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/*  Starshatter OpenSource Distribution
    Copyright (c) 1997-2004, Destroyer Studios LLC.
    All Rights Reserved.

    Redistribution and use in source and binary forms, with or without
    modification, are permitted provided that the following conditions are met:

    * Redistributions of source code must retain the above copyright notice,
      this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright notice,
      this list of conditions and the following disclaimer in the documentation
      and/or other materials provided with the distribution.
    * Neither the name "Destroyer Studios" nor the names of its contributors
      may be used to endorse or promote products derived from this software
      without specific prior written permission.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    POSSIBILITY OF SUCH DAMAGE.

    SUBSYSTEM:    nGenEx.lib
    FILE:         VideoDX9.h
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Direct3D and Direct3D Video classes for DirectX 7
*/

#ifndef VideoDX9_h
#define VideoDX9_h

#include "Video.h"
#include "VideoSettings.h"
#include "List.h"

// +--------------------------------------------------------------------+

class  VideoDX9;
class  VideoDX9Enum;
class  VideoDX9VertexBuffer;
class  VideoDX9IndexBuffer;
struct VideoDX9ScreenVertex;
class  Surface;
class  Segment;

struct VideoDX9ScreenVertex;
struct VideoDX9SolidVertex;
struct VideoDX9LuminousVertex;
struct VideoDX9LineVertex;


// +--------------------------------------------------------------------+

class VideoDX9 : public Video
{
public:
    VideoDX9(const HWND& window, VideoSettings* vs);
    virtual ~VideoDX9();

    virtual const VideoSettings*
    GetVideoSettings() const { return &video_settings; }
    virtual bool   SetVideoSettings(const VideoSettings* vs);

    virtual bool   SetBackgroundColor(Color c);
    virtual bool   SetGammaLevel(int g);
    virtual bool   SetObjTransform(const Matrix& o, const Point& l);

    virtual bool   SetupParams();
    virtual bool   Reset(const VideoSettings* vs);

    virtual bool   StartFrame();
    virtual bool   EndFrame();

    virtual int    Width()     const { return width;   }
    virtual int    Height()    const { return height;  }
    virtual int    Depth()     const { return bpp;     }

    virtual void   RecoverSurfaces();

    virtual bool   ClearAll();
    virtual bool   ClearDepthBuffer();
    virtual bool   Present();
    virtual bool   Pause();
    virtual bool   Resume();

    virtual IDirect3D9*        Direct3D()     const { return d3d; }
    virtual IDirect3DDevice9*  D3DDevice()    const { return d3ddevice; }
    static  IDirect3DDevice9*  GetD3DDevice9();

    virtual bool   IsModeSupported(int width, int height, int bpp) const;
    virtual bool   IsHardware()               const { return true;   }
    virtual int    ZDepth()                   const { return zdepth; }
    virtual DWORD  VidMemFree()               const;
    virtual int    D3DLevel()                 const { return 9;      }
    virtual int    MaxTexSize()               const;
    virtual int    MaxTexAspect()             const;
    virtual int    GammaLevel()               const { return gamma;  }

    virtual bool   Capture(Bitmap& bmp);
    virtual bool   GetWindowRect(Rect& r);
    virtual bool   SetWindowRect(const Rect& r);
    virtual bool   SetViewport(int x, int y, int w, int h);
    virtual bool   SetCamera(const Camera* cam);
    virtual bool   SetEnvironment(Bitmap** faces);
    virtual bool   SetAmbient(Color c);
    virtual bool   SetLights(const List<Light>& lights);
    virtual bool   SetProjection(float fov,
    float znear=1.0f,
    float zfar=1.0e6f,
    DWORD type=PROJECTION_PERSPECTIVE);
    virtual bool   SetRenderState(RENDER_STATE state, DWORD value);
    virtual bool   SetBlendType(int blend_type);

    virtual bool   DrawPolys(int npolys, Poly* p);
    virtual bool   DrawScreenPolys(int npolys, Poly* p, int blend=0);
    virtual bool   DrawSolid(Solid* s, DWORD blend_modes=0xf);
    virtual bool   DrawShadow(Solid* s, int nverts, Vec3* verts, bool vis=false);
    virtual bool   DrawLines(int nlines, Vec3* v, Color c, int blend=0);
    virtual bool   DrawScreenLines(int nlines, float* v, Color c, int blend=0);
    virtual bool   DrawPoints(VertexSet* v);
    virtual bool   DrawPolyOutline(Poly* p);
    virtual bool   UseMaterial(Material* m);

    virtual bool   UseXFont(const char* name, int size, bool b, bool i);
    virtual bool   DrawText(const char* text, int count, const Rect& rect,
    DWORD format, Color c);

    virtual void   PreloadTexture(Bitmap* bmp);
    virtual void   PreloadSurface(Surface* s);
    virtual void   InvalidateCache();

    static  void   CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Point& p);
    static  void   CreateD3DMatrix(D3DMATRIX& result, const Matrix& m, const Vec3&  v);
    static  void   CreateD3DMaterial(D3DMATERIAL9& result, const Material& mtl);

private:
    bool           CreateBuffers();
    bool           DestroyBuffers();
    bool           PopulateScreenVerts(VertexSet* vset);
    bool           PrepareSurface(Surface* s);
    bool           DrawSegment(Segment* s);

    int            PrepareMaterial(Material* m);
    bool           SetupPass(int n);

    HWND                    hwnd;
    int                     width;
    int                     height;
    int                     bpp;
    int                     gamma;
    int                     zdepth;
    Color                   background;

    VideoDX9Enum*           dx9enum;
    VideoSettings           video_settings;

    IDirect3D9*             d3d;
    IDirect3DDevice9*       d3ddevice;
    D3DPRESENT_PARAMETERS   d3dparams;
    D3DSURFACE_DESC         back_buffer_desc;
    bool                    device_lost;

    BYTE*                   surface;

    DWORD                   texture_format[3];
    D3DGAMMARAMP            gamma_ramp;
    double                  fade;

    Rect                    rect;

    IDirect3DVertexDeclaration9*  vertex_declaration;
    ID3DXEffect*                  magic_fx;
    BYTE*                         magic_fx_code;
    int                           magic_fx_code_len;

    IDirect3DTexture9*      current_texture;
    int                     current_blend_state;
    int                     scene_active;
    DWORD                   render_state[RENDER_STATE_MAX];
    Material*               use_material;

    Material*               segment_material;
    int                     strategy;
    int                     passes;

    ID3DXFont*              d3dx_font;
    char                    font_name[64];
    int                     font_size;
    bool                    font_bold;
    bool                    font_ital;

    Color                   ambient;
    int                     nlights;

    int                     first_vert;
    int                     num_verts;

    VideoDX9VertexBuffer*   screen_vbuf;
    VideoDX9IndexBuffer*    screen_ibuf;
    VideoDX9ScreenVertex*   font_verts;
    WORD*                   font_indices;
    int                     font_nverts;

    VideoDX9ScreenVertex*   screen_line_verts;
    VideoDX9LineVertex*     line_verts;
};

#endif VideoDX9_h