/*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: d3dapp.h
*
* Header to be included in source using D3DApp. Contains D3DApp function
* prototypes and defines.
*
* D3DApp is a collection of helper functions for Direct3D applications.
* D3DApp consists of the following files:
*d3dapp.h Main D3DApp header to be included by application
* d3dappi.h Internal header
* d3dapp.c D3DApp functions seen by application.
* ddcalls.c All calls to DirectDraw objects except textures
* d3dcalls.c All calls to Direct3D objects except textures
* texture.c Texture loading and managing texture list
* misc.c Miscellaneous calls
*/
#ifndef __D3DAPP_H__
#define __D3DAPP_H__
#define INITGUID
#include <ddraw.h>
#include <d3d.h>
#ifdef __cplusplus
extern "C" {
#endif
/*
* DEFINES
*/
#define D3DAPP_WINDOWMINIMUM 50 /* smallest buffer size allowed */
#define D3DAPP_DEFAULTWINDOWDIM 320 /* replaces window size if invalid */
#define D3DAPP_MINBUFFERSIZE 15360 /* minimum "maximum buffer size" for a
D3D driver to be accepted */
#define D3DAPP_MINVERTEXCOUNT 320 /* minimum "maximum vertex count" for a
D3D driver to be accepted */
#define D3DAPP_MAXD3DDRIVERS 5 /* maximum Direct3D drivers ever expected
to find */
#define D3DAPP_MAXTEXTUREFORMATS 50 /* maximum texture formats */
#define D3DAPP_MAXMODES 50 /* maximum display modes ever expected to
be reported by DirectDraw */
#define D3DAPP_MAXTEXTURES 15 /* maximum number of textures that wil be
loaded and managed */
#define D3DAPP_MAXCLEARRECTS 30 /* maximum num. rectangles (ie extents)
for clearing */
#define D3DAPP_BOGUS -100 /* unused parameters accept this */
#define D3DAPP_YOUDECIDE -25 /* Use this for certain parameters to
have D3DApp decide an appropriate
value for you */
#define D3DAPP_USEWINDOW -24 /* Used in place of fullscreen mode */
/*
* DATA STRUCTURES
*/
/*
* D3DAppD3DDriver structure
* Describes a D3D driver
*/
typedef struct tagD3DAppD3DDriver {
char Name[30];/* short name of the driver */
char About[50];/* short string about the driver */
D3DDEVICEDESC Desc; /* D3DDEVICEDESC for complete information */
GUID Guid;/* it's GUID */
BOOL bIsHardware;/* does this driver represent a hardware device? */
BOOL bDoesTextures; /* does this driver do texture mapping? */
BOOL bDoesZBuffer; /* can this driver use a z-buffer? */
BOOL bCanDoWindow;/* can it render to Window's display depth? */
} D3DAppD3DDriver;
/*
* D3DAppTextureFormat stucture
* Describes a texture format
*/
typedef struct tagD3DAppTextureFormat {
DDSURFACEDESC ddsd;/* DDSURFACEDESC for complete information */
BOOL bPalettized;/* is this format palettized */
int RedBPP;/* number of red, */
int BlueBPP;/* blue, */
int GreenBPP;/* and green bits per pixel */
int IndexBPP;/* number of bits in palette index */
} D3DAppTextureFormat;
/*
* D3DAppMode structure
* Describes a display mode
*/
typedef struct tagD3DAppMode {
int w; /* width */
int h; /* height */
int bpp; /* bits per pixel */
BOOL bThisDriverCanDo; /*can current D3D driver render in this mode?*/
} D3DAppMode;
/*
* D3DAppInfo structure
* Contains all the information D3DApp makes available to the application. A
* pointer to the internal, read only copy is returned by the initializing
* function.
*/
typedef struct tagD3DAppInfo {
HWND hwnd; /*handle of window being managed*/
/*
* Direct3D objects and information
*/
LPDIRECT3D2 lpD3D; /* D3D object */
LPDIRECT3DDEVICE2 lpD3DDevice; /* D3D device */
LPDIRECT3DVIEWPORT2 lpD3DViewport; /* D3D viewport, created by
application */
int NumDrivers; /* number of D3D drivers avail. */
int CurrDriver; /* number of curr. D3D driver */
D3DAppD3DDriver Driver[D3DAPP_MAXD3DDRIVERS]; /* avail. drivers*/
D3DAppD3DDriver ThisDriver; /* description of this driver,
identical to Driver[CurrDriver] */
int NumTextureFormats; /* num texture formats avail*/
int CurrTextureFormat; /* current texture format
will only change if driver changes or when app changes it*/
D3DAppTextureFormat TextureFormat[D3DAPP_MAXTEXTUREFORMATS];
/* description of all avail. formats */
D3DAppTextureFormat ThisTextureFormat; /* description of this format,
identical to TextureFormat[CurrTextureFormat] */
int NumTextures; /* number of textures in D3DApp's
texture list */
char ImageFile[D3DAPP_MAXTEXTURES][50]; /* files */
D3DTEXTUREHANDLE TextureHandle[D3DAPP_MAXTEXTURES]; /* handles */
LPDIRECTDRAWSURFACE lpTextureSurf[D3DAPP_MAXTEXTURES]; /* surfaces */
LPDIRECT3DTEXTURE2 lpTexture[D3DAPP_MAXTEXTURES]; /* texture objs */
int NumUsableTextures; /* the number of currently usable
textures (e.g. for a hardware
device there may not be enough
video memory*/
/*
* DirectDraw objects and information
*/
LPDIRECTDRAW lpDD; /* DirectDraw object */
BOOL bIsPrimary; /* Is this the primary DD device?
If FALSE, we're using a hardware DD device that cannot
display a window and so only fullscreen modes are available */
LPDIRECTDRAWSURFACE lpFrontBuffer; /* front buffer surface */
LPDIRECTDRAWSURFACE lpBackBuffer; /* back buffer surface */
LPDIRECTDRAWSURFACE lpZBuffer; /* z-buffer surface */
BOOL bBackBufferInVideo; /* back buf in video mem? */
BOOL bZBufferInVideo;/* is Z-buf in video mem? */
int NumModes; /* number of available display modes */
int CurrMode; /* number of current display mode (only
when fullscreen) */
D3DAppMode Mode[D3DAPP_MAXMODES]; /* desc avail modes */
D3DAppMode ThisMode; /* description of this mode, identical
to Mode[CurrMode] */
BOOL bFullscreen; /* in fullscreen exclusive mode? */
D3DAppMode WindowsDisplay; /* current Windows disply mode */
SIZE szClient; /* dimensions of client win */
POINT pClientOnPrimary; /* position of client win */
BOOL bPaused; /* the app is paused */
BOOL bAppActive; /* the app is active */
BOOL bTexturesDisabled; /* textures are disabled */
BOOL bOnlySystemMemory; /* all surfaces forced into
system memory */
BOOL bOnlyEmulation; /* no hardware DD or D3D
devices allowed */
BOOL bMinimized; /* app window is minimized */
BOOL bRenderingIsOK; /* All objects etc. necessary
for rendering are in ok */
} D3DAppInfo;
/*
* D3DAppRenderState structure
* The "render state" is the status of this collection of D3D options and
* variables. This structure is used to get and set the render state. The
* render state will only change during program initialization and when
* the application sets it.
*/
typedef struct tagD3DAppRenderState {
BOOL bZBufferOn; /* Z buffer is on */
BOOL bPerspCorrect; /* perspective correction is on */
D3DSHADEMODE ShadeMode; /* flat, gouraud, phong? */
D3DTEXTUREFILTER TextureFilter; /* linear or bi-linear texture filter */
D3DTEXTUREBLEND TextureBlend; /* Use shade mode or copy mode? */
D3DFILLMODE FillMode; /* solid, lines or points? */
BOOL bDithering; /* dithering is on */
BOOL bSpecular; /* specular highlights are on */
BOOL bAntialiasing; /* anti-aliasing is on */
BOOL bFogEnabled; /* fog is on */
D3DCOLOR FogColor; /* fog color */
D3DFOGMODE FogMode; /* linear, exp. etc. */
D3DVALUE FogStart; /* begining depth */
D3DVALUE FogEnd; /* ending depth */
} D3DAppRenderState;
/*
* FUNCTION PROTOTYPES
*/
/*
* D3DAppCreateFromHWND
*
* Call this before all other D3DApp functions (except AddTexture).
* Initializes all DD and D3D objects necessary for rendering, enumerates the
* available display modes and drivers and loads textures specified by prior
* AddTexture() calls. Caller passes the handle of the window to be manged
* and callback functions to execute for device creation and destruction.
*
* DeviceCreateCallback is executed AFTER the creation of D3D device and all
* objects D3DApp created using the device. This allows an application to
* reconstruct the scene and create any additional objects. The callback
* must create and return (in the variable provided) the DIRECT3DVIEWPORT
* from the given width and height. The returned pointer is stored in the
* D3DAppInfo structure and used for clearing and setting the render state.
* A NULL pointer is fine if D3DApp is not used for either of these
* functions. The create callback will always be called before any calls to
* the destroy callback. The boolean returned indicates success or failure.
*
* DeviceDestroyCallback is executed BEFORE the D3D device and objects
* created by D3DApp using the device are released. This allows an
* application to save data regarding the scene or release any objects
* created from the device before it is destroyed. The DIRECT3DVIEWPORT
* should be released in this callback. The boolean returned indicates the
* success or failure.
*
* A pointer to the internal D3DAppInfo data structure is returned. This
* should be READ ONLY!
*
* The DirectDraw device, Direct3D driver, display mode and texture format
* will all be chosen by D3DApp. Hardware DD and D3D devices are prefered.
* Mono lighting D3D drivers are prefered. Paletted texture formats are
* prefered. If possible, the current window size will be used, otherwise
* a fullscreen mode will be selected.
*
* Call AddTexture() to add textures to be loaded upon initialization.
*
* Valid flags:
* D3DAPP_ONLYSYSTEMMEMORY Force all surfaces into system memory. Also
* disables hardware DD and D3D drivers.
* D3DAPP_ONLYD3DEMULATION Disable D3D hardware
* D3DAPP_ONLYDDEMULATION Disable DD hardware
*/
#define D3DAPP_ONLYSYSTEMMEMORY 0x00000001
#define D3DAPP_ONLYD3DEMULATION0x00000002
#define D3DAPP_ONLYDDEMULATION0x00000004
BOOL D3DAppCreateFromHWND(DWORD flags, HWND hwnd,
BOOL(*DeviceCreateCallback)(int, int,
LPDIRECT3DVIEWPORT2*,
LPVOID),
LPVOID lpCreateContext,
BOOL(*DeviceDestroyCallback)(LPVOID),
LPVOID lpDestroyContext,
D3DAppInfo** D3DApp);
/*
* D3DAppWindowProc
* To be truly effective, D3DApp should be allowed to trap incoming window
* messages such as WM_SIZE. Call D3DAppWindowProc at the begining of the
* application's main window WindowProc with the message information. If
* bStopProcessing is set to TRUE, stop processing the message and return
* lresult.
*/
BOOL D3DAppWindowProc(BOOL* bStopProcessing, LRESULT* lresult, HWND hwnd,
UINT message, WPARAM wParam, LPARAM lParam);
/*
* D3DAppFullscreen
* Places the app in a fullscreen mode using the current driver.
*/
BOOL D3DAppFullscreen(int mode);
/*
* D3DAppWindow
* Places the application in windowed mode at the given client size. If w
* and h are D3DAPP_YOUDECIDE, D3DApp will decide on a suitable client size.
* If called while in fullscreen, restores the display mode and returns the
* hooked window to the size it was before a call to D3DAppFullscreen or to
* the size specified.
*/
BOOL D3DAppWindow(int w, int h);
/*
* D3DAppChangeDriver
* Changes the driver. If the current display mode is incompatible with the
* driver, a new one will be selected and employed. A new texture format is
* selected and textures are reloaded, hence their handles may change. By
* default, paletted formats are prefered.
*/
BOOL D3DAppChangeDriver(int driver, DWORD flags);
/*
* D3DAppAddTexture
* D3DApp has an internal list of textures which it maintains. The image
* files will be reloaded when necessary and the texture handles, objects and
* surfaces will always be up to date and available in the D3DAppInfo
* structure. D3DAppAddTextures adds the given PPM image file to this
* list.
*
* This is the only function which can be called before CreateD3DAppFromHWND.
* Use it to create a list of textures to load during this creation function.
*
* The handles and texture objects will change when the device or texture
* format changes. To react to changes in the texture objects and surfaces,
* use the callback for D3D device creation/release and make necessary
* changes whenever calling D3DAppChangeTextureFormat.
*
* Image files are searched for in the current directory, D3DPATH env var,
* and the "Software\Microsoft\Direct3D\4.0\D3D Path" registry entry.
*
*/
BOOL D3DAppAddTexture(const char* imagefile);
/*
* D3DAppChangeTextureFormat
* Changes all textures to the given format. Texture handles and objects
* will change.
*/
BOOL D3DAppChangeTextureFormat(int format);
/*
* D3DAppDisableTextures
* Disables the textures by turning handles to NULL. If the driver changes,
* textures are not loaded until this state is toggled by another call with a
* TRUE flag.
*/
BOOL D3DAppDisableTextures(BOOL flag);
/*
* D3DAppSwapTextures
* Swaps first texture with the second, second with third, etc. while keeping
* the handles array the same.
*/
BOOL D3DAppSwapTextures(void);
/*
* D3DAppSetRenderState
* Uses a D3D execute buffer to set the render state. If lpState is NULL,
* the current settings are reset.
*/
BOOL D3DAppSetRenderState(D3DAppRenderState* lpState);
/*
* D3DAppGetRenderState
* Returns the current render state.
*/
BOOL D3DAppGetRenderState(D3DAppRenderState* lpState);
/*
* D3DAppShowBackBuffer
* Blts or flips the back buffer to the primary surface. In the windowed
* case, only the dirty portion of the front buffer is blt'ed over. The
* dirty region of front and back buffers is maintained by calls to
* D3DAppRenderExtents(). D3DAPP_SHOWALL will force the entire front buffer
* to be updated.
*/
#define D3DAPP_SHOWALL 0x00000001
BOOL D3DAppShowBackBuffer(DWORD flags);
/*
* D3DAppRenderExtents
* Tells D3DApp the extents of all regions updated on the back buffer as a
* list of D3DRECTs (no more than D3DAPP_MAXCLEARRECTS). Call this before
* clearing the back buffer. If the D3DAPP_CLEARALL flag is set, the extents
* are ignored and the entire back buffer is assumed to have changed.
*/
#define D3DAPP_CLEARALL 0x00000001
BOOL D3DAppRenderExtents(DWORD dwCount, LPD3DRECT extent, DWORD flags);
/*
* D3DAppClearBackBuffer
* Clears the back buffer and Z-buffer (if enabled). D3DAPP_CLEARALL can be
* used to clear the entire back buffer.
*/
#define D3DAPP_CLEARALL 0x00000001
BOOL D3DAppClearBackBuffer(DWORD flags);
/*
* D3DAppCheckForLostSurfaces
* Checks all surfaces D3DApp has allocated and restores them if necessary.
* An error is returned on any type of failure, but it may be best to ignore
* it since restoring surface can fail for non-fatal reasons and the app may
* just want to spin.
*/
BOOL D3DAppCheckForLostSurfaces(void);
/*
* D3DAppPause
* Use D3DAppPause(TRUE) to pause the app and D3DAppPause(FALSE) to unpause.
* When fullscreen, the menu bar is redrawn. bPaused is updated to reflect
* the current status.
*/
BOOL D3DAppPause(BOOL flag);
/*
* D3DAppErrorToString
* Converts a DirectDraw, Direct3D or Direct3D RM error code to a string.
*/
char* D3DAppErrorToString(HRESULT error);
/*
* D3DAppCreateSurface
* Creates a surface described by ddsd. Will force the surface into
* systemmemory if D3DApp was initialized with D3DAPP_ONLYSYSTEMMEMORY.
*/
BOOL D3DAppCreateSurface(DDSURFACEDESC *ddsd, LPDIRECTDRAWSURFACE *lplpSurf);
/*
* D3DAppLastError
* D3DAppLastErrorString
* Returns the last D3DApp error as a string and HRESULT.
*/
HRESULT D3DAppLastError(void);
char* D3DAppLastErrorString(void);
/*
* D3DAppDestroy
* Destroys all objects including Direct Draw. Call before program
* termination.
*/
BOOL D3DAppDestroy(void);
#ifdef __cplusplus
};
#endif
#endif // __D3DAPP_H__