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/*==========================================================================;
* * Copyright (C) 1998 Microsoft Corporation. All Rights Reserved. * * File: stateset.hpp * Content: State sets handling interfaces * ***************************************************************************/ #ifndef _STATESET_HPP_
#define _STATESET_HPP_
struct CHandle; const DWORD __INVALIDHANDLE = 0xFFFFFFFF;
extern void InsertStateSetOp(LPDIRECT3DDEVICEI pDevI, DWORD dwOperation, DWORD dwParam, D3DSTATEBLOCKTYPE sbt); //---------------------------------------------------------------------
// This class is used to generate sequential integer numbers (handles).
// When a handle is released it will be reused.
// Number of handles is unlimited
//
class CHandleFactory { public: CHandleFactory() {m_dwArraySize = 0; m_Handles = NULL;} ~CHandleFactory(); HRESULT Init(DWORD dwInitialSize, DWORD dwGrowSize); DWORD CreateNewHandle(); void ReleaseHandle(DWORD handle); protected: CHandle* CreateHandleArray(DWORD dwSize);
CHandle *m_Handles; // Array of objects
DWORD m_dwGrowSize; DWORD m_dwArraySize; // Number of objects in the array
DWORD m_Free; // Header for free elements in the array
}; //---------------------------------------------------------------------
// This class provides interface to the growing state set buffer
//
class CStateSetBuffer { public: CStateSetBuffer() { m_pBuffer = NULL; m_dwCurrentSize = 0; m_dwBufferSize = 0; m_pDP2CurrCommand = 0; } CStateSetBuffer(CStateSetBuffer& src) { m_dwCurrentSize = src.m_dwCurrentSize; m_dwBufferSize = src.m_dwCurrentSize; if(m_dwCurrentSize != 0) { m_pBuffer = new BYTE[m_dwCurrentSize]; if(m_pBuffer == 0) { m_dwCurrentSize = 0; m_pDP2CurrCommand = 0; throw DDERR_OUTOFMEMORY; } memcpy(m_pBuffer, src.m_pBuffer, m_dwCurrentSize); } else { m_pBuffer = 0; } m_pDP2CurrCommand = 0; } ~CStateSetBuffer() { delete [] m_pBuffer; } void operator=(CStateSetBuffer& src) { m_dwCurrentSize = src.m_dwCurrentSize; if(m_dwBufferSize != m_dwCurrentSize) { m_dwBufferSize = m_dwCurrentSize; delete [] m_pBuffer; if(m_dwCurrentSize != 0) { m_pBuffer = new BYTE[m_dwCurrentSize]; if(m_pBuffer == 0) { m_dwCurrentSize = 0; m_pDP2CurrCommand = 0; throw DDERR_OUTOFMEMORY; } } else { m_pBuffer = 0; m_pDP2CurrCommand = 0; return; } } memcpy(m_pBuffer, src.m_pBuffer, m_dwCurrentSize); m_pDP2CurrCommand = 0; } // Insert a command to the buffer. Grow buffer if necessary
void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize); // Reset current command
void ResetCurrentCommand() { m_pDP2CurrCommand = 0; } // Set buffer to its initial state. Memory is not freed
void Reset() { m_dwCurrentSize = 0; m_pDP2CurrCommand = 0; }
DWORD m_dwCurrentSize; DWORD m_dwBufferSize; BYTE *m_pBuffer; //Pointer to the current position the CB1 buffer
LPD3DHAL_DP2COMMAND m_pDP2CurrCommand; }; //---------------------------------------------------------------------
// This class provides interface to a state set
//
const DWORD __STATESET_INITIALIZED = 1; // Set if we have to check if we need to restore texture stage indices
const DWORD __STATESET_NEEDCHECKREMAPPING = 2; class CStateSet { public: CStateSet() { m_dwStateSetFlags = 0; m_dwDeviceHandle = __INVALIDHANDLE; } void InsertCommand(D3DHAL_DP2OPERATION, LPVOID pData, DWORD dwDataSize, BOOL bDriverCanHandle); // Mark the state set as unused. The object is not destroyed and can be
// reused
HRESULT Release(); // Execute the front-end only or device state subset
void Execute(LPDIRECT3DDEVICEI pDevI, BOOL bFrontEndBuffer); // Capture the current device state into the state block
void Capture(LPDIRECT3DDEVICEI pDevI, BOOL bFrontEndBuffer); // Reset the current command in both buffers
void ResetCurrentCommand() { m_FEOnlyBuffer.ResetCurrentCommand(); m_DriverBuffer.ResetCurrentCommand(); } protected: CStateSetBuffer m_FEOnlyBuffer; // Contains commands that driver can not
// understand
CStateSetBuffer m_DriverBuffer; // Contains commands that driver can
// understand
DWORD m_dwDeviceHandle; // Some sets could not have corresponding
// device buffers, so device handle is not
// equal to the user visible handle
DWORD m_dwStateSetFlags; friend class CStateSets; }; //---------------------------------------------------------------------
// This class encapsulates handling of array of state sets
//
class CStateSets { public: CStateSets(); ~CStateSets(); HRESULT Init(DWORD dwFlags); HRESULT StartNewSet(); void EndSet(); // Returns current handle
DWORD GetCurrentHandle() {return m_dwCurrentHandle;} // Delete state set
void DeleteStateSet(LPDIRECT3DDEVICEI pDevI, DWORD dwHandle); // Returns information about state set data to be written to the device
// Allocates a new handle for the device buffer
void GetDeviceBufferInfo(DWORD* dwStateSetHandle, LPVOID *pBuffer, DWORD* dwBufferSize); // Insert a render state to the current state set
// Throws an exception in case of error
void InsertRenderState(D3DRENDERSTATETYPE state, DWORD dwValue, BOOL bDriverCanHandle); void InsertLight(DWORD dwLightIndex, LPD3DLIGHT7); void InsertLightEnable(DWORD dwLightIndex, BOOL bEnable); void InsertMaterial(LPD3DMATERIAL7); void InsertViewport(LPD3DVIEWPORT7); void InsertTransform(D3DTRANSFORMSTATETYPE state, LPD3DMATRIX lpMat); void InsertTextureStageState(DWORD, D3DTEXTURESTAGESTATETYPE, DWORD); void InsertTexture(DWORD dwStage, LPDIRECTDRAWSURFACE7 pTex); void InsertClipPlane(DWORD dwPlaneIndex, D3DVALUE* pPlaneEquation); // Execute a state set with the specified handle
void Execute(LPDIRECT3DDEVICEI pDevI, DWORD dwHandle); // Capture a state set to the the specified handle
void Capture(LPDIRECT3DDEVICEI pDevI, DWORD dwHandle); // Capture predefined state
void CreatePredefined(LPDIRECT3DDEVICEI pDevI, D3DSTATEBLOCKTYPE sbt); void Cleanup(DWORD dwHandle); protected: const DWORD m_GrowSize; DWORD m_dwMaxSets; // Maximum number of state sets
DWORD m_dwCurrentHandle; CStateSet * m_pStateSets; // Array of state sets
CStateSet * m_pCurrentStateSet; CHandleFactory m_DeviceHandles; // Used to create device handles
CHandleFactory m_SetHandles; // Used to create state sets
CStateSet m_BufferSet; DWORD m_dwFlags; };
// This is RESERVED0 in d3dhal.h
#define D3DDP2OP_FRONTENDDATA 4 // Used by the front-end only
// This structure is used by the front-end only
typedef struct _D3DHAL_DP2FRONTENDDATA { WORD wStage; // texture stage
LPVOID pTexture; // Texture pointer
} D3DHAL_DP2FRONTENDDATA, *LPD3DHAL_DP2FRONTENDDATA;
#endif //_STATESTE_HPP_
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