// * This file is part of the COLOBOT source code // * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch // * Copyright (C) 2012, Polish Portal of Colobot (PPC) // * // * 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/. // engine.h #pragma once #include "common/event.h" #include "graphics/common/color.h" #include "graphics/common/material.h" #include "graphics/common/texture.h" #include "graphics/common/vertex.h" #include "math/intpoint.h" #include "math/matrix.h" #include "math/point.h" #include "math/vector.h" #include #include #include class CApplication; class CInstanceManager; class CObject; class CSound; namespace Gfx { class CDevice; class CLight; class CText; class CParticle; class CWater; class CCloud; class CLightning; class CPlanet; class CTerrain; /** \enum EngineTriangleType \brief Type of triangles drawn for engine objects */ enum EngineTriangleType { //! Triangles ENG_TRIANGLE_TYPE_6T = 1, //! Surfaces ENG_TRIANGLE_TYPE_6S = 2 }; /** \struct EngineTriangle \brief A triangle drawn by the graphics engine */ struct EngineTriangle { //! Triangle vertices Gfx::VertexTex2 triangle[3]; //! Material Gfx::Material material; //! Render state (TODO: ?) int state; //! 1st texture Gfx::Texture tex1; //! 2nd texture Gfx::Texture tex2; EngineTriangle() { state = 0; } }; /** \enum EngineObjectType \brief Class of graphics engine object */ enum EngineObjectType { //! Object doesn't exist ENG_OBJTYPE_NULL = 0, //! Terrain ENG_OBJTYPE_TERRAIN = 1, //! Fixed object ENG_OBJTYPE_FIX = 2, //! Moving object ENG_OBJTYPE_VEHICULE = 3, //! Part of a moving object ENG_OBJTYPE_DESCENDANT = 4, //! Fixed object type quartz ENG_OBJTYPE_QUARTZ = 5, //! Fixed object type metal ENG_OBJTYPE_METAL = 6 }; /** \struct EngineObject \brief Object drawn by the graphics engine */ struct EngineObject { //! If true, the object is drawn bool visible; //! If true, object is behind the 2D interface bool drawWorld; //! If true, the shape is before the 2D interface bool drawFront; //! Number of triangles int totalTriangles; //! Type of object Gfx::EngineObjectType type; //! Transformation matrix Math::Matrix transform; //! Distance view - origin (TODO: ?) float distance; //! Bounding box min (origin 0,0,0 always included) Math::Vector bboxMin; //! bounding box max (origin 0,0,0 always included) Math::Vector bboxMax; //! Radius of the sphere at the origin float radius; //! Rank of the associated shadow int shadowRank; //! Transparency of the object [0, 1] float transparency; EngineObject() { visible = false; drawWorld = false; drawFront = false; totalTriangles = 0; distance = 0.0f; radius = 0.0f; shadowRank = 0; transparency = 0.0f; } }; struct EngineObjLevel1; struct EngineObjLevel2; struct EngineObjLevel3; struct EngineObjLevel4; struct EngineObjLevel5; /** \struct EngineObjLevel5 \brief Tier 5 of object tree */ struct EngineObjLevel5 { Gfx::Material material; int state; Gfx::EngineTriangleType type; std::vector vertices; EngineObjLevel5(); }; /** \struct EngineObjLevel4 \brief Tier 4 of object tree */ struct EngineObjLevel4 { int reserved; std::vector up; Gfx::EngineObjLevel3* down; EngineObjLevel4(); }; /** \struct EngineObjLevel3 \brief Tier 3 of object tree */ struct EngineObjLevel3 { float min; float max; std::vector up; Gfx::EngineObjLevel2* down; EngineObjLevel3(); }; /** \struct EngineObjLevel2 \brief Tier 2 of object tree */ struct EngineObjLevel2 { int objRank; std::vector up; Gfx::EngineObjLevel1* down; EngineObjLevel2(); }; /** \struct EngineObjLevel1 \brief Tier 1 of object tree */ struct EngineObjLevel1 { Gfx::Texture tex1; Gfx::Texture tex2; std::vector up; EngineObjLevel1(); }; /** \struct EngineShadowType \brief Type of shadow drawn by the graphics engine */ enum EngineShadowType { //! Normal shadow ENG_SHADOW_NORM = 0, //! TODO: ? ENG_SHADOW_WORM = 1 }; /** \struct EngineShadow \brief Shadow drawn by the graphics engine */ struct EngineShadow { //! If true, shadow is invisible (object being carried for example) bool hide; //! Rank of the associated object int objRank; //! Type of shadow Gfx::EngineShadowType type; //! Position of the shadow Math::Vector pos; //! Normal to the terrain Math::Vector normal; //! Angle of the shadow float angle; //! Radius of the shadow float radius; //! Intensity of the shadow float intensity; //! Height from the ground float height; EngineShadow() { hide = false; objRank = 0; angle = radius = intensity = height = 0.0f; } }; /** \struct EngineGroundSpot \brief A spot (large shadow) drawn on the ground by the graphics engine */ struct EngineGroundSpot { //! Color of the shadow Gfx::Color color; //! Min altitude float min; //! Max altitude float max; //! Transition area float smooth; //! Position for the shadow Math::Vector pos; //! Radius of the shadow float radius; //! Position of the shadow drawn Math::Vector drawPos; //! Radius of the shadow drawn float drawRadius; EngineGroundSpot() { min = max = smooth = radius = drawRadius = 0.0f; } }; /** \enum EngineGroundMarkPhase \brief Phase of life of an EngineGroundMark */ enum EngineGroundMarkPhase { //! Increase ENG_GR_MARK_PHASE_INC = 1, //! Fixed ENG_GR_MARK_PHASE_FIX = 2, //! Decrease ENG_GR_MARK_PHASE_DEC = 2 }; /** \struct EngineGroundMark \brief A mark on ground drawn by the graphics engine */ struct EngineGroundMark { //! If true, draw mark bool draw; //! Phase of life Gfx::EngineGroundMarkPhase phase; //! Times for 3 life phases float delay[3]; //! Fixed time float fix; //! Position for marks Math::Vector pos; //! Radius of marks float radius; //! Color intensity float intensity; //! Draw position for marks Math::Vector drawPos; //! Radius for marks float drawRadius; //! Draw intensity for marks float drawIntensity; //! X dimension of table int dx; //! Y dimension of table int dy; //! Pointer to the table char* table; EngineGroundMark() { draw = false; delay[0] = delay[1] = delay[2] = 0.0f; fix = radius = intensity = drawRadius = drawIntensity = 0.0f; dx = dy = 0; table = NULL; } }; /** \enum EngineTextureMapping \brief Type of texture mapping */ enum EngineTextureMapping { ENG_TEX_MAPPING_X = 1, ENG_TEX_MAPPING_Y = 2, ENG_TEX_MAPPING_Z = 3, ENG_TEX_MAPPING_1X = 4, ENG_TEX_MAPPING_1Y = 5, ENG_TEX_MAPPING_1Z = 6 }; /** \enum EngineRenderState \brief Render state of graphics engine States are used for settings certain modes, for instance texturing and blending. The enum is a bitmask and some of the states can be OR'd together. */ enum EngineRenderState { //! Normal opaque materials ENG_RSTATE_NORMAL = 0, //! The transparent texture (black = no) ENG_RSTATE_TTEXTURE_BLACK = (1<<0), //! The transparent texture (white = no) ENG_RSTATE_TTEXTURE_WHITE = (1<<1), //! The transparent diffuse color ENG_RSTATE_TDIFFUSE = (1<<2), //! Texture wrap ENG_RSTATE_WRAP = (1<<3), //! Texture borders with solid color ENG_RSTATE_CLAMP = (1<<4), //! Light texture (ambient max) ENG_RSTATE_LIGHT = (1<<5), //! Double black texturing ENG_RSTATE_DUAL_BLACK = (1<<6), //! Double white texturing ENG_RSTATE_DUAL_WHITE = (1<<7), //! Part 1 (no change in. MOD!) ENG_RSTATE_PART1 = (1<<8), //! Part 2 ENG_RSTATE_PART2 = (1<<9), //! Part 3 ENG_RSTATE_PART3 = (1<<10), //! Part 4 ENG_RSTATE_PART4 = (1<<11), //! Double-sided face ENG_RSTATE_2FACE = (1<<12), //! Image using alpha channel ENG_RSTATE_ALPHA = (1<<13), //! Always use 2nd floor texturing ENG_RSTATE_SECOND = (1<<14), //! Causes the fog ENG_RSTATE_FOG = (1<<15), //! The transparent color (black = no) ENG_RSTATE_TCOLOR_BLACK = (1<<16), //! The transparent color (white = no) ENG_RSTATE_TCOLOR_WHITE = (1<<17) }; /** \enum EngineMouseType \brief Type of mouse cursor displayed in-game */ enum EngineMouseType { //! Normal cursor (arrow) ENG_MOUSE_NORM = 0, //! Busy ENG_MOUSE_WAIT = 1, //! Edit (I-beam) ENG_MOUSE_EDIT = 2, //! Hand ENG_MOUSE_HAND = 3, //! Small cross ENG_MOUSE_CROSS = 4, //! TODO: ? ENG_MOUSE_SHOW = 5, //! Crossed out sign ENG_MOUSE_NO = 6, //! Resize ENG_MOUSE_MOVE = 7, //! Resize horizontally ENG_MOUSE_MOVEH = 8, //! Resize vertically ENG_MOUSE_MOVEV = 9, //! Resize diagonally bottom-left to top-right ENG_MOUSE_MOVED = 10, //! Resize diagonally top-left to bottom-right ENG_MOUSE_MOVEI = 11, //! Scroll to the left ENG_MOUSE_SCROLLL = 12, //! Scroll to the right ENG_MOUSE_SCROLLR = 13, //! Scroll up ENG_MOUSE_SCROLLU = 14, //! Scroll down ENG_MOUSE_SCROLLD = 15, //! Larger crosshair ENG_MOUSE_TARGET = 16, //! Number of items in enum ENG_MOUSE_COUNT }; /** \struct EngineMouse \brief Information about mouse cursor */ struct EngineMouse { //! Index of texture element for 1st image int icon1; //! Index of texture element for 2nd image int icon2; //! Shadow texture part int iconShadow; //! Mode to render 1st image in Gfx::EngineRenderState mode1; //! Mode to render 2nd image in Gfx::EngineRenderState mode2; //! Hot point Math::Point hotPoint; EngineMouse(int icon1 = -1, int icon2 = -1, int iconShadow = -1, Gfx::EngineRenderState mode1 = Gfx::ENG_RSTATE_NORMAL, Gfx::EngineRenderState mode2 = Gfx::ENG_RSTATE_NORMAL, Math::Point hotPoint = Math::Point()) { this->icon1 = icon1; this->icon2 = icon2; this->iconShadow = iconShadow; this->mode1 = mode1; this->mode2 = mode2; this->hotPoint = hotPoint; } }; /** \class CEngine \brief The graphics engine This is the main class for graphics engine. It is responsible for drawing the 3D scene, setting various render states, and facilitating the drawing of 2D interface. It uses a lower-level CDevice object which is implementation-independent core engine. \section Objecs Engine objects The 3D scene is composed of objects which are basically collections of triangles forming a surface or simply independent triangles in space. Objects are stored in the engine as a tree structure which is composed of 5 tiers (EngineObjLevel1, EngineObjLevel2 and so on). Each tier stores some data about object triangle, like textures or materials used. Additional information on objects stored are in EngineObject structure. Each object is uniquely identified by its rank. ... */ class CEngine { public: CEngine(CInstanceManager *iMan, CApplication *app); ~CEngine(); bool GetWasInit(); std::string GetError(); bool BeforeCreateInit(); bool Create(); void Destroy(); void SetDevice(Gfx::CDevice *device); Gfx::CDevice* GetDevice(); bool AfterDeviceSetInit(); void SetTerrain(Gfx::CTerrain* terrain); bool ProcessEvent(const Event &event); bool Render(); bool WriteProfile(); void SetPause(bool pause); bool GetPause(); void SetMovieLock(bool lock); bool GetMovieLock(); void SetShowStat(bool show); bool GetShowStat(); void SetRenderEnable(bool enable); int OneTimeSceneInit(); int InitDeviceObjects(); int DeleteDeviceObjects(); int RestoreSurfaces(); int FrameMove(float rTime); void StepSimulation(float rTime); int FinalCleanup(); void AddStatisticTriangle(int nb); int GetStatisticTriangle(); 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* GetInfoText(int line); void FirstExecuteAdapt(bool first); bool GetFullScreen(); Math::Matrix* GetMatView(); Math::Matrix* GetMatLeftView(); Math::Matrix* GetMatRightView(); void TimeInit(); void TimeEnterGel(); void TimeExitGel(); float TimeGet(); int GetRestCreate(); int CreateObject(); void FlushObject(); bool DeleteObject(int objRank); bool SetDrawWorld(int objRank, bool draw); bool SetDrawFront(int objRank, bool draw); bool AddTriangle(int objRank, Gfx::VertexTex2* vertex, int nb, const Gfx::Material &mat, int state, std::string texName1, std::string texName2, float min, float max, bool globalUpdate); bool AddSurface(int objRank, Gfx::VertexTex2* vertex, int nb, const Gfx::Material &mat, int state, std::string texName1, std::string texName2, float min, float max, bool globalUpdate); bool AddQuick(int objRank, Gfx::EngineObjLevel5* buffer, std::string texName1, std::string texName2, float min, float max, bool globalUpdate); Gfx::EngineObjLevel5* SearchTriangle(int objRank, const Gfx::Material &mat, int state, std::string texName1, std::string texName2, float min, float max); void ChangeLOD(); bool ChangeSecondTexture(int objRank, char* texName2); int GetTotalTriangles(int objRank); int GetTriangles(int objRank, float min, float max, Gfx::EngineTriangle* buffer, int size, float percent); bool GetBBox(int objRank, Math::Vector &min, Math::Vector &max); bool ChangeTextureMapping(int objRank, const Gfx::Material &mat, int state, const std::string &texName1, const std::string &texName2, float min, float max, Gfx::EngineTextureMapping mode, float au, float bu, float av, float bv); bool TrackTextureMapping(int objRank, const Gfx::Material &mat, int state, const std::string &texName1, const std::string &texName2, float min, float max, Gfx::EngineTextureMapping 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, Gfx::EngineObjectType type); Gfx::EngineObjectType GetObjectType(int objRank); bool SetObjectTransparency(int objRank, float value); bool ShadowCreate(int objRank); void ShadowDelete(int objRank); bool SetObjectShadowHide(int objRank, bool hide); bool SetObjectShadowType(int objRank, Gfx::EngineShadowType 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 GetObjectShadowRadius(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, const Gfx::Color &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 &eyePt, const Math::Vector &lookatPt, const Math::Vector &upVec, float eyeDistance); Gfx::Texture CreateTexture(const std::string &texName, const Gfx::TextureCreateParams ¶ms); Gfx::Texture CreateTexture(const std::string &texName); void DestroyTexture(const std::string &texName); bool LoadTexture(const std::string &name, int stage = 0); bool LoadAllTextures(); void SetLimitLOD(int rank, float limit); float GetLimitLOD(int rank, bool last=false); void SetTerrainVision(float vision); void SetGroundSpot(bool mode); bool GetGroundSpot(); void SetShadow(bool mode); bool GetShadow(); void SetDirty(bool mode); bool GetDirty(); void SetFog(bool mode); bool GetFog(); bool GetStateColor(); void SetSecondTexture(int texNum); int GetSecondTexture(); void SetRankView(int rank); int GetRankView(); void SetDrawWorld(bool draw); void SetDrawFront(bool draw); void SetAmbientColor(const Gfx::Color &color, int rank = 0); Gfx::Color GetAmbientColor(int rank = 0); void SetWaterAddColor(const Gfx::Color &color); Gfx::Color GetWaterAddColor(); void SetFogColor(const Gfx::Color &color, int rank = 0); Gfx::Color GetFogColor(int rank = 0); void SetDeepView(float length, int rank = 0, bool ref=false); float GetDeepView(int rank = 0); void SetFogStart(float start, int rank = 0); float GetFogStart(int rank = 0); void SetBackground(const std::string &name, Gfx::Color up = Gfx::Color(), Gfx::Color down = Gfx::Color(), Gfx::Color cloudUp = Gfx::Color(), Gfx::Color cloudDown = Gfx::Color(), bool full = false, bool quarter = false); void GetBackground(const std::string &name, Gfx::Color &up, Gfx::Color &down, Gfx::Color &cloudUp, Gfx::Color &cloudDown, bool &full, bool &quarter); void SetFrontsizeName(char *name); void SetOverFront(bool front); void SetOverColor(const Gfx::Color &color = Gfx::Color(), int mode = ENG_RSTATE_TCOLOR_BLACK); void SetParticleDensity(float value); float GetParticleDensity(); float ParticleAdapt(float factor); void SetClippingDistance(float value); float GetClippingDistance(); void SetObjectDetail(float value); float GetObjectDetail(); void SetGadgetQuantity(float value); float GetGadgetQuantity(); void SetTextureQuality(int value); int GetTextureQuality(); void SetTotoMode(bool present); bool GetTotoMode(); void SetLensMode(bool present); bool GetLensMode(); void SetWaterMode(bool present); bool GetWaterMode(); void SetLightingMode(bool present); bool GetLightingMode(); void SetSkyMode(bool present); bool GetSkyMode(); void SetBackForce(bool present); bool GetBackForce(); void SetPlanetMode(bool present); bool GetPlanetMode(); void SetLightMode(bool present); bool GetLightMode(); void SetEditIndentMode(bool autoIndent); bool GetEditIndentMode(); void SetEditIndentValue(int value); int GetEditIndentValue(); void SetSpeed(float speed); float GetSpeed(); void SetTracePrecision(float factor); float GetTracePrecision(); void SetFocus(float focus); float GetFocus(); Math::Vector GetEyePt(); Math::Vector GetLookatPt(); float GetEyeDirH(); float GetEyeDirV(); Math::Point GetDim(); void UpdateMatProj(); void ApplyChange(); void FlushPressKey(); void ResetKey(); void SetKey(int keyRank, int option, int key); int GetKey(int keyRank, int option); void SetJoystick(bool enable); bool GetJoystick(); void SetDebugMode(bool mode); bool GetDebugMode(); bool GetSetupMode(); bool IsVisiblePoint(const Math::Vector &pos); int DetectObject(Math::Point mouse); void SetState(int state, Gfx::Color color = Gfx::Color(1.0f, 1.0f, 1.0f, 1.0f)); void SetTexture(const std::string &name, int stage = 0); void SetMaterial(const Gfx::Material &mat); void SetMouseVisible(bool show); bool GetMouseVisible(); void SetMousePos(Math::Point pos); Math::Point GetMousePos(); void SetMouseType(Gfx::EngineMouseType type); Gfx::EngineMouseType GetMouseType(); CText* GetText(); bool ChangeColor(char *name, Gfx::Color colorRef1, Gfx::Color colorNew1, Gfx::Color colorRef2, Gfx::Color colorNew2, float tolerance1, float tolerance2, Math::Point ts, Math::Point ti, Math::Point *pExclu=0, float shift=0.0f, bool hSV=false); bool OpenImage(char *name); bool CopyImage(); bool LoadImage(); bool ScrollImage(int dx, int dy); bool SetDot(int x, int y, Gfx::Color 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 SetUp3DView(); bool Draw3DScene(); void SetUpInterfaceView(); bool DrawInterface(); void DrawGroundSpot(); void DrawShadow(); void DrawBackground(); void DrawBackgroundGradient(Gfx::Color up, Gfx::Color down); void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, char *name); void DrawBackgroundImage(); void DrawPlanet(); void DrawFrontsize(); void DrawOverColor(); void DrawHilite(); void DrawMouse(); void DrawMouseSprite(Math::Point pos, Math::Point dim, int icon); /* Gfx::ObjLevel2* AddLevel1(Gfx::ObjLevel1 *&p1, char* texName1, char* texName2); Gfx::ObjLevel3* AddLevel2(Gfx::ObjLevel2 *&p2, int objRank); Gfx::ObjLevel4* AddLevel3(Gfx::ObjLevel3 *&p3, float min, float max); Gfx::ObjLevel5* AddLevel4(Gfx::ObjLevel4 *&p4, int reserve); Gfx::ObjLevel6* AddLevel5(Gfx::ObjLevel5 *&p5, Gfx::TriangleType type, const Gfx::Material &mat, int state, int nb);*/ bool IsVisible(int objRank); bool DetectBBox(int objRank, Math::Point mouse); bool GetBBox2D(int objRank, Math::Point &min, Math::Point &max); bool DetectTriangle(Math::Point mouse, Gfx::VertexTex2 *triangle, int objRank, float &dist); bool TransformPoint(Math::Vector &p2D, int objRank, Math::Vector p3D); void ComputeDistance(); void UpdateGeometry(); protected: CInstanceManager* m_iMan; CApplication* m_app; CSound* m_sound; Gfx::CDevice* m_device; Gfx::CText* m_text; Gfx::CLight* m_light; Gfx::CParticle* m_particle; Gfx::CWater* m_water; Gfx::CCloud* m_cloud; Gfx::CLightning* m_lightning; Gfx::CPlanet* m_planet; Gfx::CTerrain* m_terrain; bool m_wasInit; std::string m_error; 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; long m_baseTime; long m_stopTime; float m_absTime; float m_lastTime; float m_speed; bool m_pause; bool m_render; bool m_movieLock; Math::IntPoint m_dim; Math::IntPoint m_lastDim; std::vector m_objectTree; std::vector m_objects; std::vector m_shadow; std::vector m_groundSpot; Gfx::EngineGroundMark m_groundMark; Math::Vector m_eyePt; Math::Vector m_lookatPt; float m_eyeDirH; float m_eyeDirV; int m_rankView; Gfx::Color m_ambientColor[2]; Gfx::Color m_backColor[2]; Gfx::Color m_fogColor[2]; float m_deepView[2]; float m_fogStart[2]; Gfx::Color m_waterAddColor; int m_statisticTriangle; bool m_updateGeometry; //char m_infoText[10][200]; int m_alphaMode; bool m_stateColor; bool m_forceStateColor; bool m_groundSpotVisible; bool m_shadowVisible; bool m_dirty; bool m_fog; bool m_firstGroundSpot; int m_secondTexNum; std::string m_backgroundName; Gfx::Color m_backgroundColorUp; Gfx::Color m_backgroundColorDown; Gfx::Color m_backgroundCloudUp; Gfx::Color m_backgroundCloudDown; bool m_backgroundFull; bool m_backgroundQuarter; bool m_overFront; Gfx::Color m_overColor; int m_overMode; std::string m_frontsizeName; bool m_drawWorld; bool m_drawFront; 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_totoMode; bool m_lensMode; bool m_waterMode; bool m_skyMode; bool m_backForce; bool m_planetMode; bool m_lightMode; bool m_editIndentMode; int m_editIndentValue; float m_tracePrecision; int m_hiliteRank[100]; bool m_hilite; Math::Point m_hiliteP1; Math::Point m_hiliteP2; int m_lastState; Gfx::Color m_lastColor; char m_lastTexture[2][50]; Gfx::Material m_lastMaterial; std::string m_texPath; Gfx::TextureCreateParams m_defaultTexParams; std::map m_texNameMap; std::map m_revTexNameMap; Gfx::EngineMouse m_mice[Gfx::ENG_MOUSE_COUNT]; Math::Point m_mouseSize; Gfx::EngineMouseType m_mouseType; Math::Point m_mousePos; bool m_mouseVisible; //LPDIRECTDRAWSURFACE7 m_imageSurface; //DDSURFACEDESC2 m_imageDDSD; //WORD* m_imageCopy; //int m_imageDX; //int m_imageDY; }; }; // namespace Gfx