"
#include
+#include
#pragma comment(lib, "d3d11.lib")
-#pragma comment(lib, "winmm.lib")
class D3D11
{
@@ -27,5 +33,135 @@
HRESULT InitDevice(); // Инициализация устройств DirectX
void CleanupDevice(); // Удаление созданнных устройств DirectX
- void Render(); // Функция рисования
+ //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);
};