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-rw-r--r--src/graphics/d3d/d3dengine.cpp5825
-rw-r--r--src/graphics/d3d/d3dengine.h676
-rw-r--r--src/graphics/d3d/d3denum.cpp620
-rw-r--r--src/graphics/d3d/d3denum.h133
-rw-r--r--src/graphics/d3d/d3dframe.cpp622
-rw-r--r--src/graphics/d3d/d3dframe.h141
-rw-r--r--src/graphics/d3d/d3dtextr.cpp1081
-rw-r--r--src/graphics/d3d/d3dtextr.h79
-rw-r--r--src/graphics/d3d/d3dutil.cpp325
-rw-r--r--src/graphics/d3d/d3dutil.h113
10 files changed, 0 insertions, 9615 deletions
diff --git a/src/graphics/d3d/d3dengine.cpp b/src/graphics/d3d/d3dengine.cpp
deleted file mode 100644
index 731a839..0000000
--- a/src/graphics/d3d/d3dengine.cpp
+++ /dev/null
@@ -1,5825 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-// d3dengine.cpp
-
-
-#include <stdio.h>
-#include <math.h>
-
-#include "common/struct.h"
-#include "math/const.h"
-#include "math/geometry.h"
-#include "math/conv.h"
-#include "app/d3dapp.h"
-#include "graphics/d3d/d3dtextr.h"
-#include "graphics/d3d/d3dutil.h"
-#include "math/old/d3dmath.h"
-#include "graphics/d3d/d3dengine.h"
-#include "common/language.h"
-#include "common/iman.h"
-#include "common/event.h"
-#include "common/profile.h"
-#include "math/old/math3d.h"
-#include "object/object.h"
-#include "ui/interface.h"
-#include "graphics/common/light.h"
-#include "graphics/common/text.h"
-#include "graphics/common/particule.h"
-#include "graphics/common/terrain.h"
-#include "graphics/common/water.h"
-#include "graphics/common/cloud.h"
-#include "graphics/common/blitz.h"
-#include "graphics/common/planet.h"
-#include "sound/sound.h"
-
-
-
-const int SIZEBLOC_TEXTURE = 50;
-const int SIZEBLOC_TRANSFORM = 100;
-const int SIZEBLOC_MINMAX = 5;
-const int SIZEBLOC_LIGHT = 10;
-const int SIZEBLOC_MATERIAL = 100;
-const int SIZEBLOC_TRIANGLE = 200;
-
-
-
-#if 0
-static int debug_blend1 = 1;
-static int debug_blend2 = 3;
-static int debug_blend3 = 8;
-static int debug_blend4 = 0;
-
-static int table_blend[13] =
-{
- D3DBLEND_ZERO, // 0
- D3DBLEND_ONE, // 1
- D3DBLEND_SRCCOLOR, // 2
- D3DBLEND_INVSRCCOLOR, // 3
- D3DBLEND_SRCALPHA, // 4
- D3DBLEND_INVSRCALPHA, // 5
- D3DBLEND_DESTALPHA, // 6
- D3DBLEND_INVDESTALPHA, // 7
- D3DBLEND_DESTCOLOR, // 8
- D3DBLEND_INVDESTCOLOR, // 9
- D3DBLEND_SRCALPHASAT, // 10
- D3DBLEND_BOTHSRCALPHA, // 11
- D3DBLEND_BOTHINVSRCALPHA, // 12
-};
-#endif
-
-static int s_resol = 0;
-
-
-
-// Converts a FLOAT to a DWORD for use in SetRenderState() calls.
-
-inline DWORD F2DW( FLOAT f )
-{
- return *((DWORD*)&f);
-}
-
-
-
-
-// Application constructor. Sets attributes for the app.
-
-CD3DEngine::CD3DEngine(CInstanceManager *iMan, CD3DApplication *app)
-{
- int i;
-
- m_iMan = iMan;
- m_iMan->AddInstance(CLASS_ENGINE, this);
- m_app = app;
-
- m_light = new CLight(m_iMan, this);
- m_text = new CText(m_iMan, this);
- m_particule = new CParticule(m_iMan, this);
- m_water = new CWater(m_iMan, this);
- m_cloud = new CCloud(m_iMan, this);
- m_blitz = new CBlitz(m_iMan, this);
- m_planet = new CPlanet(m_iMan, this);
- m_pD3DDevice = 0;
- m_sound = 0;
- m_terrain = 0;
-
- m_dim.x = 640;
- m_dim.y = 480;
- m_lastDim = m_dim;
- m_focus = 0.75f;
- m_baseTime = 0;
- m_lastTime = 0;
- m_absTime = 0.0f;
- m_rankView = 0;
- m_ambiantColor[0] = 0x80808080;
- m_ambiantColor[1] = 0x80808080;
- m_fogColor[0] = 0xffffffff; // white
- m_fogColor[1] = 0xffffffff; // white
- m_deepView[0] = 1000.0f;
- m_deepView[1] = 1000.0f;
- m_fogStart[0] = 0.75f;
- m_fogStart[1] = 0.75f;
- m_waterAddColor.r = 0.0f;
- m_waterAddColor.g = 0.0f;
- m_waterAddColor.b = 0.0f;
- m_waterAddColor.a = 0.0f;
- m_bPause = false;
- m_bRender = true;
- m_bMovieLock = false;
- m_bShadow = true;
- m_bGroundSpot = true;
- m_bDirty = true;
- m_bFog = true;
- m_speed = 1.0f;
- m_secondTexNum = 0;
- m_eyeDirH = 0.0f;
- m_eyeDirV = 0.0f;
- m_backgroundName[0] = 0; // no background image
- m_backgroundColorUp = 0;
- m_backgroundColorDown = 0;
- m_backgroundCloudUp = 0;
- m_backgroundCloudDown = 0;
- m_bBackgroundFull = false;
- m_bBackgroundQuarter = false;
- m_bOverFront = true;
- m_overColor = 0;
- m_overMode = D3DSTATETCb;
- m_frontsizeName[0] = 0; // no front image
- m_hiliteRank[0] = -1; // empty list
- m_mousePos = Math::Point(0.5f, 0.5f);
- m_mouseType = D3DMOUSENORM;
- m_bMouseHide = false;
- m_imageSurface = 0;
- m_imageCopy = 0;
- m_eyePt = Math::Vector(0.0f, 0.0f, 0.0f);
- m_lookatPt = Math::Vector(0.0f, 0.0f, 1.0f);
- m_bDrawWorld = true;
- m_bDrawFront = false;
- m_limitLOD[0] = 100.0f;
- m_limitLOD[1] = 200.0f;
- m_particuleDensity = 1.0f;
- m_clippingDistance = 1.0f;
- m_lastClippingDistance = m_clippingDistance;
- m_objectDetail = 1.0f;
- m_lastObjectDetail = m_objectDetail;
- m_terrainVision = 1000.0f;
- m_gadgetQuantity = 1.0f;
- m_textureQuality = 1;
- m_bTotoMode = true;
- m_bLensMode = true;
- m_bWaterMode = true;
- m_bSkyMode = true;
- m_bBackForce = true;
- m_bPlanetMode = true;
- m_bLightMode = true;
- m_bEditIndentMode = true;
- m_editIndentValue = 4;
- m_tracePrecision = 1.0f;
-
- m_alphaMode = 1;
- if ( GetProfileInt("Engine", "AlphaMode", i) )
- {
- m_alphaMode = i;
- }
-
- if ( GetProfileInt("Engine", "StateColor", i) && i != -1 )
- {
- m_bForceStateColor = true;
- m_bStateColor = i;
- }
- else
- {
- m_bForceStateColor = false;
- m_bStateColor = false;
- }
-
- m_blackSrcBlend[0] = 0;
- m_blackDestBlend[0] = 0;
- m_whiteSrcBlend[0] = 0;
- m_whiteDestBlend[0] = 0;
- m_diffuseSrcBlend[0] = 0;
- m_diffuseDestBlend[0] = 0;
- m_alphaSrcBlend[0] = 0;
- m_alphaDestBlend[0] = 0;
-
- if ( GetProfileInt("Engine", "BlackSrcBlend", i) ) m_blackSrcBlend[0] = i;
- if ( GetProfileInt("Engine", "BlackDestBlend", i) ) m_blackDestBlend[0] = i;
- if ( GetProfileInt("Engine", "WhiteSrcBlend", i) ) m_whiteSrcBlend[0] = i;
- if ( GetProfileInt("Engine", "WhiteDestBlend", i) ) m_whiteDestBlend[0] = i;
- if ( GetProfileInt("Engine", "DiffuseSrcBlend", i) ) m_diffuseSrcBlend[0] = i;
- if ( GetProfileInt("Engine", "DiffuseDestBlend", i) ) m_diffuseDestBlend[0] = i;
- if ( GetProfileInt("Engine", "AlphaSrcBlend", i) ) m_alphaSrcBlend[0] = i;
- if ( GetProfileInt("Engine", "AlphaDestBlend", i) ) m_alphaDestBlend[0] = i;
-
- m_bUpdateGeometry = false;
-
- for ( i=0 ; i<10 ; i++ )
- {
- m_infoText[i][0] = 0;
- }
-
- m_objectPointer = 0;
- MemSpace1(m_objectPointer, 0);
-
- m_objectParam = (D3DObject*)malloc(sizeof(D3DObject)*D3DMAXOBJECT);
- ZeroMemory(m_objectParam, sizeof(D3DObject)*D3DMAXOBJECT);
- m_objectParamTotal = 0;
-
- m_shadow = (D3DShadow*)malloc(sizeof(D3DShadow)*D3DMAXSHADOW);
- ZeroMemory(m_shadow, sizeof(D3DShadow)*D3DMAXSHADOW);
- m_shadowTotal = 0;
-
- m_groundSpot = (D3DGroundSpot*)malloc(sizeof(D3DGroundSpot)*D3DMAXGROUNDSPOT);
- ZeroMemory(m_groundSpot, sizeof(D3DGroundSpot)*D3DMAXGROUNDSPOT);
-
- ZeroMemory(&m_groundMark, sizeof(D3DGroundMark));
-
- D3DTextr_SetTexturePath("textures\\");
-}
-
-// Application destructor. Free memory.
-
-CD3DEngine::~CD3DEngine()
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- int l1, l2, l3, l4, l5;
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- free(p6);
- }
- free(p5);
- }
- free(p4);
- }
- free(p3);
- }
- free(p2);
- }
- free(p1);
-
- delete m_light;
- delete m_particule;
- delete m_water;
- delete m_cloud;
- delete m_blitz;
- delete m_planet;
-}
-
-
-
-void CD3DEngine::SetD3DDevice(LPDIRECT3DDEVICE7 device)
-{
- D3DDEVICEDESC7 ddDesc;
-
- m_pD3DDevice = device;
- m_light->SetD3DDevice(device);
- m_text->SetD3DDevice(device);
- m_particule->SetD3DDevice(device);
-
- if ( !m_bForceStateColor )
- {
- m_pD3DDevice->GetCaps(&ddDesc);
- if( ddDesc.dpcTriCaps.dwTextureBlendCaps & D3DPTBLENDCAPS_ADD )
- {
- m_bStateColor = true;
- }
- else
- {
- m_bStateColor = false;
- }
- }
-
- m_blackSrcBlend[1] = D3DBLEND_ONE; // = 2
- m_blackDestBlend[1] = D3DBLEND_INVSRCCOLOR; // = 4
- m_whiteSrcBlend[1] = D3DBLEND_DESTCOLOR; // = 9
- m_whiteDestBlend[1] = D3DBLEND_ZERO; // = 1
- m_diffuseSrcBlend[1] = D3DBLEND_SRCALPHA; // = 5
- m_diffuseDestBlend[1] = D3DBLEND_DESTALPHA; // = 7
- m_alphaSrcBlend[1] = D3DBLEND_ONE; // = 2
- m_alphaDestBlend[1] = D3DBLEND_INVSRCCOLOR; // = 4
-
-//? if ( !m_bStateColor ) m_whiteDestBlend[1] = D3DBLEND_INVSRCALPHA; // = 6
-
-// Fix for the graphics bug:
- //if ( m_blackSrcBlend[0] ) m_blackSrcBlend[1] = m_blackSrcBlend[0];
- //if ( m_blackDestBlend[0] ) m_blackDestBlend[1] = m_blackDestBlend[0];
- //if ( m_whiteSrcBlend[0] ) m_whiteSrcBlend[1] = m_whiteSrcBlend[0];
- //if ( m_whiteDestBlend[0] ) m_whiteDestBlend[1] = m_whiteDestBlend[0];
-
- if ( m_diffuseSrcBlend[0] ) m_diffuseSrcBlend[1] = m_diffuseSrcBlend[0];
- if ( m_diffuseDestBlend[0] ) m_diffuseDestBlend[1] = m_diffuseDestBlend[0];
- if ( m_alphaSrcBlend[0] ) m_alphaSrcBlend[1] = m_alphaSrcBlend[0];
- if ( m_alphaDestBlend[0] ) m_alphaDestBlend[1] = m_alphaDestBlend[0];
-
-#if 0
- DWORD pass;
- m_pD3DDevice->ValidateDevice(&pass);
- char s[100];
- sprintf(s, "NbPass=%d", pass);
- SetInfoText(3, s);
-#endif
-}
-
-LPDIRECT3DDEVICE7 CD3DEngine::RetD3DDevice()
-{
- return m_pD3DDevice;
-}
-
-
-// Gives the pointer to the existing terrain.
-
-void CD3DEngine::SetTerrain(CTerrain* terrain)
-{
- m_terrain = terrain;
-}
-
-
-// Saving the state of the graphics engine in COLOBOT.INI.
-
-bool CD3DEngine::WriteProfile()
-{
- SetProfileInt("Engine", "AlphaMode", m_alphaMode);
-
- if ( m_bForceStateColor )
- {
- SetProfileInt("Engine", "StateColor", m_bStateColor);
- }
- else
- {
- SetProfileInt("Engine", "StateColor", -1);
- }
-
- SetProfileInt("Engine", "BlackSrcBlend", m_blackSrcBlend[0]);
- SetProfileInt("Engine", "BlackDestBlend", m_blackDestBlend[0]);
- SetProfileInt("Engine", "WhiteSrcBlend", m_whiteSrcBlend[0]);
- SetProfileInt("Engine", "WhiteDestBlend", m_whiteDestBlend[0]);
- SetProfileInt("Engine", "DiffuseSrcBlend", m_diffuseSrcBlend[0]);
- SetProfileInt("Engine", "DiffuseDestBlend", m_diffuseDestBlend[0]);
- SetProfileInt("Engine", "AlphaSrcBlend", m_alphaSrcBlend[0]);
- SetProfileInt("Engine", "AlphaDestBlend", m_alphaDestBlend[0]);
-
- return true;
-}
-
-
-// Setup the app so it can support single-stepping.
-
-void CD3DEngine::TimeInit()
-{
- m_baseTime = timeGetTime();
- m_lastTime = 0;
- m_absTime = 0.0f;
-}
-
-void CD3DEngine::TimeEnterGel()
-{
- m_stopTime = timeGetTime();
-}
-
-void CD3DEngine::TimeExitGel()
-{
- m_baseTime += timeGetTime() - m_stopTime;
-}
-
-float CD3DEngine::TimeGet()
-{
- float aTime, rTime;
-
- aTime = (timeGetTime()-m_baseTime)*0.001f; // in ms
- rTime = (aTime - m_lastTime)*m_speed;
- m_absTime += rTime;
- m_lastTime = aTime;
-
- return rTime;
-}
-
-
-void CD3DEngine::SetPause(bool bPause)
-{
- m_bPause = bPause;
-}
-
-bool CD3DEngine::RetPause()
-{
- return m_bPause;
-}
-
-
-void CD3DEngine::SetMovieLock(bool bLock)
-{
- m_bMovieLock = bLock;
-}
-
-bool CD3DEngine::RetMovieLock()
-{
- return m_bMovieLock;
-}
-
-
-void CD3DEngine::SetShowStat(bool bShow)
-{
- m_app->SetShowStat(bShow);
-}
-
-bool CD3DEngine::RetShowStat()
-{
- return m_app->RetShowStat();
-}
-
-
-void CD3DEngine::SetRenderEnable(bool bEnable)
-{
- m_bRender = bEnable;
-}
-
-
-// Prepare a structure to add D3DObjLevel6
-// qq D3DVERTEX2 elements.
-
-void CD3DEngine::MemSpace6(D3DObjLevel6 *&p, int nb)
-{
- D3DObjLevel6* pp;
- int total, size;
-
- if ( p == 0 )
- {
- total = SIZEBLOC_TRIANGLE+nb;
- size = sizeof(D3DObjLevel6)+sizeof(D3DVERTEX2)*(total-1);
- p = (D3DObjLevel6*)malloc(size);
- ZeroMemory(p, size);
- p->totalPossible = total;
- return;
- }
-
- if ( p->totalUsed+nb > p->totalPossible )
- {
- total = p->totalPossible+SIZEBLOC_TRIANGLE+nb;
- size = sizeof(D3DObjLevel6)+sizeof(D3DVERTEX2)*(total-1);
- pp = (D3DObjLevel6*)malloc(size);
- ZeroMemory(pp, size);
- CopyMemory(pp, p, sizeof(D3DObjLevel6)+sizeof(D3DVERTEX2)*(p->totalPossible-1));
- pp->totalPossible = total;
- free(p);
- p = pp;
- }
-}
-
-// Prepare a structure to add D3DObjLevel5
-// qq elements D3DObjLevel6.
-
-void CD3DEngine::MemSpace5(D3DObjLevel5 *&p, int nb)
-{
- D3DObjLevel5* pp;
- int total, size;
-
- if ( p == 0 )
- {
- total = SIZEBLOC_MATERIAL+nb;
- size = sizeof(D3DObjLevel5)+sizeof(D3DObjLevel6*)*(total-1);
- p = (D3DObjLevel5*)malloc(size);
- ZeroMemory(p, size);
- p->totalPossible = total;
- return;
- }
-
- if ( p->totalUsed+nb > p->totalPossible )
- {
- total = p->totalPossible+SIZEBLOC_MATERIAL+nb;
- size = sizeof(D3DObjLevel5)+sizeof(D3DObjLevel6*)*(total-1);
- pp = (D3DObjLevel5*)malloc(size);
- ZeroMemory(pp, size);
- CopyMemory(pp, p, sizeof(D3DObjLevel5)+sizeof(D3DObjLevel6*)*(p->totalPossible-1));
- pp->totalPossible = total;
- free(p);
- p = pp;
- }
-}
-
-// Prepare a structure to add D3DObjLevel4
-// qq D3DObjLevel5 elements.
-
-void CD3DEngine::MemSpace4(D3DObjLevel4 *&p, int nb)
-{
- D3DObjLevel4* pp;
- int total, size;
-
- if ( p == 0 )
- {
- total = SIZEBLOC_LIGHT+nb;
- size = sizeof(D3DObjLevel4)+sizeof(D3DObjLevel5*)*(total-1);
- p = (D3DObjLevel4*)malloc(size);
- ZeroMemory(p, size);
- p->totalPossible = total;
- return;
- }
-
- if ( p->totalUsed+nb > p->totalPossible )
- {
- total = p->totalPossible+SIZEBLOC_LIGHT+nb;
- size = sizeof(D3DObjLevel4)+sizeof(D3DObjLevel5*)*(total-1);
- pp = (D3DObjLevel4*)malloc(size);
- ZeroMemory(pp, size);
- CopyMemory(pp, p, sizeof(D3DObjLevel4)+sizeof(D3DObjLevel5*)*(p->totalPossible-1));
- pp->totalPossible = total;
- free(p);
- p = pp;
- }
-}
-
-// Prepare a structure to add D3DObjLevel3
-// qq D3DObjLevel4 elements.
-
-void CD3DEngine::MemSpace3(D3DObjLevel3 *&p, int nb)
-{
- D3DObjLevel3* pp;
- int total, size;
-
- if ( p == 0 )
- {
- total = SIZEBLOC_MINMAX+nb;
- size = sizeof(D3DObjLevel3)+sizeof(D3DObjLevel4*)*(total-1);
- p = (D3DObjLevel3*)malloc(size);
- ZeroMemory(p, size);
- p->totalPossible = total;
- return;
- }
-
- if ( p->totalUsed+nb > p->totalPossible )
- {
- total = p->totalPossible+SIZEBLOC_MINMAX+nb;
- size = sizeof(D3DObjLevel3)+sizeof(D3DObjLevel4*)*(total-1);
- pp = (D3DObjLevel3*)malloc(size);
- ZeroMemory(pp, size);
- CopyMemory(pp, p, sizeof(D3DObjLevel3)+sizeof(D3DObjLevel4*)*(p->totalPossible-1));
- pp->totalPossible = total;
- free(p);
- p = pp;
- }
-}
-
-// Prepare a structure to add D3DObjLevel2
-// qq D3DObjLevel3 elements.
-
-void CD3DEngine::MemSpace2(D3DObjLevel2 *&p, int nb)
-{
- D3DObjLevel2* pp;
- int total, size;
-
- if ( p == 0 )
- {
- total = SIZEBLOC_TRANSFORM+nb;
- size = sizeof(D3DObjLevel2)+sizeof(D3DObjLevel3*)*(total-1);
- p = (D3DObjLevel2*)malloc(size);
- ZeroMemory(p, size);
- p->totalPossible = total;
- return;
- }
-
- if ( p->totalUsed+nb > p->totalPossible )
- {
- total = p->totalPossible+SIZEBLOC_TRANSFORM+nb;
- size = sizeof(D3DObjLevel2)+sizeof(D3DObjLevel3*)*(total-1);
- pp = (D3DObjLevel2*)malloc(size);
- ZeroMemory(pp, size);
- CopyMemory(pp, p, sizeof(D3DObjLevel2)+sizeof(D3DObjLevel3*)*(p->totalPossible-1));
- pp->totalPossible = total;
- free(p);
- p = pp;
- }
-}
-
-// Prepare a structure to add D3DObjLevel1
-// qq D3DObjLevel2 elements.
-
-void CD3DEngine::MemSpace1(D3DObjLevel1 *&p, int nb)
-{
- D3DObjLevel1* pp;
- int total, size;
-
- if ( p == 0 )
- {
- total = SIZEBLOC_TEXTURE+nb;
- size = sizeof(D3DObjLevel1)+sizeof(D3DObjLevel2*)*(total-1);
- p = (D3DObjLevel1*)malloc(size);
- ZeroMemory(p, size);
- p->totalPossible = total;
- return;
- }
-
- if ( p->totalUsed+nb > p->totalPossible )
- {
- total = p->totalPossible+SIZEBLOC_TEXTURE+nb;
- size = sizeof(D3DObjLevel1)+sizeof(D3DObjLevel2*)*(total-1);
- pp = (D3DObjLevel1*)malloc(size);
- ZeroMemory(pp, size);
- CopyMemory(pp, p, sizeof(D3DObjLevel1)+sizeof(D3DObjLevel2*)*(p->totalPossible-1));
- pp->totalPossible = total;
- free(p);
- p = pp;
- }
-}
-
-
-// Returns the number of objects that can still be created.
-
-int CD3DEngine::RetRestCreate()
-{
- return D3DMAXOBJECT-m_objectParamTotal-2;
-}
-
-// Creates a new object. Returns its rank or -1 on error.
-
-int CD3DEngine::CreateObject()
-{
- Math::Matrix mat;
- int i;
-
- for ( i=0 ; i<D3DMAXOBJECT ; i++ )
- {
- if ( m_objectParam[i].bUsed == false )
- {
- ZeroMemory(&m_objectParam[i], sizeof(D3DObject));
- m_objectParam[i].bUsed = true;
-
- mat.LoadIdentity();
- SetObjectTransform(i, mat);
-
- m_objectParam[i].bDrawWorld = true;
- m_objectParam[i].distance = 0.0f;
- m_objectParam[i].bboxMin = Math::Vector(0.0f, 0.0f, 0.0f);
- m_objectParam[i].bboxMax = Math::Vector(0.0f, 0.0f, 0.0f);
- m_objectParam[i].shadowRank = -1;
-
- if ( i >= m_objectParamTotal )
- {
- m_objectParamTotal = i+1;
- }
- return i;
- }
- }
- OutputDebugString("CD3DEngine::CreateObject() -> Too many object\n");
- return -1;
-}
-
-
-// Removes all objects.
-
-void CD3DEngine::FlushObject()
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- int l1, l2, l3, l4, l5, i;
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- free(p6);
- }
- free(p5);
- }
- free(p4);
- }
- free(p3);
- }
- free(p2);
- p1->table[l1] = 0;
- }
- p1->totalUsed = 0;
-
- for ( i=0 ; i<D3DMAXOBJECT ; i++ )
- {
- m_objectParam[i].bUsed = false;
- }
- m_objectParamTotal = 0;
-
- ZeroMemory(m_shadow, sizeof(D3DShadow)*D3DMAXSHADOW);
- m_shadowTotal = 0;
-
- GroundSpotFlush();
-}
-
-// Destroys an existing object.
-
-bool CD3DEngine::DeleteObject(int objRank)
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- int l1, l2, l3, l4, l5, i;
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- if ( p3->objRank != objRank ) continue;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- free(p6);
- }
- free(p5);
- }
- free(p4);
- }
- free(p3);
- p2->table[l2] = 0;
- }
- }
-
- ShadowDelete(objRank); // removes the shadow
-
- m_objectParam[objRank].bUsed = false;
-
- m_objectParamTotal = 0;
- for ( i=0 ; i<D3DMAXOBJECT ; i++ )
- {
- if ( m_objectParam[i].bUsed )
- {
- m_objectParamTotal = i+1;
- }
- }
-
- return true;
-}
-
-
-// Indicates whether an object should be drawn underneath the interface.
-
-bool CD3DEngine::SetDrawWorld(int objRank, bool bDraw)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- m_objectParam[objRank].bDrawWorld = bDraw;
- return true;
-}
-
-// Indicates whether an object should be drawn over the interface.
-
-bool CD3DEngine::SetDrawFront(int objRank, bool bDraw)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- m_objectParam[objRank].bDrawFront = bDraw;
- return true;
-}
-
-
-// Prepare Level 1 to add a triangle.
-
-D3DObjLevel2* CD3DEngine::AddLevel1(D3DObjLevel1 *&p1, char* texName1, char* texName2)
-{
- D3DObjLevel2* p2;
- int l1;
-
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- if ( strcmp(p2->texName1, texName1) == 0 &&
- strcmp(p2->texName2, texName2) == 0 )
- {
- MemSpace2(p1->table[l1], 1);
- return p1->table[l1];
- }
- }
-
- MemSpace1(p1, 1);
- l1 = p1->totalUsed++;
- p1->table[l1] = 0;
-
- MemSpace2(p1->table[l1], 1);
- strcpy(p1->table[l1]->texName1, texName1);
- strcpy(p1->table[l1]->texName2, texName2);
- return p1->table[l1];
-}
-
-// Prepare Level 2 to add a triangle.
-
-D3DObjLevel3* CD3DEngine::AddLevel2(D3DObjLevel2 *&p2, int objRank)
-{
- D3DObjLevel3* p3;
- int l2;
-
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- if ( p3->objRank == objRank )
- {
- MemSpace3(p2->table[l2], 1);
- return p2->table[l2];
- }
- }
-
- MemSpace2(p2, 1);
- l2 = p2->totalUsed++;
- p2->table[l2] = 0;
-
- MemSpace3(p2->table[l2], 1);
- p2->table[l2]->objRank = objRank;
- return p2->table[l2];
-}
-
-// Prepare Level 3 to add a triangle.
-
-D3DObjLevel4* CD3DEngine::AddLevel3(D3DObjLevel3 *&p3, float min, float max)
-{
- D3DObjLevel4* p4;
- int l3;
-
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( p4->min == min && p4->max == max )
- {
- MemSpace4(p3->table[l3], 1);
- return p3->table[l3];
- }
- }
-
- MemSpace3(p3, 1);
- l3 = p3->totalUsed++;
- p3->table[l3] = 0;
-
- MemSpace4(p3->table[l3], 1);
- p3->table[l3]->min = min;
- p3->table[l3]->max = max;
- return p3->table[l3];
-}
-
-// Prepare Level 4 to add a triangle.
-
-D3DObjLevel5* CD3DEngine::AddLevel4(D3DObjLevel4 *&p4, int reserve)
-{
- D3DObjLevel5* p5;
- int l4;
-
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- if ( p5->reserve == reserve )
- {
- MemSpace5(p4->table[l4], 1);
- return p4->table[l4];
- }
- }
-
- MemSpace4(p4, 1);
- l4 = p4->totalUsed++;
- p4->table[l4] = 0;
-
- MemSpace5(p4->table[l4], 1);
- p4->table[l4]->reserve = reserve;
- return p4->table[l4];
-}
-
-// Prepares Level 5 to add vertices.
-
-D3DObjLevel6* CD3DEngine::AddLevel5(D3DObjLevel5 *&p5, D3DTypeTri type,
- const D3DMATERIAL7 &mat, int state,
- int nb)
-{
- D3DObjLevel6* p6;
- int l5;
-
- if ( type == D3DTYPE6T )
- {
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- if ( p6->type == type &&
- memcmp(&p6->material, &mat, sizeof(D3DMATERIAL7)) == 0 &&
- p6->state == state )
- {
- MemSpace6(p5->table[l5], nb);
- return p5->table[l5];
- }
- }
- }
-
- MemSpace5(p5, 1);
- l5 = p5->totalUsed++;
- p5->table[l5] = 0;
-
- MemSpace6(p5->table[l5], nb);
- p5->table[l5]->type = type;
- p5->table[l5]->material = mat;
- p5->table[l5]->state = state;
- return p5->table[l5];
-}
-
-// Adds one or more triangles to an existing object.
-// The number must be divisible by 3.
-
-bool CD3DEngine::AddTriangle(int objRank, D3DVERTEX2* vertex, int nb,
- const D3DMATERIAL7 &mat, int state,
- char* texName1, char* texName2,
- float min, float max, bool bGlobalUpdate)
-{
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- int i;
-
- m_lastDim = m_dim;
- m_lastObjectDetail = m_objectDetail;
- m_lastClippingDistance = m_clippingDistance;
-
- p2 = AddLevel1(m_objectPointer, texName1, texName2);
- p3 = AddLevel2(p2, objRank);
- p4 = AddLevel3(p3, min, max);
- p5 = AddLevel4(p4, 0);
- p6 = AddLevel5(p5, D3DTYPE6T, mat, state, nb); // place for number of vertex
-
- CopyMemory(&p6->vertex[p6->totalUsed], vertex, sizeof(D3DVERTEX2)*nb);
- p6->totalUsed += nb;
-
- if ( bGlobalUpdate )
- {
- m_bUpdateGeometry = true;
- }
- else
- {
- for ( i=0 ; i<nb ; i++ )
- {
- m_objectParam[objRank].bboxMin.x = Math::Min(vertex[i].x, m_objectParam[objRank].bboxMin.x);
- m_objectParam[objRank].bboxMin.y = Math::Min(vertex[i].y, m_objectParam[objRank].bboxMin.y);
- m_objectParam[objRank].bboxMin.z = Math::Min(vertex[i].z, m_objectParam[objRank].bboxMin.z);
- m_objectParam[objRank].bboxMax.x = Math::Max(vertex[i].x, m_objectParam[objRank].bboxMax.x);
- m_objectParam[objRank].bboxMax.y = Math::Max(vertex[i].y, m_objectParam[objRank].bboxMax.y);
- m_objectParam[objRank].bboxMax.z = Math::Max(vertex[i].z, m_objectParam[objRank].bboxMax.z);
- }
-
- m_objectParam[objRank].radius = Math::Max(m_objectParam[objRank].bboxMin.Length(),
- m_objectParam[objRank].bboxMax.Length());
- }
- m_objectParam[objRank].totalTriangle += nb/3;
-
- return true;
-}
-
-// Adds a surface consisting of triangles joined.
-
-bool CD3DEngine::AddSurface(int objRank, D3DVERTEX2* vertex, int nb,
- const D3DMATERIAL7 &mat, int state,
- char* texName1, char* texName2,
- float min, float max, bool bGlobalUpdate)
-{
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- int i;
-
- p2 = AddLevel1(m_objectPointer, texName1, texName2);
- p3 = AddLevel2(p2, objRank);
- p4 = AddLevel3(p3, min, max);
- p5 = AddLevel4(p4, 0);
- p6 = AddLevel5(p5, D3DTYPE6S, mat, state, nb); // place for number of vertex
-
- CopyMemory(&p6->vertex[p6->totalUsed], vertex, sizeof(D3DVERTEX2)*nb);
- p6->totalUsed += nb;
-
- if ( bGlobalUpdate )
- {
- m_bUpdateGeometry = true;
- }
- else
- {
- for ( i=0 ; i<nb ; i++ )
- {
- m_objectParam[objRank].bboxMin.x = Math::Min(vertex[i].x, m_objectParam[objRank].bboxMin.x);
- m_objectParam[objRank].bboxMin.y = Math::Min(vertex[i].y, m_objectParam[objRank].bboxMin.y);
- m_objectParam[objRank].bboxMin.z = Math::Min(vertex[i].z, m_objectParam[objRank].bboxMin.z);
- m_objectParam[objRank].bboxMax.x = Math::Max(vertex[i].x, m_objectParam[objRank].bboxMax.x);
- m_objectParam[objRank].bboxMax.y = Math::Max(vertex[i].y, m_objectParam[objRank].bboxMax.y);
- m_objectParam[objRank].bboxMax.z = Math::Max(vertex[i].z, m_objectParam[objRank].bboxMax.z);
- }
-
- m_objectParam[objRank].radius = Math::Max(m_objectParam[objRank].bboxMin.Length(),
- m_objectParam[objRank].bboxMax.Length());
- }
- m_objectParam[objRank].totalTriangle += nb-2;
-
- return true;
-}
-
-// Adds a surface consisting of triangles joined.
-// The buffer is not copied.
-
-bool CD3DEngine::AddQuick(int objRank, D3DObjLevel6* buffer,
- char* texName1, char* texName2,
- float min, float max, bool bGlobalUpdate)
-{
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- int l5, i;
-
- p2 = AddLevel1(m_objectPointer, texName1, texName2);
- p3 = AddLevel2(p2, objRank);
- p4 = AddLevel3(p3, min, max);
- p5 = AddLevel4(p4, 0);
-
- MemSpace5(p5, 1);
- l5 = p5->totalUsed++;
- p5->table[l5] = buffer;
-
- if ( bGlobalUpdate )
- {
- m_bUpdateGeometry = true;
- }
- else
- {
- for ( i=0 ; i<buffer->totalUsed ; i++ )
- {
- m_objectParam[objRank].bboxMin.x = Math::Min(buffer->vertex[i].x, m_objectParam[objRank].bboxMin.x);
- m_objectParam[objRank].bboxMin.y = Math::Min(buffer->vertex[i].y, m_objectParam[objRank].bboxMin.y);
- m_objectParam[objRank].bboxMin.z = Math::Min(buffer->vertex[i].z, m_objectParam[objRank].bboxMin.z);
- m_objectParam[objRank].bboxMax.x = Math::Max(buffer->vertex[i].x, m_objectParam[objRank].bboxMax.x);
- m_objectParam[objRank].bboxMax.y = Math::Max(buffer->vertex[i].y, m_objectParam[objRank].bboxMax.y);
- m_objectParam[objRank].bboxMax.z = Math::Max(buffer->vertex[i].z, m_objectParam[objRank].bboxMax.z);
- }
-
- m_objectParam[objRank].radius = Math::Max(m_objectParam[objRank].bboxMin.Length(),
- m_objectParam[objRank].bboxMax.Length());
- }
- m_objectParam[objRank].totalTriangle += buffer->totalUsed-2;
-
- return true;
-}
-
-
-// Looking for a list of triangles.
-
-void CD3DEngine::ChangeLOD()
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- int l1, l2, l3;
- float oldLimit[2], newLimit[2];
- float oldTerrain, newTerrain;
-
- oldLimit[0] = RetLimitLOD(0, true);
- oldLimit[1] = RetLimitLOD(1, true);
-
- newLimit[0] = RetLimitLOD(0, false);
- newLimit[1] = RetLimitLOD(1, false);
-
- oldTerrain = m_terrainVision*m_lastClippingDistance;
- newTerrain = m_terrainVision*m_clippingDistance;
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
-
- if ( Math::IsEqual(p4->min, 0.0f ) &&
- Math::IsEqual(p4->max, oldLimit[0]) )
- {
- p4->max = newLimit[0];
- }
- else if ( Math::IsEqual(p4->min, oldLimit[0]) &&
- Math::IsEqual(p4->max, oldLimit[1]) )
- {
- p4->min = newLimit[0];
- p4->max = newLimit[1];
- }
- else if ( Math::IsEqual(p4->min, oldLimit[1]) &&
- Math::IsEqual(p4->max, 1000000.0f ) )
- {
- p4->min = newLimit[1];
- }
- else if ( Math::IsEqual(p4->min, 0.0f ) &&
- Math::IsEqual(p4->max, oldTerrain) )
- {
- p4->max = newTerrain;
- }
- }
- }
- }
-
- m_lastDim = m_dim;
- m_lastObjectDetail = m_objectDetail;
- m_lastClippingDistance = m_clippingDistance;
-}
-
-// Looking for a list of triangles.
-
-D3DObjLevel6* CD3DEngine::SearchTriangle(int objRank,
- const D3DMATERIAL7 &mat, int state,
- char* texName1, char* texName2,
- float min, float max)
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- int l1, l2, l3, l4, l5;
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
-//? if ( strcmp(p2->texName1, texName1) != 0 ||
-//? strcmp(p2->texName2, texName2) != 0 ) continue;
- if ( strcmp(p2->texName1, texName1) != 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- if ( p3->objRank != objRank ) continue;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( p4->min != min ||
- p4->max != max ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
-//? if ( p6->state != state ||
- if ( (p6->state&(~(D3DSTATEDUALb|D3DSTATEDUALw))) != state ||
- memcmp(&p6->material, &mat, sizeof(D3DMATERIAL7)) != 0 ) continue;
- return p6;
- }
- }
- }
- }
- }
- return 0;
-}
-
-// Secondary changes the texture of an object.
-
-bool CD3DEngine::ChangeSecondTexture(int objRank, char* texName2)
-{
- D3DObjLevel2* newp2;
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- int l1, l2;
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- if ( strcmp(p2->texName2, texName2) == 0 ) continue; // already new
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- if ( p3->objRank != objRank ) continue;
-
- newp2 = AddLevel1(m_objectPointer, p2->texName1, texName2);
-
- if ( newp2->totalUsed >= newp2->totalPossible ) continue; // to do better!!!
- newp2->table[newp2->totalUsed++] = p3;
-
- p2->table[l2] = 0;
- }
- }
- return true;
-}
-
-
-// Returns the number of triangles of the object.
-
-int CD3DEngine::RetTotalTriangles(int objRank)
-{
- return m_objectParam[objRank].totalTriangle;
-}
-
-// Return qq triangles of an object.
-// qq triangles used to extract an object that explodes.
-// "Percent" is between 0 and 1.
-
-int CD3DEngine::GetTriangles(int objRank, float min, float max,
- D3DTriangle* buffer, int size, float percent)
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- D3DVERTEX2* pv;
- int l1, l2, l3, l4, l5, l6, i, rank;
-
- rank = 0;
- i = 0;
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
-//? if ( p2->texName[0] == 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- if ( p3->objRank != objRank ) continue;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( p4->min != min ||
- p4->max != max ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- if ( p6->type == D3DTYPE6T )
- {
- pv = &p6->vertex[0];
- for ( l6=0 ; l6<p6->totalUsed/3 ; l6++ )
- {
- if ( (float)i/rank <= percent )
- {
- if ( i >= size ) break;
- buffer[i].triangle[0] = pv[0];
- buffer[i].triangle[1] = pv[1];
- buffer[i].triangle[2] = pv[2];
- buffer[i].material = p6->material;
- buffer[i].state = p6->state;
- strcpy(buffer[i].texName1, p2->texName1);
- strcpy(buffer[i].texName2, p2->texName2);
- i ++;
- }
- rank ++;
- pv += 3;
- }
- }
- if ( p6->type == D3DTYPE6S )
- {
- pv = &p6->vertex[0];
- for ( l6=0 ; l6<p6->totalUsed-2 ; l6++ )
- {
- if ( (float)i/rank <= percent )
- {
- if ( i >= size ) break;
- buffer[i].triangle[0] = pv[0];
- buffer[i].triangle[1] = pv[1];
- buffer[i].triangle[2] = pv[2];
- buffer[i].material = p6->material;
- buffer[i].state = p6->state;
- strcpy(buffer[i].texName1, p2->texName1);
- strcpy(buffer[i].texName2, p2->texName2);
- i ++;
- }
- rank ++;
- pv += 1;
- }
- }
- }
- }
- }
- }
- }
- return i;
-}
-
-// Give the box of an object.
-
-bool CD3DEngine::GetBBox(int objRank, Math::Vector &min, Math::Vector &max)
-{
- min = m_objectParam[objRank].bboxMin;
- max = m_objectParam[objRank].bboxMax;
- return true;
-}
-
-
-// Change the texture mapping for a list of triangles.
-
-bool CD3DEngine::ChangeTextureMapping(int objRank,
- const D3DMATERIAL7 &mat, int state,
- char* texName1, char* texName2,
- float min, float max,
- D3DMaping mode,
- float au, float bu,
- float av, float bv)
-{
- D3DObjLevel6* p6;
- D3DVERTEX2* pv;
- int l6, nb;
-
- p6 = SearchTriangle(objRank, mat, state, texName1, texName2, min, max);
- if ( p6 == 0 ) return false;
-
- pv = &p6->vertex[0];
- nb = p6->totalUsed;
-
- if ( mode == D3DMAPPINGX )
- {
- for ( l6=0 ; l6<nb ; l6++ )
- {
- pv->tu = pv->z*au+bu;
- pv->tv = pv->y*av+bv;
- pv ++;
- }
- }
-
- if ( mode == D3DMAPPINGY )
- {
- for ( l6=0 ; l6<nb ; l6++ )
- {
- pv->tu = pv->x*au+bu;
- pv->tv = pv->z*av+bv;
- pv ++;
- }
- }
-
- if ( mode == D3DMAPPINGZ )
- {
- for ( l6=0 ; l6<nb ; l6++ )
- {
- pv->tu = pv->x*au+bu;
- pv->tv = pv->y*av+bv;
- pv ++;
- }
- }
-
- if ( mode == D3DMAPPING1X )
- {
- for ( l6=0 ; l6<nb ; l6++ )
- {
- pv->tu = pv->x*au+bu;
- pv ++;
- }
- }
-
- if ( mode == D3DMAPPING1Y )
- {
- for ( l6=0 ; l6<nb ; l6++ )
- {
- pv->tv = pv->y*au+bu;
- pv ++;
- }
- }
-
- if ( mode == D3DMAPPING1Z )
- {
- for ( l6=0 ; l6<nb ; l6++ )
- {
- pv->tu = pv->z*au+bu;
- pv ++;
- }
- }
-
- return true;
-}
-
-// Change the texture mapping for a list of triangles
-// to simulate a caterpillar that turns.
-// Only the mapping as "u" is changed.
-//
-// pos: position on the periphery [p]
-// tl: length repetitive element of the texture [t]
-// ts: beginning of the texture[t]
-// tt: total width of the texture [t]
-//
-// [p] = distance in the 3D world
-// [t] = position in the texture (pixels)
-
-// ^ y 5
-// | 6 o---------o 4
-// | / \
-// | o o
-// | 7 | | 3
-// | o current o
-// | \ | /
-// | 0 o---------o 2
-// | 1
-// -o-----------------------> x
-// |
-//
-// Quand l6=1 :
-// 0 1 2 3 4 ... 7
-// o--o---------o--o--o--o-//-o--o development track
-// |ps| |
-// <--> pe |
-// <------------>
-//
-// Texture :
-// o---------------o
-// | |
-// | o-o-o-o-o |
-// | | | | | |<--- texture of the track
-// | o-o-o-o-o |
-// | | | tl |
-// | ->|-|<--- |
-// | | |
-// o-----|---------o--> u
-// | ts | |
-// <-----> tt |
-// <--------------->
-
-bool CD3DEngine::TrackTextureMapping(int objRank,
- const D3DMATERIAL7 &mat, int state,
- char* texName1, char* texName2,
- float min, float max,
- D3DMaping mode, float pos, float factor,
- float tl, float ts, float tt)
-{
- D3DObjLevel6* p6;
- D3DVERTEX2* pv;
- Math::Vector current;
- float ps, pe, pps, ppe, offset;
- int l6, nb, i, j, s, e;
- int is[6], ie[6];
-
- p6 = SearchTriangle(objRank, mat, state, texName1, texName2, min, max);
- if ( p6 == 0 ) return false;
-
- pv = &p6->vertex[0];
- nb = p6->totalUsed;
-
- if ( nb < 12 || nb%6 != 0 ) return false;
-
- while ( pos < 0.0f )
- {
- pos += 1000000.0f; // never negative!
- }
-
- for ( i=0 ; i<6 ; i++ )
- {
- for ( j=0 ; j<6 ; j++ )
- {
- if ( pv[i].x == pv[j+6].x &&
- pv[i].y == pv[j+6].y )
- {
- current.x = pv[i].x; // position end link
- current.y = pv[i].y;
- break;
- }
- }
- }
-
- ps = 0.0f; // start position on the periphery
- for ( l6=0 ; l6<nb/6 ; l6++ )
- {
- s = e = 0;
- for ( i=0 ; i<6 ; i++ )
- {
- if ( fabs(pv[i].x-current.x) < 0.0001f &&
- fabs(pv[i].y-current.y) < 0.0001f )
- {
- ie[e++] = i;
- }
- else
- {
- is[s++] = i;
- }
- }
- if ( s == 3 && e == 3 )
- {
- pe = ps+Math::Point(pv[is[0]].x-pv[ie[0]].x,
- pv[is[0]].y-pv[ie[0]].y).Length() / factor; // end position on the periphery
-
- pps = ps+pos;
- ppe = pe+pos;
- offset = (float)((int)pps);
- pps -= offset;
- ppe -= offset;
-
- for ( i=0 ; i<3 ; i++ )
- {
- pv[is[i]].tu = ((pps*tl)+ts)/tt;
- pv[ie[i]].tu = ((ppe*tl)+ts)/tt;
- }
- }
-
- if ( l6 >= (nb/6)-1 ) break;
- for ( i=0 ; i<6 ; i++ )
- {
- if ( fabs(pv[i+6].x-current.x) > 0.0001f ||
- fabs(pv[i+6].y-current.y) > 0.0001f )
- {
- current.x = pv[i+6].x; // end next link
- current.y = pv[i+6].y;
- break;
- }
- }
- ps = pe; // following start position on the periphery
- pv += 6;
- }
-
- return true;
-}
-
-
-// Updates all the geometric parameters of objects.
-
-void CD3DEngine::UpdateGeometry()
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- int l1, l2, l3, l4, l5, objRank, i;
-
- if ( !m_bUpdateGeometry ) return;
-
- for ( i=0 ; i<m_objectParamTotal ; i++ )
- {
- m_objectParam[i].bboxMin.x = 0;
- m_objectParam[i].bboxMin.y = 0;
- m_objectParam[i].bboxMin.z = 0;
- m_objectParam[i].bboxMax.x = 0;
- m_objectParam[i].bboxMax.y = 0;
- m_objectParam[i].bboxMax.z = 0;
- m_objectParam[i].radius = 0;
- }
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- objRank = p3->objRank;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
-
- for ( i=0 ; i<p6->totalUsed ; i++ )
- {
- m_objectParam[objRank].bboxMin.x = Math::Min(p6->vertex[i].x, m_objectParam[objRank].bboxMin.x);
- m_objectParam[objRank].bboxMin.y = Math::Min(p6->vertex[i].y, m_objectParam[objRank].bboxMin.y);
- m_objectParam[objRank].bboxMin.z = Math::Min(p6->vertex[i].z, m_objectParam[objRank].bboxMin.z);
- m_objectParam[objRank].bboxMax.x = Math::Max(p6->vertex[i].x, m_objectParam[objRank].bboxMax.x);
- m_objectParam[objRank].bboxMax.y = Math::Max(p6->vertex[i].y, m_objectParam[objRank].bboxMax.y);
- m_objectParam[objRank].bboxMax.z = Math::Max(p6->vertex[i].z, m_objectParam[objRank].bboxMax.z);
- }
-
- m_objectParam[objRank].radius = Math::Max(m_objectParam[objRank].bboxMin.Length(),
- m_objectParam[objRank].bboxMax.Length());
- }
- }
- }
- }
- }
-
- m_bUpdateGeometry = false;
-}
-
-
-// Determines whether an object is visible, even partially.
-// Transformation of "world" must be done​​!
-
-bool CD3DEngine::IsVisible(int objRank)
-{
- Math::Vector center;
- DWORD flags;
- float radius;
-
- radius = m_objectParam[objRank].radius;
- center = Math::Vector(0.0f, 0.0f, 0.0f);
- {
- D3DVECTOR centerD3D = VEC_TO_D3DVEC(center);
- m_pD3DDevice->ComputeSphereVisibility(&centerD3D, &radius, 1, 0, &flags);
- }
-
- if ( flags & D3DSTATUS_CLIPINTERSECTIONALL )
- {
- m_objectParam[objRank].bVisible = false;
- return false;
- }
- m_objectParam[objRank].bVisible = true;
- return true;
-}
-
-
-// Detects the target object with the mouse.
-// Returns the rank of the object or -1.
-
-int CD3DEngine::DetectObject(Math::Point mouse)
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- D3DVERTEX2* pv;
- int l1, l2, l3, l4, l5, i, objRank, nearest;
- float dist, min;
-
- min = 1000000.0f;
- nearest = -1;
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- objRank = p3->objRank;
- if ( m_objectParam[objRank].type == TYPETERRAIN ) continue;
- if ( !DetectBBox(objRank, mouse) ) continue;
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( p4->min != 0.0f ) continue; // LOD B or C?
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
-
- if ( p6->type == D3DTYPE6T )
- {
- pv = &p6->vertex[0];
- for ( i=0 ; i<p6->totalUsed/3 ; i++ )
- {
- if ( DetectTriangle(mouse, pv, objRank, dist) &&
- dist < min )
- {
- min = dist;
- nearest = objRank;
- }
- pv += 3;
- }
- }
- if ( p6->type == D3DTYPE6S )
- {
- pv = &p6->vertex[0];
- for ( i=0 ; i<p6->totalUsed-2 ; i++ )
- {
- if ( DetectTriangle(mouse, pv, objRank, dist) &&
- dist < min )
- {
- min = dist;
- nearest = objRank;
- }
- pv += 1;
- }
- }
- }
- }
- }
- }
- }
- return nearest;
-}
-
-// Detects whether the mouse is in a triangle.
-
-bool CD3DEngine::DetectTriangle(Math::Point mouse, D3DVERTEX2 *triangle,
- int objRank, float &dist)
-{
- Math::Vector p2D[3], p3D;
- Math::Point a, b, c;
- int i;
-
- for ( i=0 ; i<3 ; i++ )
- {
- p3D.x = triangle[i].x;
- p3D.y = triangle[i].y;
- p3D.z = triangle[i].z;
- if ( !TransformPoint(p2D[i], objRank, p3D) ) return false;
- }
-
- if ( mouse.x < p2D[0].x &&
- mouse.x < p2D[1].x &&
- mouse.x < p2D[2].x ) return false;
- if ( mouse.x > p2D[0].x &&
- mouse.x > p2D[1].x &&
- mouse.x > p2D[2].x ) return false;
- if ( mouse.y < p2D[0].y &&
- mouse.y < p2D[1].y &&
- mouse.y < p2D[2].y ) return false;
- if ( mouse.y > p2D[0].y &&
- mouse.y > p2D[1].y &&
- mouse.y > p2D[2].y ) return false;
-
- a.x = p2D[0].x;
- a.y = p2D[0].y;
- b.x = p2D[1].x;
- b.y = p2D[1].y;
- c.x = p2D[2].x;
- c.y = p2D[2].y;
- if ( !Math::IsInsideTriangle(a, b, c, mouse) ) return false;
-
- dist = (p2D[0].z+p2D[1].z+p2D[2].z)/3.0f;
- return true;
-}
-
-// Detects whether an object is affected by the mouse.
-
-bool CD3DEngine::DetectBBox(int objRank, Math::Point mouse)
-{
- Math::Vector p, pp;
- Math::Point min, max;
- int i;
-
- min.x = 1000000.0f;
- min.y = 1000000.0f;
- max.x = -1000000.0f;
- max.y = -1000000.0f;
-
- for ( i=0 ; i<8 ; i++ )
- {
- if ( i & (1<<0) ) p.x = m_objectParam[objRank].bboxMin.x;
- else p.x = m_objectParam[objRank].bboxMax.x;
- if ( i & (1<<1) ) p.y = m_objectParam[objRank].bboxMin.y;
- else p.y = m_objectParam[objRank].bboxMax.y;
- if ( i & (1<<2) ) p.z = m_objectParam[objRank].bboxMin.z;
- else p.z = m_objectParam[objRank].bboxMax.z;
- if ( TransformPoint(pp, objRank, p) )
- {
- if ( pp.x < min.x ) min.x = pp.x;
- if ( pp.x > max.x ) max.x = pp.x;
- if ( pp.y < min.y ) min.y = pp.y;
- if ( pp.y > max.y ) max.y = pp.y;
- }
- }
-
- return ( mouse.x >= min.x &&
- mouse.x <= max.x &&
- mouse.y >= min.y &&
- mouse.y <= max.y );
-}
-
-// Transforms a 3D point (x, y, z) in 2D space (x, y, -) of the window.
-// The coordinated p2D.z gives the distance.
-
-bool CD3DEngine::TransformPoint(Math::Vector &p2D, int objRank, Math::Vector p3D)
-{
- p3D = Math::Transform(m_objectParam[objRank].transform, p3D);
- p3D = Math::Transform(m_matView, p3D);
-
- if ( p3D.z < 2.0f ) return false; // behind?
-
- p2D.x = (p3D.x/p3D.z)*m_matProj.Get(1,1);
- p2D.y = (p3D.y/p3D.z)*m_matProj.Get(2,2);
- p2D.z = p3D.z;
-
- p2D.x = (p2D.x+1.0f)/2.0f; // [-1..1] -> [0..1]
- p2D.y = (p2D.y+1.0f)/2.0f;
-
- return true;
-}
-
-
-// Calculating the distances between the viewpoint and the origin
-// of different objects.
-
-void CD3DEngine::ComputeDistance()
-{
- Math::Vector v;
- int i;
- float distance;
-
- if ( s_resol == 0 )
- {
- for ( i=0 ; i<m_objectParamTotal ; i++ )
- {
- if ( m_objectParam[i].bUsed == false ) continue;
-
- v.x = m_eyePt.x - m_objectParam[i].transform.Get(1,4);
- v.y = m_eyePt.y - m_objectParam[i].transform.Get(2,4);
- v.z = m_eyePt.z - m_objectParam[i].transform.Get(3,4);
- m_objectParam[i].distance = v.Length();
- }
- }
- else
- {
- if ( s_resol == 1 )
- {
- distance = 100000.0f;
- }
- if ( s_resol == 2 )
- {
- distance = (RetLimitLOD(0)+RetLimitLOD(1))/2.0f;
- }
- if ( s_resol == 3 )
- {
- distance = 0.0f;
- }
-
- for ( i=0 ; i<m_objectParamTotal ; i++ )
- {
- if ( m_objectParam[i].bUsed == false ) continue;
-
- if ( m_objectParam[i].type == TYPETERRAIN )
- {
- v.x = m_eyePt.x - m_objectParam[i].transform.Get(1,4);
- v.y = m_eyePt.y - m_objectParam[i].transform.Get(2,4);
- v.z = m_eyePt.z - m_objectParam[i].transform.Get(3,4);
- m_objectParam[i].distance = v.Length();
- }
- else
- {
- m_objectParam[i].distance = distance;
- }
- }
- }
-}
-
-
-// Adjusts settings when first run.
-
-void CD3DEngine::FirstExecuteAdapt(bool bFirst)
-{
- if ( m_app->IsVideo8MB() )
- {
- SetGroundSpot(false);
- SetSkyMode(false);
- }
-
- if ( m_app->IsVideo32MB() && bFirst )
- {
- SetObjectDetail(2.0f);
- }
-}
-
-// Returns the total amount of video memory for textures.
-
-int CD3DEngine::GetVidMemTotal()
-{
- return m_app->GetVidMemTotal();
-}
-
-bool CD3DEngine::IsVideo8MB()
-{
- return m_app->IsVideo8MB();
-}
-
-bool CD3DEngine::IsVideo32MB()
-{
- return m_app->IsVideo32MB();
-}
-
-
-// Perform the list of all graphics devices available.
-
-bool CD3DEngine::EnumDevices(char *bufDevices, int lenDevices,
- char *bufModes, int lenModes,
- int &totalDevices, int &selectDevices,
- int &totalModes, int &selectModes)
-{
- return m_app->EnumDevices(bufDevices, lenDevices,
- bufModes, lenModes,
- totalDevices, selectDevices,
- totalModes, selectModes);
-}
-
-bool CD3DEngine::RetFullScreen()
-{
- return m_app->RetFullScreen();
-}
-
-bool CD3DEngine::ChangeDevice(char *device, char *mode, bool bFull)
-{
- return m_app->ChangeDevice(device, mode, bFull);
-}
-
-
-
-Math::Matrix* CD3DEngine::RetMatView()
-{
- return &m_matView;
-}
-
-Math::Matrix* CD3DEngine::RetMatLeftView()
-{
- return &m_matLeftView;
-}
-
-Math::Matrix* CD3DEngine::RetMatRightView()
-{
- return &m_matRightView;
-}
-
-
-// Specifies the location and direction of view.
-
-void CD3DEngine::SetViewParams(const Math::Vector &vEyePt,
- const Math::Vector &vLookatPt,
- const Math::Vector &vUpVec,
- FLOAT fEyeDistance)
-{
-#if 0
- m_eyePt = vEyePt;
-
- // Adjust camera position for left or right eye along the axis
- // perpendicular to the view direction vector and the up vector.
- Math::Vector vView = (vLookatPt) - (vEyePt);
- vView = CrossProduct( vView, (vUpVec) );
- vView = Normalize( vView ) * fEyeDistance;
-
- Math::Vector vLeftEyePt = (vEyePt) + vView;
- Math::Vector vRightEyePt = (vEyePt) - vView;
-
- // Set the view matrices
- Math::LoadViewMatrix( m_matLeftView, (Math::Vector)vLeftEyePt, (Math::Vector)vLookatPt, (Math::Vector)vUpVec );
- Math::LoadViewMatrix( m_matRightView, (Math::Vector)vRightEyePt, (Math::Vector)vLookatPt, (Math::Vector)vUpVec );
- Math::LoadViewMatrix( m_matView, (Math::Vector)vEyePt, (Math::Vector)vLookatPt, (Math::Vector)vUpVec );
-#else
- m_eyePt = vEyePt;
- m_lookatPt = vLookatPt;
- m_eyeDirH = Math::RotateAngle(vEyePt.x-vLookatPt.x, vEyePt.z-vLookatPt.z);
- m_eyeDirV = Math::RotateAngle(Math::DistanceProjected(vEyePt, vLookatPt), vEyePt.y-vLookatPt.y);
-
- Math::LoadViewMatrix(m_matView, vEyePt, vLookatPt, vUpVec);
-
- if ( m_sound == 0 )
- {
- m_sound = (CSound*)m_iMan->SearchInstance(CLASS_SOUND);
- }
- m_sound->SetListener(vEyePt, vLookatPt);
-#endif
-}
-
-
-// Specifies the transformation matrix of an object.
-
-bool CD3DEngine::SetObjectTransform(int objRank, const Math::Matrix &transform)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- m_objectParam[objRank].transform = transform;
- return true;
-}
-
-// Gives the transformation matrix of an object.
-
-bool CD3DEngine::GetObjectTransform(int objRank, Math::Matrix &transform)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- transform = m_objectParam[objRank].transform;
- return true;
-}
-
-// Specifies the type of an object.
-
-bool CD3DEngine::SetObjectType(int objRank, D3DTypeObj type)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- m_objectParam[objRank].type = type;
- return true;
-}
-
-// Returns the type of an object.
-
-D3DTypeObj CD3DEngine::RetObjectType(int objRank)
-{
- return m_objectParam[objRank].type;
-}
-
-// Specifies the transparency of an object.
-
-bool CD3DEngine::SetObjectTransparency(int objRank, float value)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- m_objectParam[objRank].transparency = value;
- return true;
-}
-
-
-// Allocates a table for shade, if necessary.
-
-bool CD3DEngine::ShadowCreate(int objRank)
-{
- int i;
-
- // Already allocated?
- if ( m_objectParam[objRank].shadowRank != -1 ) return true;
-
- for ( i=0 ; i<D3DMAXSHADOW ; i++ )
- {
- if ( m_shadow[i].bUsed == false ) // Free?
- {
- ZeroMemory(&m_shadow[i], sizeof(D3DShadow));
-
- m_shadow[i].bUsed = true;
- m_shadow[i].objRank = objRank;
- m_shadow[i].height = 0.0f;
-
- m_objectParam[objRank].shadowRank = i;
-
- if ( m_shadowTotal < i+1 )
- {
- m_shadowTotal = i+1;
- }
- return true;
- }
- }
- return false; // not found
-}
-
-// Removes the shadow associated with an object.
-
-void CD3DEngine::ShadowDelete(int objRank)
-{
- int i;
-
- if ( objRank == -1 ) return;
-
- i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return;
-
- m_shadow[i].bUsed = false;
- m_shadow[i].objRank = -1;
- m_shadow[i].pos = Math::Vector(0.0f, 0.0f, 0.0f);
- m_shadow[i].type = D3DSHADOWNORM;
-
- m_objectParam[objRank].shadowRank = -1;
-
- m_shadowTotal = 0;
- for ( i=0 ; i<D3DMAXSHADOW ; i++ )
- {
- if ( m_shadow[i].bUsed ) m_shadowTotal = i+1;
- }
-}
-
-// Specifies if the shadow is visible.
-// For example, when an object is carried, he has no shadow.
-
-bool CD3DEngine::SetObjectShadowHide(int objRank, bool bHide)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].bHide = bHide;
- return true;
-}
-
-// Specifies the type of the shadow of the object.
-
-bool CD3DEngine::SetObjectShadowType(int objRank, D3DShadowType type)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].type = type;
- return true;
-}
-
-// Specifies the position of the shadow of the object.
-
-bool CD3DEngine::SetObjectShadowPos(int objRank, const Math::Vector &pos)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].pos = pos;
- return true;
-}
-
-// Specifies the normal shadow to the field of the object.
-
-bool CD3DEngine::SetObjectShadowNormal(int objRank, const Math::Vector &n)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].normal = n;
- return true;
-}
-
-// Specifies the angle of the shadow of the object.
-
-bool CD3DEngine::SetObjectShadowAngle(int objRank, float angle)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].angle = angle;
- return true;
-}
-
-// Specifies the radius of the shadow of the object.
-
-bool CD3DEngine::SetObjectShadowRadius(int objRank, float radius)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].radius = radius;
- return true;
-}
-
-// Returns the radius of the shadow of the object.
-
-float CD3DEngine::RetObjectShadowRadius(int objRank)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return 0.0f;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- return m_shadow[i].radius;
-}
-
-// Specifies the intensity of the shadow of the object.
-
-bool CD3DEngine::SetObjectShadowIntensity(int objRank, float intensity)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].intensity = intensity;
- return true;
-}
-
-// Specifies the height of the shadow of the object.
-
-bool CD3DEngine::SetObjectShadowHeight(int objRank, float h)
-{
- if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return false;
-
- int i = m_objectParam[objRank].shadowRank;
- if ( i == -1 ) return false;
-
- m_shadow[i].height = h;
- return true;
-}
-
-
-// Clears all marks on the ground.
-
-void CD3DEngine::GroundSpotFlush()
-{
- LPDIRECTDRAWSURFACE7 surface;
- DDSURFACEDESC2 ddsd;
- WORD* pbSurf;
- char texName[20];
- int s, y;
-
- ZeroMemory(m_groundSpot, sizeof(D3DGroundSpot)*D3DMAXGROUNDSPOT);
- m_bFirstGroundSpot = true; // drawing power first
-
- for ( s=0 ; s<16 ; s++ )
- {
- sprintf(texName, "shadow%.2d.tga", s);
- surface = D3DTextr_GetSurface(texName);
- if ( surface == 0 ) continue;
-
- ZeroMemory(&ddsd, sizeof(DDSURFACEDESC2));
- ddsd.dwSize = sizeof(DDSURFACEDESC2);
- if ( surface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL) != DD_OK ) continue;
-
- if ( ddsd.ddpfPixelFormat.dwRGBBitCount != 16 ) continue;
-
- for ( y=0 ; y<(int)ddsd.dwHeight ; y++ )
- {
- pbSurf = (WORD*)ddsd.lpSurface;
- pbSurf += ddsd.lPitch*y/2;
- memset(pbSurf, -1, ddsd.lPitch); // all blank
- }
-
- surface->Unlock(NULL);
- }
-}
-
-// Allocates a table for a mark on the ground, if necessary.
-
-int CD3DEngine::GroundSpotCreate()
-{
- int i;
-
- for ( i=0 ; i<D3DMAXGROUNDSPOT ; i++ )
- {
- if ( m_groundSpot[i].bUsed == false ) // free?
- {
- ZeroMemory(&m_groundSpot[i], sizeof(D3DGroundSpot));
- m_groundSpot[i].bUsed = true;
- m_groundSpot[i].smooth = 1.0f;
- return i;
- }
- }
- return -1; // not found
-}
-
-// Removes a mark on the ground.
-
-void CD3DEngine::GroundSpotDelete(int rank)
-{
- m_groundSpot[rank].bUsed = false;
- m_groundSpot[rank].pos = Math::Vector(0.0f, 0.0f, 0.0f);
-}
-
-// Specifies the position of surface marking of the object.
-
-bool CD3DEngine::SetObjectGroundSpotPos(int rank, const Math::Vector &pos)
-{
- m_groundSpot[rank].pos = pos;
- return true;
-}
-
-// Specifies the radius of surface marking of the object.
-
-bool CD3DEngine::SetObjectGroundSpotRadius(int rank, float radius)
-{
- m_groundSpot[rank].radius = radius;
- return true;
-}
-
-// Specifies the color of a mark on the ground.
-
-bool CD3DEngine::SetObjectGroundSpotColor(int rank, D3DCOLORVALUE color)
-{
- m_groundSpot[rank].color = color;
- return true;
-}
-
-// Specifies the height min / max.
-
-bool CD3DEngine::SetObjectGroundSpotMinMax(int rank, float min, float max)
-{
- m_groundSpot[rank].min = min;
- m_groundSpot[rank].max = max;
- return true;
-}
-
-// Specifies the transition factor.
-
-bool CD3DEngine::SetObjectGroundSpotSmooth(int rank, float smooth)
-{
- m_groundSpot[rank].smooth = smooth;
- return true;
-}
-
-
-// Creates ground marks.
-
-int CD3DEngine::GroundMarkCreate(Math::Vector pos, float radius,
- float delay1, float delay2, float delay3,
- int dx, int dy, char* table)
-{
- ZeroMemory(&m_groundMark, sizeof(D3DGroundMark));
- m_groundMark.bUsed = true;
- m_groundMark.phase = 1;
- m_groundMark.delay[0] = delay1;
- m_groundMark.delay[1] = delay2;
- m_groundMark.delay[2] = delay3;
- m_groundMark.pos = pos;
- m_groundMark.radius = radius;
- m_groundMark.intensity = 0.0f;
- m_groundMark.dx = dx;
- m_groundMark.dy = dy;
- m_groundMark.table = table;
- return 0;
-}
-
-// Clears the ground.
-
-bool CD3DEngine::GroundMarkDelete(int rank)
-{
- ZeroMemory(&m_groundMark, sizeof(D3DGroundMark));
- return true;
-}
-
-
-// Border management (distance limits) depends of the resolution.
-// LOD = level-of-detail.
-
-void CD3DEngine::SetLimitLOD(int rank, float limit)
-{
- m_limitLOD[rank] = limit;
-}
-
-float CD3DEngine::RetLimitLOD(int rank, bool bLast)
-{
- float limit;
-
- if ( bLast )
- {
- limit = m_limitLOD[rank];
- limit *= m_lastDim.x/640.0f; // limit further if large window!
-//? limit += m_limitLOD[0]*(m_lastObjectDetail*2.0f-1.0f);
- limit += m_limitLOD[0]*(m_lastObjectDetail*2.0f);
- }
- else
- {
- limit = m_limitLOD[rank];
- limit *= m_dim.x/640.0f; // limit further if large window!
-//? limit += m_limitLOD[0]*(m_objectDetail*2.0f-1.0f);
- limit += m_limitLOD[0]*(m_objectDetail*2.0f);
- }
- if ( limit < 0.0f ) limit = 0.0f;
-
- return limit;
-}
-
-
-// Definition of the distance field of vision.
-
-void CD3DEngine::SetTerrainVision(float vision)
-{
- m_terrainVision = vision;
-}
-
-
-// Management of the global mode of shading.
-
-void CD3DEngine::SetShadow(bool bMode)
-{
- m_bShadow = bMode;
-}
-
-bool CD3DEngine::RetShadow()
-{
- return m_bShadow;
-}
-
-
-// Management of the global mode of marking.
-
-void CD3DEngine::SetGroundSpot(bool bMode)
-{
- m_bGroundSpot = bMode;
-}
-
-bool CD3DEngine::RetGroundSpot()
-{
- return m_bGroundSpot;
-}
-
-
-// Management of the global mode of contamination.
-
-void CD3DEngine::SetDirty(bool bMode)
-{
- m_bDirty = bMode;
-}
-
-bool CD3DEngine::RetDirty()
-{
- return m_bDirty;
-}
-
-
-// Management of the global mode of horizontal fog patches.
-
-void CD3DEngine::SetFog(bool bMode)
-{
- m_bFog = bMode;
-}
-
-bool CD3DEngine::RetFog()
-{
- return m_bFog;
-}
-
-
-// ndicates whether it is possible to give a color SetState.
-
-bool CD3DEngine::RetStateColor()
-{
- return m_bStateColor;
-}
-
-
-// Management of the global mode of secondary texturing.
-
-void CD3DEngine::SetSecondTexture(int texNum)
-{
- m_secondTexNum = texNum;
-}
-
-int CD3DEngine::RetSecondTexture()
-{
- return m_secondTexNum;
-}
-
-
-// Choice of the rank of the active view.
-
-void CD3DEngine::SetRankView(int rank)
-{
- if ( rank < 0 ) rank = 0;
- if ( rank > 1 ) rank = 1;
-
- if ( m_rankView == 0 && rank == 1 ) // enters the water?
- {
- m_light->AdaptLightColor(m_waterAddColor, +1.0f);
- }
-
- if ( m_rankView == 1 && rank == 0 ) // out of the water?
- {
- m_light->AdaptLightColor(m_waterAddColor, -1.0f);
- }
-
- m_rankView = rank;
-}
-
-int CD3DEngine::RetRankView()
-{
- return m_rankView;
-}
-
-// Whether to draw the world from the interface.
-
-void CD3DEngine::SetDrawWorld(bool bDraw)
-{
- m_bDrawWorld = bDraw;
-}
-
-// Whether to draw the world on the interface.
-
-void CD3DEngine::SetDrawFront(bool bDraw)
-{
- m_bDrawFront = bDraw;
-}
-
-// Color management ambient.
-// color = 0x00rrggbb
-// rr: red
-// gg: green
-// bb: blue
-
-void CD3DEngine::SetAmbiantColor(D3DCOLOR color, int rank)
-{
- m_ambiantColor[rank] = color;
-}
-
-D3DCOLOR CD3DEngine::RetAmbiantColor(int rank)
-{
- return m_ambiantColor[rank];
-}
-
-
-// Color management under water.
-
-void CD3DEngine::SetWaterAddColor(D3DCOLORVALUE color)
-{
- m_waterAddColor = color;
-}
-
-D3DCOLORVALUE CD3DEngine::RetWaterAddColor()
-{
- return m_waterAddColor;
-}
-
-
-// Management of the fog color.
-
-void CD3DEngine::SetFogColor(D3DCOLOR color, int rank)
-{
- m_fogColor[rank] = color;
-}
-
-D3DCOLOR CD3DEngine::RetFogColor(int rank)
-{
- return m_fogColor[rank];
-}
-
-
-// Management of the depth of field.
-// Beyond this distance, nothing is visible.
-// Shortly (according SetFogStart), one enters the fog.
-
-void CD3DEngine::SetDeepView(float length, int rank, bool bRef)
-{
- if ( bRef )
- {
- length *= m_clippingDistance;
- }
-
- m_deepView[rank] = length;
-}
-
-float CD3DEngine::RetDeepView(int rank)
-{
- return m_deepView[rank];
-}
-
-
-// Management the start of fog.
-// With 0.0, the fog from the point of view (fog max).
-// With 1.0, the fog from the depth of field (no fog).
-
-void CD3DEngine::SetFogStart(float start, int rank)
-{
- m_fogStart[rank] = start;
-}
-
-float CD3DEngine::RetFogStart(int rank)
-{
- return m_fogStart[rank];
-}
-
-
-// Gives the background image to use.
-
-void CD3DEngine::SetBackground(char *name, D3DCOLOR up, D3DCOLOR down,
- D3DCOLOR cloudUp, D3DCOLOR cloudDown,
- bool bFull, bool bQuarter)
-{
- strcpy(m_backgroundName, name);
- m_backgroundColorUp = up;
- m_backgroundColorDown = down;
- m_backgroundCloudUp = cloudUp;
- m_backgroundCloudDown = cloudDown;
- m_bBackgroundFull = bFull;
- m_bBackgroundQuarter = bQuarter;
-}
-
-// Gives the background image used.
-
-void CD3DEngine::RetBackground(char *name, D3DCOLOR &up, D3DCOLOR &down,
- D3DCOLOR &cloudUp, D3DCOLOR &cloudDown,
- bool &bFull, bool &bQuarter)
-{
- strcpy(name, m_backgroundName);
- up = m_backgroundColorUp;
- down = m_backgroundColorDown;
- cloudUp = m_backgroundCloudUp;
- cloudDown = m_backgroundCloudDown;
- bFull = m_bBackgroundFull;
- bQuarter = m_bBackgroundQuarter;
-}
-
-// Gives the foreground image to use.
-
-void CD3DEngine::SetFrontsizeName(char *name)
-{
- if ( m_frontsizeName[0] != 0 )
- {
- FreeTexture(m_frontsizeName);
- }
-
- strcpy(m_frontsizeName, name);
-}
-
-// Specifies whether to draw the foreground.
-
-void CD3DEngine::SetOverFront(bool bFront)
-{
- m_bOverFront = bFront;
-}
-
-// Gives color to the foreground.
-
-void CD3DEngine::SetOverColor(D3DCOLOR color, int mode)
-{
- m_overColor = color;
- m_overMode = mode;
-}
-
-
-
-// Management of the particle density.
-
-void CD3DEngine::SetParticuleDensity(float value)
-{
- if ( value < 0.0f ) value = 0.0f;
- if ( value > 2.0f ) value = 2.0f;
- m_particuleDensity = value;
-}
-
-float CD3DEngine::RetParticuleDensity()
-{
- return m_particuleDensity;
-}
-
-float CD3DEngine::ParticuleAdapt(float factor)
-{
- if ( m_particuleDensity == 0.0f )
- {
- return 1000000.0f;
- }
- return factor/m_particuleDensity;
-}
-
-// Management of the distance of clipping.
-
-void CD3DEngine::SetClippingDistance(float value)
-{
- if ( value < 0.5f ) value = 0.5f;
- if ( value > 2.0f ) value = 2.0f;
- m_clippingDistance = value;
-}
-
-float CD3DEngine::RetClippingDistance()
-{
- return m_clippingDistance;
-}
-
-// Management of objects detals.
-
-void CD3DEngine::SetObjectDetail(float value)
-{
- if ( value < 0.0f ) value = 0.0f;
- if ( value > 2.0f ) value = 2.0f;
- m_objectDetail = value;
-}
-
-float CD3DEngine::RetObjectDetail()
-{
- return m_objectDetail;
-}
-
-// The amount of management objects gadgets.
-
-void CD3DEngine::SetGadgetQuantity(float value)
-{
- if ( value < 0.0f ) value = 0.0f;
- if ( value > 1.0f ) value = 1.0f;
-
- m_gadgetQuantity = value;
-}
-
-float CD3DEngine::RetGadgetQuantity()
-{
- return m_gadgetQuantity;
-}
-
-// Managing the quality of textures.
-
-void CD3DEngine::SetTextureQuality(int value)
-{
- if ( value < 0 ) value = 0;
- if ( value > 2 ) value = 2;
-
- if ( value != m_textureQuality )
- {
- m_textureQuality = value;
- LoadAllTexture();
- }
-}
-
-int CD3DEngine::RetTextureQuality()
-{
- return m_textureQuality;
-}
-
-
-// Management mode of toto.
-
-void CD3DEngine::SetTotoMode(bool bPresent)
-{
- m_bTotoMode = bPresent;
-}
-
-bool CD3DEngine::RetTotoMode()
-{
- return m_bTotoMode;
-}
-
-
-// Managing the mode of foreground.
-
-void CD3DEngine::SetLensMode(bool bPresent)
-{
- m_bLensMode = bPresent;
-}
-
-bool CD3DEngine::RetLensMode()
-{
- return m_bLensMode;
-}
-
-
-// Managing the mode of water.
-
-void CD3DEngine::SetWaterMode(bool bPresent)
-{
- m_bWaterMode = bPresent;
-}
-
-bool CD3DEngine::RetWaterMode()
-{
- return m_bWaterMode;
-}
-
-
-// Managing the mode of sky.
-
-void CD3DEngine::SetSkyMode(bool bPresent)
-{
- m_bSkyMode = bPresent;
-}
-
-bool CD3DEngine::RetSkyMode()
-{
- return m_bSkyMode;
-}
-
-
-// Managing the mode of background.
-
-void CD3DEngine::SetBackForce(bool bPresent)
-{
- m_bBackForce = bPresent;
-}
-
-bool CD3DEngine::RetBackForce()
-{
- return m_bBackForce;
-}
-
-
-// Managing the mode of planets.
-
-void CD3DEngine::SetPlanetMode(bool bPresent)
-{
- m_bPlanetMode = bPresent;
-}
-
-bool CD3DEngine::RetPlanetMode()
-{
- return m_bPlanetMode;
-}
-
-
-// Managing the mode of dymanic lights.
-
-void CD3DEngine::SetLightMode(bool bPresent)
-{
- m_bLightMode = bPresent;
-}
-
-bool CD3DEngine::RetLightMode()
-{
- return m_bLightMode;
-}
-
-
-// Management of the indentation mode while editing (CEdit).
-
-void CD3DEngine::SetEditIndentMode(bool bAuto)
-{
- m_bEditIndentMode = bAuto;
-}
-
-bool CD3DEngine::RetEditIndentMode()
-{
- return m_bEditIndentMode;
-}
-
-
-// Management in advance of a tab when editing (CEdit).
-
-void CD3DEngine::SetEditIndentValue(int value)
-{
- m_editIndentValue = value;
-}
-
-int CD3DEngine::RetEditIndentValue()
-{
- return m_editIndentValue;
-}
-
-
-void CD3DEngine::SetSpeed(float speed)
-{
- m_speed = speed;
-}
-
-float CD3DEngine::RetSpeed()
-{
- return m_speed;
-}
-
-
-void CD3DEngine::SetTracePrecision(float factor)
-{
- m_tracePrecision = factor;
-}
-
-float CD3DEngine::RetTracePrecision()
-{
- return m_tracePrecision;
-}
-
-
-// Updates the scene after a change of parameters.
-
-void CD3DEngine::ApplyChange()
-{
- m_deepView[0] /= m_lastClippingDistance;
- m_deepView[1] /= m_lastClippingDistance;
-
- SetFocus(m_focus);
- ChangeLOD();
-
- m_deepView[0] *= m_clippingDistance;
- m_deepView[1] *= m_clippingDistance;
-}
-
-
-
-// Returns the point of view of the user.
-
-Math::Vector CD3DEngine::RetEyePt()
-{
- return m_eyePt;
-}
-
-Math::Vector CD3DEngine::RetLookatPt()
-{
- return m_lookatPt;
-}
-
-float CD3DEngine::RetEyeDirH()
-{
- return m_eyeDirH;
-}
-
-float CD3DEngine::RetEyeDirV()
-{
- return m_eyeDirV;
-}
-
-POINT CD3DEngine::RetDim()
-{
- return m_dim;
-}
-
-
-// Generates an image name of the watch.
-
-void QuarterName(char *buffer, char *name, int quarter)
-{
- while ( *name != 0 )
- {
- if ( *name == '.' )
- {
- *buffer++ = 'a'+quarter;
- }
- *buffer++ = *name++;
- }
- *buffer++ = 0;
-}
-
-// Frees texture.
-
-bool CD3DEngine::FreeTexture(char* name)
-{
- if ( name[0] == 0 ) return true;
-
- if ( D3DTextr_DestroyTexture(name) != S_OK )
- {
- return false;
- }
- return true;
-}
-
-// Load a texture.
-
-bool CD3DEngine::LoadTexture(char* name, int stage)
-{
- DWORD mode;
-
- if ( name[0] == 0 ) return true;
-
- if ( D3DTextr_GetSurface(name) == NULL )
- {
- if ( strstr(name, ".tga") == 0 )
- {
- mode = 0;
- }
- else
- {
- mode = D3DTEXTR_CREATEWITHALPHA;
- }
-
- if ( D3DTextr_CreateTextureFromFile(name, stage, mode) != S_OK )
- {
- return false;
- }
-
- if ( D3DTextr_Restore(name, m_pD3DDevice) != S_OK )
- {
- return false;
- }
- }
- return true;
-}
-
-// Load all the textures of the scene.
-
-bool CD3DEngine::LoadAllTexture()
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- int l1, i;
- char name[50];
- bool bOK = true;
-
-#if _POLISH
- LoadTexture("textp.tga");
-#else
- LoadTexture("text.tga");
-#endif
- LoadTexture("mouse.tga");
- LoadTexture("button1.tga");
- LoadTexture("button2.tga");
- LoadTexture("button3.tga");
- LoadTexture("effect00.tga");
- LoadTexture("effect01.tga");
- LoadTexture("effect02.tga");
- LoadTexture("map.tga");
-
- if ( m_backgroundName[0] != 0 )
- {
- if ( m_bBackgroundQuarter ) // image into 4 pieces?
- {
- for ( i=0 ; i<4 ; i++ )
- {
- QuarterName(name, m_backgroundName, i);
- LoadTexture(name);
- }
- }
- else
- {
- LoadTexture(m_backgroundName);
- }
- }
- if ( m_frontsizeName[0] != 0 )
- {
- LoadTexture(m_frontsizeName);
- }
-
- m_planet->LoadTexture();
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
-
- if ( p2 == 0 || p2->texName1[0] != 0 )
- {
- if ( !LoadTexture(p2->texName1, 0) ) bOK = false;
- }
-
- if ( p2 == 0 || p2->texName2[0] != 0 )
- {
- if ( !LoadTexture(p2->texName2, 1) ) bOK = false;
- }
- }
- return bOK;
-}
-
-
-// Called during initial app startup, this function performs all the
-// permanent initialization.
-
-HRESULT CD3DEngine::OneTimeSceneInit()
-{
- return S_OK;
-}
-
-
-// Updated after creating objects.
-
-void CD3DEngine::Update()
-{
- ComputeDistance();
- UpdateGeometry();
-}
-
-// Called once per frame, the call is the entry point for animating
-// the scene.
-
-HRESULT CD3DEngine::FrameMove(float rTime)
-{
- m_light->FrameLight(rTime);
- m_particule->FrameParticule(rTime);
- ComputeDistance();
- UpdateGeometry();
-
- if ( m_groundMark.bUsed )
- {
- if ( m_groundMark.phase == 1 ) // growing?
- {
- m_groundMark.intensity += rTime*(1.0f/m_groundMark.delay[0]);
- if ( m_groundMark.intensity >= 1.0f )
- {
- m_groundMark.intensity = 1.0f;
- m_groundMark.fix = 0.0f;
- m_groundMark.phase = 2;
- }
- }
- else if ( m_groundMark.phase == 2 ) // fixed?
- {
- m_groundMark.fix += rTime*(1.0f/m_groundMark.delay[1]);
- if ( m_groundMark.fix >= 1.0f )
- {
- m_groundMark.phase = 3;
- }
- }
- else if ( m_groundMark.phase == 3 ) // decay?
- {
- m_groundMark.intensity -= rTime*(1.0f/m_groundMark.delay[2]);
- if ( m_groundMark.intensity < 0.0f )
- {
- m_groundMark.intensity = 0.0f;
- m_groundMark.phase = 0;
- m_groundMark.bUsed = false;
- }
- }
- }
-
- if ( m_sound == 0 )
- {
- m_sound = (CSound*)m_iMan->SearchInstance(CLASS_SOUND);
- }
- m_sound->FrameMove(rTime);
-
- return S_OK;
-}
-
-// Evolved throughout the game
-
-void CD3DEngine::StepSimul(float rTime)
-{
- m_app->StepSimul(rTime);
-}
-
-
-
-// Changes the state associated with a material.
-// (*) Does not work without this instruction, mystery!
-
-void CD3DEngine::SetState(int state, D3DCOLOR color)
-{
- bool bSecond;
-
- if ( state == m_lastState &&
- color == m_lastColor ) return;
- m_lastState = state;
- m_lastColor = color;
-
- if ( m_alphaMode != 1 && (state & D3DSTATEALPHA) )
- {
- state &= ~D3DSTATEALPHA;
-
- if ( m_alphaMode == 2 )
- {
- state |= D3DSTATETTb;
- }
- }
-
- if ( state & D3DSTATETTb ) // The transparent black texture?
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, m_blackSrcBlend[1]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, m_blackDestBlend[1]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, table_blend[debug_blend1]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, table_blend[debug_blend2]);
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREFACTOR, color);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE); // (*)
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- }
- else if ( state & D3DSTATETTw ) // The transparent white texture?
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, m_whiteSrcBlend[1]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, m_whiteDestBlend[1]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, table_blend[debug_blend3]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, table_blend[debug_blend4]);
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREFACTOR, ~color);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_ADD);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE); // (*)
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- }
- else if ( state & D3DSTATETCb ) // The transparent black color?
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, m_blackSrcBlend[1]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, m_blackDestBlend[1]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, table_blend[debug_blend1]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, table_blend[debug_blend2]);
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREFACTOR, color);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- }
- else if ( state & D3DSTATETCw ) // The transparent white color?
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, m_whiteSrcBlend[1]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, m_whiteDestBlend[1]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, table_blend[debug_blend3]);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, table_blend[debug_blend4]);
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREFACTOR, ~color);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- }
- else if ( state & D3DSTATETD ) // diffuse color as transparent?
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, m_diffuseSrcBlend[1]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, m_diffuseDestBlend[1]);
-
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- }
- else if ( state & D3DSTATEALPHA ) // image with alpha channel?
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATER);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHAREF, (DWORD)(128));
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, m_alphaSrcBlend[1]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, m_alphaSrcBlend[1]);
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREFACTOR, color);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- }
- else // normal ?
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHATESTENABLE, false);
-
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- }
-
- if ( state & D3DSTATEFOG )
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
- }
-
- bSecond = m_bGroundSpot|m_bDirty;
- if ( !m_bGroundSpot && (state & D3DSTATESECOND) != 0 ) bSecond = false;
- if ( !m_bDirty && (state & D3DSTATESECOND) == 0 ) bSecond = false;
-
- if ( (state & D3DSTATEDUALb) && bSecond )
- {
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
- }
- else if ( (state & D3DSTATEDUALw) && bSecond )
- {
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
- }
- else
- {
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- }
-
- if ( state & D3DSTATEWRAP )
- {
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_WRAP0, D3DWRAP_U|D3DWRAP_V);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
- }
- else if ( state & D3DSTATECLAMP )
- {
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_WRAP0, 0);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
- }
- else
- {
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_WRAP0, 0);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
- }
-
- if ( state & D3DSTATE2FACE )
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
- }
- else
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
- }
-
- if ( state & D3DSTATELIGHT )
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- }
- else
- {
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, m_ambiantColor[m_rankView]);
- }
-}
-
-// Specifies a texture to use.
-
-void CD3DEngine::SetTexture(char *name, int stage)
-{
-//? if ( stage == 1 && !m_bDirty ) return;
-//? if ( stage == 1 && !m_bShadow ) return;
-
- if ( strcmp(name, m_lastTexture[stage]) == 0 ) return;
- strcpy(m_lastTexture[stage], name);
-
- m_pD3DDevice->SetTexture(stage, D3DTextr_GetSurface(name));
-}
-
-// Specifies the material to use.
-
-void CD3DEngine::SetMaterial(const D3DMATERIAL7 &mat)
-{
- if ( memcmp(&mat, &m_lastMaterial, sizeof(D3DMATERIAL7)) == 0 ) return;
- m_lastMaterial = mat;
-
- m_pD3DDevice->SetMaterial(&m_lastMaterial);
-}
-
-
-// Deletes a point in a surface (draw in white).
-
-inline void ClearDot(DDSURFACEDESC2* ddsd, int x, int y)
-{
- WORD* pbSurf;
-
- if ( ddsd->ddpfPixelFormat.dwRGBBitCount != 16 ) return;
-
- pbSurf = (WORD*)ddsd->lpSurface;
- pbSurf += ddsd->lPitch*y/2;
- pbSurf += x;
-
- *pbSurf = 0xffff; // white
-}
-
-// Deletes a point in a surface (draw in white)
-
-void AddDot(DDSURFACEDESC2* ddsd, int x, int y, D3DCOLORVALUE color)
-{
- WORD* pbSurf;
- WORD r,g,b, w;
-
- if ( ddsd->ddpfPixelFormat.dwRGBBitCount != 16 ) return;
-
- if ( color.r < 0.0f ) color.r = 0.0f;
- if ( color.r > 1.0f ) color.r = 1.0f;
- r = (int)(color.r*32.0f);
- if ( r >= 32 ) r = 31; // 5 bits
-
- if ( color.g < 0.0f ) color.g = 0.0f;
- if ( color.g > 1.0f ) color.g = 1.0f;
- g = (int)(color.g*32.0f);
- if ( g >= 32 ) g = 31; // 5 bits
-
- if ( color.b < 0.0f ) color.b = 0.0f;
- if ( color.b > 1.0f ) color.b = 1.0f;
- b = (int)(color.b*32.0f);
- if ( b >= 32 ) b = 31; // 5 bits
-
- if ( ddsd->ddpfPixelFormat.dwRBitMask == 0xf800 ) // 565 ?
- {
- w = (r<<11)|(g<<6)|b;
- }
- else if ( ddsd->ddpfPixelFormat.dwRBitMask == 0x7c00 ) // 555 ?
- {
- w = (r<<10)|(g<<5)|b;
- }
- else
- {
- w = -1; // blank
- }
-
- pbSurf = (WORD*)ddsd->lpSurface;
- pbSurf += ddsd->lPitch*y/2;
- pbSurf += x;
-
- *pbSurf &= w;
-}
-
-// Displays a point in a surface.
-
-void SetDot(DDSURFACEDESC2* ddsd, int x, int y, D3DCOLORVALUE color)
-{
- if ( ddsd->ddpfPixelFormat.dwRGBBitCount == 16 )
- {
- WORD* pbSurf;
- WORD r,g,b, w;
-
- if ( color.r < 0.0f ) color.r = 0.0f;
- if ( color.r > 1.0f ) color.r = 1.0f;
- if ( color.g < 0.0f ) color.g = 0.0f;
- if ( color.g > 1.0f ) color.g = 1.0f;
- if ( color.b < 0.0f ) color.b = 0.0f;
- if ( color.b > 1.0f ) color.b = 1.0f;
-
- r = (int)(color.r*32.0f);
- g = (int)(color.g*32.0f);
- b = (int)(color.b*32.0f);
-
- if ( r >= 32 ) r = 31; // 5 bits
- if ( g >= 32 ) g = 31; // 5 bits
- if ( b >= 32 ) b = 31; // 5 bits
-
- if ( ddsd->ddpfPixelFormat.dwRBitMask == 0xf800 ) // 565 ?
- {
- w = (r<<11)|(g<<6)|b;
- }
- else if ( ddsd->ddpfPixelFormat.dwRBitMask == 0x7c00 ) // 555 ?
- {
- w = (r<<10)|(g<<5)|b;
- }
- else
- {
- w = -1; // blank
- }
-
- pbSurf = (WORD*)ddsd->lpSurface;
- pbSurf += ddsd->lPitch*y/2;
- pbSurf += x;
-
- *pbSurf = w;
- }
-
- if ( ddsd->ddpfPixelFormat.dwRGBBitCount == 32 ) // image .tga ?
- {
- LONG* pbSurf;
- LONG r,g,b, w;
-
- if ( color.r < 0.0f ) color.r = 0.0f;
- if ( color.r > 1.0f ) color.r = 1.0f;
- if ( color.g < 0.0f ) color.g = 0.0f;
- if ( color.g > 1.0f ) color.g = 1.0f;
- if ( color.b < 0.0f ) color.b = 0.0f;
- if ( color.b > 1.0f ) color.b = 1.0f;
-
- r = (int)(color.r*256.0f);
- g = (int)(color.g*256.0f);
- b = (int)(color.b*256.0f);
-
- if ( r >= 256 ) r = 255; // 8 bits
- if ( g >= 256 ) g = 255; // 8 bits
- if ( b >= 256 ) b = 255; // 8 bits
-
- if ( ddsd->ddpfPixelFormat.dwRBitMask == 0xff0000 )
- {
- w = (r<<16)|(g<<8)|b;
-
- pbSurf = (LONG*)ddsd->lpSurface;
- pbSurf += ddsd->lPitch*y/4;
- pbSurf += x;
-
- *pbSurf &= 0xff000000; // keeps alpha channel
- *pbSurf |= w;
- }
- }
-}
-
-// Gives a point in a surface.
-
-D3DCOLORVALUE GetDot(DDSURFACEDESC2* ddsd, int x, int y)
-{
- D3DCOLORVALUE color;
-
- if ( ddsd->ddpfPixelFormat.dwRGBBitCount == 16 )
- {
- WORD* pbSurf;
- WORD r,g,b, w;
-
- pbSurf = (WORD*)ddsd->lpSurface;
- pbSurf += ddsd->lPitch*y/2;
- pbSurf += x;
-
- w = *pbSurf;
-
- if ( ddsd->ddpfPixelFormat.dwRBitMask == 0xf800 ) // 565 ?
- {
- r = (w>>10)&0x003e;
- g = (w>> 5)&0x003f;
- b = (w<< 1)&0x003e;
- }
- else if ( ddsd->ddpfPixelFormat.dwRBitMask == 0x7c00 ) // 555 ?
- {
- r = (w>> 9)&0x003e;
- g = (w>> 4)&0x003e;
- b = (w<< 1)&0x003e;
- }
- else
- {
- r = 0;
- g = 0;
- b = 0; // black
- }
-
- color.r = (float)r/63.0f;
- color.g = (float)g/63.0f;
- color.b = (float)b/63.0f;
- color.a = 0.0f;
- return color;
- }
-
- if ( ddsd->ddpfPixelFormat.dwRGBBitCount == 32 ) // image .tga ?
- {
- LONG* pbSurf;
- LONG r,g,b, w;
-
- pbSurf = (LONG*)ddsd->lpSurface;
- pbSurf += ddsd->lPitch*y/4;
- pbSurf += x;
-
- w = *pbSurf;
-
- if ( ddsd->ddpfPixelFormat.dwRBitMask == 0xff0000 )
- {
- r = (w>>16)&0x00ff;
- g = (w>> 8)&0x00ff;
- b = (w<< 0)&0x00ff;
- }
- else
- {
- r = 0;
- g = 0;
- b = 0; // black
- }
-
- color.r = (float)r/255.0f;
- color.g = (float)g/255.0f;
- color.b = (float)b/255.0f;
- color.a = 0.0f;
- return color;
- }
-
- color.r = 0.0f;
- color.g = 0.0f;
- color.b = 0.0f;
- color.a = 0.0f; // black
- return color;
-}
-
-// Draw all the shadows.
-
-// There is a pixel collection around each of the 16 surfaces:
-//
-// |<----------------------->|<----------------------->|<---- ...
-// 0 | 1 2 253 254|255 |
-// |---|---|---|-- ... --|---|---|---| |
-// 0 | 1 2 253 254|255
-// |---|---|---|-- ... --|---|---|---|
-//
-// So we draw in 254x254 pixels surfaces.
-// The pixel margin around it is drawn twice (in two adjacent surfaces),
-// so that the filter produces the same results!
-
-void CD3DEngine::RenderGroundSpot()
-{
- LPDIRECTDRAWSURFACE7 surface;
- DDSURFACEDESC2 ddsd;
- WORD* pbSurf;
- D3DCOLORVALUE color;
- Math::Vector pos;
- Math::Point min, max;
- int s, i, j, dot, ix, iy, y;
- float tu, tv, cx, cy, px, py, ppx, ppy;
- float intensity, level;
- char texName[20];
- bool bClear, bSet;
-
- if ( !m_bFirstGroundSpot &&
- m_groundMark.drawPos.x == m_groundMark.pos.x &&
- m_groundMark.drawPos.z == m_groundMark.pos.z &&
- m_groundMark.drawRadius == m_groundMark.radius &&
- m_groundMark.drawIntensity == m_groundMark.intensity ) return;
-
- for ( s=0 ; s<16 ; s++ )
- {
- min.x = (s%4)*254.0f-1.0f; // 1 pixel cover
- min.y = (s/4)*254.0f-1.0f;
- max.x = min.x+254.0f+2.0f;
- max.y = min.y+254.0f+2.0f;
-
- bClear = false;
- bSet = false;
-
- // Calculate the area to be erased.
- dot = (int)(m_groundMark.drawRadius/2.0f);
-
- tu = (m_groundMark.drawPos.x+1600.0f)/3200.0f;
- tv = (m_groundMark.drawPos.z+1600.0f)/3200.0f; // 0..1
-
- cx = (tu*254.0f*4.0f)-0.5f;
- cy = (tv*254.0f*4.0f)-0.5f;
-
- if ( dot == 0 )
- {
- cx += 0.5f;
- cy += 0.5f;
- }
-
- px = cx-Math::Mod(cx, 1.0f);
- py = cy-Math::Mod(cy, 1.0f); // multiple of 1
-
- if ( m_bFirstGroundSpot ||
- ( m_groundMark.drawRadius != 0.0f &&
- px+dot >= min.x && py+dot >= min.y &&
- px-dot <= max.x && py-dot <= max.y ) )
- {
- bClear = true;
- }
-
- // Calculate the area to draw.
- dot = (int)(m_groundMark.radius/2.0f);
-
- tu = (m_groundMark.pos.x+1600.0f)/3200.0f;
- tv = (m_groundMark.pos.z+1600.0f)/3200.0f; // 0..1
-
- cx = (tu*254.0f*4.0f)-0.5f;
- cy = (tv*254.0f*4.0f)-0.5f;
-
- if ( dot == 0 )
- {
- cx += 0.5f;
- cy += 0.5f;
- }
-
- px = cx-Math::Mod(cx, 1.0f);
- py = cy-Math::Mod(cy, 1.0f); // multiple of 1
-
- if ( m_groundMark.bUsed &&
- px+dot >= min.x && py+dot >= min.y &&
- px-dot <= max.x && py-dot <= max.y )
- {
- bSet = true;
- }
-
- if ( bClear || bSet )
- {
- // Load the song.
- sprintf(texName, "shadow%.2d.tga", s);
- surface = D3DTextr_GetSurface(texName);
- if ( surface == 0 ) continue;
-
- ZeroMemory(&ddsd, sizeof(DDSURFACEDESC2));
- ddsd.dwSize = sizeof(DDSURFACEDESC2);
- if ( surface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL) != DD_OK ) continue;
-
- // Clears in blank whole piece.
- if ( ddsd.ddpfPixelFormat.dwRGBBitCount == 16 )
- {
- for ( y=0 ; y<(int)ddsd.dwHeight ; y++ )
- {
- pbSurf = (WORD*)ddsd.lpSurface;
- pbSurf += ddsd.lPitch*y/2;
- memset(pbSurf, -1, ddsd.lPitch); // all blank
- }
- }
-
- // Draw the new shadows.
- for ( i=0 ; i<D3DMAXGROUNDSPOT ; i++ )
- {
- if ( m_groundSpot[i].bUsed == false ||
- m_groundSpot[i].radius == 0.0f ) continue;
-
- if ( m_groundSpot[i].min == 0.0f &&
- m_groundSpot[i].max == 0.0f )
- {
- dot = (int)(m_groundSpot[i].radius/2.0f);
-
- tu = (m_groundSpot[i].pos.x+1600.0f)/3200.0f;
- tv = (m_groundSpot[i].pos.z+1600.0f)/3200.0f; // 0..1
-
- cx = (tu*254.0f*4.0f)-0.5f;
- cy = (tv*254.0f*4.0f)-0.5f;
-
- if ( dot == 0 )
- {
- cx += 0.5f;
- cy += 0.5f;
- }
-
- px = cx-Math::Mod(cx, 1.0f);
- py = cy-Math::Mod(cy, 1.0f); // multiple of 1
-
- if ( px+dot < min.x || py+dot < min.y ||
- px-dot > max.x || py-dot > max.y ) continue;
-
- for ( iy=-dot ; iy<=dot ; iy++ )
- {
- for ( ix=-dot ; ix<=dot ; ix++ )
- {
- ppx = px+ix;
- ppy = py+iy;
-
- if ( ppx < min.x || ppy < min.y ||
- ppx >= max.x || ppy >= max.y ) continue;
-
- if ( dot == 0 )
- {
- intensity = 0.0f;
- }
- else
- {
- intensity = Math::Point(ppx-cx, ppy-cy).Length()/dot;
- //? intensity = powf(intensity, m_groundSpot[i].smooth);
- }
-
- color.r = m_groundSpot[i].color.r+intensity;
- color.g = m_groundSpot[i].color.g+intensity;
- color.b = m_groundSpot[i].color.b+intensity;
-
- ppx -= min.x; // on the texture
- ppy -= min.y;
- AddDot(&ddsd, (int)ppx, (int)ppy, color);
- }
- }
- }
- else
- {
- for ( iy=0 ; iy<256 ; iy++ )
- {
- for ( ix=0 ; ix<256 ; ix++ )
- {
- pos.x = (256.0f*(s%4)+ix)*3200.0f/1024.0f - 1600.0f;
- pos.z = (256.0f*(s/4)+iy)*3200.0f/1024.0f - 1600.0f;
- pos.y = 0.0f;
- level = m_terrain->RetFloorLevel(pos, true);
- if ( level < m_groundSpot[i].min ||
- level > m_groundSpot[i].max ) continue;
-
- if ( level > (m_groundSpot[i].max+m_groundSpot[i].min)/2.0f )
- {
- intensity = 1.0f-(m_groundSpot[i].max-level)/m_groundSpot[i].smooth;
- }
- else
- {
- intensity = 1.0f-(level-m_groundSpot[i].min)/m_groundSpot[i].smooth;
- }
- if ( intensity < 0.0f ) intensity = 0.0f;
-
- color.r = m_groundSpot[i].color.r+intensity;
- color.g = m_groundSpot[i].color.g+intensity;
- color.b = m_groundSpot[i].color.b+intensity;
-
- AddDot(&ddsd, ix, iy, color);
- }
- }
- }
- }
-
- if ( bSet )
- {
- dot = (int)(m_groundMark.radius/2.0f);
-
- tu = (m_groundMark.pos.x+1600.0f)/3200.0f;
- tv = (m_groundMark.pos.z+1600.0f)/3200.0f; // 0..1
-
- cx = (tu*254.0f*4.0f)-0.5f;
- cy = (tv*254.0f*4.0f)-0.5f;
-
- if ( dot == 0 )
- {
- cx += 0.5f;
- cy += 0.5f;
- }
-
- px = cx-Math::Mod(cx, 1.0f);
- py = cy-Math::Mod(cy, 1.0f); // multiple of 1
-
- for ( iy=-dot ; iy<=dot ; iy++ )
- {
- for ( ix=-dot ; ix<=dot ; ix++ )
- {
- ppx = px+ix;
- ppy = py+iy;
-
- if ( ppx < min.x || ppy < min.y ||
- ppx >= max.x || ppy >= max.y ) continue;
-
- ppx -= min.x; // on the texture
- ppy -= min.y;
-
- intensity = 1.0f-Math::Point((float)ix, (float)iy).Length()/dot;
- if ( intensity <= 0.0f ) continue;
- intensity *= m_groundMark.intensity;
-
- j = (ix+dot) + (iy+dot)*m_groundMark.dx;
- if ( m_groundMark.table[j] == 1 ) // green ?
- {
- color.r = 1.0f-intensity;
- color.g = 1.0f;
- color.b = 1.0f-intensity;
- AddDot(&ddsd, (int)ppx, (int)ppy, color);
- }
- if ( m_groundMark.table[j] == 2 ) // red ?
- {
- color.r = 1.0f;
- color.g = 1.0f-intensity;
- color.b = 1.0f-intensity;
- AddDot(&ddsd, (int)ppx, (int)ppy, color);
- }
- }
- }
- }
-
- surface->Unlock(NULL);
- }
- }
-
- for ( i=0 ; i<D3DMAXGROUNDSPOT ; i++ )
- {
- if ( m_groundSpot[i].bUsed == false ||
- m_groundSpot[i].radius == 0.0f )
- {
- m_groundSpot[i].drawRadius = 0.0f;
- }
- else
- {
- m_groundSpot[i].drawPos = m_groundSpot[i].pos;
- m_groundSpot[i].drawRadius = m_groundSpot[i].radius;
- }
- }
-
- m_groundMark.drawPos = m_groundMark.pos;
- m_groundMark.drawRadius = m_groundMark.radius;
- m_groundMark.drawIntensity = m_groundMark.intensity;
-
- m_bFirstGroundSpot = false;
-}
-
-// Draw all the shadows.
-
-void CD3DEngine::DrawShadow()
-{
- D3DVERTEX2 vertex[4]; // 2 triangles
- Math::Vector corner[4], n, pos;
- D3DMATERIAL7 material;
- Math::Matrix matrix;
- Math::Point ts, ti, rot;
- float startDeepView, endDeepView;
- float intensity, lastIntensity, hFactor, radius, max, height;
- float dp, h, d, D;
- int i;
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false);
-
- matrix.LoadIdentity();
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(matrix);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- ZeroMemory( &material, sizeof(D3DMATERIAL7) );
- material.diffuse.r = 1.0f;
- material.diffuse.g = 1.0f;
- material.diffuse.b = 1.0f; // white
- material.ambient.r = 0.5f;
- material.ambient.g = 0.5f;
- material.ambient.b = 0.5f;
- SetMaterial(material);
-
-#if _POLISH
- SetTexture("textp.tga");
-#else
- SetTexture("text.tga");
-#endif
-
- dp = 0.5f/256.0f;
- ts.y = 192.0f/256.0f;
- ti.y = 224.0f/256.0f;
- ts.y += dp;
- ti.y -= dp;
-
- n = Math::Vector(0.0f, 1.0f, 0.0f);
-
- startDeepView = m_deepView[m_rankView]*m_fogStart[m_rankView];
- endDeepView = m_deepView[m_rankView];
-
- lastIntensity = -1.0f;
- for ( i=0 ; i<m_shadowTotal ; i++ )
- {
- if ( !m_shadow[i].bUsed ) continue;
- if ( m_shadow[i].bHide ) continue;
-
- pos = m_shadow[i].pos; // pos = center of the shadow on the ground
-
- if ( m_eyePt.y == pos.y ) continue; // camera at the same level?
-
- // h is the height above the ground to which the shadow
- // will be drawn.
- if ( m_eyePt.y > pos.y ) // camera on?
- {
- height = m_eyePt.y-pos.y;
- h = m_shadow[i].radius;
- max = height*0.5f;
- if ( h > max ) h = max;
- if ( h > 4.0f ) h = 4.0f;
-
- D = Math::Distance(m_eyePt, pos);
- if ( D >= endDeepView ) continue;
- d = D*h/height;
-
- pos.x += (m_eyePt.x-pos.x)*d/D;
- pos.z += (m_eyePt.z-pos.z)*d/D;
- pos.y += h;
- }
- else // camera underneath?
- {
- height = pos.y-m_eyePt.y;
- h = m_shadow[i].radius;
- max = height*0.1f;
- if ( h > max ) h = max;
- if ( h > 4.0f ) h = 4.0f;
-
- D = Math::Distance(m_eyePt, pos);
- if ( D >= endDeepView ) continue;
- d = D*h/height;
-
- pos.x += (m_eyePt.x-pos.x)*d/D;
- pos.z += (m_eyePt.z-pos.z)*d/D;
- pos.y -= h;
- }
-
- // The hFactor decreases the intensity and size increases more
- // the object is high relative to the ground.
- hFactor = m_shadow[i].height/20.0f;
- if ( hFactor < 0.0f ) hFactor = 0.0f;
- if ( hFactor > 1.0f ) hFactor = 1.0f;
- hFactor = powf(1.0f-hFactor, 2.0f);
- if ( hFactor < 0.2f ) hFactor = 0.2f;
-
- radius = m_shadow[i].radius*1.5f;
- radius *= 2.0f-hFactor; // greater if high
- radius *= 1.0f-d/D; // smaller if close
-
- if ( m_shadow[i].type == D3DSHADOWNORM )
- {
- corner[0].x = +radius;
- corner[0].z = +radius;
- corner[0].y = 0.0f;
-
- corner[1].x = -radius;
- corner[1].z = +radius;
- corner[1].y = 0.0f;
-
- corner[2].x = +radius;
- corner[2].z = -radius;
- corner[2].y = 0.0f;
-
- corner[3].x = -radius;
- corner[3].z = -radius;
- corner[3].y = 0.0f;
-
- ts.x = 64.0f/256.0f;
- ti.x = 96.0f/256.0f;
- }
- else
- {
- rot = Math::RotatePoint(-m_shadow[i].angle, Math::Point(radius, radius));
- corner[0].x = rot.x;
- corner[0].z = rot.y;
- corner[0].y = 0.0f;
-
- rot = Math::RotatePoint(-m_shadow[i].angle, Math::Point(-radius, radius));
- corner[1].x = rot.x;
- corner[1].z = rot.y;
- corner[1].y = 0.0f;
-
- rot = Math::RotatePoint(-m_shadow[i].angle, Math::Point(radius, -radius));
- corner[2].x = rot.x;
- corner[2].z = rot.y;
- corner[2].y = 0.0f;
-
- rot = Math::RotatePoint(-m_shadow[i].angle, Math::Point(-radius, -radius));
- corner[3].x = rot.x;
- corner[3].z = rot.y;
- corner[3].y = 0.0f;
-
- if ( m_shadow[i].type == D3DSHADOWWORM )
- {
- ts.x = 96.0f/256.0f;
- ti.x = 128.0f/256.0f;
- }
- else
- {
- ts.x = 64.0f/256.0f;
- ti.x = 96.0f/256.0f;
- }
- }
-
- corner[0] = Math::CrossProduct(corner[0], m_shadow[i].normal);
- corner[1] = Math::CrossProduct(corner[1], m_shadow[i].normal);
- corner[2] = Math::CrossProduct(corner[2], m_shadow[i].normal);
- corner[3] = Math::CrossProduct(corner[3], m_shadow[i].normal);
-
- corner[0] += pos;
- corner[1] += pos;
- corner[2] += pos;
- corner[3] += pos;
-
- ts.x += dp;
- ti.x -= dp;
-
- vertex[0] = D3DVERTEX2(corner[1], n, ts.x, ts.y);
- vertex[1] = D3DVERTEX2(corner[0], n, ti.x, ts.y);
- vertex[2] = D3DVERTEX2(corner[3], n, ts.x, ti.y);
- vertex[3] = D3DVERTEX2(corner[2], n, ti.x, ti.y);
-
- intensity = (0.5f+m_shadow[i].intensity*0.5f)*hFactor;
-
- // Decreases the intensity of the shade if you're in the area
- // between the beginning and the end of the fog.
- if ( D > startDeepView )
- {
- intensity *= 1.0f-(D-startDeepView)/(endDeepView-startDeepView);
- }
-
- // Decreases if the intensity is almost horizontal
- // with shade (shade very platte).
-//? if ( height < 4.0f ) intensity *= height/4.0f;
-
- if ( intensity == 0.0f ) continue;
-
- if ( lastIntensity != intensity ) // intensity changed?
- {
- lastIntensity = intensity;
- SetState(D3DSTATETTw, RetColor(intensity));
- }
-
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
- AddStatisticTriangle(2);
- }
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, true);
-}
-
-
-// Called ounces per frame, the call is the entry point for 3d rendering.
-// This function sets up render states, clears the
-// viewport, and renders the scene.
-
-HRESULT CD3DEngine::Render()
-{
- D3DObjLevel1* p1;
- D3DObjLevel2* p2;
- D3DObjLevel3* p3;
- D3DObjLevel4* p4;
- D3DObjLevel5* p5;
- D3DObjLevel6* p6;
- D3DVERTEX2* pv;
- int l1, l2, l3, l4, l5, objRank, tState;
- CInterface* pInterface;
- bool bTransparent;
- D3DCOLOR color, tColor;
-
- if ( !m_bRender ) return S_OK;
-
- m_statisticTriangle = 0;
- m_lastState = -1;
- m_lastColor = 999;
- m_lastTexture[0][0] = 0;
- m_lastTexture[1][0] = 0;
- ZeroMemory(&m_lastMaterial, sizeof(D3DMATERIAL7));
-
- if ( m_bGroundSpot )
- {
- RenderGroundSpot();
- }
-
- // Clear the viewport
- if ( m_bSkyMode && m_cloud->RetLevel() != 0.0f ) // clouds?
- {
- color = m_backgroundCloudDown;
- }
- else
- {
- color = m_backgroundColorDown;
- }
- m_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
- color, 1.0f, 0L );
-
- m_light->LightUpdate();
-
- // Begin the scene
- if( FAILED( m_pD3DDevice->BeginScene() ) ) return S_OK;
-
- if ( m_bDrawWorld )
- {
- DrawBackground(); // draws the background
- if ( m_bPlanetMode ) DrawPlanet(); // draws the planets
- if ( m_bSkyMode ) m_cloud->Draw(); // draws the clouds
-
- // Display the objects
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, true);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZBIAS, F2DW(16));
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProj);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, true);
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, m_fogColor[m_rankView]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGSTART, F2DW(m_deepView[m_rankView]*m_fogStart[m_rankView]));
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGEND, F2DW(m_deepView[m_rankView]));
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matView);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
-
- if ( m_bWaterMode ) m_water->DrawBack(); // draws water
-
- if ( m_bShadow )
- {
- // Draw the field.
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- SetTexture(p2->texName1, 0);
- SetTexture(p2->texName2, 1);
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- objRank = p3->objRank;
- if ( m_objectParam[objRank].type != TYPETERRAIN ) continue;
- if ( !m_objectParam[objRank].bDrawWorld ) continue;
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_objectParam[objRank].transform);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- if ( !IsVisible(objRank) ) continue;
- m_light->LightUpdate(m_objectParam[objRank].type);
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( m_objectParam[objRank].distance < p4->min ||
- m_objectParam[objRank].distance >= p4->max ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- SetMaterial(p6->material);
- SetState(p6->state);
- if ( p6->type == D3DTYPE6T )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed/3;
- }
- if ( p6->type == D3DTYPE6S )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed-2;
- }
- }
- }
- }
- }
- }
-
- DrawShadow(); // draws the shadows
- }
-
- // Draw objects.
- bTransparent = false;
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- SetTexture(p2->texName1, 0);
- SetTexture(p2->texName2, 1);
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- objRank = p3->objRank;
- if ( m_bShadow && m_objectParam[objRank].type == TYPETERRAIN ) continue;
- if ( !m_objectParam[objRank].bDrawWorld ) continue;
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_objectParam[objRank].transform);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- if ( !IsVisible(objRank) ) continue;
- m_light->LightUpdate(m_objectParam[objRank].type);
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( m_objectParam[objRank].distance < p4->min ||
- m_objectParam[objRank].distance >= p4->max ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- SetMaterial(p6->material);
- if ( m_objectParam[objRank].transparency != 0.0f ) // transparent ?
- {
- bTransparent = true;
- continue;
- }
- SetState(p6->state);
- if ( p6->type == D3DTYPE6T )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed/3;
- }
- if ( p6->type == D3DTYPE6S )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed-2;
- }
- }
- }
- }
- }
- }
-
- if ( bTransparent )
- {
- if ( m_bStateColor )
- {
- tState = D3DSTATETTb|D3DSTATE2FACE;
- tColor = 0x44444444;
- }
- else
- {
- tState = D3DSTATETTb;
- tColor = 0x88888888;
- }
-
- // Draw transparent objects.
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- SetTexture(p2->texName1, 0);
- SetTexture(p2->texName2, 1);
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- objRank = p3->objRank;
- if ( m_bShadow && m_objectParam[objRank].type == TYPETERRAIN ) continue;
- if ( !m_objectParam[objRank].bDrawWorld ) continue;
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_objectParam[objRank].transform);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- if ( !IsVisible(objRank) ) continue;
- m_light->LightUpdate(m_objectParam[objRank].type);
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( m_objectParam[objRank].distance < p4->min ||
- m_objectParam[objRank].distance >= p4->max ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- SetMaterial(p6->material);
- if ( m_objectParam[objRank].transparency == 0.0f ) continue;
- SetState(tState, tColor);
- if ( p6->type == D3DTYPE6T )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed/3;
- }
- if ( p6->type == D3DTYPE6S )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed-2;
- }
- }
- }
- }
- }
- }
- }
-
- m_light->LightUpdate(TYPETERRAIN);
- if ( m_bWaterMode ) m_water->DrawSurf(); // draws water
-//? m_cloud->Draw(); // draws the clouds
-
- m_particule->DrawParticule(SH_WORLD); // draws the particles of the 3D world
- m_blitz->Draw(); // draws lightning
- if ( m_bLensMode ) DrawFrontsize(); // draws the foreground
- if ( !m_bOverFront ) DrawOverColor(); // draws the foreground color
- }
-
- // Draw the user interface over the scene.
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matViewInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProjInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matWorldInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- pInterface = (CInterface*)m_iMan->SearchInstance(CLASS_INTERFACE);
- if ( pInterface != 0 )
- {
- pInterface->Draw(); // draws the entire interface
- }
- m_particule->DrawParticule(SH_INTERFACE); // draws the particles of the interface
-
- if ( m_bDrawFront )
- {
- // Display the objects
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, true);
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZBIAS, F2DW(16));
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProj);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, m_ambiantColor[m_rankView]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, true);
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR, m_fogColor[m_rankView]);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGSTART, F2DW(m_deepView[m_rankView]*m_fogStart[m_rankView]));
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGEND, F2DW(m_deepView[m_rankView]));
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matView);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
-
- p1 = m_objectPointer;
- for ( l1=0 ; l1<p1->totalUsed ; l1++ )
- {
- p2 = p1->table[l1];
- if ( p2 == 0 ) continue;
- SetTexture(p2->texName1, 0);
- SetTexture(p2->texName2, 1);
- for ( l2=0 ; l2<p2->totalUsed ; l2++ )
- {
- p3 = p2->table[l2];
- if ( p3 == 0 ) continue;
- objRank = p3->objRank;
- if ( !m_objectParam[objRank].bDrawFront ) continue;
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_objectParam[objRank].transform);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- if ( !IsVisible(objRank) ) continue;
- m_light->LightUpdate(m_objectParam[objRank].type);
- for ( l3=0 ; l3<p3->totalUsed ; l3++ )
- {
- p4 = p3->table[l3];
- if ( p4 == 0 ) continue;
- if ( m_objectParam[objRank].distance < p4->min ||
- m_objectParam[objRank].distance >= p4->max ) continue;
- for ( l4=0 ; l4<p4->totalUsed ; l4++ )
- {
- p5 = p4->table[l4];
- if ( p5 == 0 ) continue;
- for ( l5=0 ; l5<p5->totalUsed ; l5++ )
- {
- p6 = p5->table[l5];
- if ( p6 == 0 ) continue;
- SetMaterial(p6->material);
- SetState(p6->state);
- if ( p6->type == D3DTYPE6T )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed/3;
- }
- if ( p6->type == D3DTYPE6S )
- {
- pv = &p6->vertex[0];
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,
- D3DFVF_VERTEX2,
- pv, p6->totalUsed,
- NULL);
- m_statisticTriangle += p6->totalUsed-2;
- }
- }
- }
- }
- }
- }
-
- m_particule->DrawParticule(SH_FRONT); // draws the particles of the 3D world
-
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matViewInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProjInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matWorldInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
- }
-
- if ( m_bOverFront ) DrawOverColor(); // draws the foreground color
-
- if ( m_mouseType != D3DMOUSEHIDE )
- {
- DrawMouse();
- }
-
- // End the scene.
- m_pD3DDevice->EndScene();
-
- DrawHilite();
- return S_OK;
-}
-
-
-// Draw the gradient background.
-
-void CD3DEngine::DrawBackground()
-{
- if ( m_bSkyMode && m_cloud->RetLevel() != 0.0f ) // clouds ?
- {
- if ( m_backgroundCloudUp != m_backgroundCloudDown ) // degraded?
- {
- DrawBackgroundGradient(m_backgroundCloudUp, m_backgroundCloudDown);
- }
- }
- else
- {
- if ( m_backgroundColorUp != m_backgroundColorDown ) // degraded?
- {
- DrawBackgroundGradient(m_backgroundColorUp, m_backgroundColorDown);
- }
- }
-
- if ( m_bBackForce || (m_bSkyMode && m_backgroundName[0] != 0) )
- {
- DrawBackgroundImage(); // image
- }
-}
-
-// Draw the gradient background.
-
-void CD3DEngine::DrawBackgroundGradient(D3DCOLOR up, D3DCOLOR down)
-{
- D3DLVERTEX vertex[4]; // 2 triangles
- D3DCOLOR color[3];
- Math::Point p1, p2;
-
- p1.x = 0.0f;
- p1.y = 0.5f;
- p2.x = 1.0f;
- p2.y = 1.0f;
-
- color[0] = up;
- color[1] = down;
- color[2] = 0x00000000;
-
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
-
- SetTexture("xxx.tga"); // no texture
- SetState(D3DSTATENORMAL);
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matViewInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProjInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matWorldInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- vertex[0] = D3DLVERTEX(D3DVECTOR(p1.x, p1.y, 0.0f), color[1],color[2], 0.0f,0.0f);
- vertex[1] = D3DLVERTEX(D3DVECTOR(p1.x, p2.y, 0.0f), color[0],color[2], 0.0f,0.0f);
- vertex[2] = D3DLVERTEX(D3DVECTOR(p2.x, p1.y, 0.0f), color[1],color[2], 0.0f,0.0f);
- vertex[3] = D3DLVERTEX(D3DVECTOR(p2.x, p2.y, 0.0f), color[0],color[2], 0.0f,0.0f);
-
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_LVERTEX, vertex, 4, NULL);
- AddStatisticTriangle(2);
-}
-
-// Draws a portion of the image background.
-
-void CD3DEngine::DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, char *name)
-{
- D3DVERTEX2 vertex[4]; // 2 triangles
- Math::Vector n;
- float u1, u2, v1, v2, h, a;
-
- n = Math::Vector(0.0f, 0.0f, -1.0f); // normal
-
- if ( m_bBackgroundFull )
- {
- u1 = 0.0f;
- v1 = 0.0f;
- u2 = 1.0f;
- v2 = 1.0f;
-
- if ( m_bBackgroundQuarter )
- {
- u1 += 0.5f/512.0f;
- v1 += 0.5f/384.0f;
- u2 -= 0.5f/512.0f;
- v2 -= 0.5f/384.0f;
- }
- }
- else
- {
- h = 0.5f; // visible area vertically (1=all)
- a = m_eyeDirV-Math::PI*0.15f;
- if ( a > Math::PI ) a -= Math::PI*2.0f; // a = -Math::PI..Math::PI
- if ( a > Math::PI/4.0f ) a = Math::PI/4.0f;
- if ( a < -Math::PI/4.0f ) a = -Math::PI/4.0f;
-
- u1 = -m_eyeDirH/Math::PI;
- u2 = u1+1.0f/Math::PI;
-//? u1 = -m_eyeDirH/(Math::PI*2.0f);
-//? u2 = u1+1.0f/(Math::PI*2.0f);
-
- v1 = (1.0f-h)*(0.5f+a/(2.0f*Math::PI/4.0f))+0.1f;
- v2 = v1+h;
- }
-
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
-
- SetTexture(name);
- SetState(D3DSTATEWRAP);
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matViewInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProjInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matWorldInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p1.y, 0.0f), n, u1,v2);
- vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p2.y, 0.0f), n, u1,v1);
- vertex[2] = D3DVERTEX2(Math::Vector(p2.x, p1.y, 0.0f), n, u2,v2);
- vertex[3] = D3DVERTEX2(Math::Vector(p2.x, p2.y, 0.0f), n, u2,v1);
-
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
- AddStatisticTriangle(2);
-}
-
-// Draws the image background.
-
-void CD3DEngine::DrawBackgroundImage()
-{
- Math::Point p1, p2;
- char name[50];
-
- if ( m_bBackgroundQuarter )
- {
- p1.x = 0.0f;
- p1.y = 0.5f;
- p2.x = 0.5f;
- p2.y = 1.0f;
- QuarterName(name, m_backgroundName, 0);
- DrawBackgroundImageQuarter(p1, p2, name);
-
- p1.x = 0.5f;
- p1.y = 0.5f;
- p2.x = 1.0f;
- p2.y = 1.0f;
- QuarterName(name, m_backgroundName, 1);
- DrawBackgroundImageQuarter(p1, p2, name);
-
- p1.x = 0.0f;
- p1.y = 0.0f;
- p2.x = 0.5f;
- p2.y = 0.5f;
- QuarterName(name, m_backgroundName, 2);
- DrawBackgroundImageQuarter(p1, p2, name);
-
- p1.x = 0.5f;
- p1.y = 0.0f;
- p2.x = 1.0f;
- p2.y = 0.5f;
- QuarterName(name, m_backgroundName, 3);
- DrawBackgroundImageQuarter(p1, p2, name);
- }
- else
- {
- p1.x = 0.0f;
- p1.y = 0.0f;
- p2.x = 1.0f;
- p2.y = 1.0f;
- DrawBackgroundImageQuarter(p1, p2, m_backgroundName);
- }
-}
-
-// Draws all the planets.
-
-void CD3DEngine::DrawPlanet()
-{
- if ( !m_planet->PlanetExist() ) return;
-
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matViewInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProjInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matWorldInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- m_planet->Draw(); // draws the planets
-}
-
-// Draws the image foreground.
-
-void CD3DEngine::DrawFrontsize()
-{
- D3DVERTEX2 vertex[4]; // 2 triangles
- Math::Vector n;
- Math::Point p1, p2;
- float u1, u2, v1, v2;
-
- if ( m_frontsizeName[0] == 0 ) return;
-
- n = Math::Vector(0.0f, 0.0f, -1.0f); // normal
-
- p1.x = 0.0f;
- p1.y = 0.0f;
- p2.x = 1.0f;
- p2.y = 1.0f;
-
- u1 = -m_eyeDirH/(Math::PI*0.6f)+Math::PI*0.5f;
- u2 = u1+0.50f;
-
- v1 = 0.2f;
- v2 = 1.0f;
-
-#if 0
- char s[100];
- sprintf(s, "h=%.2f v=%.2f u=%.2f;%.2f v=%.2f;%.2f", m_eyeDirH, m_eyeDirV, u1, u2, v1, v2);
- SetInfoText(3, s);
-#endif
-
- vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p1.y, 0.0f), n, u1,v2);
- vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p2.y, 0.0f), n, u1,v1);
- vertex[2] = D3DVERTEX2(Math::Vector(p2.x, p1.y, 0.0f), n, u2,v2);
- vertex[3] = D3DVERTEX2(Math::Vector(p2.x, p2.y, 0.0f), n, u2,v1);
-
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
-
- SetTexture(m_frontsizeName);
- SetState(D3DSTATECLAMP|D3DSTATETTb);
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matViewInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProjInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matWorldInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
- AddStatisticTriangle(2);
-}
-
-// Draws the foreground color.
-
-void CD3DEngine::DrawOverColor()
-{
- D3DLVERTEX vertex[4]; // 2 triangles
- D3DCOLOR color[3];
- Math::Point p1, p2;
-
- if ( !m_bStateColor ) return;
- if ( (m_overColor == 0x00000000 && m_overMode == D3DSTATETCb) ||
- (m_overColor == 0xffffffff && m_overMode == D3DSTATETCw) ) return;
-
- p1.x = 0.0f;
- p1.y = 0.0f;
- p2.x = 1.0f;
- p2.y = 1.0f;
-
- color[0] = m_overColor;
- color[1] = m_overColor;
- color[2] = 0x00000000;
-
-//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, false);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, false );
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, false);
-
- SetTexture("xxx.tga"); // no texture
- SetState(m_overMode);
-
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matViewInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProjInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
- }
- {
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matWorldInterface);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &mat);
- }
-
- vertex[0] = D3DLVERTEX(D3DVECTOR(p1.x, p1.y, 0.0f), color[1],color[2], 0.0f,0.0f);
- vertex[1] = D3DLVERTEX(D3DVECTOR(p1.x, p2.y, 0.0f), color[0],color[2], 0.0f,0.0f);
- vertex[2] = D3DLVERTEX(D3DVECTOR(p2.x, p1.y, 0.0f), color[1],color[2], 0.0f,0.0f);
- vertex[3] = D3DLVERTEX(D3DVECTOR(p2.x, p2.y, 0.0f), color[0],color[2], 0.0f,0.0f);
-
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_LVERTEX, vertex, 4, NULL);
- AddStatisticTriangle(2);
-}
-
-
-// Lists the ranks of objects and subobjects selected.
-
-void CD3DEngine::SetHiliteRank(int *rankList)
-{
- int i;
-
- i = 0;
- while ( *rankList != -1 )
- {
- m_hiliteRank[i++] = *rankList++;
- }
- m_hiliteRank[i] = -1; // terminator
-}
-
-// Give the box in the 2D screen of any object.
-
-bool CD3DEngine::GetBBox2D(int objRank, Math::Point &min, Math::Point &max)
-{
- Math::Vector p, pp;
- int i;
-
- min.x = 1000000.0f;
- min.y = 1000000.0f;
- max.x = -1000000.0f;
- max.y = -1000000.0f;
-
- for ( i=0 ; i<8 ; i++ )
- {
- if ( i & (1<<0) ) p.x = m_objectParam[objRank].bboxMin.x;
- else p.x = m_objectParam[objRank].bboxMax.x;
- if ( i & (1<<1) ) p.y = m_objectParam[objRank].bboxMin.y;
- else p.y = m_objectParam[objRank].bboxMax.y;
- if ( i & (1<<2) ) p.z = m_objectParam[objRank].bboxMin.z;
- else p.z = m_objectParam[objRank].bboxMax.z;
- if ( TransformPoint(pp, objRank, p) )
- {
- if ( pp.x < min.x ) min.x = pp.x;
- if ( pp.x > max.x ) max.x = pp.x;
- if ( pp.y < min.y ) min.y = pp.y;
- if ( pp.y > max.y ) max.y = pp.y;
- }
- }
-
- if ( min.x == 1000000.0f ||
- min.y == 1000000.0f ||
- max.x == -1000000.0f ||
- max.y == -1000000.0f ) return false;
-
- return true;
-}
-
-// Determines the rectangle of the object highlighted, which will be designed by CD3DApplication.
-
-void CD3DEngine::DrawHilite()
-{
- Math::Point min, max, omin, omax;
- int i;
-
- min.x = 1000000.0f;
- min.y = 1000000.0f;
- max.x = -1000000.0f;
- max.y = -1000000.0f;
-
- i = 0;
- while ( m_hiliteRank[i] != -1 )
- {
- if ( GetBBox2D(m_hiliteRank[i++], omin, omax) )
- {
- min.x = Math::Min(min.x, omin.x);
- min.y = Math::Min(min.y, omin.y);
- max.x = Math::Max(max.x, omax.x);
- max.y = Math::Max(max.y, omax.y);
- }
- }
-
- if ( min.x == 1000000.0f ||
- min.y == 1000000.0f ||
- max.x == -1000000.0f ||
- max.y == -1000000.0f )
- {
- m_bHilite = false; // not highlighted
- }
- else
- {
- m_hiliteP1 = min;
- m_hiliteP2 = max;
- m_bHilite = true;
- }
-}
-
-// Give the rectangle highlighted by drawing CD3DApplication.
-
-bool CD3DEngine::GetHilite(Math::Point &p1, Math::Point &p2)
-{
- p1 = m_hiliteP1;
- p2 = m_hiliteP2;
- return m_bHilite;
-}
-
-
-// Triangles adds qq records for statistics.
-
-void CD3DEngine::AddStatisticTriangle(int nb)
-{
- m_statisticTriangle += nb;
-}
-
-// Returns the number of triangles rendered.
-
-int CD3DEngine::RetStatisticTriangle()
-{
- return m_statisticTriangle;
-}
-
-bool CD3DEngine::GetSpriteCoord(int &x, int &y)
-{
- D3DVIEWPORT7 vp;
- Math::Vector v, vv;
-
- return false;
- //?
- vv = Math::Vector(0.0f, 0.0f, 0.0f);
- if ( !TransformPoint(v, 20*20+1, vv) ) return false;
-
- m_pD3DDevice->GetViewport(&vp);
- v.x *= vp.dwWidth/2;
- v.y *= vp.dwHeight/2;
- v.x = v.x+vp.dwWidth/2;
- v.y = vp.dwHeight-(v.y+vp.dwHeight/2);
-
- x = (int)v.x;
- y = (int)v.y;
- return true;
-}
-
-
-// Tests whether to exclude a point.
-
-bool IsExcludeColor(Math::Point *pExclu, int x, int y)
-{
- int i;
-
- i = 0;
- while ( pExclu[i+0].x != 0.0f || pExclu[i+0].y != 0.0f ||
- pExclu[i+1].y != 0.0f || pExclu[i+1].y != 0.0f )
- {
- if ( x >= (int)(pExclu[i+0].x*256.0f) &&
- x < (int)(pExclu[i+1].x*256.0f) &&
- y >= (int)(pExclu[i+0].y*256.0f) &&
- y < (int)(pExclu[i+1].y*256.0f) ) return true; // exclude
-
- i += 2;
- }
-
- return false; // point to include
-}
-
-// Change the color of a texture.
-
-bool CD3DEngine::ChangeColor(char *name,
- D3DCOLORVALUE colorRef1, D3DCOLORVALUE colorNew1,
- D3DCOLORVALUE colorRef2, D3DCOLORVALUE colorNew2,
- float tolerance1, float tolerance2,
- Math::Point ts, Math::Point ti,
- Math::Point *pExclu, float shift, bool bHSV)
-{
- LPDIRECTDRAWSURFACE7 surface;
- DDSURFACEDESC2 ddsd;
- D3DCOLORVALUE color;
- ColorHSV cr1, cn1, cr2, cn2, c;
- int dx, dy, x, y, sx, sy, ex, ey;
-
- D3DTextr_Invalidate(name);
- LoadTexture(name); // reloads the initial texture
-
- if ( colorRef1.r == colorNew1.r &&
- colorRef1.g == colorNew1.g &&
- colorRef1.b == colorNew1.b &&
- colorRef2.r == colorNew2.r &&
- colorRef2.g == colorNew2.g &&
- colorRef2.b == colorNew2.b ) return true;
-
- surface = D3DTextr_GetSurface(name);
- if ( surface == 0 ) return false;
-
- ZeroMemory(&ddsd, sizeof(DDSURFACEDESC2));
- ddsd.dwSize = sizeof(DDSURFACEDESC2);
- if ( surface->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL) != DD_OK ) return false;
-
- dx = ddsd.dwWidth;
- dy = ddsd.dwHeight;
-
- sx = (int)(ts.x*dx);
- sy = (int)(ts.y*dy);
- ex = (int)(ti.x*dx);
- ey = (int)(ti.y*dy);
-
- RGB2HSV(colorRef1, cr1);
- RGB2HSV(colorNew1, cn1);
- RGB2HSV(colorRef2, cr2);
- RGB2HSV(colorNew2, cn2);
-
- for ( y=sy ; y<ey ; y++ )
- {
- for ( x=sx ; x<ex ; x++ )
- {
- if ( pExclu != 0 && IsExcludeColor(pExclu, x,y) ) continue;
-
- color = GetDot(&ddsd, x, y);
-
- if ( bHSV )
- {
- RGB2HSV(color, c);
- if ( c.s > 0.01f && fabs(c.h-cr1.h) < tolerance1 )
- {
- c.h += cn1.h-cr1.h;
- c.s += cn1.s-cr1.s;
- c.v += cn1.v-cr1.v;
- if ( c.h < 0.0f ) c.h -= 1.0f;
- if ( c.h > 1.0f ) c.h += 1.0f;
- HSV2RGB(c, color);
- color.r += shift;
- color.g += shift;
- color.b += shift;
- ::SetDot(&ddsd, x, y, color);
- }
- else
- if ( tolerance2 != -1.0f &&
- c.s > 0.01f && fabs(c.h-cr2.h) < tolerance2 )
- {
- c.h += cn2.h-cr2.h;
- c.s += cn2.s-cr2.s;
- c.v += cn2.v-cr2.v;
- if ( c.h < 0.0f ) c.h -= 1.0f;
- if ( c.h > 1.0f ) c.h += 1.0f;
- HSV2RGB(c, color);
- color.r += shift;
- color.g += shift;
- color.b += shift;
- ::SetDot(&ddsd, x, y, color);
- }
- }
- else
- {
- if ( fabs(color.r-colorRef1.r)+
- fabs(color.g-colorRef1.g)+
- fabs(color.b-colorRef1.b) < tolerance1*3.0f )
- {
- color.r = colorNew1.r+color.r-colorRef1.r+shift;
- color.g = colorNew1.g+color.g-colorRef1.g+shift;
- color.b = colorNew1.b+color.b-colorRef1.b+shift;
- ::SetDot(&ddsd, x, y, color);
- }
- else
- if ( tolerance2 != -1 &&
- fabs(color.r-colorRef2.r)+
- fabs(color.g-colorRef2.g)+
- fabs(color.b-colorRef2.b) < tolerance2*3.0f )
- {
- color.r = colorNew2.r+color.r-colorRef2.r+shift;
- color.g = colorNew2.g+color.g-colorRef2.g+shift;
- color.b = colorNew2.b+color.b-colorRef2.b+shift;
- ::SetDot(&ddsd, x, y, color);
- }
- }
- }
- }
-
- surface->Unlock(NULL);
- return true;
-}
-
-
-// Open an image to work directly in it.
-
-bool CD3DEngine::OpenImage(char *name)
-{
-//? D3DTextr_Invalidate(name);
-//? LoadTexture(name);
-
- m_imageSurface = D3DTextr_GetSurface(name);
- if ( m_imageSurface == 0 ) return false;
-
- ZeroMemory(&m_imageDDSD, sizeof(DDSURFACEDESC2));
- m_imageDDSD.dwSize = sizeof(DDSURFACEDESC2);
- if ( m_imageSurface->Lock(NULL, &m_imageDDSD, DDLOCK_WAIT, NULL) != DD_OK )
- {
- return false;
- }
-
- if ( m_imageDDSD.ddpfPixelFormat.dwRGBBitCount != 16 )
- {
- m_imageSurface->Unlock(NULL);
- return false;
- }
-
- m_imageDX = m_imageDDSD.dwWidth;
- m_imageDY = m_imageDDSD.dwHeight;
-
- return true;
-}
-
-// Copy the working image.
-
-bool CD3DEngine::CopyImage()
-{
- WORD* pbSurf;
- int y;
-
- if ( m_imageCopy == 0 )
- {
- m_imageCopy = (WORD*)malloc(m_imageDX*m_imageDY*sizeof(WORD));
- }
-
- for ( y=0 ; y<m_imageDY ; y++ )
- {
- pbSurf = (WORD*)m_imageDDSD.lpSurface;
- pbSurf += m_imageDDSD.lPitch*y/2;
- memcpy(m_imageCopy+y*m_imageDX, pbSurf, m_imageDX*sizeof(WORD));
- }
- return true;
-}
-
-// Restores the image work.
-
-bool CD3DEngine::LoadImage()
-{
- WORD* pbSurf;
- int y;
-
- if ( m_imageCopy == 0 ) return false;
-
- for ( y=0 ; y<m_imageDY ; y++ )
- {
- pbSurf = (WORD*)m_imageDDSD.lpSurface;
- pbSurf += m_imageDDSD.lPitch*y/2;
- memcpy(pbSurf, m_imageCopy+y*m_imageDX, m_imageDX*sizeof(WORD));
- }
- return true;
-}
-
-// Scroll the copy of the working image.
-
-bool CD3DEngine::ScrollImage(int dx, int dy)
-{
- int x, y;
-
- if ( dx > 0 )
- {
- for ( y=0 ; y<m_imageDY ; y++ )
- {
- for ( x=0 ; x<m_imageDX-dx ; x++ )
- {
- m_imageCopy[x+y*m_imageDX] = m_imageCopy[x+dx+y*m_imageDX];
- }
- }
- }
-
- if ( dx < 0 )
- {
- for ( y=0 ; y<m_imageDY ; y++ )
- {
- for ( x=m_imageDX-1 ; x>=-dx ; x-- )
- {
- m_imageCopy[x+y*m_imageDX] = m_imageCopy[x+dx+y*m_imageDX];
- }
- }
- }
-
- if ( dy > 0 )
- {
- for ( y=0 ; y<m_imageDY-dy ; y++ )
- {
- memcpy(m_imageCopy+y*m_imageDX, m_imageCopy+(y+dy)*m_imageDX, m_imageDX*sizeof(WORD));
- }
- }
-
- if ( dy < 0 )
- {
- for ( y=m_imageDY-1 ; y>=-dy ; y-- )
- {
- memcpy(m_imageCopy+y*m_imageDX, m_imageCopy+(y+dy)*m_imageDX, m_imageDX*sizeof(WORD));
- }
- }
-
- return true;
-}
-
-// Draws a point in the image work.
-
-bool CD3DEngine::SetDot(int x, int y, D3DCOLORVALUE color)
-{
- WORD* pbSurf;
- WORD r,g,b, w;
-
- if ( x < 0 || x >= m_imageDX ||
- y < 0 || y >= m_imageDY ) return false;
-
-#if 1
- if ( color.r < 0.0f ) color.r = 0.0f;
- if ( color.r > 1.0f ) color.r = 1.0f;
- if ( color.g < 0.0f ) color.g = 0.0f;
- if ( color.g > 1.0f ) color.g = 1.0f;
- if ( color.b < 0.0f ) color.b = 0.0f;
- if ( color.b > 1.0f ) color.b = 1.0f;
-
- r = (int)(color.r*32.0f);
- g = (int)(color.g*32.0f);
- b = (int)(color.b*32.0f);
-
- if ( r >= 32 ) r = 31; // 5 bits
- if ( g >= 32 ) g = 31; // 5 bits
- if ( b >= 32 ) b = 31; // 5 bits
-#else
- r = (int)(color.r*31.0f);
- g = (int)(color.g*31.0f);
- b = (int)(color.b*31.0f);
-#endif
-
- if ( m_imageDDSD.ddpfPixelFormat.dwRBitMask == 0xf800 ) // 565 ?
- {
- w = (r<<11)|(g<<6)|b;
- }
- else if ( m_imageDDSD.ddpfPixelFormat.dwRBitMask == 0x7c00 ) // 555 ?
- {
- w = (r<<10)|(g<<5)|b;
- }
- else
- {
- w = -1; // blank
- }
-
- pbSurf = (WORD*)m_imageDDSD.lpSurface;
- pbSurf += m_imageDDSD.lPitch*y/2;
- pbSurf += x;
-
- *pbSurf = w;
- return true;
-}
-
-// Closes the working image.
-
-bool CD3DEngine::CloseImage()
-{
- m_imageSurface->Unlock(NULL);
- return true;
-}
-
-
-// Writes a .BMP screenshot.
-
-bool CD3DEngine::WriteScreenShot(char *filename, int width, int height)
-{
- return m_app->WriteScreenShot(filename, width, height);
-}
-
-// Initializes an hDC on the rendering surface.
-
-bool CD3DEngine::GetRenderDC(HDC &hDC)
-{
- return m_app->GetRenderDC(hDC);
-}
-
-// Frees the hDC of the rendering surface.
-
-bool CD3DEngine::ReleaseRenderDC(HDC &hDC)
-{
- return m_app->ReleaseRenderDC(hDC);
-}
-
-PBITMAPINFO CD3DEngine::CreateBitmapInfoStruct(HBITMAP hBmp)
-{
- return m_app->CreateBitmapInfoStruct(hBmp);
-}
-
-bool CD3DEngine::CreateBMPFile(LPTSTR pszFile, PBITMAPINFO pbi, HBITMAP hBMP, HDC hDC)
-{
- return m_app->CreateBMPFile(pszFile, pbi, hBMP, hDC);
-}
-
-// Returns the pointer to the class cText.
-
-CText* CD3DEngine::RetText()
-{
- return m_text;
-}
-
-
-// Managing of information text displayed in the window.
-
-void CD3DEngine::SetInfoText(int line, char* text)
-{
- strcpy(m_infoText[line], text);
-}
-
-char* CD3DEngine::RetInfoText(int line)
-{
- return m_infoText[line];
-}
-
-
-
-// Specifies the length of the camera.
-// 0.75 = normal
-// 1.50 = wide-angle
-
-void CD3DEngine::SetFocus(float focus)
-{
- D3DVIEWPORT7 vp;
- float fAspect;
-
- m_focus = focus;
-
- if ( m_pD3DDevice != 0 )
- {
- m_pD3DDevice->GetViewport(&vp);
- m_dim.x = vp.dwWidth;
- m_dim.y = vp.dwHeight;
- }
-
- fAspect = ((float)m_dim.y) / m_dim.x;
-//? Math::LoadProjectionMatrix(m_matProj, m_focus, fAspect, 0.5f, m_deepView[m_rankView]);
- Math::LoadProjectionMatrix(m_matProj, m_focus, fAspect, 0.5f, m_deepView[0]);
-}
-
-float CD3DEngine::RetFocus()
-{
- return m_focus;
-}
-
-//
-
-void CD3DEngine::UpdateMatProj()
-{
- D3DMATRIX mat = MAT_TO_D3DMAT(m_matProj);
- m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &mat);
-}
-
-
-
-// Ignores key presses.
-
-void CD3DEngine::FlushPressKey()
-{
- m_app->FlushPressKey();
-}
-
-// Resets the default keys.
-
-void CD3DEngine::ResetKey()
-{
- m_app->ResetKey();
-}
-
-// Modifies a button.
-
-void CD3DEngine::SetKey(int keyRank, int option, int key)
-{
- m_app->SetKey(keyRank, option, key);
-}
-
-// Gives a key.
-
-int CD3DEngine::RetKey(int keyRank, int option)
-{
- return m_app->RetKey(keyRank, option);
-}
-
-
-// Use the joystick or keyboard.
-
-void CD3DEngine::SetJoystick(bool bEnable)
-{
- m_app->SetJoystick(bEnable);
-}
-
-bool CD3DEngine::RetJoystick()
-{
- return m_app->RetJoystick();
-}
-
-
-void CD3DEngine::SetDebugMode(bool bMode)
-{
- m_app->SetDebugMode(bMode);
-}
-
-bool CD3DEngine::RetDebugMode()
-{
- return m_app->RetDebugMode();
-}
-
-bool CD3DEngine::RetSetupMode()
-{
- return m_app->RetSetupMode();
-}
-
-
-// Indicates whether a point is visible.
-
-bool CD3DEngine::IsVisiblePoint(const Math::Vector &pos)
-{
- return ( Math::Distance(m_eyePt, pos) <= m_deepView[0] );
-}
-
-
-// Initialize scene objects.
-
-HRESULT CD3DEngine::InitDeviceObjects()
-{
- // Set miscellaneous render states.
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SPECULARENABLE, true);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
- m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID);
-
- // Set up the textures.
- D3DTextr_RestoreAllTextures(m_pD3DDevice);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR);
- m_pD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_MINFILTER, D3DTFN_LINEAR);
- m_pD3DDevice->SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
-
- SetFocus(m_focus);
-
- // Definitions of the matrices for the interface.
- m_matWorldInterface.LoadIdentity();
-
- m_matViewInterface.LoadIdentity();
- m_matViewInterface.Set(1, 4, -0.5f);
- m_matViewInterface.Set(2, 4, -0.5f);
- m_matViewInterface.Set(3, 4, 1.0f);
-
- m_matProjInterface.LoadIdentity();
- m_matProjInterface.Set(1, 1, 2.0f);
- m_matProjInterface.Set(2, 2, 2.0f);
- m_matProjInterface.Set(4, 3, 1.0f);
- m_matProjInterface.Set(3, 4, -1.0f);
- m_matProjInterface.Set(4, 4, 0.0f);
-
- return S_OK;
-}
-
-
-// Restore all surfaces.
-
-HRESULT CD3DEngine::RestoreSurfaces()
-{
- return S_OK;
-}
-
-
-// Called when the app is exitting, or the device is being changed,
-// this function deletes any device dependant objects.
-
-HRESULT CD3DEngine::DeleteDeviceObjects()
-{
- D3DTextr_InvalidateAllTextures();
- return S_OK;
-}
-
-
-// Called before the app exits, this function gives the app the chance
-// to cleanup after itself.
-
-HRESULT CD3DEngine::FinalCleanup()
-{
- return S_OK;
-}
-
-
-// Overrrides the main WndProc, so the sample can do custom message
-// handling (e.g. processing mouse, keyboard, or menu commands).
-
-LRESULT CD3DEngine::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
-{
-#if 0
- if ( uMsg == WM_KEYDOWN ) // Alt+key ?
- {
- if ( wParam == 'Q' )
- {
- debug_blend1 ++;
- if ( debug_blend1 > 13 ) debug_blend1 = 0;
- }
- if ( wParam == 'W' )
- {
- debug_blend2 ++;
- if ( debug_blend2 > 13 ) debug_blend2 = 0;
- }
- if ( wParam == 'E' )
- {
- debug_blend3 ++;
- if ( debug_blend3 > 13 ) debug_blend3 = 0;
- }
- if ( wParam == 'R' )
- {
- debug_blend4 ++;
- if ( debug_blend4 > 13 ) debug_blend4 = 0;
- }
- char s[100];
- sprintf(s, "src=%d, dest=%d, src=%d, dest=%d", debug_blend1, debug_blend2, debug_blend3, debug_blend4);
- SetInfoText(4, s);
- }
-#endif
-
-#if 1
- if ( uMsg == WM_SYSKEYDOWN ) // Alt+key ?
- {
- if ( wParam == VK_F7 ) // Alt+F7 ?
- {
- s_resol = 0;
- }
- if ( wParam == VK_F8 ) // Alt+F8 ?
- {
- s_resol = 1;
- }
- if ( wParam == VK_F9 ) // Alt+F9 ?
- {
- s_resol = 2;
- }
- if ( wParam == VK_F10 ) // Alt+F10 ?
- {
- s_resol = 3;
- }
- }
-#endif
-
- return 0;
-}
-
-
-// Mouse control.
-
-void CD3DEngine::MoveMousePos(Math::Point pos)
-{
- m_mousePos = pos;
- m_app->SetMousePos(pos);
-}
-
-void CD3DEngine::SetMousePos(Math::Point pos)
-{
- m_mousePos = pos;
-}
-
-Math::Point CD3DEngine::RetMousePos()
-{
- return m_mousePos;
-}
-
-void CD3DEngine::SetMouseType(D3DMouse type)
-{
- m_mouseType = type;
-}
-
-D3DMouse CD3DEngine::RetMouseType()
-{
- return m_mouseType;
-}
-
-void CD3DEngine::SetMouseHide(bool bHide)
-{
- if ( m_bMouseHide == bHide ) return;
-
- if ( bHide ) // hide the mouse?
- {
- m_bNiceMouse = m_app->RetNiceMouse();
- if ( !m_bNiceMouse )
- {
- m_app->SetNiceMouse(true);
- }
- m_bMouseHide = true;
- }
- else // shows the mouse?
- {
- if ( !m_bNiceMouse )
- {
- m_app->SetNiceMouse(false);
- }
- m_bMouseHide = false;
- }
-}
-
-bool CD3DEngine::RetMouseHide()
-{
- return m_bMouseHide;
-}
-
-void CD3DEngine::SetNiceMouse(bool bNice)
-{
- m_app->SetNiceMouse(bNice);
-}
-
-bool CD3DEngine::RetNiceMouse()
-{
- return m_app->RetNiceMouse();
-}
-
-bool CD3DEngine::RetNiceMouseCap()
-{
- return m_app->RetNiceMouseCap();
-}
-
-// Draws the sprite of the mouse.
-
-void CD3DEngine::DrawMouse()
-{
- D3DMATERIAL7 material;
- Math::Point pos, ppos, dim;
- int i;
-
- struct Mouse
- {
- D3DMouse type;
- int icon1, icon2, iconShadow;
- int mode1, mode2;
- float hotx, hoty;
- };
-
- static Mouse table[] =
- {
- { D3DMOUSENORM, 0, 1,32, D3DSTATETTw, D3DSTATETTb, 1.0f, 1.0f},
- { D3DMOUSEWAIT, 2, 3,33, D3DSTATETTw, D3DSTATETTb, 8.0f, 12.0f},
- { D3DMOUSEHAND, 4, 5,34, D3DSTATETTw, D3DSTATETTb, 7.0f, 2.0f},
- { D3DMOUSENO, 6, 7,35, D3DSTATETTw, D3DSTATETTb, 10.0f, 10.0f},
- { D3DMOUSEEDIT, 8, 9,-1, D3DSTATETTb, D3DSTATETTw, 6.0f, 10.0f},
- { D3DMOUSECROSS, 10,11,-1, D3DSTATETTb, D3DSTATETTw, 10.0f, 10.0f},
- { D3DMOUSEMOVEV, 12,13,-1, D3DSTATETTb, D3DSTATETTw, 5.0f, 11.0f},
- { D3DMOUSEMOVEH, 14,15,-1, D3DSTATETTb, D3DSTATETTw, 11.0f, 5.0f},
- { D3DMOUSEMOVED, 16,17,-1, D3DSTATETTb, D3DSTATETTw, 9.0f, 9.0f},
- { D3DMOUSEMOVEI, 18,19,-1, D3DSTATETTb, D3DSTATETTw, 9.0f, 9.0f},
- { D3DMOUSEMOVE, 20,21,-1, D3DSTATETTb, D3DSTATETTw, 11.0f, 11.0f},
- { D3DMOUSETARGET, 22,23,-1, D3DSTATETTb, D3DSTATETTw, 15.0f, 15.0f},
- { D3DMOUSESCROLLL, 24,25,43, D3DSTATETTb, D3DSTATETTw, 2.0f, 9.0f},
- { D3DMOUSESCROLLR, 26,27,44, D3DSTATETTb, D3DSTATETTw, 17.0f, 9.0f},
- { D3DMOUSESCROLLU, 28,29,45, D3DSTATETTb, D3DSTATETTw, 9.0f, 2.0f},
- { D3DMOUSESCROLLD, 30,31,46, D3DSTATETTb, D3DSTATETTw, 9.0f, 17.0f},
- { D3DMOUSEHIDE },
- };
-
- if ( m_bMouseHide ) return;
- if ( !m_app->RetNiceMouse() ) return; // mouse windows?
-
- ZeroMemory( &material, sizeof(D3DMATERIAL7) );
- material.diffuse.r = 1.0f;
- material.diffuse.g = 1.0f;
- material.diffuse.b = 1.0f;
- material.ambient.r = 0.5f;
- material.ambient.g = 0.5f;
- material.ambient.b = 0.5f;
- SetMaterial(material);
-
- SetTexture("mouse.tga");
-
- i = 0;
- while ( table[i].type != D3DMOUSEHIDE )
- {
- if ( m_mouseType == table[i].type )
- {
- dim.x = 0.05f*0.75f;
- dim.y = 0.05f;
-
- pos.x = m_mousePos.x - (table[i].hotx*dim.x)/32.0f;
- pos.y = m_mousePos.y - ((32.0f-table[i].hoty)*dim.y)/32.0f;
-
- ppos.x = pos.x+(4.0f/640.0f);
- ppos.y = pos.y-(3.0f/480.0f);
- SetState(D3DSTATETTw);
- DrawSprite(ppos, dim, table[i].iconShadow);
-
- SetState(table[i].mode1);
- DrawSprite(pos, dim, table[i].icon1);
-
- SetState(table[i].mode2);
- DrawSprite(pos, dim, table[i].icon2);
- break;
- }
- i ++;
- }
-}
-
-// Draws the sprite of the mouse.
-
-void CD3DEngine::DrawSprite(Math::Point pos, Math::Point dim, int icon)
-{
- D3DVERTEX2 vertex[4]; // 2 triangles
- Math::Point p1, p2;
- Math::Vector n;
- float u1, u2, v1, v2, dp;
-
- if ( icon == -1 ) return;
-
- p1.x = pos.x;
- p1.y = pos.y;
- p2.x = pos.x + dim.x;
- p2.y = pos.y + dim.y;
-
- u1 = (32.0f/256.0f)*(icon%8);
- v1 = (32.0f/256.0f)*(icon/8); // u-v texture
- u2 = (32.0f/256.0f)+u1;
- v2 = (32.0f/256.0f)+v1;
-
- dp = 0.5f/256.0f;
- u1 += dp;
- v1 += dp;
- u2 -= dp;
- v2 -= dp;
-
- n = Math::Vector(0.0f, 0.0f, -1.0f); // normal
-
- vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p1.y, 0.0f), n, u1,v2);
- vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p2.y, 0.0f), n, u1,v1);
- vertex[2] = D3DVERTEX2(Math::Vector(p2.x, p1.y, 0.0f), n, u2,v2);
- vertex[3] = D3DVERTEX2(Math::Vector(p2.x, p2.y, 0.0f), n, u2,v1);
-
- m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
- AddStatisticTriangle(2);
-}
-
diff --git a/src/graphics/d3d/d3dengine.h b/src/graphics/d3d/d3dengine.h
deleted file mode 100644
index d028d2c..0000000
--- a/src/graphics/d3d/d3dengine.h
+++ /dev/null
@@ -1,676 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-// d3dengine.h
-
-#pragma once
-
-
-#include "math/point.h"
-#include "math/vector.h"
-#include "math/matrix.h"
-#include "common/struct.h"
-
-
-class CD3DApplication;
-class CInstanceManager;
-class CObject;
-class CLight;
-class CText;
-class CParticule;
-class CWater;
-class CCloud;
-class CBlitz;
-class CPlanet;
-class CSound;
-class CTerrain;
-
-
-const int D3DMAXOBJECT = 1200;
-const int D3DMAXSHADOW = 500;
-const int D3DMAXGROUNDSPOT = 100;
-
-
-enum D3DTypeObj
-{
- TYPENULL = 0, // object doesn't exist
- TYPETERRAIN = 1, // terrain
- TYPEFIX = 2, // fixed object
- TYPEVEHICULE = 3, // moving object
- TYPEDESCENDANT = 4, // part of a moving object
- TYPEQUARTZ = 5, // fixed object type quartz
- TYPEMETAL = 6, // fixed object type metal
-};
-
-enum D3DTypeTri
-{
- D3DTYPE6T = 1, // triangles
- D3DTYPE6S = 2, // surfaces
-};
-
-enum D3DMaping
-{
- D3DMAPPINGX = 1,
- D3DMAPPINGY = 2,
- D3DMAPPINGZ = 3,
- D3DMAPPING1X = 4,
- D3DMAPPING1Y = 5,
- D3DMAPPING1Z = 6,
-};
-
-enum D3DMouse
-{
- D3DMOUSEHIDE = 0, // no mouse
- D3DMOUSENORM = 1,
- D3DMOUSEWAIT = 2,
- D3DMOUSEEDIT = 3,
- D3DMOUSEHAND = 4,
- D3DMOUSECROSS = 5,
- D3DMOUSESHOW = 6,
- D3DMOUSENO = 7,
- D3DMOUSEMOVE = 8, // +
- D3DMOUSEMOVEH = 9, // -
- D3DMOUSEMOVEV = 10, // |
- D3DMOUSEMOVED = 11, // /
- D3DMOUSEMOVEI = 12, // \ //
- D3DMOUSESCROLLL = 13, // <<
- D3DMOUSESCROLLR = 14, // >>
- D3DMOUSESCROLLU = 15, // ^
- D3DMOUSESCROLLD = 16, // v
- D3DMOUSETARGET = 17,
-};
-
-enum D3DShadowType
-{
- D3DSHADOWNORM = 0,
- D3DSHADOWWORM = 1,
-};
-
-
-const int D3DSTATENORMAL = 0; // normal opaque materials
-const int D3DSTATETTb = (1<<0); // the transparent texture (black = no)
-const int D3DSTATETTw = (1<<1); // the transparent texture (white = no)
-const int D3DSTATETD = (1<<2); // the transparent diffuse color
-const int D3DSTATEWRAP = (1<<3); // texture wrappe
-const int D3DSTATECLAMP = (1<<4); // texture borders with solid color
-const int D3DSTATELIGHT = (1<<5); // light texture (ambient max)
-const int D3DSTATEDUALb = (1<<6); // double black texturing
-const int D3DSTATEDUALw = (1<<7); // double white texturing
-const int D3DSTATEPART1 = (1<<8); // part 1 (no change in. MOD!)
-const int D3DSTATEPART2 = (1<<9); // part 2
-const int D3DSTATEPART3 = (1<<10); // part 3
-const int D3DSTATEPART4 = (1<<11); // part 4
-const int D3DSTATE2FACE = (1<<12); // double-sided face
-const int D3DSTATEALPHA = (1<<13); // image using alpha channel
-const int D3DSTATESECOND = (1<<14); // always use 2nd floor texturing
-const int D3DSTATEFOG = (1<<15); // causes the fog
-const int D3DSTATETCb = (1<<16); // the transparent color (black = no)
-const int D3DSTATETCw = (1<<17); // the transparent color (white = no)
-
-
-struct D3DTriangle
-{
- D3DVERTEX2 triangle[3];
- D3DMATERIAL7 material;
- int state;
- char texName1[20];
- char texName2[20];
-};
-
-
-struct D3DObjLevel6
-{
- int totalPossible;
- int totalUsed;
- D3DMATERIAL7 material;
- int state;
- D3DTypeTri type; // D3DTYPE6x
- D3DVERTEX2 vertex[1];
-};
-
-struct D3DObjLevel5
-{
- int totalPossible;
- int totalUsed;
- int reserve;
- D3DObjLevel6* table[1];
-};
-
-struct D3DObjLevel4
-{
- int totalPossible;
- int totalUsed;
- float min, max;
- D3DObjLevel5* table[1];
-};
-
-struct D3DObjLevel3
-{
- int totalPossible;
- int totalUsed;
- int objRank;
- D3DObjLevel4* table[1];
-};
-
-struct D3DObjLevel2
-{
- int totalPossible;
- int totalUsed;
- char texName1[20];
- char texName2[20];
- D3DObjLevel3* table[1];
-};
-
-struct D3DObjLevel1
-{
- int totalPossible;
- int totalUsed;
- D3DObjLevel2* table[1];
-};
-
-
-struct D3DObject
-{
- char bUsed; // true -> object exists
- char bVisible; // true -> visible object
- char bDrawWorld; // true -> shape behind the interface
- char bDrawFront; // true -> shape before the interface
- int totalTriangle; // number of triangles used
- D3DTypeObj type; // type of the object (TYPE*)
- Math::Matrix transform; // transformation matrix
- float distance; // distance point of view - original
- Math::Vector bboxMin; // bounding box of the object
- Math::Vector bboxMax; // (the origin 0, 0, 0 is always included)
- float radius; // radius of the sphere at the origin
- int shadowRank; // rank of the associated shadow
- float transparency; // transparency of the object (0 .. 1)
-};
-
-struct D3DShadow
-{
- char bUsed; // true -> object exists
- char bHide; // true -> invisible shadow (object carried by ex.)
- int objRank; // rank of the object
- D3DShadowType type; // type of shadow
- Math::Vector pos; // position for the shadow
- Math::Vector normal; // normal terrain
- float angle; // angle of the shadow
- float radius; // radius of the shadow
- float intensity; // intensity of the shadow
- float height; // height from the ground
-};
-
-struct D3DGroundSpot
-{
- char bUsed; // true -> object exists
- D3DCOLORVALUE color; // color of the shadow
- float min, max; // altitudes min / max
- float smooth; // transition area
- Math::Vector pos; // position for the shadow
- float radius; // radius of the shadow
- Math::Vector drawPos; // drawn to position the shade
- float drawRadius; // radius of the shadow drawn
-};
-
-struct D3DGroundMark
-{
- char bUsed; // true -> object exists
- char bDraw; // true -> drawn mark
- int phase; // 1 = increase, 2 = fixed, 3 = decrease
- float delay[3]; // time for 3 phases
- float fix; // fixed time
- Math::Vector pos; // position for marks
- float radius; // radius of marks
- float intensity; // color intensity
- Math::Vector drawPos; // drawn in position marks
- float drawRadius; // radius marks drawn
- float drawIntensity; // current drawn
- int dx, dy; // dimensions table
- char* table; // pointer to the table
-};
-
-
-
-class CD3DEngine
-{
-public:
- CD3DEngine(CInstanceManager *iMan, CD3DApplication *app);
- ~CD3DEngine();
-
- void SetD3DDevice(LPDIRECT3DDEVICE7 device);
- LPDIRECT3DDEVICE7 RetD3DDevice();
-
- void SetTerrain(CTerrain* terrain);
-
- bool WriteProfile();
-
- void SetPause(bool bPause);
- bool RetPause();
-
- void SetMovieLock(bool bLock);
- bool RetMovieLock();
-
- void SetShowStat(bool bShow);
- bool RetShowStat();
-
- void SetRenderEnable(bool bEnable);
-
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT RestoreSurfaces();
- HRESULT Render();
- HRESULT FrameMove(float rTime);
- void StepSimul(float rTime);
- HRESULT FinalCleanup();
- void AddStatisticTriangle(int nb);
- int RetStatisticTriangle();
- void SetHiliteRank(int *rankList);
- bool GetHilite(Math::Point &p1, Math::Point &p2);
- bool GetSpriteCoord(int &x, int &y);
- void SetInfoText(int line, char* text);
- char* RetInfoText(int line);
- LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- void FirstExecuteAdapt(bool bFirst);
- int GetVidMemTotal();
- bool IsVideo8MB();
- bool IsVideo32MB();
-
- bool EnumDevices(char *bufDevices, int lenDevices, char *bufModes, int lenModes, int &totalDevices, int &selectDevices, int &totalModes, int &selectModes);
- bool RetFullScreen();
- bool ChangeDevice(char *device, char *mode, bool bFull);
-
- Math::Matrix* RetMatView();
- Math::Matrix* RetMatLeftView();
- Math::Matrix* RetMatRightView();
-
- void TimeInit();
- void TimeEnterGel();
- void TimeExitGel();
- float TimeGet();
-
- int RetRestCreate();
- int CreateObject();
- void FlushObject();
- bool DeleteObject(int objRank);
- bool SetDrawWorld(int objRank, bool bDraw);
- bool SetDrawFront(int objRank, bool bDraw);
- bool AddTriangle(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
- bool AddSurface(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
- bool AddQuick(int objRank, D3DObjLevel6* buffer, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
- D3DObjLevel6* SearchTriangle(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max);
- void ChangeLOD();
- bool ChangeSecondTexture(int objRank, char* texName2);
- int RetTotalTriangles(int objRank);
- int GetTriangles(int objRank, float min, float max, D3DTriangle* buffer, int size, float percent);
- bool GetBBox(int objRank, Math::Vector &min, Math::Vector &max);
- bool ChangeTextureMapping(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, D3DMaping mode, float au, float bu, float av, float bv);
- bool TrackTextureMapping(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, D3DMaping mode, float pos, float factor, float tl, float ts, float tt);
- bool SetObjectTransform(int objRank, const Math::Matrix &transform);
- bool GetObjectTransform(int objRank, Math::Matrix &transform);
- bool SetObjectType(int objRank, D3DTypeObj type);
- D3DTypeObj RetObjectType(int objRank);
- bool SetObjectTransparency(int objRank, float value);
-
- bool ShadowCreate(int objRank);
- void ShadowDelete(int objRank);
- bool SetObjectShadowHide(int objRank, bool bHide);
- bool SetObjectShadowType(int objRank, D3DShadowType type);
- bool SetObjectShadowPos(int objRank, const Math::Vector &pos);
- bool SetObjectShadowNormal(int objRank, const Math::Vector &n);
- bool SetObjectShadowAngle(int objRank, float angle);
- bool SetObjectShadowRadius(int objRank, float radius);
- bool SetObjectShadowIntensity(int objRank, float intensity);
- bool SetObjectShadowHeight(int objRank, float h);
- float RetObjectShadowRadius(int objRank);
-
- void GroundSpotFlush();
- int GroundSpotCreate();
- void GroundSpotDelete(int rank);
- bool SetObjectGroundSpotPos(int rank, const Math::Vector &pos);
- bool SetObjectGroundSpotRadius(int rank, float radius);
- bool SetObjectGroundSpotColor(int rank, D3DCOLORVALUE color);
- bool SetObjectGroundSpotMinMax(int rank, float min, float max);
- bool SetObjectGroundSpotSmooth(int rank, float smooth);
-
- int GroundMarkCreate(Math::Vector pos, float radius, float delay1, float delay2, float delay3, int dx, int dy, char* table);
- bool GroundMarkDelete(int rank);
-
- void Update();
-
- void SetViewParams(const Math::Vector &vEyePt, const Math::Vector &vLookatPt, const Math::Vector &vUpVec, FLOAT fEyeDistance);
-
- bool FreeTexture(char* name);
- bool LoadTexture(char* name, int stage=0);
- bool LoadAllTexture();
-
- void SetLimitLOD(int rank, float limit);
- float RetLimitLOD(int rank, bool bLast=false);
-
- void SetTerrainVision(float vision);
-
- void SetGroundSpot(bool bMode);
- bool RetGroundSpot();
- void SetShadow(bool bMode);
- bool RetShadow();
- void SetDirty(bool bMode);
- bool RetDirty();
- void SetFog(bool bMode);
- bool RetFog();
- bool RetStateColor();
-
- void SetSecondTexture(int texNum);
- int RetSecondTexture();
-
- void SetRankView(int rank);
- int RetRankView();
-
- void SetDrawWorld(bool bDraw);
- void SetDrawFront(bool bDraw);
-
- void SetAmbiantColor(D3DCOLOR color, int rank=0);
- D3DCOLOR RetAmbiantColor(int rank=0);
-
- void SetWaterAddColor(D3DCOLORVALUE color);
- D3DCOLORVALUE RetWaterAddColor();
-
- void SetFogColor(D3DCOLOR color, int rank=0);
- D3DCOLOR RetFogColor(int rank=0);
-
- void SetDeepView(float length, int rank=0, bool bRef=false);
- float RetDeepView(int rank=0);
-
- void SetFogStart(float start, int rank=0);
- float RetFogStart(int rank=0);
-
- void SetBackground(char *name, D3DCOLOR up=0, D3DCOLOR down=0, D3DCOLOR cloudUp=0, D3DCOLOR cloudDown=0, bool bFull=false, bool bQuarter=false);
- void RetBackground(char *name, D3DCOLOR &up, D3DCOLOR &down, D3DCOLOR &cloudUp, D3DCOLOR &cloudDown, bool &bFull, bool &bQuarter);
- void SetFrontsizeName(char *name);
- void SetOverFront(bool bFront);
- void SetOverColor(D3DCOLOR color=0, int mode=D3DSTATETCb);
-
- void SetParticuleDensity(float value);
- float RetParticuleDensity();
- float ParticuleAdapt(float factor);
-
- void SetClippingDistance(float value);
- float RetClippingDistance();
-
- void SetObjectDetail(float value);
- float RetObjectDetail();
-
- void SetGadgetQuantity(float value);
- float RetGadgetQuantity();
-
- void SetTextureQuality(int value);
- int RetTextureQuality();
-
- void SetTotoMode(bool bPresent);
- bool RetTotoMode();
-
- void SetLensMode(bool bPresent);
- bool RetLensMode();
-
- void SetWaterMode(bool bPresent);
- bool RetWaterMode();
-
- void SetBlitzMode(bool bPresent);
- bool RetBlitzMode();
-
- void SetSkyMode(bool bPresent);
- bool RetSkyMode();
-
- void SetBackForce(bool bPresent);
- bool RetBackForce();
-
- void SetPlanetMode(bool bPresent);
- bool RetPlanetMode();
-
- void SetLightMode(bool bPresent);
- bool RetLightMode();
-
- void SetEditIndentMode(bool bAuto);
- bool RetEditIndentMode();
-
- void SetEditIndentValue(int value);
- int RetEditIndentValue();
-
- void SetSpeed(float speed);
- float RetSpeed();
-
- void SetTracePrecision(float factor);
- float RetTracePrecision();
-
- void SetFocus(float focus);
- float RetFocus();
- Math::Vector RetEyePt();
- Math::Vector RetLookatPt();
- float RetEyeDirH();
- float RetEyeDirV();
- POINT RetDim();
- void UpdateMatProj();
-
- void ApplyChange();
-
- void FlushPressKey();
- void ResetKey();
- void SetKey(int keyRank, int option, int key);
- int RetKey(int keyRank, int option);
-
- void SetJoystick(bool bEnable);
- bool RetJoystick();
-
- void SetDebugMode(bool bMode);
- bool RetDebugMode();
- bool RetSetupMode();
-
- bool IsVisiblePoint(const Math::Vector &pos);
-
- int DetectObject(Math::Point mouse);
- void SetState(int state, D3DCOLOR color=0xffffffff);
- void SetTexture(char *name, int stage=0);
- void SetMaterial(const D3DMATERIAL7 &mat);
-
- void MoveMousePos(Math::Point pos);
- void SetMousePos(Math::Point pos);
- Math::Point RetMousePos();
- void SetMouseType(D3DMouse type);
- D3DMouse RetMouseType();
- void SetMouseHide(bool bHide);
- bool RetMouseHide();
- void SetNiceMouse(bool bNice);
- bool RetNiceMouse();
- bool RetNiceMouseCap();
-
- CText* RetText();
-
- bool ChangeColor(char *name, D3DCOLORVALUE colorRef1, D3DCOLORVALUE colorNew1, D3DCOLORVALUE colorRef2, D3DCOLORVALUE colorNew2, float tolerance1, float tolerance2, Math::Point ts, Math::Point ti, Math::Point *pExclu=0, float shift=0.0f, bool bHSV=false);
- bool OpenImage(char *name);
- bool CopyImage();
- bool LoadImage();
- bool ScrollImage(int dx, int dy);
- bool SetDot(int x, int y, D3DCOLORVALUE color);
- bool CloseImage();
- bool WriteScreenShot(char *filename, int width, int height);
- bool GetRenderDC(HDC &hDC);
- bool ReleaseRenderDC(HDC &hDC);
- PBITMAPINFO CreateBitmapInfoStruct(HBITMAP hBmp);
- bool CreateBMPFile(LPTSTR pszFile, PBITMAPINFO pbi, HBITMAP hBMP, HDC hDC);
-
-protected:
- void MemSpace1(D3DObjLevel1 *&p, int nb);
- void MemSpace2(D3DObjLevel2 *&p, int nb);
- void MemSpace3(D3DObjLevel3 *&p, int nb);
- void MemSpace4(D3DObjLevel4 *&p, int nb);
- void MemSpace5(D3DObjLevel5 *&p, int nb);
- void MemSpace6(D3DObjLevel6 *&p, int nb);
-
- D3DObjLevel2* AddLevel1(D3DObjLevel1 *&p1, char* texName1, char* texName2);
- D3DObjLevel3* AddLevel2(D3DObjLevel2 *&p2, int objRank);
- D3DObjLevel4* AddLevel3(D3DObjLevel3 *&p3, float min, float max);
- D3DObjLevel5* AddLevel4(D3DObjLevel4 *&p4, int reserve);
- D3DObjLevel6* AddLevel5(D3DObjLevel5 *&p5, D3DTypeTri type, const D3DMATERIAL7 &mat, int state, int nb);
-
- bool IsVisible(int objRank);
- bool DetectBBox(int objRank, Math::Point mouse);
- bool DetectTriangle(Math::Point mouse, D3DVERTEX2 *triangle, int objRank, float &dist);
- bool TransformPoint(Math::Vector &p2D, int objRank, Math::Vector p3D);
- void ComputeDistance();
- void UpdateGeometry();
- void RenderGroundSpot();
- void DrawShadow();
- void DrawBackground();
- void DrawBackgroundGradient(D3DCOLOR up, D3DCOLOR down);
- void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, char *name);
- void DrawBackgroundImage();
- void DrawPlanet();
- void DrawFrontsize();
- void DrawOverColor();
- bool GetBBox2D(int objRank, Math::Point &min, Math::Point &max);
- void DrawHilite();
- void DrawMouse();
- void DrawSprite(Math::Point pos, Math::Point dim, int icon);
-
-protected:
- CInstanceManager* m_iMan;
- CD3DApplication* m_app;
- LPDIRECT3DDEVICE7 m_pD3DDevice;
- CText* m_text;
- CLight* m_light;
- CParticule* m_particule;
- CWater* m_water;
- CCloud* m_cloud;
- CBlitz* m_blitz;
- CPlanet* m_planet;
- CSound* m_sound;
- CTerrain* m_terrain;
-
- int m_blackSrcBlend[2];
- int m_blackDestBlend[2];
- int m_whiteSrcBlend[2];
- int m_whiteDestBlend[2];
- int m_diffuseSrcBlend[2];
- int m_diffuseDestBlend[2];
- int m_alphaSrcBlend[2];
- int m_alphaDestBlend[2];
-
- Math::Matrix m_matProj;
- Math::Matrix m_matLeftView;
- Math::Matrix m_matRightView;
- Math::Matrix m_matView;
- float m_focus;
-
- Math::Matrix m_matWorldInterface;
- Math::Matrix m_matProjInterface;
- Math::Matrix m_matViewInterface;
-
- DWORD m_baseTime;
- DWORD m_stopTime;
- float m_absTime;
- float m_lastTime;
- float m_speed;
- bool m_bPause;
- bool m_bRender;
- bool m_bMovieLock;
-
- POINT m_dim;
- POINT m_lastDim;
- D3DObjLevel1* m_objectPointer;
- int m_objectParamTotal;
- D3DObject* m_objectParam;
- int m_shadowTotal;
- D3DShadow* m_shadow;
- D3DGroundSpot* m_groundSpot;
- D3DGroundMark m_groundMark;
- Math::Vector m_eyePt;
- Math::Vector m_lookatPt;
- float m_eyeDirH;
- float m_eyeDirV;
- int m_rankView;
- D3DCOLOR m_ambiantColor[2];
- D3DCOLOR m_backColor[2];
- D3DCOLOR m_fogColor[2];
- float m_deepView[2];
- float m_fogStart[2];
- D3DCOLORVALUE m_waterAddColor;
- int m_statisticTriangle;
- bool m_bUpdateGeometry;
- char m_infoText[10][200];
- int m_alphaMode;
- bool m_bStateColor;
- bool m_bForceStateColor;
- bool m_bGroundSpot;
- bool m_bShadow;
- bool m_bDirty;
- bool m_bFog;
- bool m_bFirstGroundSpot;
- int m_secondTexNum;
- char m_backgroundName[50];
- D3DCOLOR m_backgroundColorUp;
- D3DCOLOR m_backgroundColorDown;
- D3DCOLOR m_backgroundCloudUp;
- D3DCOLOR m_backgroundCloudDown;
- bool m_bBackgroundFull;
- bool m_bBackgroundQuarter;
- bool m_bOverFront;
- D3DCOLOR m_overColor;
- int m_overMode;
- char m_frontsizeName[50];
- bool m_bDrawWorld;
- bool m_bDrawFront;
- float m_limitLOD[2];
- float m_particuleDensity;
- float m_clippingDistance;
- float m_lastClippingDistance;
- float m_objectDetail;
- float m_lastObjectDetail;
- float m_terrainVision;
- float m_gadgetQuantity;
- int m_textureQuality;
- bool m_bTotoMode;
- bool m_bLensMode;
- bool m_bWaterMode;
- bool m_bSkyMode;
- bool m_bBackForce;
- bool m_bPlanetMode;
- bool m_bLightMode;
- bool m_bEditIndentMode;
- int m_editIndentValue;
- float m_tracePrecision;
-
- int m_hiliteRank[100];
- bool m_bHilite;
- Math::Point m_hiliteP1;
- Math::Point m_hiliteP2;
-
- int m_lastState;
- D3DCOLOR m_lastColor;
- char m_lastTexture[2][50];
- D3DMATERIAL7 m_lastMaterial;
-
- Math::Point m_mousePos;
- D3DMouse m_mouseType;
- bool m_bMouseHide;
- bool m_bNiceMouse;
-
- LPDIRECTDRAWSURFACE7 m_imageSurface;
- DDSURFACEDESC2 m_imageDDSD;
- WORD* m_imageCopy;
- int m_imageDX;
- int m_imageDY;
-};
-
-
diff --git a/src/graphics/d3d/d3denum.cpp b/src/graphics/d3d/d3denum.cpp
deleted file mode 100644
index 1081ff5..0000000
--- a/src/graphics/d3d/d3denum.cpp
+++ /dev/null
@@ -1,620 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DEnum.cpp
-//
-// Desc: Functions to enumerate DDraw/D3D drivers, devices, and modes.
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-#include <windowsx.h>
-#include <stdio.h>
-#include <tchar.h>
-#include "graphics/d3d/d3denum.h"
-#include "graphics/d3d/d3dutil.h" // For DEBUG_MSG
-#include "old/d3dres.h" // For dialog controls
-
-
-
-
-//-----------------------------------------------------------------------------
-// Global data for the enumerator functions
-//-----------------------------------------------------------------------------
-static HRESULT (*g_fnAppConfirmFn)(DDCAPS*, D3DDEVICEDESC7*) = NULL;
-
-static D3DEnum_DeviceInfo g_pDeviceList[20];
-static DWORD g_dwNumDevicesEnumerated = 0L;
-static DWORD g_dwNumDevices = 0L;
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: SortModesCallback()
-// Desc: Callback function for sorting display modes.
-//-----------------------------------------------------------------------------
-int SortModesCallback( const VOID* arg1, const VOID* arg2 )
-{
- DDSURFACEDESC2* p1 = (DDSURFACEDESC2*)arg1;
- DDSURFACEDESC2* p2 = (DDSURFACEDESC2*)arg2;
-
- if( p1->dwWidth < p2->dwWidth )
- return -1;
- if( p1->dwWidth > p2->dwWidth )
- return +1;
-
- if( p1->dwHeight < p2->dwHeight )
- return -1;
- if( p1->dwHeight > p2->dwHeight )
- return +1;
-
- if( p1->ddpfPixelFormat.dwRGBBitCount < p2->ddpfPixelFormat.dwRGBBitCount )
- return -1;
- if( p1->ddpfPixelFormat.dwRGBBitCount > p2->ddpfPixelFormat.dwRGBBitCount )
- return +1;
-
- return 0;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: ModeEnumCallback()
-// Desc: Callback function for enumerating display modes.
-//-----------------------------------------------------------------------------
-static HRESULT WINAPI ModeEnumCallback( DDSURFACEDESC2* pddsd,
- VOID* pParentInfo )
-{
- D3DEnum_DeviceInfo* pDevice = (D3DEnum_DeviceInfo*)pParentInfo;
-
- // Reallocate storage for the modes
- DDSURFACEDESC2* pddsdNewModes = new DDSURFACEDESC2[pDevice->dwNumModes+1];
- memcpy( pddsdNewModes, pDevice->pddsdModes,
- pDevice->dwNumModes * sizeof(DDSURFACEDESC2) );
- delete pDevice->pddsdModes;
- pDevice->pddsdModes = pddsdNewModes;
-
- // Add the new mode
- pDevice->pddsdModes[pDevice->dwNumModes++] = (*pddsd);
-
- return DDENUMRET_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: DeviceEnumCallback()
-// Desc: Callback function for enumerating devices
-//-----------------------------------------------------------------------------
-static HRESULT WINAPI DeviceEnumCallback( TCHAR* strDesc, TCHAR* strName,
- D3DDEVICEDESC7* pDesc,
- VOID* pParentInfo )
-{
- DWORD i;
-
- // Keep track of # of devices that were enumerated
- g_dwNumDevicesEnumerated++;
-
- D3DEnum_DeviceInfo* pDriverInfo = (D3DEnum_DeviceInfo*)pParentInfo;
- D3DEnum_DeviceInfo* pDeviceInfo = &g_pDeviceList[g_dwNumDevices];
- ZeroMemory( pDeviceInfo, sizeof(D3DEnum_DeviceInfo) );
-
- // Select either the HAL or HEL device desc:
- pDeviceInfo->bHardware = pDesc->dwDevCaps & D3DDEVCAPS_HWRASTERIZATION;
- memcpy( &pDeviceInfo->ddDeviceDesc, pDesc, sizeof(D3DDEVICEDESC7) );
-
- // Set up device info for this device
- pDeviceInfo->bDesktopCompatible = pDriverInfo->bDesktopCompatible;
- pDeviceInfo->ddDriverCaps = pDriverInfo->ddDriverCaps;
- pDeviceInfo->ddHELCaps = pDriverInfo->ddHELCaps;
- pDeviceInfo->guidDevice = pDesc->deviceGUID;
- pDeviceInfo->pDeviceGUID = &pDeviceInfo->guidDevice;
- pDeviceInfo->pddsdModes = new DDSURFACEDESC2[pDriverInfo->dwNumModes];
-
- // Copy the driver GUID and description for the device
- if( pDriverInfo->pDriverGUID )
- {
- pDeviceInfo->guidDriver = pDriverInfo->guidDriver;
- pDeviceInfo->pDriverGUID = &pDeviceInfo->guidDriver;
- lstrcpyn( pDeviceInfo->strDesc, pDriverInfo->strDesc, 39 );
- }
- else
- {
- pDeviceInfo->pDriverGUID = NULL;
- lstrcpyn( pDeviceInfo->strDesc, strName, 39 );
- }
-
-//? if( strstr(strName, "T&L") != 0 ) return D3DENUMRET_OK;
-
- // Avoid duplicates: only enum HW devices for secondary DDraw drivers.
- if( NULL != pDeviceInfo->pDriverGUID && false == pDeviceInfo->bHardware )
- return D3DENUMRET_OK;
-
- // Give the app a chance to accept or reject this device.
- if( g_fnAppConfirmFn )
- if( FAILED( g_fnAppConfirmFn( &pDeviceInfo->ddDriverCaps,
- &pDeviceInfo->ddDeviceDesc ) ) )
- return D3DENUMRET_OK;
-
- // Build list of supported modes for the device
- for( i=0; i<pDriverInfo->dwNumModes; i++ )
- {
- DDSURFACEDESC2 ddsdMode = pDriverInfo->pddsdModes[i];
- DWORD dwRenderDepths = pDeviceInfo->ddDeviceDesc.dwDeviceRenderBitDepth;
- DWORD dwDepth = ddsdMode.ddpfPixelFormat.dwRGBBitCount;
-
- // Accept modes that are compatable with the device
- if( ( ( dwDepth == 32 ) && ( dwRenderDepths & DDBD_32 ) ) ||
- ( ( dwDepth == 24 ) && ( dwRenderDepths & DDBD_24 ) ) ||
- ( ( dwDepth == 16 ) && ( dwRenderDepths & DDBD_16 ) ) )
- {
- // Copy compatible modes to the list of device-supported modes
- pDeviceInfo->pddsdModes[pDeviceInfo->dwNumModes++] = ddsdMode;
-
- // Record whether the device has any stereo modes
- if( ddsdMode.ddsCaps.dwCaps2 & DDSCAPS2_STEREOSURFACELEFT )
- pDeviceInfo->bStereoCompatible = true;
- }
- }
-
- // Bail if the device has no supported modes
- if( 0 == pDeviceInfo->dwNumModes )
- return D3DENUMRET_OK;
-
- // Find a 640x480x16 mode for the default fullscreen mode
- for( i=0; i<pDeviceInfo->dwNumModes; i++ )
- {
- if( ( pDeviceInfo->pddsdModes[i].dwWidth == 640 ) &&
- ( pDeviceInfo->pddsdModes[i].dwHeight == 480 ) &&
- ( pDeviceInfo->pddsdModes[i].ddpfPixelFormat.dwRGBBitCount == 16 ) )
- {
- pDeviceInfo->ddsdFullscreenMode = pDeviceInfo->pddsdModes[i];
- pDeviceInfo->dwCurrentMode = i;
- }
- }
-
- // Select whether the device is initially windowed
- pDeviceInfo->bWindowed = pDeviceInfo->bDesktopCompatible;
-
- // Accept the device and return
- g_dwNumDevices++;
-
- return D3DENUMRET_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: DriverEnumCallback()
-// Desc: Callback function for enumerating drivers.
-//-----------------------------------------------------------------------------
-static bool WINAPI DriverEnumCallback( GUID* pGUID, TCHAR* strDesc,
- TCHAR* strName, VOID*, HMONITOR )
-{
- D3DEnum_DeviceInfo d3dDeviceInfo;
- LPDIRECTDRAW7 pDD;
- LPDIRECT3D7 pD3D;
- HRESULT hr;
-
- // Use the GUID to create the DirectDraw object
- hr = DirectDrawCreateEx( pGUID, (VOID**)&pDD, IID_IDirectDraw7, NULL );
- if( FAILED(hr) )
- {
- DEBUG_MSG( _T("Can't create DDraw during enumeration!") );
- return D3DENUMRET_OK;
- }
-
- // Create a D3D object, to enumerate the d3d devices
- hr = pDD->QueryInterface( IID_IDirect3D7, (VOID**)&pD3D );
- if( FAILED(hr) )
- {
- pDD->Release();
- DEBUG_MSG( _T("Can't query IDirect3D7 during enumeration!") );
- return D3DENUMRET_OK;
- }
-
- // Copy data to a device info structure
- ZeroMemory( &d3dDeviceInfo, sizeof(d3dDeviceInfo) );
- lstrcpyn( d3dDeviceInfo.strDesc, strDesc, 39 );
- d3dDeviceInfo.ddDriverCaps.dwSize = sizeof(DDCAPS);
- d3dDeviceInfo.ddHELCaps.dwSize = sizeof(DDCAPS);
- pDD->GetCaps( &d3dDeviceInfo.ddDriverCaps, &d3dDeviceInfo.ddHELCaps );
- if( pGUID )
- {
- d3dDeviceInfo.guidDriver = (*pGUID);
- d3dDeviceInfo.pDriverGUID = &d3dDeviceInfo.guidDriver;
- }
-
- // Record whether the device can render into a desktop window
- if( d3dDeviceInfo.ddDriverCaps.dwCaps2 & DDCAPS2_CANRENDERWINDOWED )
- if( NULL == d3dDeviceInfo.pDriverGUID )
- d3dDeviceInfo.bDesktopCompatible = true;
-
- // Enumerate the fullscreen display modes.
- pDD->EnumDisplayModes( 0, NULL, &d3dDeviceInfo, ModeEnumCallback );
-
- // Sort list of display modes
- qsort( d3dDeviceInfo.pddsdModes, d3dDeviceInfo.dwNumModes,
- sizeof(DDSURFACEDESC2), SortModesCallback );
-
- // Now, enumerate all the 3D devices
- pD3D->EnumDevices( DeviceEnumCallback, &d3dDeviceInfo );
-
- // Clean up and return
- SAFE_DELETE( d3dDeviceInfo.pddsdModes );
- pD3D->Release();
- pDD->Release();
-
- return DDENUMRET_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_EnumerateDevices()
-// Desc: Enumerates all drivers, devices, and modes. The callback function is
-// called each device, to confirm that the device supports the feature
-// set required by the app.
-//-----------------------------------------------------------------------------
-HRESULT D3DEnum_EnumerateDevices( HRESULT (*AppConfirmFn)(DDCAPS*, D3DDEVICEDESC7*) )
-{
- // Store the device enumeration callback function
- g_fnAppConfirmFn = AppConfirmFn;
-
- // Enumerate drivers, devices, and modes
- DirectDrawEnumerateEx( DriverEnumCallback, NULL,
- DDENUM_ATTACHEDSECONDARYDEVICES |
- DDENUM_DETACHEDSECONDARYDEVICES |
- DDENUM_NONDISPLAYDEVICES );
-
- // Make sure devices were actually enumerated
- if( 0 == g_dwNumDevicesEnumerated )
- {
- DEBUG_MSG( _T("No devices and/or modes were enumerated!") );
- return D3DENUMERR_ENUMERATIONFAILED;
- }
- if( 0 == g_dwNumDevices )
- {
- DEBUG_MSG( _T("No enumerated devices were accepted!") );
- DEBUG_MSG( _T("Try enabling the D3D Reference Rasterizer.") );
- return D3DENUMERR_SUGGESTREFRAST;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_FreeResources()
-// Desc: Cleans up any memory allocated during device enumeration
-//-----------------------------------------------------------------------------
-VOID D3DEnum_FreeResources()
-{
- for( DWORD i=0; i<g_dwNumDevices; i++ )
- {
- SAFE_DELETE( g_pDeviceList[i].pddsdModes );
- }
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_GetDevices()
-// Desc: Returns a ptr to the array of D3DEnum_DeviceInfo structures.
-//-----------------------------------------------------------------------------
-VOID D3DEnum_GetDevices( D3DEnum_DeviceInfo** ppDevices, DWORD* pdwCount )
-{
- if( ppDevices )
- (*ppDevices) = g_pDeviceList;
- if( pdwCount )
- (*pdwCount) = g_dwNumDevices;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: UpdateDialogControls()
-// Desc: Builds the list of devices and modes for the combo boxes in the device
-// select dialog box.
-//-----------------------------------------------------------------------------
-static VOID UpdateDialogControls( HWND hDlg, D3DEnum_DeviceInfo* pCurrentDevice,
- DWORD dwCurrentMode, bool bWindowed,
- bool bStereo )
-{
- // Get access to the enumerated device list
- D3DEnum_DeviceInfo* pDeviceList;
- DWORD dwNumDevices;
- D3DEnum_GetDevices( &pDeviceList, &dwNumDevices );
-
- // Access to UI controls
- HWND hwndDevice = GetDlgItem( hDlg, IDC_DEVICE_COMBO );
- HWND hwndMode = GetDlgItem( hDlg, IDC_MODE_COMBO );
- HWND hwndWindowed = GetDlgItem( hDlg, IDC_WINDOWED_CHECKBOX );
- HWND hwndStereo = GetDlgItem( hDlg, IDC_STEREO_CHECKBOX );
- HWND hwndFullscreenText = GetDlgItem( hDlg, IDC_FULLSCREEN_TEXT );
-
- // Reset the content in each of the combo boxes
- ComboBox_ResetContent( hwndDevice );
- ComboBox_ResetContent( hwndMode );
-
- // Don't let non-GDI devices be windowed
- if( false == pCurrentDevice->bDesktopCompatible )
- bWindowed = false;
-
- // Add a list of devices to the device combo box
- for( DWORD device = 0; device < dwNumDevices; device++ )
- {
- D3DEnum_DeviceInfo* pDevice = &pDeviceList[device];
-
- // Add device name to the combo box
- DWORD dwItem = ComboBox_AddString( hwndDevice, pDevice->strDesc );
-
- // Set the remaining UI states for the current device
- if( pDevice == pCurrentDevice )
- {
- // Set the combobox selection on the current device
- ComboBox_SetCurSel( hwndDevice, dwItem );
-
- // Enable/set the fullscreen checkbox, as appropriate
- if( hwndWindowed )
- {
- EnableWindow( hwndWindowed, pDevice->bDesktopCompatible );
- Button_SetCheck( hwndWindowed, bWindowed );
- }
-
- // Enable/set the stereo checkbox, as appropriate
- if( hwndStereo )
- {
- EnableWindow( hwndStereo, pDevice->bStereoCompatible && !bWindowed );
- Button_SetCheck( hwndStereo, bStereo );
- }
-
- // Enable/set the fullscreen modes combo, as appropriate
- EnableWindow( hwndMode, !bWindowed );
- EnableWindow( hwndFullscreenText, !bWindowed );
-
- // Build the list of fullscreen modes
- for( DWORD mode = 0; mode < pDevice->dwNumModes; mode++ )
- {
- DDSURFACEDESC2* pddsdMode = &pDevice->pddsdModes[mode];
-
- // Skip non-stereo modes, if the device is in stereo mode
- if( 0 == (pddsdMode->ddsCaps.dwCaps2&DDSCAPS2_STEREOSURFACELEFT) )
- if( bStereo )
- continue;
-
- TCHAR strMode[80];
- wsprintf( strMode, _T("%ld x %ld x %ld"),
- pddsdMode->dwWidth, pddsdMode->dwHeight,
- pddsdMode->ddpfPixelFormat.dwRGBBitCount );
-
- // Add mode desc to the combo box
- DWORD dwItem = ComboBox_AddString( hwndMode, strMode );
-
- // Set the item data to identify this mode
- ComboBox_SetItemData( hwndMode, dwItem, mode );
-
- // Set the combobox selection on the current mode
- if( mode == dwCurrentMode )
- ComboBox_SetCurSel( hwndMode, dwItem );
-
- // Since not all modes support stereo, select a default mode in
- // case none was chosen yet.
- if( bStereo && ( CB_ERR == ComboBox_GetCurSel( hwndMode ) ) )
- ComboBox_SetCurSel( hwndMode, dwItem );
- }
- }
- }
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: ChangeDeviceProc()
-// Desc: Windows message handling function for the device select dialog
-//-----------------------------------------------------------------------------
-static INT_PTR CALLBACK ChangeDeviceProc( HWND hDlg, UINT uiMsg, WPARAM wParam,
- LPARAM lParam )
-{
- static D3DEnum_DeviceInfo** ppDeviceArg;
- static D3DEnum_DeviceInfo* pCurrentDevice;
- static DWORD dwCurrentMode;
- static bool bCurrentWindowed;
- static bool bCurrentStereo;
-
- // Get access to the enumerated device list
- D3DEnum_DeviceInfo* pDeviceList;
- DWORD dwNumDevices;
- D3DEnum_GetDevices( &pDeviceList, &dwNumDevices );
-
- // Handle the initialization message
- if( WM_INITDIALOG == uiMsg )
- {
- // Get the app's current device, passed in as an lParam argument
- ppDeviceArg = (D3DEnum_DeviceInfo**)lParam;
- if( NULL == ppDeviceArg )
- return false;
-
- // Setup temp storage pointers for dialog
- pCurrentDevice = (*ppDeviceArg);
- dwCurrentMode = pCurrentDevice->dwCurrentMode;
- bCurrentWindowed = pCurrentDevice->bWindowed;
- bCurrentStereo = pCurrentDevice->bStereo;
-
- UpdateDialogControls( hDlg, pCurrentDevice, dwCurrentMode,
- bCurrentWindowed, bCurrentStereo );
-
- return true;
- }
- else if( WM_COMMAND == uiMsg )
- {
- HWND hwndDevice = GetDlgItem( hDlg, IDC_DEVICE_COMBO );
- HWND hwndMode = GetDlgItem( hDlg, IDC_MODE_COMBO );
- HWND hwndWindowed = GetDlgItem( hDlg, IDC_WINDOWED_CHECKBOX );
- HWND hwndStereo = GetDlgItem( hDlg, IDC_STEREO_CHECKBOX );
-
- // Get current UI state
- DWORD dwDevice = ComboBox_GetCurSel( hwndDevice );
- DWORD dwModeItem = ComboBox_GetCurSel( hwndMode );
- DWORD dwMode = ComboBox_GetItemData( hwndMode, dwModeItem );
- bool bWindowed = hwndWindowed ? Button_GetCheck( hwndWindowed ) : 0;
- bool bStereo = hwndStereo ? Button_GetCheck( hwndStereo ) : 0;
-
- D3DEnum_DeviceInfo* pDevice = &pDeviceList[dwDevice];
-
- if( IDOK == LOWORD(wParam) )
- {
- // Handle the case when the user hits the OK button. Check if any
- // of the options were changed
- if( pDevice != pCurrentDevice || dwMode != dwCurrentMode ||
- bWindowed != bCurrentWindowed || bStereo != bCurrentStereo )
- {
- // Return the newly selected device and its new properties
- (*ppDeviceArg) = pDevice;
- pDevice->bWindowed = bWindowed;
- pDevice->bStereo = bStereo;
- pDevice->dwCurrentMode = dwMode;
- pDevice->ddsdFullscreenMode = pDevice->pddsdModes[dwMode];
-
- EndDialog( hDlg, IDOK );
- }
- else
- EndDialog( hDlg, IDCANCEL );
-
- return true;
- }
- else if( IDCANCEL == LOWORD(wParam) )
- {
- // Handle the case when the user hits the Cancel button
- EndDialog( hDlg, IDCANCEL );
- return true;
- }
- else if( CBN_SELENDOK == HIWORD(wParam) )
- {
- if( LOWORD(wParam) == IDC_DEVICE_COMBO )
- {
- // Handle the case when the user chooses the device combo
- dwMode = pDeviceList[dwDevice].dwCurrentMode;
- bWindowed = pDeviceList[dwDevice].bWindowed;
- bStereo = pDeviceList[dwDevice].bStereo;
- }
- }
-
- // Keep the UI current
- UpdateDialogControls( hDlg, &pDeviceList[dwDevice], dwMode, bWindowed, bStereo );
- return true;
- }
-
- return false;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_UserChangeDevice()
-// Desc: Pops up a dialog which allows the user to select a new device.
-//-----------------------------------------------------------------------------
-HRESULT D3DEnum_UserChangeDevice( D3DEnum_DeviceInfo** ppDevice )
-{
- if( IDOK == DialogBoxParam( (HINSTANCE)GetModuleHandle(NULL),
- MAKEINTRESOURCE(IDD_CHANGEDEVICE),
- GetForegroundWindow(),
- ChangeDeviceProc, (LPARAM)ppDevice ) )
- return S_OK;
-
- return E_FAIL;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_SelectDefaultDevice()
-// Desc: Pick a default device, preferably hardware and desktop compatible.
-//-----------------------------------------------------------------------------
-HRESULT D3DEnum_SelectDefaultDevice( D3DEnum_DeviceInfo** ppDevice,
- DWORD dwFlags )
-{
- // Check arguments
- if( NULL == ppDevice )
- return E_INVALIDARG;
-
- // Get access to the enumerated device list
- D3DEnum_DeviceInfo* pDeviceList;
- DWORD dwNumDevices;
- D3DEnum_GetDevices( &pDeviceList, &dwNumDevices );
-
- // Look for windowable software, hardware, and hardware TnL devices
- D3DEnum_DeviceInfo* pRefRastDevice = NULL;
- D3DEnum_DeviceInfo* pSoftwareDevice = NULL;
- D3DEnum_DeviceInfo* pHardwareDevice = NULL;
- D3DEnum_DeviceInfo* pHardwareTnLDevice = NULL;
-
- for( DWORD i=0; i<dwNumDevices; i++ )
- {
- if( pDeviceList[i].bDesktopCompatible )
- {
- if( pDeviceList[i].bHardware )
- {
- if( (*pDeviceList[i].pDeviceGUID) == IID_IDirect3DTnLHalDevice )
- pHardwareTnLDevice = &pDeviceList[i];
- else
- pHardwareDevice = &pDeviceList[i];
- }
- else
- {
- if( (*pDeviceList[i].pDeviceGUID) == IID_IDirect3DRefDevice )
- pRefRastDevice = &pDeviceList[i];
- else
- pSoftwareDevice = &pDeviceList[i];
- }
- }
- }
-
- // Prefer a hardware non-TnL device first, then a TnL hardware device, and
- // finally, a software device.
- if( 0 == ( dwFlags & D3DENUM_SOFTWAREONLY ) && pHardwareDevice )
- (*ppDevice) = pHardwareDevice;
- else if( 0 == ( dwFlags & D3DENUM_SOFTWAREONLY ) && pHardwareTnLDevice )
- (*ppDevice) = pHardwareTnLDevice;
- else if( pSoftwareDevice )
- (*ppDevice) = pSoftwareDevice;
- else if( pRefRastDevice )
- (*ppDevice) = pRefRastDevice;
- else
- return D3DENUMERR_NOCOMPATIBLEDEVICES;
-
- // Set the windowed state of the newly selected device
- (*ppDevice)->bWindowed = true;
-
- return S_OK;
-}
-
-
-
-
-
diff --git a/src/graphics/d3d/d3denum.h b/src/graphics/d3d/d3denum.h
deleted file mode 100644
index 4f1edfc..0000000
--- a/src/graphics/d3d/d3denum.h
+++ /dev/null
@@ -1,133 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DEnum.h
-//
-// Desc: Functions to enumerate DDraw/D3D drivers, devices, and modes.
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-
-#pragma once
-
-#include <d3d.h>
-
-
-//-----------------------------------------------------------------------------
-// Flag and error definitions
-//-----------------------------------------------------------------------------
-#define D3DENUM_SOFTWAREONLY 0x00000001 // Software-devices only flag
-
-#define D3DENUMERR_NODIRECTDRAW 0x81000001 // Could not create DDraw
-#define D3DENUMERR_ENUMERATIONFAILED 0x81000002 // Enumeration failed
-#define D3DENUMERR_SUGGESTREFRAST 0x81000003 // Suggest using the RefRast
-#define D3DENUMERR_NOCOMPATIBLEDEVICES 0x81000004 // No devices were found that
- // meet the app's desired
- // capabilities
-#define D3DENUMERR_ENGINE 0x81000005 // 3D engine error
-#define D3DENUMERR_ROBOT 0x81000006 // robot error
-#define D3DENUMERR_SOUND 0x81000007 // sound error
-
-
-//-----------------------------------------------------------------------------
-// Name: struct D3DEnum_DeviceInfo
-// Desc: Structure to hold info about the enumerated Direct3D devices.
-//-----------------------------------------------------------------------------
-struct D3DEnum_DeviceInfo
-{
- // D3D Device info
- TCHAR strDesc[40];
- GUID* pDeviceGUID;
- D3DDEVICEDESC7 ddDeviceDesc;
- bool bHardware;
-
- // DDraw Driver info
- GUID* pDriverGUID;
- DDCAPS ddDriverCaps;
- DDCAPS ddHELCaps;
-
- // DDraw Mode Info
- DDSURFACEDESC2 ddsdFullscreenMode;
- bool bWindowed;
- bool bStereo;
-
- // For internal use (apps should not need to use these)
- GUID guidDevice;
- GUID guidDriver;
- DDSURFACEDESC2* pddsdModes;
- DWORD dwNumModes;
- DWORD dwCurrentMode;
- bool bDesktopCompatible;
- bool bStereoCompatible;
-};
-
-
-// For code not yet switched to new struct name
-typedef D3DEnum_DeviceInfo D3DDEVICEINFO;
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_EnumerateDevices()
-// Desc: Enumerates all drivers, devices, and modes. The callback function is
-// called each device, to confirm that the device supports the feature
-// set required by the app.
-//-----------------------------------------------------------------------------
-HRESULT D3DEnum_EnumerateDevices( HRESULT (*fn)(DDCAPS*, D3DDEVICEDESC7*) );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_FreeResources()
-// Desc: Cleans up any memory allocated during device enumeration
-//-----------------------------------------------------------------------------
-VOID D3DEnum_FreeResources();
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_GetDevices()
-// Desc: Returns a ptr to the array of enumerated D3DDEVICEINFO structures.
-//-----------------------------------------------------------------------------
-VOID D3DEnum_GetDevices( D3DEnum_DeviceInfo** ppDevices, DWORD* pdwCount );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_SelectDefaultDevice()
-// Desc: Picks a driver based on a set of passed in criteria. The
-// D3DENUM_SOFTWAREONLY flag can be used to pick a software device.
-//-----------------------------------------------------------------------------
-HRESULT D3DEnum_SelectDefaultDevice( D3DEnum_DeviceInfo** pDevice,
- DWORD dwFlags = 0L );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DEnum_UserChangeDevice()
-// Desc: Pops up a dialog which allows the user to select a new device.
-//-----------------------------------------------------------------------------
-HRESULT D3DEnum_UserChangeDevice( D3DEnum_DeviceInfo** ppDevice );
-
-
-
-
diff --git a/src/graphics/d3d/d3dframe.cpp b/src/graphics/d3d/d3dframe.cpp
deleted file mode 100644
index e36296a..0000000
--- a/src/graphics/d3d/d3dframe.cpp
+++ /dev/null
@@ -1,622 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DFrame.cpp
-//
-// Desc: Class functions to implement a Direct3D app framework.
-//
-// Copyright (c) 1995-1999 by Microsoft, all rights reserved
-//-----------------------------------------------------------------------------
-#include <windows.h>
-#include <stdio.h>
-#include <tchar.h>
-#include "graphics/d3d/d3dframe.h"
-#include "graphics/d3d/d3dutil.h"
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CD3DFramework7()
-// Desc: The constructor. Clears static variables
-//-----------------------------------------------------------------------------
-CD3DFramework7::CD3DFramework7()
-{
- m_hWnd = NULL;
- m_bIsFullscreen = false;
- m_bIsStereo = false;
- m_dwRenderWidth = 0L;
- m_dwRenderHeight = 0L;
-
- m_pddsFrontBuffer = NULL;
- m_pddsBackBuffer = NULL;
- m_pddsBackBufferLeft = NULL;
-
- m_pddsZBuffer = NULL;
- m_pd3dDevice = NULL;
- m_pDD = NULL;
- m_pD3D = NULL;
- m_dwDeviceMemType = NULL;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: ~CD3DFramework7()
-// Desc: The destructor. Deletes all objects
-//-----------------------------------------------------------------------------
-CD3DFramework7::~CD3DFramework7()
-{
- DestroyObjects();
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: DestroyObjects()
-// Desc: Cleans everything up upon deletion. This code returns an error
-// if any of the objects have remaining reference counts.
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::DestroyObjects()
-{
- LONG nDD = 0L; // Number of outstanding DDraw references
- LONG nD3D = 0L; // Number of outstanding D3DDevice references
-
- if( m_pDD )
- {
- HRESULT err = m_pDD->SetCooperativeLevel( m_hWnd, DDSCL_NORMAL );
- char s[100];
- sprintf(s, "SetCooperativeLevel error=%d\n", err);
- OutputDebugString(s);
- }
-
- // Do a safe check for releasing the D3DDEVICE. RefCount must be zero.
- if( m_pd3dDevice )
- if( 0 < ( nD3D = m_pd3dDevice->Release() ) )
- DEBUG_MSG( _T("Error: D3DDevice object is still referenced!") );
- m_pd3dDevice = NULL;
-
- SAFE_RELEASE( m_pddsBackBuffer );
- SAFE_RELEASE( m_pddsBackBufferLeft );
- SAFE_RELEASE( m_pddsZBuffer );
- SAFE_RELEASE( m_pddsFrontBuffer );
- SAFE_RELEASE( m_pD3D );
-
- if( m_pDD )
- {
- // Do a safe check for releasing DDRAW. RefCount must be zero.
- if( 0 < ( nDD = m_pDD->Release() ) )
- DEBUG_MSG( _T("Error: DDraw object is still referenced!") );
- }
- m_pDD = NULL;
-
- // Return successful, unless there are outstanding DD or D3DDevice refs.
- return ( nDD==0 && nD3D==0 ) ? S_OK : D3DFWERR_NONZEROREFCOUNT;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: Initialize()
-// Desc: Creates the internal objects for the framework
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::Initialize( HWND hWnd, GUID* pDriverGUID,
- GUID* pDeviceGUID, DDSURFACEDESC2* pMode,
- DWORD dwFlags )
-{
- HRESULT hr;
-
- // Check params. Note: A NULL mode is valid for windowed modes only.
- if( ( NULL==hWnd ) || ( NULL==pDeviceGUID ) ||
- ( NULL==pMode && (dwFlags&D3DFW_FULLSCREEN) ) )
- return E_INVALIDARG;
-
- // Setup state for windowed/fullscreen mode
- m_hWnd = hWnd;
- m_bIsStereo = false;
- m_bIsFullscreen = ( dwFlags & D3DFW_FULLSCREEN ) ? true : false;
-
- // Support stereoscopic viewing for fullscreen modes which support it
- if( ( dwFlags & D3DFW_STEREO ) && ( dwFlags & D3DFW_FULLSCREEN ) )
- if( pMode->ddsCaps.dwCaps2 & DDSCAPS2_STEREOSURFACELEFT )
- m_bIsStereo = true;
-
- // Create the D3D rendering environment (surfaces, device, viewport, etc.)
- if( FAILED( hr = CreateEnvironment( pDriverGUID, pDeviceGUID, pMode,
- dwFlags ) ) )
- {
- DestroyObjects();
- return hr;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CreateEnvironment()
-// Desc: Creates the internal objects for the framework
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::CreateEnvironment( GUID* pDriverGUID, GUID* pDeviceGUID,
- DDSURFACEDESC2* pMode, DWORD dwFlags )
-{
- HRESULT hr;
-
- // Select the default memory type, for whether the device is HW or SW
- if( IsEqualIID( *pDeviceGUID, IID_IDirect3DHALDevice) )
- m_dwDeviceMemType = DDSCAPS_VIDEOMEMORY;
- else if( IsEqualIID( *pDeviceGUID, IID_IDirect3DTnLHalDevice) )
- m_dwDeviceMemType = DDSCAPS_VIDEOMEMORY;
- else
- m_dwDeviceMemType = DDSCAPS_SYSTEMMEMORY;
-
- // Create the DDraw object
- hr = CreateDirectDraw( pDriverGUID, dwFlags );
- if( FAILED( hr ) )
- return hr;
-
- // Create the front and back buffers, and attach a clipper
- if( dwFlags & D3DFW_FULLSCREEN )
- hr = CreateFullscreenBuffers( pMode );
- else
- hr = CreateWindowedBuffers();
- if( FAILED( hr ) )
- return hr;
-
- // Create the Direct3D object and the Direct3DDevice object
- hr = CreateDirect3D( pDeviceGUID );
- if( FAILED( hr ) )
- return hr;
-
- // Create and attach the zbuffer
- if( dwFlags & D3DFW_ZBUFFER )
- hr = CreateZBuffer( pDeviceGUID );
- if( FAILED( hr ) )
- return hr;
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: EnumZBufferFormatsCallback()
-// Desc: Simply returns the first matching enumerated z-buffer format
-//-----------------------------------------------------------------------------
-static HRESULT WINAPI EnumZBufferFormatsCallback( DDPIXELFORMAT* pddpf,
- VOID* pContext )
-{
- DDPIXELFORMAT* pddpfOut = (DDPIXELFORMAT*)pContext;
-
- if( pddpfOut->dwRGBBitCount == pddpf->dwRGBBitCount )
- {
- (*pddpfOut) = (*pddpf);
- return D3DENUMRET_CANCEL;
- }
-
- return D3DENUMRET_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CreateDirectDraw()
-// Desc: Create the DirectDraw interface
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::CreateDirectDraw( GUID* pDriverGUID, DWORD dwFlags )
-{
- // Create the DirectDraw interface, and query for the DD7 interface
- if( FAILED( DirectDrawCreateEx( pDriverGUID, (VOID**)&m_pDD,
- IID_IDirectDraw7, NULL ) ) )
- {
- DEBUG_MSG( _T("Could not create DirectDraw") );
- return D3DFWERR_NODIRECTDRAW;
- }
-
- // Set the Windows cooperative level
- DWORD dwCoopFlags = DDSCL_NORMAL;
- if( m_bIsFullscreen )
- dwCoopFlags = DDSCL_ALLOWREBOOT|DDSCL_EXCLUSIVE|DDSCL_FULLSCREEN;
-
- // By defualt, set the flag to allow D3D to optimize floating point calcs
- if( 0L == ( dwFlags & D3DFW_NO_FPUSETUP ) )
- dwCoopFlags |= DDSCL_FPUSETUP;
-
- if( FAILED( m_pDD->SetCooperativeLevel( m_hWnd, dwCoopFlags ) ) )
- {
- DEBUG_MSG( _T("Couldn't set coop level") );
- return D3DFWERR_COULDNTSETCOOPLEVEL;
- }
-
- // Check that we are NOT in a palettized display. That case will fail,
- // since the framework doesn't use palettes.
- DDSURFACEDESC2 ddsd;
- ddsd.dwSize = sizeof(ddsd);
- m_pDD->GetDisplayMode( &ddsd );
- if( ddsd.ddpfPixelFormat.dwRGBBitCount <= 8 )
- return D3DFWERR_INVALIDMODE;
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CreateFullscreenBuffers()
-// Desc: Creates the primary and (optional) backbuffer for rendering.
-// Windowed mode and fullscreen mode are handled differently.
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::CreateFullscreenBuffers( DDSURFACEDESC2* pddsd )
-{
- HRESULT hr;
-
- // Get the dimensions of the screen bounds
- // Store the rectangle which contains the renderer
- SetRect( &m_rcScreenRect, 0, 0, pddsd->dwWidth, pddsd->dwHeight );
- m_dwRenderWidth = m_rcScreenRect.right - m_rcScreenRect.left;
- m_dwRenderHeight = m_rcScreenRect.bottom - m_rcScreenRect.top;
-
- // Set the display mode to the requested dimensions. Check for
- // 320x200x8 modes, and set flag to avoid using ModeX
- DWORD dwModeFlags = 0;
-
- if( (320==m_dwRenderWidth) && (200==m_dwRenderHeight) &&
- (8==pddsd->ddpfPixelFormat.dwRGBBitCount) )
- dwModeFlags |= DDSDM_STANDARDVGAMODE;
-
- if( FAILED( m_pDD->SetDisplayMode( m_dwRenderWidth, m_dwRenderHeight,
- pddsd->ddpfPixelFormat.dwRGBBitCount,
- pddsd->dwRefreshRate, dwModeFlags ) ) )
- {
- DEBUG_MSG( _T("Can't set display mode") );
- return D3DFWERR_BADDISPLAYMODE;
- }
-
- // Setup to create the primary surface w/backbuffer
- DDSURFACEDESC2 ddsd;
- ZeroMemory( &ddsd, sizeof(ddsd) );
- ddsd.dwSize = sizeof(ddsd);
- ddsd.dwFlags = DDSD_CAPS|DDSD_BACKBUFFERCOUNT;
- ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE |
- DDSCAPS_FLIP | DDSCAPS_COMPLEX;
- ddsd.dwBackBufferCount = 1;
-
- // Support for stereoscopic viewing
- if( m_bIsStereo )
- {
- ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
- ddsd.ddsCaps.dwCaps2 |= DDSCAPS2_STEREOSURFACELEFT;
- }
-
- // Create the primary surface
- if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL ) ) )
- {
- DEBUG_MSG( _T("Error: Can't create primary surface") );
- if( hr != DDERR_OUTOFVIDEOMEMORY )
- return D3DFWERR_NOPRIMARY;
- DEBUG_MSG( _T("Error: Out of video memory") );
- return DDERR_OUTOFVIDEOMEMORY;
- }
-
- // Get the backbuffer, which was created along with the primary.
- DDSCAPS2 ddscaps = { DDSCAPS_BACKBUFFER, 0, 0, 0 };
- if( FAILED( hr = m_pddsFrontBuffer->GetAttachedSurface( &ddscaps,
- &m_pddsBackBuffer ) ) )
- {
- DEBUG_ERR( hr, _T("Error: Can't get the backbuffer") );
- return D3DFWERR_NOBACKBUFFER;
- }
-
- // Increment the backbuffer count (for consistency with windowed mode)
- m_pddsBackBuffer->AddRef();
-
- // Support for stereoscopic viewing
- if( m_bIsStereo )
- {
- // Get the left backbuffer, which was created along with the primary.
- DDSCAPS2 ddscaps = { 0, DDSCAPS2_STEREOSURFACELEFT, 0, 0 };
- if( FAILED( hr = m_pddsBackBuffer->GetAttachedSurface( &ddscaps,
- &m_pddsBackBufferLeft ) ) )
- {
- DEBUG_ERR( hr, _T("Error: Can't get the left backbuffer") );
- return D3DFWERR_NOBACKBUFFER;
- }
- m_pddsBackBufferLeft->AddRef();
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CreateWindowedBuffers()
-// Desc: Creates the primary and (optional) backbuffer for rendering.
-// Windowed mode and fullscreen mode are handled differently.
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::CreateWindowedBuffers()
-{
- HRESULT hr;
-
- // Get the dimensions of the viewport and screen bounds
- GetClientRect( m_hWnd, &m_rcScreenRect );
- ClientToScreen( m_hWnd, (POINT*)&m_rcScreenRect.left );
- ClientToScreen( m_hWnd, (POINT*)&m_rcScreenRect.right );
- m_dwRenderWidth = m_rcScreenRect.right - m_rcScreenRect.left;
- m_dwRenderHeight = m_rcScreenRect.bottom - m_rcScreenRect.top;
-
- // Create the primary surface
- DDSURFACEDESC2 ddsd;
- ZeroMemory( &ddsd, sizeof(ddsd) );
- ddsd.dwSize = sizeof(ddsd);
- ddsd.dwFlags = DDSD_CAPS;
- ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
-
- if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsFrontBuffer, NULL ) ) )
- {
- DEBUG_MSG( _T("Error: Can't create primary surface") );
- if( hr != DDERR_OUTOFVIDEOMEMORY )
- return D3DFWERR_NOPRIMARY;
- DEBUG_MSG( _T("Error: Out of video memory") );
- return DDERR_OUTOFVIDEOMEMORY;
- }
-
- // If in windowed-mode, create a clipper object
- LPDIRECTDRAWCLIPPER pcClipper;
- if( FAILED( hr = m_pDD->CreateClipper( 0, &pcClipper, NULL ) ) )
- {
- DEBUG_MSG( _T("Error: Couldn't create clipper") );
- return D3DFWERR_NOCLIPPER;
- }
-
- // Associate the clipper with the window
- pcClipper->SetHWnd( 0, m_hWnd );
- m_pddsFrontBuffer->SetClipper( pcClipper );
- SAFE_RELEASE( pcClipper );
-
- // Create a backbuffer
- ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
- ddsd.dwWidth = m_dwRenderWidth;
- ddsd.dwHeight = m_dwRenderHeight;
- ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
-
- if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsBackBuffer, NULL ) ) )
- {
- DEBUG_ERR( hr, _T("Error: Couldn't create the backbuffer") );
- if( hr != DDERR_OUTOFVIDEOMEMORY )
- return D3DFWERR_NOBACKBUFFER;
- DEBUG_MSG( _T("Error: Out of video memory") );
- return DDERR_OUTOFVIDEOMEMORY;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CreateDirect3D()
-// Desc: Create the Direct3D interface
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::CreateDirect3D( GUID* pDeviceGUID )
-{
- // Query DirectDraw for access to Direct3D
- if( FAILED( m_pDD->QueryInterface( IID_IDirect3D7, (VOID**)&m_pD3D ) ) )
- {
- DEBUG_MSG( _T("Couldn't get the Direct3D interface") );
- return D3DFWERR_NODIRECT3D;
- }
-
- // Create the device
- if( FAILED( m_pD3D->CreateDevice( *pDeviceGUID, m_pddsBackBuffer,
- &m_pd3dDevice) ) )
- {
- DEBUG_MSG( _T("Couldn't create the D3DDevice") );
- return D3DFWERR_NO3DDEVICE;
- }
-
- // Finally, set the viewport for the newly created device
- D3DVIEWPORT7 vp = { 0, 0, m_dwRenderWidth, m_dwRenderHeight, 0.0f, 1.0f };
-
- if( FAILED( m_pd3dDevice->SetViewport( &vp ) ) )
- {
- DEBUG_MSG( _T("Error: Couldn't set current viewport to device") );
- return D3DFWERR_NOVIEWPORT;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CreateZBuffer()
-// Desc: Internal function called by Create() to make and attach a zbuffer
-// to the renderer
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::CreateZBuffer( GUID* pDeviceGUID )
-{
- HRESULT hr;
-
- // Check if the device supports z-bufferless hidden surface removal. If so,
- // we don't really need a z-buffer
- D3DDEVICEDESC7 ddDesc;
- m_pd3dDevice->GetCaps( &ddDesc );
- if( ddDesc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ZBUFFERLESSHSR )
- return S_OK;
-
- // Get z-buffer dimensions from the render target
- DDSURFACEDESC2 ddsd;
- ddsd.dwSize = sizeof(ddsd);
- m_pddsBackBuffer->GetSurfaceDesc( &ddsd );
-
- // Setup the surface desc for the z-buffer.
- ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
- ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | m_dwDeviceMemType;
- ddsd.ddpfPixelFormat.dwSize = 0; // Tag the pixel format as unitialized
-
- // Get an appropiate pixel format from enumeration of the formats. On the
- // first pass, we look for a zbuffer dpeth which is equal to the frame
- // buffer depth (as some cards unfornately require this).
- m_pD3D->EnumZBufferFormats( *pDeviceGUID, EnumZBufferFormatsCallback,
- (VOID*)&ddsd.ddpfPixelFormat );
- if( 0 == ddsd.ddpfPixelFormat.dwSize )
- {
- // Try again, just accepting any 16-bit zbuffer
- ddsd.ddpfPixelFormat.dwRGBBitCount = 16;
- m_pD3D->EnumZBufferFormats( *pDeviceGUID, EnumZBufferFormatsCallback,
- (VOID*)&ddsd.ddpfPixelFormat );
-
- if( 0 == ddsd.ddpfPixelFormat.dwSize )
- {
- DEBUG_MSG( _T("Device doesn't support requested zbuffer format") );
- return D3DFWERR_NOZBUFFER;
- }
- }
-
- // Create and attach a z-buffer
- if( FAILED( hr = m_pDD->CreateSurface( &ddsd, &m_pddsZBuffer, NULL ) ) )
- {
- DEBUG_MSG( _T("Error: Couldn't create a ZBuffer surface") );
- if( hr != DDERR_OUTOFVIDEOMEMORY )
- return D3DFWERR_NOZBUFFER;
- DEBUG_MSG( _T("Error: Out of video memory") );
- return DDERR_OUTOFVIDEOMEMORY;
- }
-
- if( FAILED( m_pddsBackBuffer->AddAttachedSurface( m_pddsZBuffer ) ) )
- {
- DEBUG_MSG( _T("Error: Couldn't attach zbuffer to render surface") );
- return D3DFWERR_NOZBUFFER;
- }
-
- // For stereoscopic viewing, attach zbuffer to left surface as well
- if( m_bIsStereo )
- {
- if( FAILED( m_pddsBackBufferLeft->AddAttachedSurface( m_pddsZBuffer ) ) )
- {
- DEBUG_MSG( _T("Error: Couldn't attach zbuffer to left render surface") );
- return D3DFWERR_NOZBUFFER;
- }
- }
-
- // Finally, this call rebuilds internal structures
- if( FAILED( m_pd3dDevice->SetRenderTarget( m_pddsBackBuffer, 0L ) ) )
- {
- DEBUG_MSG( _T("Error: SetRenderTarget() failed after attaching zbuffer!") );
- return D3DFWERR_NOZBUFFER;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: RestoreSurfaces()
-// Desc: Checks for lost surfaces and restores them if lost. Note: Don't
-// restore render surface, since it's just a duplicate ptr.
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::RestoreSurfaces()
-{
- // Restore all surfaces (including video memory vertex buffers)
- m_pDD->RestoreAllSurfaces();
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: Move()
-// Desc: Moves the screen rect for windowed renderers
-//-----------------------------------------------------------------------------
-VOID CD3DFramework7::Move( INT x, INT y )
-{
- if( true == m_bIsFullscreen )
- return;
-
- SetRect( &m_rcScreenRect, x, y, x + m_dwRenderWidth, y + m_dwRenderHeight );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: FlipToGDISurface()
-// Desc: Puts the GDI surface in front of the primary, so that dialog
-// boxes and other windows drawing funcs may happen.
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::FlipToGDISurface( bool bDrawFrame )
-{
- if( m_pDD && m_bIsFullscreen )
- {
- m_pDD->FlipToGDISurface();
-
- if( bDrawFrame )
- {
- DrawMenuBar( m_hWnd );
- RedrawWindow( m_hWnd, NULL, NULL, RDW_FRAME );
- }
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: ShowFrame()
-// Desc: Show the frame on the primary surface, via a blt or a flip.
-//-----------------------------------------------------------------------------
-HRESULT CD3DFramework7::ShowFrame()
-{
- if( NULL == m_pddsFrontBuffer )
- return D3DFWERR_NOTINITIALIZED;
-
- if( m_bIsFullscreen )
- {
- // We are in fullscreen mode, so perform a flip.
- if( m_bIsStereo )
- return m_pddsFrontBuffer->Flip( NULL, DDFLIP_WAIT | DDFLIP_STEREO );
- else
- return m_pddsFrontBuffer->Flip( NULL, DDFLIP_WAIT );
- }
- else
- {
- // We are in windowed mode, so perform a blit.
- return m_pddsFrontBuffer->Blt( &m_rcScreenRect, m_pddsBackBuffer,
- NULL, DDBLT_WAIT, NULL );
- }
-}
-
-
-
diff --git a/src/graphics/d3d/d3dframe.h b/src/graphics/d3d/d3dframe.h
deleted file mode 100644
index 1c02e04..0000000
--- a/src/graphics/d3d/d3dframe.h
+++ /dev/null
@@ -1,141 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DFrame.h
-//
-// Desc: Class to manage the Direct3D environment objects such as buffers,
-// viewports, and 3D devices.
-//
-// The class is initialized with the Initialize() function, after which
-// the Get????() functions can be used to access the objects needed for
-// rendering. If the device or display needs to be changed, the
-// ChangeDevice() function can be called. If the display window is moved
-// the changes need to be reported with the Move() function.
-//
-// After rendering a frame, the ShowFrame() function filps or blits the
-// backbuffer contents to the primary. If surfaces are lost, they can be
-// restored with the RestoreSurfaces() function. Finally, if normal
-// Windows output is needed, the FlipToGDISurface() provides a GDI
-// surface to draw on.
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-
-#pragma once
-
-#include <ddraw.h>
-#include <d3d.h>
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CD3DFramework7
-// Desc: The Direct3D sample framework class for DX7. Maintains the D3D
-// surfaces and device used for 3D rendering.
-//-----------------------------------------------------------------------------
-class CD3DFramework7
-{
- // Internal variables for the framework class
- HWND m_hWnd; // The window object
- bool m_bIsFullscreen; // Fullscreen vs. windowed
- bool m_bIsStereo; // Stereo view mode
- DWORD m_dwRenderWidth; // Dimensions of the render target
- DWORD m_dwRenderHeight;
- RECT m_rcScreenRect; // Screen rect for window
- LPDIRECTDRAW7 m_pDD; // The DirectDraw object
- LPDIRECT3D7 m_pD3D; // The Direct3D object
- LPDIRECT3DDEVICE7 m_pd3dDevice; // The D3D device
- LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer; // The primary surface
- LPDIRECTDRAWSURFACE7 m_pddsBackBuffer; // The backbuffer surface
- LPDIRECTDRAWSURFACE7 m_pddsBackBufferLeft; // For stereo modes
- LPDIRECTDRAWSURFACE7 m_pddsZBuffer; // The zbuffer surface
- DWORD m_dwDeviceMemType;
-
- // Internal functions for the framework class
- HRESULT CreateZBuffer( GUID* );
- HRESULT CreateFullscreenBuffers( DDSURFACEDESC2* );
- HRESULT CreateWindowedBuffers();
- HRESULT CreateDirectDraw( GUID*, DWORD );
- HRESULT CreateDirect3D( GUID* );
- HRESULT CreateEnvironment( GUID*, GUID*, DDSURFACEDESC2*, DWORD );
-
-public:
- // Access functions for DirectX objects
- LPDIRECTDRAW7 GetDirectDraw() { return m_pDD; }
- LPDIRECT3D7 GetDirect3D() { return m_pD3D; }
- LPDIRECT3DDEVICE7 GetD3DDevice() { return m_pd3dDevice; }
- LPDIRECTDRAWSURFACE7 GetFrontBuffer() { return m_pddsFrontBuffer; }
- LPDIRECTDRAWSURFACE7 GetBackBuffer() { return m_pddsBackBuffer; }
- LPDIRECTDRAWSURFACE7 GetRenderSurface() { return m_pddsBackBuffer; }
- LPDIRECTDRAWSURFACE7 GetRenderSurfaceLeft() { return m_pddsBackBufferLeft; }
-
- // Functions to aid rendering
- HRESULT RestoreSurfaces();
- HRESULT ShowFrame();
- HRESULT FlipToGDISurface( bool bDrawFrame = false );
-
- // Functions for managing screen and viewport bounds
- bool IsFullscreen() { return m_bIsFullscreen; }
- bool IsStereo() { return m_bIsStereo; }
- VOID Move( INT x, INT y );
-
- // Creates the Framework
- HRESULT Initialize( HWND hWnd, GUID* pDriverGUID, GUID* pDeviceGUID,
- DDSURFACEDESC2* pddsd, DWORD dwFlags );
- HRESULT DestroyObjects();
-
- CD3DFramework7();
- ~CD3DFramework7();
-};
-
-
-
-
-//-----------------------------------------------------------------------------
-// Flags used for the Initialize() method of a CD3DFramework object
-//-----------------------------------------------------------------------------
-#define D3DFW_FULLSCREEN 0x00000001 // Use fullscreen mode
-#define D3DFW_STEREO 0x00000002 // Use stereo-scopic viewing
-#define D3DFW_ZBUFFER 0x00000004 // Create and use a zbuffer
-#define D3DFW_NO_FPUSETUP 0x00000008 // Don't use default DDSCL_FPUSETUP flag
-
-
-
-
-//-----------------------------------------------------------------------------
-// Errors that the Initialize() and ChangeDriver() calls may return
-//-----------------------------------------------------------------------------
-#define D3DFWERR_INITIALIZATIONFAILED 0x82000000
-#define D3DFWERR_NODIRECTDRAW 0x82000001
-#define D3DFWERR_COULDNTSETCOOPLEVEL 0x82000002
-#define D3DFWERR_NODIRECT3D 0x82000003
-#define D3DFWERR_NO3DDEVICE 0x82000004
-#define D3DFWERR_NOZBUFFER 0x82000005
-#define D3DFWERR_INVALIDZBUFFERDEPTH 0x82000006
-#define D3DFWERR_NOVIEWPORT 0x82000007
-#define D3DFWERR_NOPRIMARY 0x82000008
-#define D3DFWERR_NOCLIPPER 0x82000009
-#define D3DFWERR_BADDISPLAYMODE 0x8200000a
-#define D3DFWERR_NOBACKBUFFER 0x8200000b
-#define D3DFWERR_NONZEROREFCOUNT 0x8200000c
-#define D3DFWERR_NORENDERTARGET 0x8200000d
-#define D3DFWERR_INVALIDMODE 0x8200000e
-#define D3DFWERR_NOTINITIALIZED 0x8200000f
-
-
-
diff --git a/src/graphics/d3d/d3dtextr.cpp b/src/graphics/d3d/d3dtextr.cpp
deleted file mode 100644
index 4924860..0000000
--- a/src/graphics/d3d/d3dtextr.cpp
+++ /dev/null
@@ -1,1081 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DTextr.cpp
-//
-// Desc: Functions to manage textures, including creating (loading from a
-// file), restoring lost surfaces, invalidating, and destroying.
-//
-// Note: the implementation of these fucntions maintain an internal list
-// of loaded textures. After creation, individual textures are referenced
-// via their ASCII names.
-//
-// Copyright (c) 1996-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-#include <tchar.h>
-#include <stdio.h>
-#include <algorithm>
-using std::min;
-#include "graphics/d3d/d3dtextr.h"
-#include "graphics/d3d/d3dutil.h"
-#include "common/language.h"
-#include "common/misc.h"
-
-
-
-
-//-----------------------------------------------------------------------------
-// Macros, function prototypes and static variable
-//-----------------------------------------------------------------------------
-static TCHAR g_strTexturePath[512] = _T(""); // Path for files
-static bool g_bDebugMode = false;
-
-
-
-void D3DTextr_SetDebugMode(bool bDebug)
-{
- g_bDebugMode = bDebug;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Name: TextureContainer
-// Desc: Linked list structure to hold info per texture
-//-----------------------------------------------------------------------------
-struct TextureContainer
-{
- TextureContainer* m_pNext; // Linked list ptr
-
- TCHAR m_strName[80]; // Name of texture (doubles as image filename)
- DWORD m_dwWidth;
- DWORD m_dwHeight;
- DWORD m_dwStage; // Texture stage (for multitexture devices)
- DWORD m_dwBPP;
- DWORD m_dwFlags;
- bool m_bHasAlpha;
-
- LPDIRECTDRAWSURFACE7 m_pddsSurface; // Surface of the texture
- HBITMAP m_hbmBitmap; // Bitmap containing texture image
- DWORD* m_pRGBAData;
-
-public:
- HRESULT LoadImageData();
- HRESULT LoadBitmapFile( TCHAR* strPathname );
- HRESULT LoadTargaFile( TCHAR* strPathname, TCHAR* strFilename );
- HRESULT Restore( LPDIRECT3DDEVICE7 pd3dDevice );
- HRESULT CopyBitmapToSurface();
- HRESULT CopyRGBADataToSurface();
-
- TextureContainer( TCHAR* strName, DWORD dwStage, DWORD dwFlags );
- ~TextureContainer();
-};
-
-// Local list of textures
-static TextureContainer* g_ptcTextureList = NULL;
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CD3DTextureManager
-// Desc: Class used to automatically construct and destruct the static
-// texture engine class.
-//-----------------------------------------------------------------------------
-class CD3DTextureManager
-{
-public:
- CD3DTextureManager() {}
- ~CD3DTextureManager() { if( g_ptcTextureList ) delete g_ptcTextureList; }
-};
-
-// Global instance
-CD3DTextureManager g_StaticTextureEngine;
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: struct TEXTURESEARCHINFO
-// Desc: Structure used to search for texture formats
-//-----------------------------------------------------------------------------
-struct TEXTURESEARCHINFO
-{
- DWORD dwDesiredBPP; // Input for texture format search
- bool bUseAlpha;
- bool bUsePalette;
- bool bFoundGoodFormat;
-
- DDPIXELFORMAT* pddpf; // Output of texture format search
-};
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: TextureSearchCallback()
-// Desc: Enumeration callback routine to find a best-matching texture format.
-// The param data is the DDPIXELFORMAT of the best-so-far matching
-// texture. Note: the desired BPP is passed in the dwSize field, and the
-// default BPP is passed in the dwFlags field.
-//-----------------------------------------------------------------------------
-static HRESULT CALLBACK TextureSearchCallback( DDPIXELFORMAT* pddpf,
- VOID* param )
-{
- if( NULL==pddpf || NULL==param )
- return DDENUMRET_OK;
-
- TEXTURESEARCHINFO* ptsi = (TEXTURESEARCHINFO*)param;
-
- // Skip any funky modes
- if( pddpf->dwFlags & (DDPF_LUMINANCE|DDPF_BUMPLUMINANCE|DDPF_BUMPDUDV) )
- return DDENUMRET_OK;
-
- // Check for palettized formats
- if( ptsi->bUsePalette )
- {
- if( !( pddpf->dwFlags & DDPF_PALETTEINDEXED8 ) )
- return DDENUMRET_OK;
-
- // Accept the first 8-bit palettized format we get
- memcpy( ptsi->pddpf, pddpf, sizeof(DDPIXELFORMAT) );
- ptsi->bFoundGoodFormat = true;
- return DDENUMRET_CANCEL;
- }
-
- // Else, skip any paletized formats (all modes under 16bpp)
- if( pddpf->dwRGBBitCount < 16 )
- return DDENUMRET_OK;
-
- // Skip any FourCC formats
- if( pddpf->dwFourCC != 0 )
- return DDENUMRET_OK;
-
- // Skip any ARGB 4444 formats (which are best used for pre-authored
- // content designed speciafically for an ARGB 4444 format).
- if( pddpf->dwRGBAlphaBitMask == 0x0000f000 )
- return DDENUMRET_OK;
-
- // Make sure current alpha format agrees with requested format type
- if( (ptsi->bUseAlpha==true) && !(pddpf->dwFlags&DDPF_ALPHAPIXELS) )
- return DDENUMRET_OK;
- if( (ptsi->bUseAlpha==false) && (pddpf->dwFlags&DDPF_ALPHAPIXELS) )
- return DDENUMRET_OK;
-
- // Check if we found a good match
- if( pddpf->dwRGBBitCount == ptsi->dwDesiredBPP )
- {
- memcpy( ptsi->pddpf, pddpf, sizeof(DDPIXELFORMAT) );
- ptsi->bFoundGoodFormat = true;
- return DDENUMRET_CANCEL;
- }
-
- return DDENUMRET_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: FindTexture()
-// Desc: Searches the internal list of textures for a texture specified by
-// its name. Returns the structure associated with that texture.
-//-----------------------------------------------------------------------------
-static TextureContainer* FindTexture( TCHAR* strTextureName )
-{
- TextureContainer* ptcTexture = g_ptcTextureList;
-
- while( ptcTexture )
- {
- if( !lstrcmpi( strTextureName, ptcTexture->m_strName ) )
- return ptcTexture;
- ptcTexture = ptcTexture->m_pNext;
- }
-
- return NULL;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: TextureContainer()
-// Desc: Constructor for a texture object
-//-----------------------------------------------------------------------------
-TextureContainer::TextureContainer( TCHAR* strName, DWORD dwStage,
- DWORD dwFlags )
-{
- lstrcpy( m_strName, strName );
- m_dwWidth = 0;
- m_dwHeight = 0;
- m_dwStage = dwStage;
- m_dwBPP = 0;
- m_dwFlags = dwFlags;
- m_bHasAlpha = 0;
-
- m_pddsSurface = NULL;
- m_hbmBitmap = NULL;
- m_pRGBAData = NULL;
-
- // Add the texture to the head of the global texture list
- m_pNext = g_ptcTextureList;
- g_ptcTextureList = this;
-
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: ~TextureContainer()
-// Desc: Destructs the contents of the texture container
-//-----------------------------------------------------------------------------
-TextureContainer::~TextureContainer()
-{
- SAFE_RELEASE( m_pddsSurface );
- SAFE_DELETE( m_pRGBAData );
- DeleteObject( m_hbmBitmap );
-
- // Remove the texture container from the global list
- if( g_ptcTextureList == this )
- g_ptcTextureList = m_pNext;
- else
- {
- for( TextureContainer* ptc=g_ptcTextureList; ptc; ptc=ptc->m_pNext )
- if( ptc->m_pNext == this )
- ptc->m_pNext = m_pNext;
- }
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: LoadImageData()
-// Desc: Loads the texture map's image data
-//-----------------------------------------------------------------------------
-HRESULT TextureContainer::LoadImageData()
-{
- TCHAR* strExtension;
- TCHAR strMetaname[256];
- TCHAR strFilename[256];
-
- if ( g_bDebugMode )
- {
- if ( _tcsrchr( m_strName, _T('\\') ) == 0 )
- {
- lstrcpy( strMetaname, "" );
- lstrcpy( strFilename, g_strTexturePath );
- lstrcat( strFilename, m_strName );
- }
- else
- {
- lstrcpy( strMetaname, "" );
- lstrcpy( strFilename, m_strName );
- }
- }
- else
- {
- if ( _tcsrchr( m_strName, _T('\\') ) == 0 )
- {
-#if _SCHOOL
- lstrcpy( strMetaname, "ceebot1.dat" );
-#else
- lstrcpy( strMetaname, "colobot1.dat" );
-#endif
- lstrcpy( strFilename, m_strName );
- }
- else
- {
- lstrcpy( strMetaname, "" );
- lstrcpy( strFilename, m_strName );
- }
- }
-
- if ( !g_metafile.IsExist(strMetaname, strFilename) )
- {
- return DDERR_NOTFOUND;
- }
-
- // Get the filename extension
- if ( NULL == ( strExtension = _tcsrchr( m_strName, _T('.') ) ) )
- {
- return DDERR_UNSUPPORTED;
- }
-
- // Load bitmap files
- if ( strMetaname[0] == 0 && !lstrcmpi( strExtension, _T(".bmp") ) )
- {
- return LoadBitmapFile( strFilename );
- }
-
- // Load targa files
- if ( !lstrcmpi( strExtension, _T(".tga") ) )
- {
- return LoadTargaFile( strMetaname, strFilename );
- }
-
- // Can add code here to check for other file formats before failing
- return DDERR_UNSUPPORTED;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: LoadBitmapFile()
-// Desc: Loads data from a .bmp file, and stores it in a bitmap structure.
-//-----------------------------------------------------------------------------
-HRESULT TextureContainer::LoadBitmapFile( TCHAR* strPathname )
-{
- // Try to load the bitmap as a file
- m_hbmBitmap = (HBITMAP)LoadImage( NULL, strPathname, IMAGE_BITMAP, 0, 0,
- LR_LOADFROMFILE|LR_CREATEDIBSECTION );
- if( m_hbmBitmap )
- return S_OK;
-
- return DDERR_NOTFOUND;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: LoadTargaFile()
-// Desc: Loads RGBA data from a .tga file, and stores it in allocated memory
-// for the specified texture container
-//-----------------------------------------------------------------------------
-HRESULT TextureContainer::LoadTargaFile( TCHAR* strMetaname, TCHAR* strFilename )
-{
- if( g_metafile.Open(strMetaname, strFilename) != 0 )
- return E_FAIL;
-
- struct TargaHeader
- {
- BYTE IDLength;
- BYTE ColormapType;
- BYTE ImageType;
- BYTE ColormapSpecification[5];
- WORD XOrigin;
- WORD YOrigin;
- WORD ImageWidth;
- WORD ImageHeight;
- BYTE PixelDepth;
- BYTE ImageDescriptor;
- } tga;
-
- g_metafile.Read(&tga, sizeof(TargaHeader));
-
- // Only true color, non-mapped images are supported
- if( ( 0 != tga.ColormapType ) ||
- ( tga.ImageType != 10 && tga.ImageType != 2 ) )
- {
- g_metafile.Close();
- return E_FAIL;
- }
-
- // Skip the ID field. The first byte of the header is the length of this field
- if( tga.IDLength )
- {
- g_metafile.Seek(tga.IDLength);
- }
-
- m_dwWidth = tga.ImageWidth;
- m_dwHeight = tga.ImageHeight;
- m_dwBPP = tga.PixelDepth;
- m_pRGBAData = new DWORD[m_dwWidth*m_dwHeight];
-
- if( m_pRGBAData == NULL )
- {
- g_metafile.Close();
- return E_FAIL;
- }
-
- for( DWORD y=0; y<m_dwHeight; y++ )
- {
- DWORD dwOffset = y*m_dwWidth;
-
- if( 0 == ( tga.ImageDescriptor & 0x0010 ) )
- dwOffset = (m_dwHeight-y-1)*m_dwWidth;
-
- for( DWORD x=0; x<m_dwWidth; x )
- {
- if( tga.ImageType == 10 )
- {
- BYTE PacketInfo = g_metafile.GetByte();
- WORD PacketType = 0x80 & PacketInfo;
- WORD PixelCount = ( 0x007f & PacketInfo ) + 1;
-
- if( PacketType )
- {
- DWORD b = g_metafile.GetWord();
- DWORD g = g_metafile.GetWord();
- DWORD r = g_metafile.GetWord();
- DWORD a = 0xff;
- if( m_dwBPP == 32 )
- a = g_metafile.GetWord();
-
- while( PixelCount-- )
- {
- m_pRGBAData[dwOffset+x] = (r<<24L)+(g<<16L)+(b<<8L)+(a);
- x++;
- }
- }
- else
- {
- while( PixelCount-- )
- {
- BYTE b = g_metafile.GetByte();
- BYTE g = g_metafile.GetByte();
- BYTE r = g_metafile.GetByte();
- BYTE a = 0xff;
- if( m_dwBPP == 32 )
- a = g_metafile.GetByte();
-
- m_pRGBAData[dwOffset+x] = (r<<24L)+(g<<16L)+(b<<8L)+(a);
- x++;
- }
- }
- }
- else
- {
- BYTE b = g_metafile.GetByte();
- BYTE g = g_metafile.GetByte();
- BYTE r = g_metafile.GetByte();
- BYTE a = 0xff;
- if( m_dwBPP == 32 )
- a = g_metafile.GetByte();
-
- m_pRGBAData[dwOffset+x] = (r<<24L)+(g<<16L)+(b<<8L)+(a);
- x++;
- }
- }
- }
-
- g_metafile.Close();
-
- // Check for alpha content
- for( DWORD i=0; i<(m_dwWidth*m_dwHeight); i++ )
- {
-//? if( m_pRGBAData[i] & 0x000000ff != 0xff )
- if( (m_pRGBAData[i] & 0x000000ff) != 0xff ) // erreur corrig�e !
- {
- m_bHasAlpha = true;
- break;
- }
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: Restore()
-// Desc: Rebuilds the texture surface using the new device.
-//-----------------------------------------------------------------------------
-HRESULT TextureContainer::Restore( LPDIRECT3DDEVICE7 pd3dDevice )
-{
- // Release any previously created objects
- SAFE_RELEASE( m_pddsSurface );
-
- // Check params
- if( NULL == pd3dDevice )
- return DDERR_INVALIDPARAMS;
-
- // Get the device caps
- D3DDEVICEDESC7 ddDesc;
- if( FAILED( pd3dDevice->GetCaps( &ddDesc) ) )
- return E_FAIL;
-
- // Setup the new surface desc
- DDSURFACEDESC2 ddsd;
- D3DUtil_InitSurfaceDesc( ddsd );
- ddsd.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|
- DDSD_PIXELFORMAT|DDSD_TEXTURESTAGE;
- ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
- ddsd.dwTextureStage = m_dwStage;
- ddsd.dwWidth = m_dwWidth;
- ddsd.dwHeight = m_dwHeight;
-
- // Turn on texture management for hardware devices
- if( ddDesc.deviceGUID == IID_IDirect3DHALDevice )
- ddsd.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
- else if( ddDesc.deviceGUID == IID_IDirect3DTnLHalDevice )
- ddsd.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
- else
- ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
-
- // Adjust width and height to be powers of 2, if the device requires it
- if( ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_POW2 )
- {
- for( ddsd.dwWidth=1; m_dwWidth>ddsd.dwWidth; ddsd.dwWidth<<=1 );
- for( ddsd.dwHeight=1; m_dwHeight>ddsd.dwHeight; ddsd.dwHeight<<=1 );
- }
-
- // Limit max texture sizes, if the driver can't handle large textures
- DWORD dwMaxWidth = ddDesc.dwMaxTextureWidth;
- DWORD dwMaxHeight = ddDesc.dwMaxTextureHeight;
- ddsd.dwWidth = min( ddsd.dwWidth, ( dwMaxWidth ? dwMaxWidth : 256 ) );
- ddsd.dwHeight = min( ddsd.dwHeight, ( dwMaxHeight ? dwMaxHeight : 256 ) );
-
- // Make the texture square, if the driver requires it
- if( ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY )
- {
- if( ddsd.dwWidth > ddsd.dwHeight ) ddsd.dwHeight = ddsd.dwWidth;
- else ddsd.dwWidth = ddsd.dwHeight;
- }
-
- // Setup the structure to be used for texture enumration.
- TEXTURESEARCHINFO tsi;
- tsi.bFoundGoodFormat = false;
- tsi.pddpf = &ddsd.ddpfPixelFormat;
- tsi.dwDesiredBPP = m_dwBPP;
- tsi.bUsePalette = ( m_dwBPP <= 8 );
- tsi.bUseAlpha = m_bHasAlpha;
- if( m_dwFlags & D3DTEXTR_16BITSPERPIXEL )
- tsi.dwDesiredBPP = 16;
- else if( m_dwFlags & D3DTEXTR_32BITSPERPIXEL )
- tsi.dwDesiredBPP = 32;
-
- if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
- {
- if( tsi.bUsePalette )
- {
- if( ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE )
- {
- tsi.bUseAlpha = true;
- tsi.bUsePalette = true;
- }
- else
- {
- tsi.bUseAlpha = true;
- tsi.bUsePalette = false;
- }
- }
- }
-
- // Enumerate the texture formats, and find the closest device-supported
- // texture pixel format
- pd3dDevice->EnumTextureFormats( TextureSearchCallback, &tsi );
-
- // If we couldn't find a format, let's try a default format
- if( false == tsi.bFoundGoodFormat )
- {
- tsi.bUsePalette = false;
- tsi.dwDesiredBPP = 16;
- pd3dDevice->EnumTextureFormats( TextureSearchCallback, &tsi );
-
- // If we still fail, we cannot create this texture
- if( false == tsi.bFoundGoodFormat )
- return E_FAIL;
- }
-
- // Get the DirectDraw interface for creating surfaces
- LPDIRECTDRAW7 pDD;
- LPDIRECTDRAWSURFACE7 pddsRender;
- pd3dDevice->GetRenderTarget( &pddsRender );
- pddsRender->GetDDInterface( (VOID**)&pDD );
- pddsRender->Release();
-
- // Create a new surface for the texture
- HRESULT hr = pDD->CreateSurface( &ddsd, &m_pddsSurface, NULL );
-
- // Done with DDraw
- pDD->Release();
-
- if( FAILED(hr) )
- return hr;
-
- // For bitmap-based textures, copy the bitmap image.
- if( m_hbmBitmap )
- return CopyBitmapToSurface();
-
- if( m_pRGBAData )
- return CopyRGBADataToSurface();
-
- // At this point, code can be added to handle other file formats (such as
- // .dds files, .jpg files, etc.).
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CopyBitmapToSurface()
-// Desc: Copies the image of a bitmap into a surface
-//-----------------------------------------------------------------------------
-HRESULT TextureContainer::CopyBitmapToSurface()
-{
- // Get a DDraw object to create a temporary surface
- LPDIRECTDRAW7 pDD;
- m_pddsSurface->GetDDInterface( (VOID**)&pDD );
-
- // Get the bitmap structure (to extract width, height, and bpp)
- BITMAP bm;
- GetObject( m_hbmBitmap, sizeof(BITMAP), &bm );
-
- // Setup the new surface desc
- DDSURFACEDESC2 ddsd;
- ddsd.dwSize = sizeof(ddsd);
- m_pddsSurface->GetSurfaceDesc( &ddsd );
- ddsd.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT|
- DDSD_TEXTURESTAGE;
- ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE|DDSCAPS_SYSTEMMEMORY;
- ddsd.ddsCaps.dwCaps2 = 0L;
- ddsd.dwWidth = bm.bmWidth;
- ddsd.dwHeight = bm.bmHeight;
-
- // Create a new surface for the texture
- LPDIRECTDRAWSURFACE7 pddsTempSurface;
- HRESULT hr;
- if( FAILED( hr = pDD->CreateSurface( &ddsd, &pddsTempSurface, NULL ) ) )
- {
- pDD->Release();
- return hr;
- }
-
- // Get a DC for the bitmap
- HDC hdcBitmap = CreateCompatibleDC( NULL );
- if( NULL == hdcBitmap )
- {
- pddsTempSurface->Release();
- pDD->Release();
- return hr;
- }
- SelectObject( hdcBitmap, m_hbmBitmap );
-
- // Handle palettized textures. Need to attach a palette
- if( ddsd.ddpfPixelFormat.dwRGBBitCount == 8 )
- {
- LPDIRECTDRAWPALETTE pPalette;
- DWORD dwPaletteFlags = DDPCAPS_8BIT|DDPCAPS_ALLOW256;
- DWORD pe[256];
- WORD wNumColors = GetDIBColorTable( hdcBitmap, 0, 256, (RGBQUAD*)pe );
-
- // Create the color table
- for( WORD i=0; i<wNumColors; i++ )
- {
- pe[i] = RGB( GetBValue(pe[i]), GetGValue(pe[i]), GetRValue(pe[i]) );
-
- // Handle textures with transparent pixels
- if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
- {
- // Set alpha for opaque pixels
- if( m_dwFlags & D3DTEXTR_TRANSPARENTBLACK )
- {
- if( pe[i] != 0x00000000 )
- pe[i] |= 0xff000000;
- }
- else if( m_dwFlags & D3DTEXTR_TRANSPARENTWHITE )
- {
- if( pe[i] != 0x00ffffff )
- pe[i] |= 0xff000000;
- }
- }
- }
- // Add DDPCAPS_ALPHA flag for textures with transparent pixels
- if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
- dwPaletteFlags |= DDPCAPS_ALPHA;
-
- // Create & attach a palette
- pDD->CreatePalette( dwPaletteFlags, (PALETTEENTRY*)pe, &pPalette, NULL );
- pddsTempSurface->SetPalette( pPalette );
- m_pddsSurface->SetPalette( pPalette );
- SAFE_RELEASE( pPalette );
- }
-
- // Copy the bitmap image to the surface.
- HDC hdcSurface;
- if( SUCCEEDED( pddsTempSurface->GetDC( &hdcSurface ) ) )
- {
- BitBlt( hdcSurface, 0, 0, bm.bmWidth, bm.bmHeight, hdcBitmap, 0, 0,
- SRCCOPY );
- pddsTempSurface->ReleaseDC( hdcSurface );
- }
- DeleteDC( hdcBitmap );
-
- // Copy the temp surface to the real texture surface
- m_pddsSurface->Blt( NULL, pddsTempSurface, NULL, DDBLT_WAIT, NULL );
-
- // Done with the temp surface
- pddsTempSurface->Release();
-
- // For textures with real alpha (not palettized), set transparent bits
- if( ddsd.ddpfPixelFormat.dwRGBAlphaBitMask )
- {
- if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
- {
- // Lock the texture surface
- DDSURFACEDESC2 ddsd;
- ddsd.dwSize = sizeof(ddsd);
- while( m_pddsSurface->Lock( NULL, &ddsd, 0, NULL ) ==
- DDERR_WASSTILLDRAWING );
-
- DWORD dwAlphaMask = ddsd.ddpfPixelFormat.dwRGBAlphaBitMask;
- DWORD dwRGBMask = ( ddsd.ddpfPixelFormat.dwRBitMask |
- ddsd.ddpfPixelFormat.dwGBitMask |
- ddsd.ddpfPixelFormat.dwBBitMask );
- DWORD dwColorkey = 0x00000000; // Colorkey on black
- if( m_dwFlags & D3DTEXTR_TRANSPARENTWHITE )
- dwColorkey = dwRGBMask; // Colorkey on white
-
- // Add an opaque alpha value to each non-colorkeyed pixel
- for( DWORD y=0; y<ddsd.dwHeight; y++ )
- {
- WORD* p16 = (WORD*)((BYTE*)ddsd.lpSurface + y*ddsd.lPitch);
- DWORD* p32 = (DWORD*)((BYTE*)ddsd.lpSurface + y*ddsd.lPitch);
-
- for( DWORD x=0; x<ddsd.dwWidth; x++ )
- {
- if( ddsd.ddpfPixelFormat.dwRGBBitCount == 16 )
- {
- if( ( *p16 &= dwRGBMask ) != dwColorkey )
- *p16 |= dwAlphaMask;
- p16++;
- }
- if( ddsd.ddpfPixelFormat.dwRGBBitCount == 32 )
- {
- if( ( *p32 &= dwRGBMask ) != dwColorkey )
- *p32 |= dwAlphaMask;
- p32++;
- }
- }
- }
- m_pddsSurface->Unlock( NULL );
- }
- }
-
- pDD->Release();
-
- return S_OK;;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: CopyRGBADataToSurface()
-// Desc: Invalidates the current texture objects and rebuilds new ones
-// using the new device.
-//-----------------------------------------------------------------------------
-HRESULT TextureContainer::CopyRGBADataToSurface()
-{
- // Get a DDraw object to create a temporary surface
- LPDIRECTDRAW7 pDD;
- m_pddsSurface->GetDDInterface( (VOID**)&pDD );
-
- // Setup the new surface desc
- DDSURFACEDESC2 ddsd;
- ddsd.dwSize = sizeof(ddsd);
- m_pddsSurface->GetSurfaceDesc( &ddsd );
- ddsd.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT|
- DDSD_TEXTURESTAGE;
- ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE|DDSCAPS_SYSTEMMEMORY;
- ddsd.ddsCaps.dwCaps2 = 0L;
- ddsd.dwWidth = m_dwWidth;
- ddsd.dwHeight = m_dwHeight;
-
- // Create a new surface for the texture
- LPDIRECTDRAWSURFACE7 pddsTempSurface;
- HRESULT hr;
- if( FAILED( hr = pDD->CreateSurface( &ddsd, &pddsTempSurface, NULL ) ) )
- {
- pDD->Release();
- return NULL;
- }
-
- while( pddsTempSurface->Lock( NULL, &ddsd, 0, 0 ) == DDERR_WASSTILLDRAWING );
- DWORD lPitch = ddsd.lPitch;
- BYTE* pBytes = (BYTE*)ddsd.lpSurface;
-
- DWORD dwRMask = ddsd.ddpfPixelFormat.dwRBitMask;
- DWORD dwGMask = ddsd.ddpfPixelFormat.dwGBitMask;
- DWORD dwBMask = ddsd.ddpfPixelFormat.dwBBitMask;
- DWORD dwAMask = ddsd.ddpfPixelFormat.dwRGBAlphaBitMask;
-
- DWORD dwRShiftL = 8, dwRShiftR = 0;
- DWORD dwGShiftL = 8, dwGShiftR = 0;
- DWORD dwBShiftL = 8, dwBShiftR = 0;
- DWORD dwAShiftL = 8, dwAShiftR = 0;
-
- DWORD dwMask;
- for( dwMask=dwRMask; dwMask && !(dwMask&0x1); dwMask>>=1 ) dwRShiftR++;
- for( ; dwMask; dwMask>>=1 ) dwRShiftL--;
-
- for( dwMask=dwGMask; dwMask && !(dwMask&0x1); dwMask>>=1 ) dwGShiftR++;
- for( ; dwMask; dwMask>>=1 ) dwGShiftL--;
-
- for( dwMask=dwBMask; dwMask && !(dwMask&0x1); dwMask>>=1 ) dwBShiftR++;
- for( ; dwMask; dwMask>>=1 ) dwBShiftL--;
-
- for( dwMask=dwAMask; dwMask && !(dwMask&0x1); dwMask>>=1 ) dwAShiftR++;
- for( ; dwMask; dwMask>>=1 ) dwAShiftL--;
-
- for( DWORD y=0; y<ddsd.dwHeight; y++ )
- {
- DWORD* pDstData32 = (DWORD*)pBytes;
- WORD* pDstData16 = (WORD*)pBytes;
-
- for( DWORD x=0; x<ddsd.dwWidth; x++ )
- {
- DWORD dwPixel = m_pRGBAData[y*ddsd.dwWidth+x];
-
- BYTE r = (BYTE)((dwPixel>>24)&0x000000ff);
- BYTE g = (BYTE)((dwPixel>>16)&0x000000ff);
- BYTE b = (BYTE)((dwPixel>> 8)&0x000000ff);
- BYTE a = (BYTE)((dwPixel>> 0)&0x000000ff);
-
- DWORD dr = ((r>>(dwRShiftL))<<dwRShiftR)&dwRMask;
- DWORD dg = ((g>>(dwGShiftL))<<dwGShiftR)&dwGMask;
- DWORD db = ((b>>(dwBShiftL))<<dwBShiftR)&dwBMask;
- DWORD da = ((a>>(dwAShiftL))<<dwAShiftR)&dwAMask;
-
- if( 32 == ddsd.ddpfPixelFormat.dwRGBBitCount )
- pDstData32[x] = (DWORD)(dr+dg+db+da);
- else
- pDstData16[x] = (WORD)(dr+dg+db+da);
- }
-
- pBytes += ddsd.lPitch;
- }
-
- pddsTempSurface->Unlock(0);
-
- // Copy the temp surface to the real texture surface
- m_pddsSurface->Blt( NULL, pddsTempSurface, NULL, DDBLT_WAIT, NULL );
-
- // Done with the temp objects
- pddsTempSurface->Release();
- pDD->Release();
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_SetTexturePath()
-// Desc: Enumeration callback routine to find a best-matching texture format.
-//-----------------------------------------------------------------------------
-VOID D3DTextr_SetTexturePath( TCHAR* strTexturePath )
-{
- if( NULL == strTexturePath )
- strTexturePath = _T("");
- lstrcpy( g_strTexturePath, strTexturePath );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_CreateTextureFromFile()
-// Desc: Is passed a filename and creates a local Bitmap from that file.
-// The texture can not be used until it is restored, however.
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_CreateTextureFromFile( TCHAR* strName, DWORD dwStage,
- DWORD dwFlags )
-{
- // Check parameters
- if( NULL == strName )
- return E_INVALIDARG;
-
- // Check first to see if the texture is already loaded
- if( NULL != FindTexture( strName ) )
- return S_OK;
-
- // Allocate and add the texture to the linked list of textures;
- TextureContainer* ptcTexture = new TextureContainer( strName, dwStage,
- dwFlags );
- if( NULL == ptcTexture )
- return E_OUTOFMEMORY;
-
- // Create a bitmap and load the texture file into it,
- if( FAILED( ptcTexture->LoadImageData() ) )
- {
- delete ptcTexture;
- return E_FAIL;
- }
-
- // Save the image's dimensions
- if( ptcTexture->m_hbmBitmap )
- {
- BITMAP bm;
- GetObject( ptcTexture->m_hbmBitmap, sizeof(BITMAP), &bm );
- ptcTexture->m_dwWidth = (DWORD)bm.bmWidth;
- ptcTexture->m_dwHeight = (DWORD)bm.bmHeight;
- ptcTexture->m_dwBPP = (DWORD)bm.bmBitsPixel;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_CreateEmptyTexture()
-// Desc: Creates an empty texture.
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_CreateEmptyTexture( TCHAR* strName, DWORD dwWidth,
- DWORD dwHeight, DWORD dwStage,
- DWORD dwFlags )
-{
- // Check parameters
- if( NULL == strName )
- return E_INVALIDARG;
-
- // Check first to see if the texture is already loaded
- if( NULL != FindTexture( strName ) )
- return E_FAIL;
-
- // Allocate and add the texture to the linked list of textures;
- TextureContainer* ptcTexture = new TextureContainer( strName, dwStage,
- dwFlags );
- if( NULL == ptcTexture )
- return E_OUTOFMEMORY;
-
- // Save dimensions
- ptcTexture->m_dwWidth = dwWidth;
- ptcTexture->m_dwHeight = dwHeight;
- ptcTexture->m_dwBPP = 16;
- if( ptcTexture->m_dwFlags & D3DTEXTR_32BITSPERPIXEL )
- ptcTexture->m_dwBPP = 32;
-
- // Save alpha usage flag
- if( dwFlags & D3DTEXTR_CREATEWITHALPHA )
- ptcTexture->m_bHasAlpha = true;
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_Restore()
-// Desc: Invalidates the current texture objects and rebuilds new ones
-// using the new device.
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_Restore( TCHAR* strName, LPDIRECT3DDEVICE7 pd3dDevice )
-{
- TextureContainer* ptcTexture = FindTexture( strName );
- if( NULL == ptcTexture )
- return DDERR_NOTFOUND;
-
- // Restore the texture (this recreates the new surface for this device).
- return ptcTexture->Restore( pd3dDevice );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_RestoreAllTextures()
-// Desc: This function is called when a mode is changed. It updates all
-// texture objects to be valid with the new device.
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_RestoreAllTextures( LPDIRECT3DDEVICE7 pd3dDevice )
-{
- TextureContainer* ptcTexture = g_ptcTextureList;
-
- while( ptcTexture )
- {
- D3DTextr_Restore( ptcTexture->m_strName, pd3dDevice );
- ptcTexture = ptcTexture->m_pNext;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_Invalidate()
-// Desc: Used to bump a texture out of (video) memory, this function
-// actually destroys the d3dtexture and ddsurface of the texture
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_Invalidate( TCHAR* strName )
-{
- TextureContainer* ptcTexture = FindTexture( strName );
- if( NULL == ptcTexture )
- return DDERR_NOTFOUND;
-
- SAFE_RELEASE( ptcTexture->m_pddsSurface );
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_InvalidateAllTextures()
-// Desc: This function is called when a mode is changed. It invalidates
-// all texture objects so their device can be safely released.
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_InvalidateAllTextures()
-{
- TextureContainer* ptcTexture = g_ptcTextureList;
-
- while( ptcTexture )
- {
- SAFE_RELEASE( ptcTexture->m_pddsSurface );
- ptcTexture = ptcTexture->m_pNext;
- }
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_DestroyTexture()
-// Desc: Frees the resources for the specified texture container
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_DestroyTexture( TCHAR* strName )
-{
- TextureContainer* ptcTexture = FindTexture( strName );
-
- SAFE_DELETE( ptcTexture );
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DTextr_GetSurface()
-// Desc: Returns a pointer to a d3dSurface from the name of the texture
-//-----------------------------------------------------------------------------
-LPDIRECTDRAWSURFACE7 D3DTextr_GetSurface( TCHAR* strName )
-{
- TextureContainer* ptcTexture = FindTexture( strName );
-
- return ptcTexture ? ptcTexture->m_pddsSurface : NULL;
-}
-
-
-
-
-
diff --git a/src/graphics/d3d/d3dtextr.h b/src/graphics/d3d/d3dtextr.h
deleted file mode 100644
index 842fa58..0000000
--- a/src/graphics/d3d/d3dtextr.h
+++ /dev/null
@@ -1,79 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DTextr.h
-//
-// Desc: Functions to manage textures, including creating (loading from a
-// file), restoring lost surfaces, invalidating, and destroying.
-//
-// Note: the implementation of these fucntions maintain an internal list
-// of loaded textures. After creation, individual textures are referenced
-// via their ASCII names.
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-
-#pragma once
-
-#include <ddraw.h>
-#include <d3d.h>
-
-
-
-
-//-----------------------------------------------------------------------------
-// Access functions for loaded textures. Note: these functions search
-// an internal list of the textures, and use the texture associated with the
-// ASCII name.
-//-----------------------------------------------------------------------------
-LPDIRECTDRAWSURFACE7 D3DTextr_GetSurface( TCHAR* strName );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Texture invalidation and restoration functions
-//-----------------------------------------------------------------------------
-HRESULT D3DTextr_Invalidate( TCHAR* strName );
-HRESULT D3DTextr_Restore( TCHAR* strName, LPDIRECT3DDEVICE7 pd3dDevice );
-HRESULT D3DTextr_InvalidateAllTextures();
-HRESULT D3DTextr_RestoreAllTextures( LPDIRECT3DDEVICE7 pd3dDevice );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Texture creation and deletion functions
-//-----------------------------------------------------------------------------
-#define D3DTEXTR_TRANSPARENTWHITE 0x00000001
-#define D3DTEXTR_TRANSPARENTBLACK 0x00000002
-#define D3DTEXTR_32BITSPERPIXEL 0x00000004
-#define D3DTEXTR_16BITSPERPIXEL 0x00000008
-#define D3DTEXTR_CREATEWITHALPHA 0x00000010
-
-
-HRESULT D3DTextr_CreateTextureFromFile( TCHAR* strName, DWORD dwStage=0L,
- DWORD dwFlags=0L );
-HRESULT D3DTextr_CreateEmptyTexture( TCHAR* strName, DWORD dwWidth,
- DWORD dwHeight, DWORD dwStage,
- DWORD dwFlags );
-HRESULT D3DTextr_DestroyTexture( TCHAR* strName );
-VOID D3DTextr_SetTexturePath( TCHAR* strTexturePath );
-
-void D3DTextr_SetDebugMode(bool bDebug);
-
-
diff --git a/src/graphics/d3d/d3dutil.cpp b/src/graphics/d3d/d3dutil.cpp
deleted file mode 100644
index 5fd46b2..0000000
--- a/src/graphics/d3d/d3dutil.cpp
+++ /dev/null
@@ -1,325 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DUtil.cpp
-//
-// Desc: Shortcut macros and functions for using DX objects
-//
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-#include <math.h>
-#include <stdio.h>
-#include <tchar.h>
-#include "graphics/d3d/d3dutil.h"
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_GetDXSDKMediaPath()
-// Desc: Returns the DirectX SDK media path, as stored in the system registry
-// during the SDK install.
-//-----------------------------------------------------------------------------
-const TCHAR* D3DUtil_GetDXSDKMediaPath()
-{
- static TCHAR strNull[2] = _T("");
- static TCHAR strPath[512];
- HKEY key;
- DWORD type, size = 512;
-
- // Open the appropriate registry key
- LONG result = RegOpenKeyEx( HKEY_LOCAL_MACHINE,
- _T("Software\\Microsoft\\DirectX"),
- 0, KEY_READ, &key );
- if( ERROR_SUCCESS != result )
- return strNull;
-
- result = RegQueryValueEx( key, _T("DXSDK Samples Path"), NULL,
- &type, (BYTE*)strPath, &size );
- RegCloseKey( key );
-
- if( ERROR_SUCCESS != result )
- return strNull;
-
- lstrcat( strPath, _T("\\D3DIM\\Media\\") );
-
- return strPath;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_InitSurfaceDesc()
-// Desc: Helper function called to build a DDSURFACEDESC2 structure,
-// typically before calling CreateSurface() or GetSurfaceDesc()
-//-----------------------------------------------------------------------------
-VOID D3DUtil_InitSurfaceDesc( DDSURFACEDESC2& ddsd, DWORD dwFlags,
- DWORD dwCaps )
-{
- ZeroMemory( &ddsd, sizeof(ddsd) );
- ddsd.dwSize = sizeof(ddsd);
- ddsd.dwFlags = dwFlags;
- ddsd.ddsCaps.dwCaps = dwCaps;
- ddsd.ddpfPixelFormat.dwSize = sizeof(DDPIXELFORMAT);
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_InitMaterial()
-// Desc: Helper function called to build a D3DMATERIAL7 structure
-//-----------------------------------------------------------------------------
-VOID D3DUtil_InitMaterial( D3DMATERIAL7& mtrl, FLOAT r, FLOAT g, FLOAT b,
- FLOAT a )
-{
- ZeroMemory( &mtrl, sizeof(D3DMATERIAL7) );
- mtrl.dcvDiffuse.r = mtrl.dcvAmbient.r = r;
- mtrl.dcvDiffuse.g = mtrl.dcvAmbient.g = g;
- mtrl.dcvDiffuse.b = mtrl.dcvAmbient.b = b;
- mtrl.dcvDiffuse.a = mtrl.dcvAmbient.a = a;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_InitLight()
-// Desc: Initializes a D3DLIGHT7 structure
-//-----------------------------------------------------------------------------
-VOID D3DUtil_InitLight( D3DLIGHT7& light, D3DLIGHTTYPE ltType,
- FLOAT x, FLOAT y, FLOAT z )
-{
- ZeroMemory( &light, sizeof(D3DLIGHT7) );
- light.dltType = ltType;
- light.dcvDiffuse.r = 1.0f;
- light.dcvDiffuse.g = 1.0f;
- light.dcvDiffuse.b = 1.0f;
- light.dcvSpecular = light.dcvDiffuse;
- light.dvPosition.x = light.dvDirection.x = x;
- light.dvPosition.y = light.dvDirection.y = y;
- light.dvPosition.z = light.dvDirection.z = z;
- light.dvAttenuation0 = 1.0f;
- light.dvRange = D3DLIGHT_RANGE_MAX;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetViewMatrix()
-// Desc: Given an eye point, a lookat point, and an up vector, this
-// function builds a 4x4 view matrix.
-//-----------------------------------------------------------------------------
-HRESULT D3DUtil_SetViewMatrix( D3DMATRIX& mat, D3DVECTOR& vFrom,
- D3DVECTOR& vAt, D3DVECTOR& vWorldUp )
-{
- // Get the z basis vector, which points straight ahead. This is the
- // difference from the eyepoint to the lookat point.
- D3DVECTOR vView = vAt - vFrom;
-
- FLOAT fLength = Magnitude( vView );
- if( fLength < 1e-6f )
- return E_INVALIDARG;
-
- // Normalize the z basis vector
- vView /= fLength;
-
- // Get the dot product, and calculate the projection of the z basis
- // vector onto the up vector. The projection is the y basis vector.
- FLOAT fDotProduct = DotProduct( vWorldUp, vView );
-
- D3DVECTOR vUp = vWorldUp - fDotProduct * vView;
-
- // If this vector has near-zero length because the input specified a
- // bogus up vector, let's try a default up vector
- if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
- {
- vUp = D3DVECTOR( 0.0f, 1.0f, 0.0f ) - vView.y * vView;
-
- // If we still have near-zero length, resort to a different axis.
- if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
- {
- vUp = D3DVECTOR( 0.0f, 0.0f, 1.0f ) - vView.z * vView;
-
- if( 1e-6f > ( fLength = Magnitude( vUp ) ) )
- return E_INVALIDARG;
- }
- }
-
- // Normalize the y basis vector
- vUp /= fLength;
-
- // The x basis vector is found simply with the cross product of the y
- // and z basis vectors
- D3DVECTOR vRight = CrossProduct( vUp, vView );
-
- // Start building the matrix. The first three rows contains the basis
- // vectors used to rotate the view to point at the lookat point
- D3DUtil_SetIdentityMatrix( mat );
- mat._11 = vRight.x; mat._12 = vUp.x; mat._13 = vView.x;
- mat._21 = vRight.y; mat._22 = vUp.y; mat._23 = vView.y;
- mat._31 = vRight.z; mat._32 = vUp.z; mat._33 = vView.z;
-
- // Do the translation values (rotations are still about the eyepoint)
- mat._41 = - DotProduct( vFrom, vRight );
- mat._42 = - DotProduct( vFrom, vUp );
- mat._43 = - DotProduct( vFrom, vView );
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetProjectionMatrix()
-// Desc: Sets the passed in 4x4 matrix to a perpsective projection matrix built
-// from the field-of-view (fov, in y), aspect ratio, near plane (D),
-// and far plane (F). Note that the projection matrix is normalized for
-// element [3][4] to be 1.0. This is performed so that W-based range fog
-// will work correctly.
-//-----------------------------------------------------------------------------
-HRESULT D3DUtil_SetProjectionMatrix( D3DMATRIX& mat, FLOAT fFOV, FLOAT fAspect,
- FLOAT fNearPlane, FLOAT fFarPlane )
-{
- if( fabs(fFarPlane-fNearPlane) < 0.01f )
- return E_INVALIDARG;
- if( fabs(sin(fFOV/2)) < 0.01f )
- return E_INVALIDARG;
-
- FLOAT w = fAspect * ( cosf(fFOV/2)/sinf(fFOV/2) );
- FLOAT h = 1.0f * ( cosf(fFOV/2)/sinf(fFOV/2) );
- FLOAT Q = fFarPlane / ( fFarPlane - fNearPlane );
-
- ZeroMemory( &mat, sizeof(D3DMATRIX) );
- mat._11 = w;
- mat._22 = h;
- mat._33 = Q;
- mat._34 = 1.0f;
- mat._43 = -Q*fNearPlane;
-
- return S_OK;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotateXMatrix()
-// Desc: Create Rotation matrix about X axis
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotateXMatrix( D3DMATRIX& mat, FLOAT fRads )
-{
- D3DUtil_SetIdentityMatrix( mat );
- mat._22 = cosf( fRads );
- mat._23 = sinf( fRads );
- mat._32 = -sinf( fRads );
- mat._33 = cosf( fRads );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotateYMatrix()
-// Desc: Create Rotation matrix about Y axis
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotateYMatrix( D3DMATRIX& mat, FLOAT fRads )
-{
- D3DUtil_SetIdentityMatrix( mat );
- mat._11 = cosf( fRads );
- mat._13 = -sinf( fRads );
- mat._31 = sinf( fRads );
- mat._33 = cosf( fRads );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotateZMatrix()
-// Desc: Create Rotation matrix about Z axis
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotateZMatrix( D3DMATRIX& mat, FLOAT fRads )
-{
- D3DUtil_SetIdentityMatrix( mat );
- mat._11 = cosf( fRads );
- mat._12 = sinf( fRads );
- mat._21 = -sinf( fRads );
- mat._22 = cosf( fRads );
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: D3DUtil_SetRotationMatrix
-// Desc: Create a Rotation matrix about vector direction
-//-----------------------------------------------------------------------------
-VOID D3DUtil_SetRotationMatrix( D3DMATRIX& mat, D3DVECTOR& vDir, FLOAT fRads )
-{
- FLOAT fCos = cosf( fRads );
- FLOAT fSin = sinf( fRads );
- D3DVECTOR v = Normalize( vDir );
-
- mat._11 = ( v.x * v.x ) * ( 1.0f - fCos ) + fCos;
- mat._12 = ( v.x * v.y ) * ( 1.0f - fCos ) - (v.z * fSin);
- mat._13 = ( v.x * v.z ) * ( 1.0f - fCos ) + (v.y * fSin);
-
- mat._21 = ( v.y * v.x ) * ( 1.0f - fCos ) + (v.z * fSin);
- mat._22 = ( v.y * v.y ) * ( 1.0f - fCos ) + fCos ;
- mat._23 = ( v.y * v.z ) * ( 1.0f - fCos ) - (v.x * fSin);
-
- mat._31 = ( v.z * v.x ) * ( 1.0f - fCos ) - (v.y * fSin);
- mat._32 = ( v.z * v.y ) * ( 1.0f - fCos ) + (v.x * fSin);
- mat._33 = ( v.z * v.z ) * ( 1.0f - fCos ) + fCos;
-
- mat._14 = mat._24 = mat._34 = 0.0f;
- mat._41 = mat._42 = mat._43 = 0.0f;
- mat._44 = 1.0f;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Name: _DbgOut()
-// Desc: Outputs a message to the debug stream
-//-----------------------------------------------------------------------------
-HRESULT _DbgOut( TCHAR* strFile, DWORD dwLine, HRESULT hr, TCHAR* strMsg )
-{
- TCHAR buffer[256];
- wsprintf( buffer, _T("%s(%ld): "), strFile, dwLine );
- OutputDebugString( buffer );
- OutputDebugString( strMsg );
-
- if( hr )
- {
- wsprintf( buffer, _T("(hr=%08lx)\n"), hr );
- OutputDebugString( buffer );
- }
-
- OutputDebugString( _T("\n") );
-
- return hr;
-}
-
-
-
diff --git a/src/graphics/d3d/d3dutil.h b/src/graphics/d3d/d3dutil.h
deleted file mode 100644
index 8fe88c9..0000000
--- a/src/graphics/d3d/d3dutil.h
+++ /dev/null
@@ -1,113 +0,0 @@
-// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * This program is free software: you can redistribute it and/or modify
-// * it under the terms of the GNU General Public License as published by
-// * the Free Software Foundation, either version 3 of the License, or
-// * (at your option) any later version.
-// *
-// * This program is distributed in the hope that it will be useful,
-// * but WITHOUT ANY WARRANTY; without even the implied warranty of
-// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// * GNU General Public License for more details.
-// *
-// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DUtil.h
-//
-// Desc: Helper functions and typing shortcuts for Direct3D programming.
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-
-#pragma once
-
-#include <ddraw.h>
-#include <d3d.h>
-
-
-
-
-//-----------------------------------------------------------------------------
-// Miscellaneous helper functions
-//-----------------------------------------------------------------------------
-const TCHAR* D3DUtil_GetDXSDKMediaPath();
-
-#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
-#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
-
-
-
-
-//-----------------------------------------------------------------------------
-// Short cut functions for creating and using DX structures
-//-----------------------------------------------------------------------------
-VOID D3DUtil_InitDeviceDesc( D3DDEVICEDESC7& ddDevDesc );
-VOID D3DUtil_InitSurfaceDesc( DDSURFACEDESC2& ddsd, DWORD dwFlags=0,
- DWORD dwCaps=0 );
-VOID D3DUtil_InitMaterial( D3DMATERIAL7& mtrl, FLOAT r=0.0f, FLOAT g=0.0f,
- FLOAT b=0.0f, FLOAT a=1.0f );
-VOID D3DUtil_InitLight( D3DLIGHT7& light, D3DLIGHTTYPE ltType,
- FLOAT x=0.0f, FLOAT y=0.0f, FLOAT z=0.0f );
-
-
-
-
-//-----------------------------------------------------------------------------
-// D3D Matrix functions. For performance reasons, some functions are inline.
-//-----------------------------------------------------------------------------
-HRESULT D3DUtil_SetViewMatrix( D3DMATRIX& mat, D3DVECTOR& vFrom,
- D3DVECTOR& vAt, D3DVECTOR& vUp );
-HRESULT D3DUtil_SetProjectionMatrix( D3DMATRIX& mat, FLOAT fFOV = 1.570795f,
- FLOAT fAspect = 1.0f,
- FLOAT fNearPlane = 1.0f,
- FLOAT fFarPlane = 1000.0f );
-
-inline VOID D3DUtil_SetIdentityMatrix( D3DMATRIX& m )
-{
- m._12 = m._13 = m._14 = m._21 = m._23 = m._24 = 0.0f;
- m._31 = m._32 = m._34 = m._41 = m._42 = m._43 = 0.0f;
- m._11 = m._22 = m._33 = m._44 = 1.0f;
-}
-
-inline VOID D3DUtil_SetTranslateMatrix( D3DMATRIX& m, FLOAT tx, FLOAT ty,
- FLOAT tz )
-{ D3DUtil_SetIdentityMatrix( m ); m._41 = tx; m._42 = ty; m._43 = tz; }
-
-inline VOID D3DUtil_SetTranslateMatrix( D3DMATRIX& m, D3DVECTOR& v )
-{ D3DUtil_SetTranslateMatrix( m, v.x, v.y, v.z ); }
-
-inline VOID D3DUtil_SetScaleMatrix( D3DMATRIX& m, FLOAT sx, FLOAT sy,
- FLOAT sz )
-{ D3DUtil_SetIdentityMatrix( m ); m._11 = sx; m._22 = sy; m._33 = sz; }
-
-inline VOID SetScaleMatrix( D3DMATRIX& m, D3DVECTOR& v )
-{ D3DUtil_SetScaleMatrix( m, v.x, v.y, v.z ); }
-
-VOID D3DUtil_SetRotateXMatrix( D3DMATRIX& mat, FLOAT fRads );
-VOID D3DUtil_SetRotateYMatrix( D3DMATRIX& mat, FLOAT fRads );
-VOID D3DUtil_SetRotateZMatrix( D3DMATRIX& mat, FLOAT fRads );
-VOID D3DUtil_SetRotationMatrix( D3DMATRIX& mat, D3DVECTOR& vDir,
- FLOAT fRads );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Debug printing support
-//-----------------------------------------------------------------------------
-
-HRESULT _DbgOut( TCHAR*, DWORD, HRESULT, TCHAR* );
-
-#if defined(DEBUG) | defined(_DEBUG)
- #define DEBUG_MSG(str) _DbgOut( __FILE__, (DWORD)__LINE__, 0, str )
- #define DEBUG_ERR(hr,str) _DbgOut( __FILE__, (DWORD)__LINE__, hr, str )
-#else
- #define DEBUG_MSG(str) (0L)
- #define DEBUG_ERR(hr,str) (hr)
-#endif
-
-
-