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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
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 void RequestTexSize(int size);
virtual int TexSize() const;
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 requested_tex_size;
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
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