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+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// *
+// * This program is free software: you can redistribute it and/or modify
+// * it under the terms of the GNU General Public License as published by
+// * the Free Software Foundation, either version 3 of the License, or
+// * (at your option) any later version.
+// *
+// * This program is distributed in the hope that it will be useful,
+// * but WITHOUT ANY WARRANTY; without even the implied warranty of
+// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// * GNU General Public License for more details.
+// *
+// * You should have received a copy of the GNU General Public License
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// d3dengine.h
+
+#pragma once
+
+
+#include "math/point.h"
+#include "math/vector.h"
+#include "math/matrix.h"
+#include "common/struct.h"
+
+
+class CD3DApplication;
+class CInstanceManager;
+class CObject;
+class CLight;
+class CText;
+class CParticule;
+class CWater;
+class CCloud;
+class CBlitz;
+class CPlanet;
+class CSound;
+class CTerrain;
+
+
+const int D3DMAXOBJECT = 1200;
+const int D3DMAXSHADOW = 500;
+const int D3DMAXGROUNDSPOT = 100;
+
+
+enum D3DTypeObj
+{
+ TYPENULL = 0, // object doesn't exist
+ TYPETERRAIN = 1, // terrain
+ TYPEFIX = 2, // fixed object
+ TYPEVEHICULE = 3, // moving object
+ TYPEDESCENDANT = 4, // part of a moving object
+ TYPEQUARTZ = 5, // fixed object type quartz
+ TYPEMETAL = 6, // fixed object type metal
+};
+
+enum D3DTypeTri
+{
+ D3DTYPE6T = 1, // triangles
+ D3DTYPE6S = 2, // surfaces
+};
+
+enum D3DMaping
+{
+ D3DMAPPINGX = 1,
+ D3DMAPPINGY = 2,
+ D3DMAPPINGZ = 3,
+ D3DMAPPING1X = 4,
+ D3DMAPPING1Y = 5,
+ D3DMAPPING1Z = 6,
+};
+
+enum D3DMouse
+{
+ D3DMOUSEHIDE = 0, // no mouse
+ D3DMOUSENORM = 1,
+ D3DMOUSEWAIT = 2,
+ D3DMOUSEEDIT = 3,
+ D3DMOUSEHAND = 4,
+ D3DMOUSECROSS = 5,
+ D3DMOUSESHOW = 6,
+ D3DMOUSENO = 7,
+ D3DMOUSEMOVE = 8, // +
+ D3DMOUSEMOVEH = 9, // -
+ D3DMOUSEMOVEV = 10, // |
+ D3DMOUSEMOVED = 11, // /
+ D3DMOUSEMOVEI = 12, // \ //
+ D3DMOUSESCROLLL = 13, // <<
+ D3DMOUSESCROLLR = 14, // >>
+ D3DMOUSESCROLLU = 15, // ^
+ D3DMOUSESCROLLD = 16, // v
+ D3DMOUSETARGET = 17,
+};
+
+enum D3DShadowType
+{
+ D3DSHADOWNORM = 0,
+ D3DSHADOWWORM = 1,
+};
+
+
+const int D3DSTATENORMAL = 0; // normal opaque materials
+const int D3DSTATETTb = (1<<0); // the transparent texture (black = no)
+const int D3DSTATETTw = (1<<1); // the transparent texture (white = no)
+const int D3DSTATETD = (1<<2); // the transparent diffuse color
+const int D3DSTATEWRAP = (1<<3); // texture wrappe
+const int D3DSTATECLAMP = (1<<4); // texture borders with solid color
+const int D3DSTATELIGHT = (1<<5); // light texture (ambient max)
+const int D3DSTATEDUALb = (1<<6); // double black texturing
+const int D3DSTATEDUALw = (1<<7); // double white texturing
+const int D3DSTATEPART1 = (1<<8); // part 1 (no change in. MOD!)
+const int D3DSTATEPART2 = (1<<9); // part 2
+const int D3DSTATEPART3 = (1<<10); // part 3
+const int D3DSTATEPART4 = (1<<11); // part 4
+const int D3DSTATE2FACE = (1<<12); // double-sided face
+const int D3DSTATEALPHA = (1<<13); // image using alpha channel
+const int D3DSTATESECOND = (1<<14); // always use 2nd floor texturing
+const int D3DSTATEFOG = (1<<15); // causes the fog
+const int D3DSTATETCb = (1<<16); // the transparent color (black = no)
+const int D3DSTATETCw = (1<<17); // the transparent color (white = no)
+
+
+struct D3DTriangle
+{
+ D3DVERTEX2 triangle[3];
+ D3DMATERIAL7 material;
+ int state;
+ char texName1[20];
+ char texName2[20];
+};
+
+
+struct D3DObjLevel6
+{
+ int totalPossible;
+ int totalUsed;
+ D3DMATERIAL7 material;
+ int state;
+ D3DTypeTri type; // D3DTYPE6x
+ D3DVERTEX2 vertex[1];
+};
+
+struct D3DObjLevel5
+{
+ int totalPossible;
+ int totalUsed;
+ int reserve;
+ D3DObjLevel6* table[1];
+};
+
+struct D3DObjLevel4
+{
+ int totalPossible;
+ int totalUsed;
+ float min, max;
+ D3DObjLevel5* table[1];
+};
+
+struct D3DObjLevel3
+{
+ int totalPossible;
+ int totalUsed;
+ int objRank;
+ D3DObjLevel4* table[1];
+};
+
+struct D3DObjLevel2
+{
+ int totalPossible;
+ int totalUsed;
+ char texName1[20];
+ char texName2[20];
+ D3DObjLevel3* table[1];
+};
+
+struct D3DObjLevel1
+{
+ int totalPossible;
+ int totalUsed;
+ D3DObjLevel2* table[1];
+};
+
+
+struct D3DObject
+{
+ char bUsed; // true -> object exists
+ char bVisible; // true -> visible object
+ char bDrawWorld; // true -> shape behind the interface
+ char bDrawFront; // true -> shape before the interface
+ int totalTriangle; // number of triangles used
+ D3DTypeObj type; // type of the object (TYPE*)
+ Math::Matrix transform; // transformation matrix
+ float distance; // distance point of view - original
+ Math::Vector bboxMin; // bounding box of the object
+ Math::Vector bboxMax; // (the origin 0, 0, 0 is always included)
+ float radius; // radius of the sphere at the origin
+ int shadowRank; // rank of the associated shadow
+ float transparency; // transparency of the object (0 .. 1)
+};
+
+struct D3DShadow
+{
+ char bUsed; // true -> object exists
+ char bHide; // true -> invisible shadow (object carried by ex.)
+ int objRank; // rank of the object
+ D3DShadowType type; // type of shadow
+ Math::Vector pos; // position for the shadow
+ Math::Vector normal; // normal terrain
+ float angle; // angle of the shadow
+ float radius; // radius of the shadow
+ float intensity; // intensity of the shadow
+ float height; // height from the ground
+};
+
+struct D3DGroundSpot
+{
+ char bUsed; // true -> object exists
+ D3DCOLORVALUE color; // color of the shadow
+ float min, max; // altitudes min / max
+ float smooth; // transition area
+ Math::Vector pos; // position for the shadow
+ float radius; // radius of the shadow
+ Math::Vector drawPos; // drawn to position the shade
+ float drawRadius; // radius of the shadow drawn
+};
+
+struct D3DGroundMark
+{
+ char bUsed; // true -> object exists
+ char bDraw; // true -> drawn mark
+ int phase; // 1 = increase, 2 = fixed, 3 = decrease
+ float delay[3]; // time for 3 phases
+ float fix; // fixed time
+ Math::Vector pos; // position for marks
+ float radius; // radius of marks
+ float intensity; // color intensity
+ Math::Vector drawPos; // drawn in position marks
+ float drawRadius; // radius marks drawn
+ float drawIntensity; // current drawn
+ int dx, dy; // dimensions table
+ char* table; // pointer to the table
+};
+
+
+
+class CD3DEngine
+{
+public:
+ CD3DEngine(CInstanceManager *iMan, CD3DApplication *app);
+ ~CD3DEngine();
+
+ void SetD3DDevice(LPDIRECT3DDEVICE7 device);
+ LPDIRECT3DDEVICE7 RetD3DDevice();
+
+ void SetTerrain(CTerrain* terrain);
+
+ bool WriteProfile();
+
+ void SetPause(bool bPause);
+ bool RetPause();
+
+ void SetMovieLock(bool bLock);
+ bool RetMovieLock();
+
+ void SetShowStat(bool bShow);
+ bool RetShowStat();
+
+ void SetRenderEnable(bool bEnable);
+
+ HRESULT OneTimeSceneInit();
+ HRESULT InitDeviceObjects();
+ HRESULT DeleteDeviceObjects();
+ HRESULT RestoreSurfaces();
+ HRESULT Render();
+ HRESULT FrameMove(float rTime);
+ void StepSimul(float rTime);
+ HRESULT FinalCleanup();
+ void AddStatisticTriangle(int nb);
+ int RetStatisticTriangle();
+ void SetHiliteRank(int *rankList);
+ bool GetHilite(Math::Point &p1, Math::Point &p2);
+ bool GetSpriteCoord(int &x, int &y);
+ void SetInfoText(int line, char* text);
+ char* RetInfoText(int line);
+ LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+ void FirstExecuteAdapt(bool bFirst);
+ int GetVidMemTotal();
+ bool IsVideo8MB();
+ bool IsVideo32MB();
+
+ bool EnumDevices(char *bufDevices, int lenDevices, char *bufModes, int lenModes, int &totalDevices, int &selectDevices, int &totalModes, int &selectModes);
+ bool RetFullScreen();
+ bool ChangeDevice(char *device, char *mode, bool bFull);
+
+ Math::Matrix* RetMatView();
+ Math::Matrix* RetMatLeftView();
+ Math::Matrix* RetMatRightView();
+
+ void TimeInit();
+ void TimeEnterGel();
+ void TimeExitGel();
+ float TimeGet();
+
+ int RetRestCreate();
+ int CreateObject();
+ void FlushObject();
+ bool DeleteObject(int objRank);
+ bool SetDrawWorld(int objRank, bool bDraw);
+ bool SetDrawFront(int objRank, bool bDraw);
+ bool AddTriangle(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
+ bool AddSurface(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
+ bool AddQuick(int objRank, D3DObjLevel6* buffer, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
+ D3DObjLevel6* SearchTriangle(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max);
+ void ChangeLOD();
+ bool ChangeSecondTexture(int objRank, char* texName2);
+ int RetTotalTriangles(int objRank);
+ int GetTriangles(int objRank, float min, float max, D3DTriangle* buffer, int size, float percent);
+ bool GetBBox(int objRank, Math::Vector &min, Math::Vector &max);
+ bool 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);
+ bool 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);
+ bool SetObjectTransform(int objRank, const Math::Matrix &transform);
+ bool GetObjectTransform(int objRank, Math::Matrix &transform);
+ bool SetObjectType(int objRank, D3DTypeObj type);
+ D3DTypeObj RetObjectType(int objRank);
+ bool SetObjectTransparency(int objRank, float value);
+
+ bool ShadowCreate(int objRank);
+ void ShadowDelete(int objRank);
+ bool SetObjectShadowHide(int objRank, bool bHide);
+ bool SetObjectShadowType(int objRank, D3DShadowType type);
+ bool SetObjectShadowPos(int objRank, const Math::Vector &pos);
+ bool SetObjectShadowNormal(int objRank, const Math::Vector &n);
+ bool SetObjectShadowAngle(int objRank, float angle);
+ bool SetObjectShadowRadius(int objRank, float radius);
+ bool SetObjectShadowIntensity(int objRank, float intensity);
+ bool SetObjectShadowHeight(int objRank, float h);
+ float RetObjectShadowRadius(int objRank);
+
+ void GroundSpotFlush();
+ int GroundSpotCreate();
+ void GroundSpotDelete(int rank);
+ bool SetObjectGroundSpotPos(int rank, const Math::Vector &pos);
+ bool SetObjectGroundSpotRadius(int rank, float radius);
+ bool SetObjectGroundSpotColor(int rank, D3DCOLORVALUE color);
+ bool SetObjectGroundSpotMinMax(int rank, float min, float max);
+ bool SetObjectGroundSpotSmooth(int rank, float smooth);
+
+ int GroundMarkCreate(Math::Vector pos, float radius, float delay1, float delay2, float delay3, int dx, int dy, char* table);
+ bool GroundMarkDelete(int rank);
+
+ void Update();
+
+ void SetViewParams(const Math::Vector &vEyePt, const Math::Vector &vLookatPt, const Math::Vector &vUpVec, FLOAT fEyeDistance);
+
+ bool FreeTexture(char* name);
+ bool LoadTexture(char* name, int stage=0);
+ bool LoadAllTexture();
+
+ void SetLimitLOD(int rank, float limit);
+ float RetLimitLOD(int rank, bool bLast=false);
+
+ void SetTerrainVision(float vision);
+
+ void SetGroundSpot(bool bMode);
+ bool RetGroundSpot();
+ void SetShadow(bool bMode);
+ bool RetShadow();
+ void SetDirty(bool bMode);
+ bool RetDirty();
+ void SetFog(bool bMode);
+ bool RetFog();
+ bool RetStateColor();
+
+ void SetSecondTexture(int texNum);
+ int RetSecondTexture();
+
+ void SetRankView(int rank);
+ int RetRankView();
+
+ void SetDrawWorld(bool bDraw);
+ void SetDrawFront(bool bDraw);
+
+ void SetAmbiantColor(D3DCOLOR color, int rank=0);
+ D3DCOLOR RetAmbiantColor(int rank=0);
+
+ void SetWaterAddColor(D3DCOLORVALUE color);
+ D3DCOLORVALUE RetWaterAddColor();
+
+ void SetFogColor(D3DCOLOR color, int rank=0);
+ D3DCOLOR RetFogColor(int rank=0);
+
+ void SetDeepView(float length, int rank=0, bool bRef=false);
+ float RetDeepView(int rank=0);
+
+ void SetFogStart(float start, int rank=0);
+ float RetFogStart(int rank=0);
+
+ void SetBackground(char *name, D3DCOLOR up=0, D3DCOLOR down=0, D3DCOLOR cloudUp=0, D3DCOLOR cloudDown=0, bool bFull=false, bool bQuarter=false);
+ void RetBackground(char *name, D3DCOLOR &up, D3DCOLOR &down, D3DCOLOR &cloudUp, D3DCOLOR &cloudDown, bool &bFull, bool &bQuarter);
+ void SetFrontsizeName(char *name);
+ void SetOverFront(bool bFront);
+ void SetOverColor(D3DCOLOR color=0, int mode=D3DSTATETCb);
+
+ void SetParticuleDensity(float value);
+ float RetParticuleDensity();
+ float ParticuleAdapt(float factor);
+
+ void SetClippingDistance(float value);
+ float RetClippingDistance();
+
+ void SetObjectDetail(float value);
+ float RetObjectDetail();
+
+ void SetGadgetQuantity(float value);
+ float RetGadgetQuantity();
+
+ void SetTextureQuality(int value);
+ int RetTextureQuality();
+
+ void SetTotoMode(bool bPresent);
+ bool RetTotoMode();
+
+ void SetLensMode(bool bPresent);
+ bool RetLensMode();
+
+ void SetWaterMode(bool bPresent);
+ bool RetWaterMode();
+
+ void SetBlitzMode(bool bPresent);
+ bool RetBlitzMode();
+
+ void SetSkyMode(bool bPresent);
+ bool RetSkyMode();
+
+ void SetBackForce(bool bPresent);
+ bool RetBackForce();
+
+ void SetPlanetMode(bool bPresent);
+ bool RetPlanetMode();
+
+ void SetLightMode(bool bPresent);
+ bool RetLightMode();
+
+ void SetEditIndentMode(bool bAuto);
+ bool RetEditIndentMode();
+
+ void SetEditIndentValue(int value);
+ int RetEditIndentValue();
+
+ void SetSpeed(float speed);
+ float RetSpeed();
+
+ void SetTracePrecision(float factor);
+ float RetTracePrecision();
+
+ void SetFocus(float focus);
+ float RetFocus();
+ Math::Vector RetEyePt();
+ Math::Vector RetLookatPt();
+ float RetEyeDirH();
+ float RetEyeDirV();
+ POINT RetDim();
+ void UpdateMatProj();
+
+ void ApplyChange();
+
+ void FlushPressKey();
+ void ResetKey();
+ void SetKey(int keyRank, int option, int key);
+ int RetKey(int keyRank, int option);
+
+ void SetJoystick(bool bEnable);
+ bool RetJoystick();
+
+ void SetDebugMode(bool bMode);
+ bool RetDebugMode();
+ bool RetSetupMode();
+
+ bool IsVisiblePoint(const Math::Vector &pos);
+
+ int DetectObject(Math::Point mouse);
+ void SetState(int state, D3DCOLOR color=0xffffffff);
+ void SetTexture(char *name, int stage=0);
+ void SetMaterial(const D3DMATERIAL7 &mat);
+
+ void MoveMousePos(Math::Point pos);
+ void SetMousePos(Math::Point pos);
+ Math::Point RetMousePos();
+ void SetMouseType(D3DMouse type);
+ D3DMouse RetMouseType();
+ void SetMouseHide(bool bHide);
+ bool RetMouseHide();
+ void SetNiceMouse(bool bNice);
+ bool RetNiceMouse();
+ bool RetNiceMouseCap();
+
+ CText* RetText();
+
+ bool ChangeColor(char *name, D3DCOLORVALUE colorRef1, D3DCOLORVALUE colorNew1, D3DCOLORVALUE colorRef2, D3DCOLORVALUE colorNew2, float tolerance1, float tolerance2, Math::Point ts, Math::Point ti, Math::Point *pExclu=0, float shift=0.0f, bool bHSV=false);
+ bool OpenImage(char *name);
+ bool CopyImage();
+ bool LoadImage();
+ bool ScrollImage(int dx, int dy);
+ bool SetDot(int x, int y, D3DCOLORVALUE color);
+ bool CloseImage();
+ bool WriteScreenShot(char *filename, int width, int height);
+ bool GetRenderDC(HDC &hDC);
+ bool ReleaseRenderDC(HDC &hDC);
+ PBITMAPINFO CreateBitmapInfoStruct(HBITMAP hBmp);
+ bool CreateBMPFile(LPTSTR pszFile, PBITMAPINFO pbi, HBITMAP hBMP, HDC hDC);
+
+protected:
+ void MemSpace1(D3DObjLevel1 *&p, int nb);
+ void MemSpace2(D3DObjLevel2 *&p, int nb);
+ void MemSpace3(D3DObjLevel3 *&p, int nb);
+ void MemSpace4(D3DObjLevel4 *&p, int nb);
+ void MemSpace5(D3DObjLevel5 *&p, int nb);
+ void MemSpace6(D3DObjLevel6 *&p, int nb);
+
+ D3DObjLevel2* AddLevel1(D3DObjLevel1 *&p1, char* texName1, char* texName2);
+ D3DObjLevel3* AddLevel2(D3DObjLevel2 *&p2, int objRank);
+ D3DObjLevel4* AddLevel3(D3DObjLevel3 *&p3, float min, float max);
+ D3DObjLevel5* AddLevel4(D3DObjLevel4 *&p4, int reserve);
+ D3DObjLevel6* AddLevel5(D3DObjLevel5 *&p5, D3DTypeTri type, const D3DMATERIAL7 &mat, int state, int nb);
+
+ bool IsVisible(int objRank);
+ bool DetectBBox(int objRank, Math::Point mouse);
+ bool DetectTriangle(Math::Point mouse, D3DVERTEX2 *triangle, int objRank, float &dist);
+ bool TransformPoint(Math::Vector &p2D, int objRank, Math::Vector p3D);
+ void ComputeDistance();
+ void UpdateGeometry();
+ void RenderGroundSpot();
+ void DrawShadow();
+ void DrawBackground();
+ void DrawBackgroundGradient(D3DCOLOR up, D3DCOLOR down);
+ void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, char *name);
+ void DrawBackgroundImage();
+ void DrawPlanet();
+ void DrawFrontsize();
+ void DrawOverColor();
+ bool GetBBox2D(int objRank, Math::Point &min, Math::Point &max);
+ void DrawHilite();
+ void DrawMouse();
+ void DrawSprite(Math::Point pos, Math::Point dim, int icon);
+
+protected:
+ CInstanceManager* m_iMan;
+ CD3DApplication* m_app;
+ LPDIRECT3DDEVICE7 m_pD3DDevice;
+ CText* m_text;
+ CLight* m_light;
+ CParticule* m_particule;
+ CWater* m_water;
+ CCloud* m_cloud;
+ CBlitz* m_blitz;
+ CPlanet* m_planet;
+ CSound* m_sound;
+ CTerrain* m_terrain;
+
+ int m_blackSrcBlend[2];
+ int m_blackDestBlend[2];
+ int m_whiteSrcBlend[2];
+ int m_whiteDestBlend[2];
+ int m_diffuseSrcBlend[2];
+ int m_diffuseDestBlend[2];
+ int m_alphaSrcBlend[2];
+ int m_alphaDestBlend[2];
+
+ Math::Matrix m_matProj;
+ Math::Matrix m_matLeftView;
+ Math::Matrix m_matRightView;
+ Math::Matrix m_matView;
+ float m_focus;
+
+ Math::Matrix m_matWorldInterface;
+ Math::Matrix m_matProjInterface;
+ Math::Matrix m_matViewInterface;
+
+ DWORD m_baseTime;
+ DWORD m_stopTime;
+ float m_absTime;
+ float m_lastTime;
+ float m_speed;
+ bool m_bPause;
+ bool m_bRender;
+ bool m_bMovieLock;
+
+ POINT m_dim;
+ POINT m_lastDim;
+ D3DObjLevel1* m_objectPointer;
+ int m_objectParamTotal;
+ D3DObject* m_objectParam;
+ int m_shadowTotal;
+ D3DShadow* m_shadow;
+ D3DGroundSpot* m_groundSpot;
+ D3DGroundMark m_groundMark;
+ Math::Vector m_eyePt;
+ Math::Vector m_lookatPt;
+ float m_eyeDirH;
+ float m_eyeDirV;
+ int m_rankView;
+ D3DCOLOR m_ambiantColor[2];
+ D3DCOLOR m_backColor[2];
+ D3DCOLOR m_fogColor[2];
+ float m_deepView[2];
+ float m_fogStart[2];
+ D3DCOLORVALUE m_waterAddColor;
+ int m_statisticTriangle;
+ bool m_bUpdateGeometry;
+ char m_infoText[10][200];
+ int m_alphaMode;
+ bool m_bStateColor;
+ bool m_bForceStateColor;
+ bool m_bGroundSpot;
+ bool m_bShadow;
+ bool m_bDirty;
+ bool m_bFog;
+ bool m_bFirstGroundSpot;
+ int m_secondTexNum;
+ char m_backgroundName[50];
+ D3DCOLOR m_backgroundColorUp;
+ D3DCOLOR m_backgroundColorDown;
+ D3DCOLOR m_backgroundCloudUp;
+ D3DCOLOR m_backgroundCloudDown;
+ bool m_bBackgroundFull;
+ bool m_bBackgroundQuarter;
+ bool m_bOverFront;
+ D3DCOLOR m_overColor;
+ int m_overMode;
+ char m_frontsizeName[50];
+ bool m_bDrawWorld;
+ bool m_bDrawFront;
+ float m_limitLOD[2];
+ float m_particuleDensity;
+ float m_clippingDistance;
+ float m_lastClippingDistance;
+ float m_objectDetail;
+ float m_lastObjectDetail;
+ float m_terrainVision;
+ float m_gadgetQuantity;
+ int m_textureQuality;
+ bool m_bTotoMode;
+ bool m_bLensMode;
+ bool m_bWaterMode;
+ bool m_bSkyMode;
+ bool m_bBackForce;
+ bool m_bPlanetMode;
+ bool m_bLightMode;
+ bool m_bEditIndentMode;
+ int m_editIndentValue;
+ float m_tracePrecision;
+
+ int m_hiliteRank[100];
+ bool m_bHilite;
+ Math::Point m_hiliteP1;
+ Math::Point m_hiliteP2;
+
+ int m_lastState;
+ D3DCOLOR m_lastColor;
+ char m_lastTexture[2][50];
+ D3DMATERIAL7 m_lastMaterial;
+
+ Math::Point m_mousePos;
+ D3DMouse m_mouseType;
+ bool m_bMouseHide;
+ bool m_bNiceMouse;
+
+ LPDIRECTDRAWSURFACE7 m_imageSurface;
+ DDSURFACEDESC2 m_imageDDSD;
+ WORD* m_imageCopy;
+ int m_imageDX;
+ int m_imageDY;
+};
+
+