jedi-academy/code/win32/glw_win_dx8.h

181 lines
4.1 KiB
C++

/*
* UNPUBLISHED -- Rights reserved under the copyright laws of the
* United States. Use of a copyright notice is precautionary only and
* does not imply publication or disclosure.
*
* THIS DOCUMENTATION CONTAINS CONFIDENTIAL AND PROPRIETARY INFORMATION
* OF VICARIOUS VISIONS, INC. ANY DUPLICATION, MODIFICATION,
* DISTRIBUTION, OR DISCLOSURE IS STRICTLY PROHIBITED WITHOUT THE PRIOR
* EXPRESS WRITTEN PERMISSION OF VICARIOUS VISIONS, INC.
*/
#ifndef __GLW_WIN_H__
#define __GLW_WIN_H__
#include <map>
#include <d3d8.h>
#ifdef _WIN32
#include <d3dx8.h>
#endif
#include "../renderer/qgl_console.h"
#include "../game/q_shared.h"
#include "../qcommon/qfiles.h"
#define GLW_MAX_TEXTURE_STAGES 2
#define GLW_MAX_STRIPS 2048
struct glwstate_t
{
// Interface to DX
IDirect3DDevice8* device;
// Matrix stuff
enum MatrixMode
{
MatrixMode_Model = 0,
MatrixMode_Projection = 1,
MatrixMode_Texture0 = 2,
MatrixMode_Texture1 = 3,
MatrixMode_Texture2 = 4,
MatrixMode_Texture3 = 5,
Num_MatrixModes
};
ID3DXMatrixStack* matrixStack[Num_MatrixModes];
MatrixMode matrixMode;
// Current primitive mode (triangles/quads/strips)
D3DPRIMITIVETYPE primitiveMode;
// Are we in a glBegin/glEnd block? (Used for sanity checks.)
bool inDrawBlock;
// Texturing
bool textureStageDirty[GLW_MAX_TEXTURE_STAGES];
bool textureStageEnable[GLW_MAX_TEXTURE_STAGES];
GLuint currentTexture[GLW_MAX_TEXTURE_STAGES];
D3DTEXTUREOP textureEnv[GLW_MAX_TEXTURE_STAGES];
struct TextureInfo
{
IDirect3DTexture8* mipmap;
D3DTEXTUREFILTERTYPE minFilter, mipFilter, magFilter;
D3DTEXTUREADDRESS wrapU, wrapV;
float anisotropy;
};
typedef std::map<GLuint, TextureInfo> texturexlat_t;
texturexlat_t textureXlat;
GLuint textureBindNum;
GLuint serverTU, clientTU;
// Pointers to various draw buffers
const void* vertexPointer;
const void* normalPointer;
const void* texCoordPointer[GLW_MAX_TEXTURE_STAGES];
const void* colorPointer;
#ifdef _WINDOWS
// Temporary storage used when rendering quads
const void* vertexPointerBack;
const void* normalPointerBack;
const void* texCoordPointerBack[GLW_MAX_TEXTURE_STAGES];
const void* colorPointerBack;
#endif
// State of draw buffers
bool colorArrayState;
bool texCoordArrayState[GLW_MAX_TEXTURE_STAGES];
bool vertexArrayState;
bool normalArrayState;
// Stride of various draw buffers
int vertexStride;
int texCoordStride[GLW_MAX_TEXTURE_STAGES];
int colorStride;
int normalStride;
// Current number of verts in this packet
int numVertices;
// Max verts allowed in this packet
int maxVertices;
// Total verts to draw (may take multiple packets)
int totalVertices;
// Current number of indices in this packet
int numIndices;
// Max indices allowed in this packet
int maxIndices;
// Total indices to draw
int totalIndices;
// Culling
bool cullEnable;
D3DCULL cullMode;
// Viewport
D3DVIEWPORT8 viewport;
// Clearing info
D3DCOLOR clearColor;
float clearDepth;
int clearStencil;
// Widescreen mode
bool isWidescreen;
// Global color
D3DCOLOR currentColor;
// Scissoring
bool scissorEnable;
D3DRECT scissorBox;
// Directional Light
D3DLIGHT8 dirLight;
D3DMATERIAL8 mtrl;
// Description of current shader
DWORD shaderMask;
// Should we reset matrices on next draw?
bool matricesDirty[Num_MatrixModes];
// Render commands go here
DWORD* drawArray;
DWORD drawStride;
// This is designed to be an optimization for triangle strips
// as well as making life easier for the flare effect
GLushort strip_dest[SHADER_MAX_INDEXES];
GLuint strip_lengths[GLW_MAX_STRIPS];
GLsizei num_strip_lengths;
#ifdef _XBOX
// class FlareEffect* flareEffect;
class LightEffects* lightEffects;
#endif
};
extern glwstate_t *glw_state;
void renderObject_HACK();
void renderObject_Light();
void renderObject_Env();
void renderObject_Bump();
bool CreateVertexShader( const CHAR* strFilename, const DWORD* pdwVertexDecl, DWORD* pdwVertexShader );
bool CreatePixelShader( const CHAR* strFilename, DWORD* pdwPixelShader );
#endif