MuckyFoot-UrbanChaos/MuckyBasic/d3dframe.h

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2017-05-20 03:14:17 +02:00
//-----------------------------------------------------------------------------
// 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 Microsoft Corporation. All rights reserved
//-----------------------------------------------------------------------------
#ifndef D3DFRAME_H
#define D3DFRAME_H
#include <ddraw.h>
#include <d3d.h>
//-----------------------------------------------------------------------------
// Name: CD3DFramework
// Desc: The Direct3D sample framework class. Maintains the D3D surfaces,
// device, and viewport used for 3D rendering.
//-----------------------------------------------------------------------------
class CD3DFramework
{
// Internal variables for the framework class
HWND m_hWnd; // The window object
BOOL m_bIsFullscreen; // Fullscreen vs. windowed
DWORD m_dwRenderWidth; // Dimensions of the render target
DWORD m_dwRenderHeight;
RECT m_rcScreenRect; // Screen rect for window
RECT m_rcViewportRect; // Offscreen rect for VPort
LPDIRECTDRAWSURFACE4 m_pddsFrontBuffer; // The primary surface
LPDIRECTDRAWSURFACE4 m_pddsBackBuffer; // The backbuffer surface
LPDIRECTDRAWSURFACE4 m_pddsRenderTarget; // The render target surface
LPDIRECTDRAWSURFACE4 m_pddsZBuffer; // The zbuffer surface
LPDIRECT3DDEVICE3 m_pd3dDevice; // The D3D device
LPDIRECT3DVIEWPORT3 m_pvViewport; // The D3D viewport
LPDIRECTDRAW4 m_pDD; // The DirectDraw object
LPDIRECT3D3 m_pD3D; // The Direct3D object
D3DDEVICEDESC m_ddDeviceDesc;
DWORD m_dwDeviceMemType;
DDPIXELFORMAT m_ddpfZBuffer; // Enumerated zbuffer format
// Internal functions for the framework class
HRESULT CreateViewport();
HRESULT Create3DDevice( GUID* );
HRESULT CreateZBuffer();
HRESULT CreateBuffers( DDSURFACEDESC2*, DWORD );
HRESULT CreateDirectDraw( GUID*, DWORD );
HRESULT CreateDirect3D( GUID*, DWORD );
HRESULT CreateEnvironment( GUID*, GUID*, DDSURFACEDESC2*, DWORD );
public:
// Access functions for DirectX objects
LPDIRECTDRAW4 GetDirectDraw() { return m_pDD; }
LPDIRECT3D3 GetDirect3D() { return m_pD3D; }
LPDIRECT3DDEVICE3 GetD3DDevice() { return m_pd3dDevice; }
LPDIRECT3DVIEWPORT3 GetViewport() { return m_pvViewport; }
LPDIRECTDRAWSURFACE4 GetFrontBuffer() { return m_pddsFrontBuffer; }
LPDIRECTDRAWSURFACE4 GetBackBuffer() { return m_pddsBackBuffer; }
LPDIRECTDRAWSURFACE4 GetRenderSurface() { return m_pddsRenderTarget; }
// Functions to aid rendering
HRESULT RestoreSurfaces();
HRESULT ShowFrame();
HRESULT FlipToGDISurface( BOOL bDrawFrame );
// Functions for managing screen and viewport bounds
BOOL IsFullscreen() { return m_bIsFullscreen; }
RECT* GetViewportRect() { return &m_rcViewportRect; }
VOID Move( INT x, INT y );
// Functions to support sprite-based rendering
HRESULT ChangeRenderTarget( LPDIRECTDRAWSURFACE4 pddsNewTarget );
// Creates the Framework
HRESULT Initialize( HWND hWnd, GUID* pDriverGUID, GUID* pDeviceGUID,
DDSURFACEDESC2* pddsd, DWORD dwFlags );
HRESULT DestroyObjects();
CD3DFramework();
~CD3DFramework();
};
//-----------------------------------------------------------------------------
// Flags used for the Initialize() method of a CD3DFramework object
//-----------------------------------------------------------------------------
#define D3DFW_FULLSCREEN 0x00000001 // Use fullscreen mode
#define D3DFW_BACKBUFFER 0x00000002 // Create and use a backbuffer
#define D3DFW_ZBUFFER 0x00000004 // Create and use a zbuffer
#define D3DFW_STENCILBUFFER 0x00000008 // Use a z-buffer w/stenciling
#define D3DFW_NO_FPUSETUP 0x00000010 // 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_NOVIEWPORT 0x82000006
#define D3DFWERR_NOPRIMARY 0x82000007
#define D3DFWERR_NOCLIPPER 0x82000008
#define D3DFWERR_BADDISPLAYMODE 0x82000009
#define D3DFWERR_NOBACKBUFFER 0x8200000a
#define D3DFWERR_NONZEROREFCOUNT 0x8200000b
#define D3DFWERR_NORENDERTARGET 0x8200000c
#define D3DFWERR_INVALIDMODE 0x8200000d
#define D3DFWERR_NOTINITIALIZED 0x8200000e
#endif // D3DFRAME_H