Mercurial > mm7
changeset 2409:b29880e9ee79
function prototypes
author | Ritor1 |
---|---|
date | Mon, 14 Jul 2014 19:48:47 +0600 |
parents | 4bb0b96cec90 |
children | 2d3c3d1dff0c |
files | Build/Visual Studio 2012/World of Might and Magic.vcxproj Build/Visual Studio 2012/World of Might and Magic.vcxproj.filters DirectX11.h |
diffstat | 3 files changed, 144 insertions(+), 4 deletions(-) [+] |
line wrap: on
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--- 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 @@ <ClCompile Include="..\..\CShow.cpp" /> <ClCompile Include="..\..\DecalBuilder.cpp" /> <ClCompile Include="..\..\DecorationList.cpp" /> + <ClCompile Include="..\..\DirectX11.cpp" /> <ClCompile Include="..\..\Events.cpp" /> <ClCompile Include="..\..\FrameTableInc.cpp" /> <ClCompile Include="..\..\Game.cpp" /> @@ -266,6 +267,7 @@ <ClInclude Include="..\..\CShow.h" /> <ClInclude Include="..\..\DecalBuilder.h" /> <ClInclude Include="..\..\DecorationList.h" /> + <ClInclude Include="..\..\DirectX11.h" /> <ClInclude Include="..\..\ErrorHandling.h" /> <ClInclude Include="..\..\Events.h" /> <ClInclude Include="..\..\Events2D.h" />
--- 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 @@ <ClCompile Include="..\..\UI\UIArena.cpp"> <Filter>UI</Filter> </ClCompile> + <ClCompile Include="..\..\DirectX11.cpp" /> </ItemGroup> <ItemGroup> <ClInclude Include="..\..\Level\Decoration.h" /> @@ -968,6 +969,7 @@ <Filter>UI</Filter> </ClInclude> <ClInclude Include="..\..\MapsLongTimer.h" /> + <ClInclude Include="..\..\DirectX11.h" /> </ItemGroup> <ItemGroup> <None Include="..\..\Player.swig" />
--- 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 <windows.h> -#include <MMSystem.h> +#include "OSWindow.h" +#include <cstdint> +#include <cstdio> + +//#include "lib\legacy_dx\d3d.h" + +#include "VectorTypes.h" #include <d3d11.h> +#include <Render.h> #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); };