summaryrefslogtreecommitdiffstats
path: root/src/d3dengine.cpp
diff options
context:
space:
mode:
authoradiblol <adiblol@1tbps.org>2012-03-08 19:32:05 +0100
committeradiblol <adiblol@1tbps.org>2012-03-08 19:32:05 +0100
commita4c804b49ec872b71bd5a0167c3ad45704a3cc30 (patch)
tree8c931235247d662ca46a99695beb328fdfc8e8a8 /src/d3dengine.cpp
downloadcolobot-a4c804b49ec872b71bd5a0167c3ad45704a3cc30.tar.gz
colobot-a4c804b49ec872b71bd5a0167c3ad45704a3cc30.tar.bz2
colobot-a4c804b49ec872b71bd5a0167c3ad45704a3cc30.zip
Initial commit, Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
Diffstat (limited to 'src/d3dengine.cpp')
-rw-r--r--src/d3dengine.cpp5711
1 files changed, 5711 insertions, 0 deletions
diff --git a/src/d3dengine.cpp b/src/d3dengine.cpp
new file mode 100644
index 0000000..20bff34
--- /dev/null
+++ b/src/d3dengine.cpp
@@ -0,0 +1,5711 @@
+// D3DEngine.cpp
+
+#define STRICT
+#define D3D_OVERLOADS
+
+#include <stdio.h>
+#include <math.h>
+
+#include "struct.h"
+#include "D3DApp.h"
+#include "D3DTextr.h"
+#include "D3DUtil.h"
+#include "D3DMath.h"
+#include "D3DEngine.h"
+#include "language.h"
+#include "iman.h"
+#include "event.h"
+#include "profile.h"
+#include "math3d.h"
+#include "object.h"
+#include "interface.h"
+#include "light.h"
+#include "text.h"
+#include "particule.h"
+#include "terrain.h"
+#include "water.h"
+#include "cloud.h"
+#include "blitz.h"
+#include "planet.h"
+#include "sound.h"
+
+
+
+#define SIZEBLOC_TEXTURE 50
+#define SIZEBLOC_TRANSFORM 100
+#define SIZEBLOC_MINMAX 5
+#define SIZEBLOC_LIGHT 10
+#define SIZEBLOC_MATERIAL 100
+#define 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; // pas d'image de fond
+ 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; // pas d'image de devant
+ m_hiliteRank[0] = -1; // liste vide
+ m_mousePos = FPOINT(0.5f, 0.5f);
+ m_mouseType = D3DMOUSENORM;
+ m_bMouseHide = FALSE;
+ m_imageSurface = 0;
+ m_imageCopy = 0;
+ m_eyePt = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_lookatPt = D3DVECTOR(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
+
+ 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;
+}
+
+
+// Donne le pointeur au terrain existant.
+
+void CD3DEngine::SetTerrain(CTerrain* terrain)
+{
+ m_terrain = terrain;
+}
+
+
+// Sauvegarde l'état du moteur graphique dans 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; // en 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;
+}
+
+
+// Prépare une structure D3DObjLevel6 pour pouvoir ajouter
+// qq éléments D3DVERTEX2.
+
+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;
+ }
+}
+
+// Prépare une structure D3DObjLevel5 pour pouvoir ajouter
+// qq éléments 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;
+ }
+}
+
+// Prépare une structure D3DObjLevel4 pour pouvoir ajouter
+// qq éléments D3DObjLevel5.
+
+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;
+ }
+}
+
+// Prépare une structure D3DObjLevel3 pour pouvoir ajouter
+// qq éléments D3DObjLevel4.
+
+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;
+ }
+}
+
+// Prépare une structure D3DObjLevel2 pour pouvoir ajouter
+// qq éléments D3DObjLevel3.
+
+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;
+ }
+}
+
+// Prépare une structure D3DObjLevel1 pour pouvoir ajouter
+// qq éléments D3DObjLevel2.
+
+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;
+ }
+}
+
+
+// Retourne le nombre d'objets qu'il est encore possible de créer.
+
+int CD3DEngine::RetRestCreate()
+{
+ return D3DMAXOBJECT-m_objectParamTotal-2;
+}
+
+// Crée un nouvel objet. Retourne son rang ou -1 en cas d'erreur.
+
+int CD3DEngine::CreateObject()
+{
+ D3DMATRIX 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;
+
+ D3DUtil_SetIdentityMatrix(mat);
+ SetObjectTransform(i, mat);
+
+ m_objectParam[i].bDrawWorld = TRUE;
+ m_objectParam[i].distance = 0.0f;
+ m_objectParam[i].bboxMin = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_objectParam[i].bboxMax = D3DVECTOR(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;
+}
+
+
+// Supprime tous les objets.
+
+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();
+}
+
+// Détruit un objet existant.
+
+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); // supprime l'ombre
+
+ 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;
+}
+
+
+// Indique si un objet doit être dessiné par dessous l'interface.
+
+BOOL CD3DEngine::SetDrawWorld(int objRank, BOOL bDraw)
+{
+ if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return FALSE;
+
+ m_objectParam[objRank].bDrawWorld = bDraw;
+ return TRUE;
+}
+
+// Indique si un objet doit être dessiné par dessus l'interface.
+
+BOOL CD3DEngine::SetDrawFront(int objRank, BOOL bDraw)
+{
+ if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return FALSE;
+
+ m_objectParam[objRank].bDrawFront = bDraw;
+ return TRUE;
+}
+
+
+// Prépare le niveau 1 pour ajouter un 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];
+}
+
+// Prépare le niveau 2 pour ajouter un 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];
+}
+
+// Prépare le niveau 3 pour ajouter un 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];
+}
+
+// Prépare le niveau 4 pour ajouter un 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];
+}
+
+// Prépare le niveau 5 pour ajouter des vertex.
+
+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];
+}
+
+// Ajoute un ou plusieurs triangles à un objet existant.
+// Le nombre doit être multiple de 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 pour nb 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 = Min(vertex[i].x, m_objectParam[objRank].bboxMin.x);
+ m_objectParam[objRank].bboxMin.y = Min(vertex[i].y, m_objectParam[objRank].bboxMin.y);
+ m_objectParam[objRank].bboxMin.z = Min(vertex[i].z, m_objectParam[objRank].bboxMin.z);
+ m_objectParam[objRank].bboxMax.x = Max(vertex[i].x, m_objectParam[objRank].bboxMax.x);
+ m_objectParam[objRank].bboxMax.y = Max(vertex[i].y, m_objectParam[objRank].bboxMax.y);
+ m_objectParam[objRank].bboxMax.z = Max(vertex[i].z, m_objectParam[objRank].bboxMax.z);
+ }
+
+ m_objectParam[objRank].radius = Max(Length(m_objectParam[objRank].bboxMin),
+ Length(m_objectParam[objRank].bboxMax));
+ }
+ m_objectParam[objRank].totalTriangle += nb/3;
+
+ return TRUE;
+}
+
+// Ajoute une surface constituée de triangles jointifs.
+
+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 pour nb 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 = Min(vertex[i].x, m_objectParam[objRank].bboxMin.x);
+ m_objectParam[objRank].bboxMin.y = Min(vertex[i].y, m_objectParam[objRank].bboxMin.y);
+ m_objectParam[objRank].bboxMin.z = Min(vertex[i].z, m_objectParam[objRank].bboxMin.z);
+ m_objectParam[objRank].bboxMax.x = Max(vertex[i].x, m_objectParam[objRank].bboxMax.x);
+ m_objectParam[objRank].bboxMax.y = Max(vertex[i].y, m_objectParam[objRank].bboxMax.y);
+ m_objectParam[objRank].bboxMax.z = Max(vertex[i].z, m_objectParam[objRank].bboxMax.z);
+ }
+
+ m_objectParam[objRank].radius = Max(Length(m_objectParam[objRank].bboxMin),
+ Length(m_objectParam[objRank].bboxMax));
+ }
+ m_objectParam[objRank].totalTriangle += nb-2;
+
+ return TRUE;
+}
+
+// Ajoute une surface constituée de triangles jointifs.
+// Le buffer n'est pas copié.
+
+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 = Min(buffer->vertex[i].x, m_objectParam[objRank].bboxMin.x);
+ m_objectParam[objRank].bboxMin.y = Min(buffer->vertex[i].y, m_objectParam[objRank].bboxMin.y);
+ m_objectParam[objRank].bboxMin.z = Min(buffer->vertex[i].z, m_objectParam[objRank].bboxMin.z);
+ m_objectParam[objRank].bboxMax.x = Max(buffer->vertex[i].x, m_objectParam[objRank].bboxMax.x);
+ m_objectParam[objRank].bboxMax.y = Max(buffer->vertex[i].y, m_objectParam[objRank].bboxMax.y);
+ m_objectParam[objRank].bboxMax.z = Max(buffer->vertex[i].z, m_objectParam[objRank].bboxMax.z);
+ }
+
+ m_objectParam[objRank].radius = Max(Length(m_objectParam[objRank].bboxMin),
+ Length(m_objectParam[objRank].bboxMax));
+ }
+ m_objectParam[objRank].totalTriangle += buffer->totalUsed-2;
+
+ return TRUE;
+}
+
+
+// Cherche une liste de 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 ( IsEqual(p4->min, 0.0f ) &&
+ IsEqual(p4->max, oldLimit[0]) )
+ {
+ p4->max = newLimit[0];
+ }
+ else if ( IsEqual(p4->min, oldLimit[0]) &&
+ IsEqual(p4->max, oldLimit[1]) )
+ {
+ p4->min = newLimit[0];
+ p4->max = newLimit[1];
+ }
+ else if ( IsEqual(p4->min, oldLimit[1]) &&
+ IsEqual(p4->max, 1000000.0f ) )
+ {
+ p4->min = newLimit[1];
+ }
+ else if ( IsEqual(p4->min, 0.0f ) &&
+ IsEqual(p4->max, oldTerrain) )
+ {
+ p4->max = newTerrain;
+ }
+ }
+ }
+ }
+
+ m_lastDim = m_dim;
+ m_lastObjectDetail = m_objectDetail;
+ m_lastClippingDistance = m_clippingDistance;
+}
+
+// Cherche une liste de 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;
+}
+
+// Change la texture secondaire d'un objet.
+
+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; // déjà nouvelle
+ 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; // faire mieux !!!
+ newp2->table[newp2->totalUsed++] = p3;
+
+ p2->table[l2] = 0;
+ }
+ }
+ return TRUE;
+}
+
+
+// Retourne le nombre de triangles de l'objet.
+
+int CD3DEngine::RetTotalTriangles(int objRank)
+{
+ return m_objectParam[objRank].totalTriangle;
+}
+
+// Retourne qq triangles d'un objet. Utilisé pour extraire qq
+// triangles d'un objet qui explose.
+// "percent" est compris entre 0 et 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;
+}
+
+// Donne la bbox d'un objet.
+
+BOOL CD3DEngine::GetBBox(int objRank, D3DVECTOR &min, D3DVECTOR &max)
+{
+ min = m_objectParam[objRank].bboxMin;
+ max = m_objectParam[objRank].bboxMax;
+ return TRUE;
+}
+
+
+// Change le mapping de texture pour toute une liste de 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 le mapping de texture pour toute une liste de triangles,
+// afin de simuler une chenille qui tourne.
+// Seul le mapping selon "u" est changé.
+//
+// pos: position sur le pourtour [p]
+// tl: longeur élément répétitif de la texture [t]
+// ts: début de la texture [t]
+// tt: largeur totale de la texture [t]
+//
+// [p] = distance dans l'univers 3D
+// [t] = position dans la 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 développement chenille
+// |ps| |
+// <--> pe |
+// <------------>
+//
+// Texture :
+// o---------------o
+// | |
+// | o-o-o-o-o |
+// | | | | | |<--- texture de la chenille
+// | 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;
+ D3DVECTOR 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; // jamais négatif !
+ }
+
+ 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 fin maillon
+ current.y = pv[i].y;
+ break;
+ }
+ }
+ }
+
+ ps = 0.0f; // position de début sur le pourtour
+ for ( l6=0 ; l6<nb/6 ; l6++ )
+ {
+ s = e = 0;
+ for ( i=0 ; i<6 ; i++ )
+ {
+ if ( Abs(pv[i].x-current.x) < 0.0001f &&
+ Abs(pv[i].y-current.y) < 0.0001f )
+ {
+ ie[e++] = i;
+ }
+ else
+ {
+ is[s++] = i;
+ }
+ }
+ if ( s == 3 && e == 3 )
+ {
+ pe = ps+Length(pv[is[0]].x-pv[ie[0]].x,
+ pv[is[0]].y-pv[ie[0]].y)/factor; // position de fin sur le pourtour
+
+ 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 ( Abs(pv[i+6].x-current.x) > 0.0001f ||
+ Abs(pv[i+6].y-current.y) > 0.0001f )
+ {
+ current.x = pv[i+6].x; // fin maillon suivant
+ current.y = pv[i+6].y;
+ break;
+ }
+ }
+ ps = pe; // position de début suivante sur le pourtour
+ pv += 6;
+ }
+
+ return TRUE;
+}
+
+
+// Met à jour tous les paramètres géométriques des objets.
+
+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 = Min(p6->vertex[i].x, m_objectParam[objRank].bboxMin.x);
+ m_objectParam[objRank].bboxMin.y = Min(p6->vertex[i].y, m_objectParam[objRank].bboxMin.y);
+ m_objectParam[objRank].bboxMin.z = Min(p6->vertex[i].z, m_objectParam[objRank].bboxMin.z);
+ m_objectParam[objRank].bboxMax.x = Max(p6->vertex[i].x, m_objectParam[objRank].bboxMax.x);
+ m_objectParam[objRank].bboxMax.y = Max(p6->vertex[i].y, m_objectParam[objRank].bboxMax.y);
+ m_objectParam[objRank].bboxMax.z = Max(p6->vertex[i].z, m_objectParam[objRank].bboxMax.z);
+ }
+
+ m_objectParam[objRank].radius = Max(Length(m_objectParam[objRank].bboxMin),
+ Length(m_objectParam[objRank].bboxMax));
+ }
+ }
+ }
+ }
+ }
+
+ m_bUpdateGeometry = FALSE;
+}
+
+
+// Détermine si un objet est visible, même partiellement.
+// La transformation "world" doit être faite !
+
+BOOL CD3DEngine::IsVisible(int objRank)
+{
+ D3DVECTOR center;
+ DWORD flags;
+ float radius;
+
+ radius = m_objectParam[objRank].radius;
+ center = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ m_pD3DDevice->ComputeSphereVisibility(&center, &radius, 1, 0, &flags);
+
+ if ( flags & D3DSTATUS_CLIPINTERSECTIONALL )
+ {
+ m_objectParam[objRank].bVisible = FALSE;
+ return FALSE;
+ }
+ m_objectParam[objRank].bVisible = TRUE;
+ return TRUE;
+}
+
+
+// Détecte l'objet visé par la souris.
+// Retourne le rang de l'objet ou -1.
+
+int CD3DEngine::DetectObject(FPOINT 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 ou 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;
+}
+
+// Détecte si la souris est dans un triangle.
+
+BOOL CD3DEngine::DetectTriangle(FPOINT mouse, D3DVERTEX2 *triangle,
+ int objRank, float &dist)
+{
+ D3DVECTOR p2D[3], p3D;
+ FPOINT 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 ( !IsInsideTriangle(a, b, c, mouse) ) return FALSE;
+
+ dist = (p2D[0].z+p2D[1].z+p2D[2].z)/3.0f;
+ return TRUE;
+}
+
+// Détecte si un objet est visé par la souris.
+
+BOOL CD3DEngine::DetectBBox(int objRank, FPOINT mouse)
+{
+ D3DVECTOR p, pp;
+ FPOINT 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 );
+}
+
+// Transforme un point 3D (x,y,z) dans l'espace 2D (x,y,-) de la fenêtre.
+// La coordonnée p2D.z donne l'éloignement.
+
+BOOL CD3DEngine::TransformPoint(D3DVECTOR &p2D, int objRank, D3DVECTOR p3D)
+{
+ p3D = Transform(m_objectParam[objRank].transform, p3D);
+ p3D = Transform(m_matView, p3D);
+
+ if ( p3D.z < 2.0f ) return FALSE; // derrière ?
+
+ p2D.x = (p3D.x/p3D.z)*m_matProj._11;
+ p2D.y = (p3D.y/p3D.z)*m_matProj._22;
+ 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;
+}
+
+
+// Calcul les distances entre le point de vue et l'origine
+// des différents objets.
+
+void CD3DEngine::ComputeDistance()
+{
+ D3DVECTOR 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._41;
+ v.y = m_eyePt.y - m_objectParam[i].transform._42;
+ v.z = m_eyePt.z - m_objectParam[i].transform._43;
+ m_objectParam[i].distance = Length(v);
+ }
+ }
+ 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._41;
+ v.y = m_eyePt.y - m_objectParam[i].transform._42;
+ v.z = m_eyePt.z - m_objectParam[i].transform._43;
+ m_objectParam[i].distance = Length(v);
+ }
+ else
+ {
+ m_objectParam[i].distance = distance;
+ }
+ }
+ }
+}
+
+
+// Adapte les réglages lors de la première exécution.
+
+void CD3DEngine::FirstExecuteAdapt(BOOL bFirst)
+{
+ if ( m_app->IsVideo8MB() )
+ {
+ SetGroundSpot(FALSE);
+ SetSkyMode(FALSE);
+ }
+
+ if ( m_app->IsVideo32MB() && bFirst )
+ {
+ SetObjectDetail(2.0f);
+ }
+}
+
+// Retourne la quantité totale de mémoire vidéo pour les textures.
+
+int CD3DEngine::GetVidMemTotal()
+{
+ return m_app->GetVidMemTotal();
+}
+
+BOOL CD3DEngine::IsVideo8MB()
+{
+ return m_app->IsVideo8MB();
+}
+
+BOOL CD3DEngine::IsVideo32MB()
+{
+ return m_app->IsVideo32MB();
+}
+
+
+// Effectue la liste de tous les devices graphiques disponibles.
+
+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);
+}
+
+
+
+D3DMATRIX* CD3DEngine::RetMatView()
+{
+ return &m_matView;
+}
+
+D3DMATRIX* CD3DEngine::RetMatLeftView()
+{
+ return &m_matLeftView;
+}
+
+D3DMATRIX* CD3DEngine::RetMatRightView()
+{
+ return &m_matRightView;
+}
+
+
+// Spécifie l'emplacement et la direction du point de vue.
+
+void CD3DEngine::SetViewParams(const D3DVECTOR &vEyePt,
+ const D3DVECTOR &vLookatPt,
+ const D3DVECTOR &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.
+ D3DVECTOR vView = (vLookatPt) - (vEyePt);
+ vView = CrossProduct( vView, (vUpVec) );
+ vView = Normalize( vView ) * fEyeDistance;
+
+ D3DVECTOR vLeftEyePt = (vEyePt) + vView;
+ D3DVECTOR vRightEyePt = (vEyePt) - vView;
+
+ // Set the view matrices
+ D3DUtil_SetViewMatrix( m_matLeftView, (D3DVECTOR)vLeftEyePt, (D3DVECTOR)vLookatPt, (D3DVECTOR)vUpVec );
+ D3DUtil_SetViewMatrix( m_matRightView, (D3DVECTOR)vRightEyePt, (D3DVECTOR)vLookatPt, (D3DVECTOR)vUpVec );
+ D3DUtil_SetViewMatrix( m_matView, (D3DVECTOR)vEyePt, (D3DVECTOR)vLookatPt, (D3DVECTOR)vUpVec );
+#else
+ m_eyePt = vEyePt;
+ m_lookatPt = vLookatPt;
+ m_eyeDirH = RotateAngle(vEyePt.x-vLookatPt.x, vEyePt.z-vLookatPt.z);
+ m_eyeDirV = RotateAngle(Length2d(vEyePt, vLookatPt), vEyePt.y-vLookatPt.y);
+
+ D3DUtil_SetViewMatrix(m_matView, (D3DVECTOR)vEyePt, (D3DVECTOR)vLookatPt, (D3DVECTOR)vUpVec);
+
+ if ( m_sound == 0 )
+ {
+ m_sound = (CSound*)m_iMan->SearchInstance(CLASS_SOUND);
+ }
+ m_sound->SetListener(vEyePt, vLookatPt);
+#endif
+}
+
+
+// Spécifie la matrice de transformation d'un objet.
+
+BOOL CD3DEngine::SetObjectTransform(int objRank, const D3DMATRIX &transform)
+{
+ if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return FALSE;
+
+ m_objectParam[objRank].transform = transform;
+ return TRUE;
+}
+
+// Donne la matrice de transformation d'un objet.
+
+BOOL CD3DEngine::GetObjectTransform(int objRank, D3DMATRIX &transform)
+{
+ if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return FALSE;
+
+ transform = m_objectParam[objRank].transform;
+ return TRUE;
+}
+
+// Spécifie le type d'un objet.
+
+BOOL CD3DEngine::SetObjectType(int objRank, D3DTypeObj type)
+{
+ if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return FALSE;
+
+ m_objectParam[objRank].type = type;
+ return TRUE;
+}
+
+// Retourne le type d'un objet.
+
+D3DTypeObj CD3DEngine::RetObjectType(int objRank)
+{
+ return m_objectParam[objRank].type;
+}
+
+// Spécifie la transparence d'un objet.
+
+BOOL CD3DEngine::SetObjectTransparency(int objRank, float value)
+{
+ if ( objRank < 0 || objRank >= D3DMAXOBJECT ) return FALSE;
+
+ m_objectParam[objRank].transparency = value;
+ return TRUE;
+}
+
+
+// Alloue une table pour l'ombre, si nécessaire.
+
+BOOL CD3DEngine::ShadowCreate(int objRank)
+{
+ int i;
+
+ // Déjà alloué ?
+ if ( m_objectParam[objRank].shadowRank != -1 ) return TRUE;
+
+ for ( i=0 ; i<D3DMAXSHADOW ; i++ )
+ {
+ if ( m_shadow[i].bUsed == FALSE ) // libre ?
+ {
+ 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; // pas trouvé
+}
+
+// Supprime l'ombre associée à un objet.
+
+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 = D3DVECTOR(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;
+ }
+}
+
+// Spécifie si l'ombre est visible. Par exemple, lorsqu'un objet est
+// porté, il n'a plus d'ombre.
+
+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;
+}
+
+// Spécifie le type de l'ombre de l'objet.
+
+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;
+}
+
+// Spécifie la position de l'ombre de l'objet.
+
+BOOL CD3DEngine::SetObjectShadowPos(int objRank, const D3DVECTOR &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;
+}
+
+// Spécifie la normale au terrain de l'ombre de l'objet.
+
+BOOL CD3DEngine::SetObjectShadowNormal(int objRank, const D3DVECTOR &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;
+}
+
+// Spécifie l'angle de l'ombre de l'objet.
+
+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;
+}
+
+// Spécifie le rayon de l'ombre de l'objet.
+
+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;
+}
+
+// Retourne le rayon de l'ombre de l'objet.
+
+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;
+}
+
+// Spécifie l'intensité de l'ombre de l'objet.
+
+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;
+}
+
+// Spécifie la hauteur de l'ombre de l'objet.
+
+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;
+}
+
+
+// Efface toutes les marques au sol.
+
+void CD3DEngine::GroundSpotFlush()
+{
+ LPDIRECTDRAWSURFACE7 surface;
+ DDSURFACEDESC2 ddsd;
+ WORD* pbSurf;
+ char texName[20];
+ int s, y;
+
+ ZeroMemory(m_groundSpot, sizeof(D3DGroundSpot)*D3DMAXGROUNDSPOT);
+ m_bFirstGroundSpot = TRUE; // force le dessin la première fois
+
+ 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); // tout blanc
+ }
+
+ surface->Unlock(NULL);
+ }
+}
+
+// Alloue une table pour une marque au sol, si nécessaire.
+
+int CD3DEngine::GroundSpotCreate()
+{
+ int i;
+
+ for ( i=0 ; i<D3DMAXGROUNDSPOT ; i++ )
+ {
+ if ( m_groundSpot[i].bUsed == FALSE ) // libre ?
+ {
+ ZeroMemory(&m_groundSpot[i], sizeof(D3DGroundSpot));
+ m_groundSpot[i].bUsed = TRUE;
+ m_groundSpot[i].smooth = 1.0f;
+ return i;
+ }
+ }
+ return -1; // pas trouvé
+}
+
+// Supprime une marque au sol.
+
+void CD3DEngine::GroundSpotDelete(int rank)
+{
+ m_groundSpot[rank].bUsed = FALSE;
+ m_groundSpot[rank].pos = D3DVECTOR(0.0f, 0.0f, 0.0f);
+}
+
+// Spécifie la position d'une marque au sol de l'objet.
+
+BOOL CD3DEngine::SetObjectGroundSpotPos(int rank, const D3DVECTOR &pos)
+{
+ m_groundSpot[rank].pos = pos;
+ return TRUE;
+}
+
+// Spécifie le rayon d'une marque au sol de l'objet.
+
+BOOL CD3DEngine::SetObjectGroundSpotRadius(int rank, float radius)
+{
+ m_groundSpot[rank].radius = radius;
+ return TRUE;
+}
+
+// Spécifie la couleur d'une marque au sol.
+
+BOOL CD3DEngine::SetObjectGroundSpotColor(int rank, D3DCOLORVALUE color)
+{
+ m_groundSpot[rank].color = color;
+ return TRUE;
+}
+
+// Spécifie les hauteurs min/max.
+
+BOOL CD3DEngine::SetObjectGroundSpotMinMax(int rank, float min, float max)
+{
+ m_groundSpot[rank].min = min;
+ m_groundSpot[rank].max = max;
+ return TRUE;
+}
+
+// Spécifie le facteur de transition.
+
+BOOL CD3DEngine::SetObjectGroundSpotSmooth(int rank, float smooth)
+{
+ m_groundSpot[rank].smooth = smooth;
+ return TRUE;
+}
+
+
+// Crée les marques au sol.
+
+int CD3DEngine::GroundMarkCreate(D3DVECTOR 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;
+}
+
+// Efface les marques au sol.
+
+BOOL CD3DEngine::GroundMarkDelete(int rank)
+{
+ ZeroMemory(&m_groundMark, sizeof(D3DGroundMark));
+ return TRUE;
+}
+
+
+// Gestion des frontières (distances limites) pour changer de résolution.
+// 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; // limite plus loin si fenêtre grande !
+//? 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; // limite plus loin si fenêtre grande !
+//? 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;
+}
+
+
+// Définition de la distance de vision du terrain.
+
+void CD3DEngine::SetTerrainVision(float vision)
+{
+ m_terrainVision = vision;
+}
+
+
+// Gestion du mode global d'ombrage.
+
+void CD3DEngine::SetShadow(BOOL bMode)
+{
+ m_bShadow = bMode;
+}
+
+BOOL CD3DEngine::RetShadow()
+{
+ return m_bShadow;
+}
+
+
+// Gestion du mode global de marquage au sol.
+
+void CD3DEngine::SetGroundSpot(BOOL bMode)
+{
+ m_bGroundSpot = bMode;
+}
+
+BOOL CD3DEngine::RetGroundSpot()
+{
+ return m_bGroundSpot;
+}
+
+
+// Gestion du mode global de salissure.
+
+void CD3DEngine::SetDirty(BOOL bMode)
+{
+ m_bDirty = bMode;
+}
+
+BOOL CD3DEngine::RetDirty()
+{
+ return m_bDirty;
+}
+
+
+// Gestion du mode global de nappes de brouillard horizontales.
+
+void CD3DEngine::SetFog(BOOL bMode)
+{
+ m_bFog = bMode;
+}
+
+BOOL CD3DEngine::RetFog()
+{
+ return m_bFog;
+}
+
+
+// Indique s'il est possible de donner une couleur dans SetState.
+
+BOOL CD3DEngine::RetStateColor()
+{
+ return m_bStateColor;
+}
+
+
+// Gestion du mode global de texturage secondaire.
+
+void CD3DEngine::SetSecondTexture(int texNum)
+{
+ m_secondTexNum = texNum;
+}
+
+int CD3DEngine::RetSecondTexture()
+{
+ return m_secondTexNum;
+}
+
+
+// Choix du rang de la vue active.
+
+void CD3DEngine::SetRankView(int rank)
+{
+ if ( rank < 0 ) rank = 0;
+ if ( rank > 1 ) rank = 1;
+
+ if ( m_rankView == 0 && rank == 1 ) // entre dans l'eau ?
+ {
+ m_light->AdaptLightColor(m_waterAddColor, +1.0f);
+ }
+
+ if ( m_rankView == 1 && rank == 0 ) // sort de l'eau ?
+ {
+ m_light->AdaptLightColor(m_waterAddColor, -1.0f);
+ }
+
+ m_rankView = rank;
+}
+
+int CD3DEngine::RetRankView()
+{
+ return m_rankView;
+}
+
+// Indique s'il faut dessiner le monde sous l'interface.
+
+void CD3DEngine::SetDrawWorld(BOOL bDraw)
+{
+ m_bDrawWorld = bDraw;
+}
+
+// Indique s'il faut dessiner le monde sur l'interface.
+
+void CD3DEngine::SetDrawFront(BOOL bDraw)
+{
+ m_bDrawFront = bDraw;
+}
+
+// Gestion de la couleur ambiante.
+// color = 0x00rrggbb
+// rr: rouge
+// gg: vert
+// bb: bleu
+
+void CD3DEngine::SetAmbiantColor(D3DCOLOR color, int rank)
+{
+ m_ambiantColor[rank] = color;
+}
+
+D3DCOLOR CD3DEngine::RetAmbiantColor(int rank)
+{
+ return m_ambiantColor[rank];
+}
+
+
+// Gestion de la couleur sous l'eau.
+
+void CD3DEngine::SetWaterAddColor(D3DCOLORVALUE color)
+{
+ m_waterAddColor = color;
+}
+
+D3DCOLORVALUE CD3DEngine::RetWaterAddColor()
+{
+ return m_waterAddColor;
+}
+
+
+// Gestion de la couleur du brouillard.
+
+void CD3DEngine::SetFogColor(D3DCOLOR color, int rank)
+{
+ m_fogColor[rank] = color;
+}
+
+D3DCOLOR CD3DEngine::RetFogColor(int rank)
+{
+ return m_fogColor[rank];
+}
+
+
+// Gestion de la profondeur de champ.
+// Au-delà de cette distance, plus rien n'est visible.
+// Un peu avant (selon SetFogStart), on entre dans le brouillard.
+
+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];
+}
+
+
+// Gestion du départ de brouillard.
+// Avec 0.0, le brouillard part du point de vue (brouillard max).
+// Avec 1.0, le brouillard part de la profondeur de champ (pas de brouillard).
+
+void CD3DEngine::SetFogStart(float start, int rank)
+{
+ m_fogStart[rank] = start;
+}
+
+float CD3DEngine::RetFogStart(int rank)
+{
+ return m_fogStart[rank];
+}
+
+
+// Donne l'image d'arrière-plan à utiliser.
+
+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;
+}
+
+// Donne l'image d'arrière-plan utilisée.
+
+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;
+}
+
+// Donne l'image d'avant-plan à utiliser.
+
+void CD3DEngine::SetFrontsizeName(char *name)
+{
+ if ( m_frontsizeName[0] != 0 )
+ {
+ FreeTexture(m_frontsizeName);
+ }
+
+ strcpy(m_frontsizeName, name);
+}
+
+// Indique s'il faut dessiner d'avant-plan.
+
+void CD3DEngine::SetOverFront(BOOL bFront)
+{
+ m_bOverFront = bFront;
+}
+
+// Donne la couleur d'avant-plan.
+
+void CD3DEngine::SetOverColor(D3DCOLOR color, int mode)
+{
+ m_overColor = color;
+ m_overMode = mode;
+}
+
+
+
+// Gestion de la densité des particules.
+
+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;
+}
+
+// Gestion de la distance de 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;
+}
+
+// Gestion du détail des objets.
+
+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;
+}
+
+// Gestion de la quantité d'objets 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;
+}
+
+// Gestion de la qualité des 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;
+}
+
+
+// Gestion du mode de toto.
+
+void CD3DEngine::SetTotoMode(BOOL bPresent)
+{
+ m_bTotoMode = bPresent;
+}
+
+BOOL CD3DEngine::RetTotoMode()
+{
+ return m_bTotoMode;
+}
+
+
+// Gestion du mode d'avant-plan.
+
+void CD3DEngine::SetLensMode(BOOL bPresent)
+{
+ m_bLensMode = bPresent;
+}
+
+BOOL CD3DEngine::RetLensMode()
+{
+ return m_bLensMode;
+}
+
+
+// Gestion du mode de l'eau.
+
+void CD3DEngine::SetWaterMode(BOOL bPresent)
+{
+ m_bWaterMode = bPresent;
+}
+
+BOOL CD3DEngine::RetWaterMode()
+{
+ return m_bWaterMode;
+}
+
+
+// Gestion du mode de ciel.
+
+void CD3DEngine::SetSkyMode(BOOL bPresent)
+{
+ m_bSkyMode = bPresent;
+}
+
+BOOL CD3DEngine::RetSkyMode()
+{
+ return m_bSkyMode;
+}
+
+
+// Gestion du mode d'arrière-plan.
+
+void CD3DEngine::SetBackForce(BOOL bPresent)
+{
+ m_bBackForce = bPresent;
+}
+
+BOOL CD3DEngine::RetBackForce()
+{
+ return m_bBackForce;
+}
+
+
+// Gestion du mode des planètes.
+
+void CD3DEngine::SetPlanetMode(BOOL bPresent)
+{
+ m_bPlanetMode = bPresent;
+}
+
+BOOL CD3DEngine::RetPlanetMode()
+{
+ return m_bPlanetMode;
+}
+
+
+// Gestion du mode des lumières dynamiques.
+
+void CD3DEngine::SetLightMode(BOOL bPresent)
+{
+ m_bLightMode = bPresent;
+}
+
+BOOL CD3DEngine::RetLightMode()
+{
+ return m_bLightMode;
+}
+
+
+// Gestion du mode d'indentation pendant l'édition (CEdit).
+
+void CD3DEngine::SetEditIndentMode(BOOL bAuto)
+{
+ m_bEditIndentMode = bAuto;
+}
+
+BOOL CD3DEngine::RetEditIndentMode()
+{
+ return m_bEditIndentMode;
+}
+
+
+// Gestion de l'avance d'un tabulateur pendant l'édition (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;
+}
+
+
+// Met à jour la scène après un changement de paramètres.
+
+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;
+}
+
+
+
+// Retourne le point de vue de l'utilisateur.
+
+D3DVECTOR CD3DEngine::RetEyePt()
+{
+ return m_eyePt;
+}
+
+D3DVECTOR CD3DEngine::RetLookatPt()
+{
+ return m_lookatPt;
+}
+
+float CD3DEngine::RetEyeDirH()
+{
+ return m_eyeDirH;
+}
+
+float CD3DEngine::RetEyeDirV()
+{
+ return m_eyeDirV;
+}
+
+POINT CD3DEngine::RetDim()
+{
+ return m_dim;
+}
+
+
+// Génère un nom de quart d'image.
+
+void QuarterName(char *buffer, char *name, int quarter)
+{
+ while ( *name != 0 )
+ {
+ if ( *name == '.' )
+ {
+ *buffer++ = 'a'+quarter;
+ }
+ *buffer++ = *name++;
+ }
+ *buffer++ = 0;
+}
+
+// Libère une texture.
+
+BOOL CD3DEngine::FreeTexture(char* name)
+{
+ if ( name[0] == 0 ) return TRUE;
+
+ if ( D3DTextr_DestroyTexture(name) != S_OK )
+ {
+ return FALSE;
+ }
+ return TRUE;
+}
+
+// Charge une 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;
+}
+
+// Charge toutes les textures de la scène.
+
+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 en 4 morceaux ?
+ {
+ 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;
+}
+
+
+// Mise à jour après avoir créé des objets.
+
+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 ) // croissance ?
+ {
+ 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 ) // fixe ?
+ {
+ 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 ) // décroissance ?
+ {
+ 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;
+}
+
+// Fait évoluer tout le jeu.
+
+void CD3DEngine::StepSimul(float rTime)
+{
+ m_app->StepSimul(rTime);
+}
+
+
+
+// Modifie l'état associé à un matériaux.
+// (*) Ne fonctionne pas sans cette instruction, mystère !
+
+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 ) // transparent selon noir de la 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 ) // transparent selon blanc de la 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 ) // transparent selon noir de la couleur ?
+ {
+ 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 ) // transparent selon blanc de la couleur ?
+ {
+ 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 ) // transparent selon couleur diffuse ?
+ {
+ 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 avec canal alpha ?
+ {
+ 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]);
+ }
+}
+
+// Spécifie une texture à utiliser.
+
+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));
+}
+
+// Spécifie le matérial à utiliser.
+
+void CD3DEngine::SetMaterial(const D3DMATERIAL7 &mat)
+{
+ if ( memcmp(&mat, &m_lastMaterial, sizeof(D3DMATERIAL7)) == 0 ) return;
+ m_lastMaterial = mat;
+
+ m_pD3DDevice->SetMaterial(&m_lastMaterial);
+}
+
+
+// Efface un point dans une surface (dessine en blanc).
+
+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; // blanc
+}
+
+// Affiche un point dans une surface.
+
+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; // blanc
+ }
+
+ pbSurf = (WORD*)ddsd->lpSurface;
+ pbSurf += ddsd->lPitch*y/2;
+ pbSurf += x;
+
+ *pbSurf &= w;
+}
+
+// Affiche un point dans une 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; // blanc
+ }
+
+ 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; // garde canal alpha
+ *pbSurf |= w;
+ }
+ }
+}
+
+// Donne un point dans une 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; // noir
+ }
+
+ 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; // noir
+ }
+
+ 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; // noir
+ return color;
+}
+
+// Dessine toutes les ombres.
+
+// Il y a 1 pixel de recouvrement autour de chacune des 16 surfaces :
+//
+// |<----------------------->|<----------------------->|<---- ...
+// 0 | 1 2 253 254|255 |
+// |---|---|---|-- ... --|---|---|---| |
+// 0 | 1 2 253 254|255
+// |---|---|---|-- ... --|---|---|---|
+//
+// On dessine donc dans des surfaces de 254x254 pixels. Le pixel de
+// marge tout autour est dessiné à double (dans 2 surfaces adjacentes),
+// pour que le filtrage produise des résultats identiques !
+
+void CD3DEngine::RenderGroundSpot()
+{
+ LPDIRECTDRAWSURFACE7 surface;
+ DDSURFACEDESC2 ddsd;
+ WORD* pbSurf;
+ D3DCOLORVALUE color;
+ D3DVECTOR pos;
+ FPOINT 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 de recouvrement
+ 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;
+
+ // Calcule la zone à effacer.
+ 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-Mod(cx, 1.0f);
+ py = cy-Mod(cy, 1.0f); // multiple de 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;
+ }
+
+ // Calcule la zone à dessiner.
+ 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-Mod(cx, 1.0f);
+ py = cy-Mod(cy, 1.0f); // multiple de 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 )
+ {
+ // Charge le morceau.
+ 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;
+
+ // Efface en blanc tout le morceau.
+ 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); // tout blanc
+ }
+ }
+
+ // Dessine les nouvelles ombres.
+ 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-Mod(cx, 1.0f);
+ py = cy-Mod(cy, 1.0f); // multiple de 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 = Length(ppx-cx, ppy-cy)/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; // relatif à la 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-Mod(cx, 1.0f);
+ py = cy-Mod(cy, 1.0f); // multiple de 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; // relatif à la texture
+ ppy -= min.y;
+
+ intensity = 1.0f-Length((float)ix, (float)iy)/dot;
+ if ( intensity <= 0.0f ) continue;
+ intensity *= m_groundMark.intensity;
+
+ j = (ix+dot) + (iy+dot)*m_groundMark.dx;
+ if ( m_groundMark.table[j] == 1 ) // vert ?
+ {
+ 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 ) // rouge ?
+ {
+ 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;
+}
+
+// Dessine toutes les ombres.
+
+void CD3DEngine::DrawShadow()
+{
+ D3DVERTEX2 vertex[4]; // 2 triangles
+ D3DVECTOR corner[4], n, pos;
+ D3DMATERIAL7 material;
+ D3DMATRIX matrix;
+ FPOINT 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);
+
+ D3DUtil_SetIdentityMatrix(matrix);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
+
+ ZeroMemory( &material, sizeof(D3DMATERIAL7) );
+ material.diffuse.r = 1.0f;
+ material.diffuse.g = 1.0f;
+ material.diffuse.b = 1.0f; // blanc
+ 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 = D3DVECTOR(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 = centre de l'ombre au sol
+
+ if ( m_eyePt.y == pos.y ) continue; // caméra au même niveau ?
+
+ // h est la hauteur au dessus du sol à laquelle l'ombre
+ // sera dessinée.
+ if ( m_eyePt.y > pos.y ) // caméra en dessus ?
+ {
+ 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 = Length(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 // caméra en dessous ?
+ {
+ 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 = Length(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;
+ }
+
+ // Le hFactor diminue l'intensité et augmente la taille plus
+ // l'objet est haut par rapport au sol.
+ 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; // plus grand si haut
+ radius *= 1.0f-d/D; // plus petit si proche
+
+ 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 = RotatePoint(-m_shadow[i].angle, FPOINT(radius, radius));
+ corner[0].x = rot.x;
+ corner[0].z = rot.y;
+ corner[0].y = 0.0f;
+
+ rot = RotatePoint(-m_shadow[i].angle, FPOINT(-radius, radius));
+ corner[1].x = rot.x;
+ corner[1].z = rot.y;
+ corner[1].y = 0.0f;
+
+ rot = RotatePoint(-m_shadow[i].angle, FPOINT(radius, -radius));
+ corner[2].x = rot.x;
+ corner[2].z = rot.y;
+ corner[2].y = 0.0f;
+
+ rot = RotatePoint(-m_shadow[i].angle, FPOINT(-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] = Cross(corner[0], m_shadow[i].normal);
+ corner[1] = Cross(corner[1], m_shadow[i].normal);
+ corner[2] = Cross(corner[2], m_shadow[i].normal);
+ corner[3] = Cross(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;
+
+ // Diminue l'intensité de l'ombre si on est dans la zone
+ // comprise entre le début et la fin du brouillard.
+ if ( D > startDeepView )
+ {
+ intensity *= 1.0f-(D-startDeepView)/(endDeepView-startDeepView);
+ }
+
+ // Diminue l'intensité si on est presque à l'horizontale
+ // avec l'ombre (ombre très platte).
+//? if ( height < 4.0f ) intensity *= height/4.0f;
+
+ if ( intensity == 0.0f ) continue;
+
+ if ( lastIntensity != intensity ) // intensité changée ?
+ {
+ 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 once 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 ) // nuages ?
+ {
+ 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(); // dessine l'arrière-plan
+ if ( m_bPlanetMode ) DrawPlanet(); // dessine les planètes
+ if ( m_bSkyMode ) m_cloud->Draw(); // dessine les nuages
+
+ // Display the objects
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE);
+//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZBIAS, F2DW(16));
+//? m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProj);
+ 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]));
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matView);
+
+ if ( m_bWaterMode ) m_water->DrawBack(); // dessine l'eau
+
+ if ( m_bShadow )
+ {
+ // Dessine le terrain.
+ 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;
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,
+ &m_objectParam[objRank].transform);
+ 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(); // dessine les ombres
+ }
+
+ // Dessine les objets.
+ 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;
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,
+ &m_objectParam[objRank].transform);
+ 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;
+ }
+
+ // Dessine les objets transparents.
+ 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;
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,
+ &m_objectParam[objRank].transform);
+ 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(); // dessine l'eau
+//? m_cloud->Draw(); // dessine les nuages
+
+ m_particule->DrawParticule(SH_WORLD); // dessine les particules du monde 3D
+ m_blitz->Draw(); // dessine les éclairs
+ if ( m_bLensMode ) DrawFrontsize(); // dessine l'avant-plan
+ if ( !m_bOverFront ) DrawOverColor(); // dessine la couleur d'avant-plan
+ }
+
+ // Dessine l'interface utilisateur par-dessus la scène.
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE);
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, FALSE);
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matViewInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProjInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matWorldInterface);
+
+ pInterface = (CInterface*)m_iMan->SearchInstance(CLASS_INTERFACE);
+ if ( pInterface != 0 )
+ {
+ pInterface->Draw(); // dessine toute l'interface
+ }
+ m_particule->DrawParticule(SH_INTERFACE); // dessine les particules de l'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);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProj);
+ 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]));
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matView);
+
+ 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;
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,
+ &m_objectParam[objRank].transform);
+ 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); // dessine les particules du monde 3D
+
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE);
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_AMBIENT, 0xffffffff);
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_LIGHTING, FALSE);
+ m_pD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE, FALSE);
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matViewInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProjInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matWorldInterface);
+ }
+
+ if ( m_bOverFront ) DrawOverColor(); // dessine la couleur d'avant-plan
+
+ if ( m_mouseType != D3DMOUSEHIDE )
+ {
+ DrawMouse();
+ }
+
+ // End the scene.
+ m_pD3DDevice->EndScene();
+
+ DrawHilite();
+ return S_OK;
+}
+
+
+// Dessine le dégradé d'arrière-plan.
+
+void CD3DEngine::DrawBackground()
+{
+ if ( m_bSkyMode && m_cloud->RetLevel() != 0.0f ) // nuages ?
+ {
+ if ( m_backgroundCloudUp != m_backgroundCloudDown ) // dégradé ?
+ {
+ DrawBackgroundGradient(m_backgroundCloudUp, m_backgroundCloudDown);
+ }
+ }
+ else
+ {
+ if ( m_backgroundColorUp != m_backgroundColorDown ) // dégradé ?
+ {
+ DrawBackgroundGradient(m_backgroundColorUp, m_backgroundColorDown);
+ }
+ }
+
+ if ( m_bBackForce || (m_bSkyMode && m_backgroundName[0] != 0) )
+ {
+ DrawBackgroundImage(); // image
+ }
+}
+
+// Dessine le dégradé d'arrière-plan.
+
+void CD3DEngine::DrawBackgroundGradient(D3DCOLOR up, D3DCOLOR down)
+{
+ D3DLVERTEX vertex[4]; // 2 triangles
+ D3DCOLOR color[3];
+ FPOINT 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"); // pas de texture
+ SetState(D3DSTATENORMAL);
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matViewInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProjInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matWorldInterface);
+
+ 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);
+}
+
+// Dessine une partie de l'image d'arrière-plan.
+
+void CD3DEngine::DrawBackgroundImageQuarter(FPOINT p1, FPOINT p2, char *name)
+{
+ D3DVERTEX2 vertex[4]; // 2 triangles
+ D3DVECTOR n;
+ float u1, u2, v1, v2, h, a;
+
+ n = D3DVECTOR(0.0f, 0.0f, -1.0f); // normale
+
+ 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; // partie visible verticalement (1=tout)
+ a = m_eyeDirV-PI*0.15f;
+ if ( a > PI ) a -= PI*2.0f; // a = -PI..PI
+ if ( a > PI/4.0f ) a = PI/4.0f;
+ if ( a < -PI/4.0f ) a = -PI/4.0f;
+
+ u1 = -m_eyeDirH/PI;
+ u2 = u1+1.0f/PI;
+//? u1 = -m_eyeDirH/(PI*2.0f);
+//? u2 = u1+1.0f/(PI*2.0f);
+
+ v1 = (1.0f-h)*(0.5f+a/(2.0f*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);
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matViewInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProjInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matWorldInterface);
+
+ vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, u1,v2);
+ vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, u1,v1);
+ vertex[2] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, u2,v2);
+ vertex[3] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, u2,v1);
+
+ m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
+ AddStatisticTriangle(2);
+}
+
+// Dessine l'image d'arrière-plan.
+
+void CD3DEngine::DrawBackgroundImage()
+{
+ FPOINT 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);
+ }
+}
+
+// Dessine toutes les planètes.
+
+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);
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matViewInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProjInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matWorldInterface);
+
+ m_planet->Draw(); // dessine les planètes
+}
+
+// Dessine l'image d'avant-plan.
+
+void CD3DEngine::DrawFrontsize()
+{
+ D3DVERTEX2 vertex[4]; // 2 triangles
+ D3DVECTOR n;
+ FPOINT p1, p2;
+ float u1, u2, v1, v2;
+
+ if ( m_frontsizeName[0] == 0 ) return;
+
+ n = D3DVECTOR(0.0f, 0.0f, -1.0f); // normale
+
+ p1.x = 0.0f;
+ p1.y = 0.0f;
+ p2.x = 1.0f;
+ p2.y = 1.0f;
+
+ u1 = -m_eyeDirH/(PI*0.6f)+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(D3DVECTOR(p1.x, p1.y, 0.0f), n, u1,v2);
+ vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, u1,v1);
+ vertex[2] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, u2,v2);
+ vertex[3] = D3DVERTEX2(D3DVECTOR(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);
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matViewInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProjInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matWorldInterface);
+
+ m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
+ AddStatisticTriangle(2);
+}
+
+// Dessine la couleur d'avant-plan.
+
+void CD3DEngine::DrawOverColor()
+{
+ D3DLVERTEX vertex[4]; // 2 triangles
+ D3DCOLOR color[3];
+ FPOINT 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"); // pas de texture
+ SetState(m_overMode);
+
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &m_matViewInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProjInterface);
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &m_matWorldInterface);
+
+ 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);
+}
+
+
+// Donne la liste des rangs des objets et sous-objets sélectionnés.
+
+void CD3DEngine::SetHiliteRank(int *rankList)
+{
+ int i;
+
+ i = 0;
+ while ( *rankList != -1 )
+ {
+ m_hiliteRank[i++] = *rankList++;
+ }
+ m_hiliteRank[i] = -1; // terminateur
+}
+
+// Donne la bbox dans l'écran 2D d'un objet quelconque.
+
+BOOL CD3DEngine::GetBBox2D(int objRank, FPOINT &min, FPOINT &max)
+{
+ D3DVECTOR 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;
+}
+
+// Détermine le rectangle de l'objet mis en évidence, qui sera
+// dessiné par CD3DApplication.
+
+void CD3DEngine::DrawHilite()
+{
+ FPOINT 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 = Min(min.x, omin.x);
+ min.y = Min(min.y, omin.y);
+ max.x = Max(max.x, omax.x);
+ max.y = 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; // pas de mise en évidence
+ }
+ else
+ {
+ m_hiliteP1 = min;
+ m_hiliteP2 = max;
+ m_bHilite = TRUE;
+ }
+}
+
+// Donne le rectangle de mise en évidence à dessiner
+// par CD3DApplication.
+
+BOOL CD3DEngine::GetHilite(FPOINT &p1, FPOINT &p2)
+{
+ p1 = m_hiliteP1;
+ p2 = m_hiliteP2;
+ return m_bHilite;
+}
+
+
+// Ajoute qq triangles rendus pour les statistiques.
+
+void CD3DEngine::AddStatisticTriangle(int nb)
+{
+ m_statisticTriangle += nb;
+}
+
+// Retourne le nombre de triangles rendus.
+
+int CD3DEngine::RetStatisticTriangle()
+{
+ return m_statisticTriangle;
+}
+
+BOOL CD3DEngine::GetSpriteCoord(int &x, int &y)
+{
+ D3DVIEWPORT7 vp;
+ D3DVECTOR v, vv;
+
+ return FALSE;
+ //?
+ vv = D3DVECTOR(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;
+}
+
+
+// Teste s'il faut exclure un point.
+
+BOOL IsExcludeColor(FPOINT *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; // exclure
+
+ i += 2;
+ }
+
+ return FALSE; // point à inclure
+}
+
+// Change la couleur d'une texture.
+
+BOOL CD3DEngine::ChangeColor(char *name,
+ D3DCOLORVALUE colorRef1, D3DCOLORVALUE colorNew1,
+ D3DCOLORVALUE colorRef2, D3DCOLORVALUE colorNew2,
+ float tolerance1, float tolerance2,
+ FPOINT ts, FPOINT ti,
+ FPOINT *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); // recharge la texture initiale
+
+ 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 && Abs(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 && Abs(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 ( Abs(color.r-colorRef1.r)+
+ Abs(color.g-colorRef1.g)+
+ Abs(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 &&
+ Abs(color.r-colorRef2.r)+
+ Abs(color.g-colorRef2.g)+
+ Abs(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;
+}
+
+
+// Ouvre une image pour travailler directement dedans.
+
+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;
+}
+
+// Copie l'image de travail.
+
+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;
+}
+
+// Restitue l'image de travail.
+
+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 la copie de l'image de travial.
+
+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;
+}
+
+// Dessine un point dans l'image de travail.
+
+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; // blanc
+ }
+
+ pbSurf = (WORD*)m_imageDDSD.lpSurface;
+ pbSurf += m_imageDDSD.lPitch*y/2;
+ pbSurf += x;
+
+ *pbSurf = w;
+ return TRUE;
+}
+
+// Ferme l'image de travail.
+
+BOOL CD3DEngine::CloseImage()
+{
+ m_imageSurface->Unlock(NULL);
+ return TRUE;
+}
+
+
+// Ecrit un fichier .BMP copie d'écran.
+
+BOOL CD3DEngine::WriteScreenShot(char *filename, int width, int height)
+{
+ return m_app->WriteScreenShot(filename, width, height);
+}
+
+// Initialise un hDC sur la surface de rendu.
+
+BOOL CD3DEngine::GetRenderDC(HDC &hDC)
+{
+ return m_app->GetRenderDC(hDC);
+}
+
+// Libère le hDC sur la surface de rendu.
+
+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);
+}
+
+// Retourne le pointeur à la classe CText.
+
+CText* CD3DEngine::RetText()
+{
+ return m_text;
+}
+
+
+// Gestion du texte d'informations affiché dans la fenêtre.
+
+void CD3DEngine::SetInfoText(int line, char* text)
+{
+ strcpy(m_infoText[line], text);
+}
+
+char* CD3DEngine::RetInfoText(int line)
+{
+ return m_infoText[line];
+}
+
+
+
+// Spécifie la focale de la caméra.
+// 0.75 = normal
+// 1.50 = grand-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;
+//? D3DUtil_SetProjectionMatrix(m_matProj, m_focus, fAspect, 0.5f, m_deepView[m_rankView]);
+ D3DUtil_SetProjectionMatrix(m_matProj, m_focus, fAspect, 0.5f, m_deepView[0]);
+}
+
+float CD3DEngine::RetFocus()
+{
+ return m_focus;
+}
+
+//
+
+void CD3DEngine::UpdateMatProj()
+{
+ m_pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &m_matProj);
+}
+
+
+
+// Ignore les touches pressées.
+
+void CD3DEngine::FlushPressKey()
+{
+ m_app->FlushPressKey();
+}
+
+// Remet les touches par défaut.
+
+void CD3DEngine::ResetKey()
+{
+ m_app->ResetKey();
+}
+
+// Modifie une touche.
+
+void CD3DEngine::SetKey(int keyRank, int option, int key)
+{
+ m_app->SetKey(keyRank, option, key);
+}
+
+// Donne une touche.
+
+int CD3DEngine::RetKey(int keyRank, int option)
+{
+ return m_app->RetKey(keyRank, option);
+}
+
+
+// Utilise le joystick ou le clavier.
+
+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();
+}
+
+
+// Indique si un point est visible.
+
+BOOL CD3DEngine::IsVisiblePoint(const D3DVECTOR &pos)
+{
+ return ( Length(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);
+
+ // Définitions des matrices pour l'interface.
+ D3DUtil_SetIdentityMatrix(m_matWorldInterface);
+
+ D3DUtil_SetIdentityMatrix(m_matViewInterface);
+ m_matViewInterface._41 = -0.5f;
+ m_matViewInterface._42 = -0.5f;
+ m_matViewInterface._43 = 1.0f;
+
+ D3DUtil_SetIdentityMatrix(m_matProjInterface);
+ m_matProjInterface._11 = 2.0f;
+ m_matProjInterface._22 = 2.0f;
+ m_matProjInterface._34 = 1.0f;
+ m_matProjInterface._43 = -1.0f;
+ m_matProjInterface._44 = 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;
+}
+
+
+// Gestion de la souris.
+
+void CD3DEngine::MoveMousePos(FPOINT pos)
+{
+ m_mousePos = pos;
+ m_app->SetMousePos(pos);
+}
+
+void CD3DEngine::SetMousePos(FPOINT pos)
+{
+ m_mousePos = pos;
+}
+
+FPOINT 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 ) // cache la souris ?
+ {
+ m_bNiceMouse = m_app->RetNiceMouse();
+ if ( !m_bNiceMouse )
+ {
+ m_app->SetNiceMouse(TRUE);
+ }
+ m_bMouseHide = TRUE;
+ }
+ else // montre la souris ?
+ {
+ 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();
+}
+
+// Dessine le sprite de la souris.
+
+void CD3DEngine::DrawMouse()
+{
+ D3DMATERIAL7 material;
+ FPOINT pos, ppos, dim;
+ int i;
+
+ typedef struct
+ {
+ D3DMouse type;
+ int icon1, icon2, iconShadow;
+ int mode1, mode2;
+ float hotx, hoty;
+ }
+ Mouse;
+
+ 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; // souris 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 ++;
+ }
+}
+
+// Dessine le sprite de la souris.
+
+void CD3DEngine::DrawSprite(FPOINT pos, FPOINT dim, int icon)
+{
+ D3DVERTEX2 vertex[4]; // 2 triangles
+ FPOINT p1, p2;
+ D3DVECTOR 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 = D3DVECTOR(0.0f, 0.0f, -1.0f); // normale
+
+ vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, u1,v2);
+ vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, u1,v1);
+ vertex[2] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, u2,v2);
+ vertex[3] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, u2,v1);
+
+ m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
+ AddStatisticTriangle(2);
+}
+