/* =========================================================================== ARX FATALIS GPL Source Code Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company. This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code'). Arx Fatalis Source Code 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. Arx Fatalis Source Code 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 Arx Fatalis Source Code. If not, see . In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /////////////////////////////////////////////////////////////////////////////// // EERIEFrame /////////////////////////////////////////////////////////////////////////////// // // Description: // // Updates: (date) (person) (update) // // Code: Cyril Meynier // // Copyright (c) 1999 ARKANE Studios SA. All rights reserved /////////////////////////////////////////////////////////////////////////////// // 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. #ifndef EERIEFRAME_H #define EERIEFRAME_H #include #include #include //----------------------------------------------------------------------------- // 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 //----------------------------------------------------------------------------- // Name: CD3DFramework7 // Desc: The Direct3D sample framework class for DX7. Maintains the D3D // surfaces and device used for 3D rendering. //----------------------------------------------------------------------------- class CD3DFramework7 { public: // Internal variables for the framework class HWND m_hWnd; // The window object BOOL m_bIsStereo; // Stereo view mode LPDIRECTDRAW7 m_pDD; // The DirectDraw object LPDIRECT3D7 m_pD3D; // The Direct3D object LPDIRECT3DDEVICE7 m_pd3dDevice; // The D3D device LPDIRECTDRAWSURFACE7 m_pddsBackBufferLeft; // For stereo modes DWORD m_dwDeviceMemType; private: // 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: BOOL m_bIsFullscreen; // Fullscreen vs. windowed // Access functions for DirectX objects BOOL b_dlg; long bitdepth; RECT m_rcScreenRect; // Screen rect for window BOOL m_bHasMoved; short Ystart; short Xstart; LPDIRECTDRAWSURFACE7 m_pddsZBuffer; // The zbuffer surface LPDIRECTDRAWSURFACE7 m_pddsFrontBuffer; // The primary surface LPDIRECTDRAWSURFACE7 m_pddsBackBuffer; // The backbuffer surface DWORD m_dwRenderWidth; // Dimensions of the render target DWORD m_dwRenderHeight; RECT ClipWin; VOID ClipWindow(long x0, long y0, long x1, long y1); public: CD3DFramework7(); ~CD3DFramework7(); unsigned short usBeginEndSceneCount; bool StartRender(); bool EndRender(); bool RenderError(); void SetZBias(int); LPDIRECTDRAW7 GetDirectDraw() { return m_pDD; } LPDIRECT3D7 GetDirect3D() { return m_pD3D; } LPDIRECT3DDEVICE7 GetD3DDevice() { return m_pd3dDevice; } LPDIRECTDRAWSURFACE7 GetRenderSurface() { return m_pddsBackBuffer; } LPDIRECTDRAWSURFACE7 GetRenderSurfaceLeft() { return m_pddsBackBufferLeft; } // Functions to aid rendering HRESULT RestoreSurfaces(); HRESULT ShowFrame(); HRESULT FlipToGDISurface(BOOL bDrawFrame = FALSE); VOID Move(INT x, INT y); // Creates the Framework HRESULT Initialize(HWND, GUID *, GUID *, DDSURFACEDESC2 *, DWORD); HRESULT DestroyObjects(); }; #endif