Leaked source code of windows server 2003
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//-----------------------------------------------------------------------------
// File: state.h
//
// Desc: STATE
//
// Copyright (c) 1994-2000 Microsoft Corporation
//-----------------------------------------------------------------------------
#ifndef __state_h__
#define __state_h__
#define MAX_DRAW_THREADS 4
#define MAX_TESS 3
// type(s) of pipes that are drawn
enum { DRAW_NORMAL, DRAW_FLEX, DRAW_BOTH // not currently used
};
// Reset status
#define RESET_STARTUP_BIT (1L << 0)
#define RESET_NORMAL_BIT (1L << 1)
#define RESET_RESIZE_BIT (1L << 2)
#define RESET_REPAINT_BIT (1L << 3)
// Frame draw schemes
enum { FRAME_SCHEME_RANDOM, // pipes draw randomly
FRAME_SCHEME_CHASE, // pipes chase a lead pipe
};
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
class DRAW_THREAD { private:
public: TEXTUREINFO* m_pTextureInfo; IDirect3DDevice8* m_pd3dDevice; PIPE* m_pPipe; // generic pipe ptr
int m_priority;
DRAW_THREAD(); ~DRAW_THREAD();
HRESULT InitDeviceObjects( IDirect3DDevice8* pd3dDevice ); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT Render(); HRESULT FrameMove( FLOAT fElapsedTime );
void SetTexture( TEXTUREINFO* pTextureInfo ); void SetPipe( PIPE* pPipe ); BOOL StartPipe(); void KillPipe(); };
// Program existence instance
class NORMAL_STATE; class FLEX_STATE;
struct CONFIG;
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
class STATE { public: CONFIG* m_pConfig; BOOL m_bUseTexture; // global texture enable
TEXTUREINFO m_textureInfo[MAX_TEXTURES]; int m_nTextures; IDirect3DDevice8* m_pd3dDevice; ID3DXMatrixStack* m_pWorldMatrixStack; D3DLIGHT8 m_light; FLOAT m_fLastTime;
PIPE* m_pLeadPipe; // lead pipe for chase scenarios
int m_nSlices; // reference # of slices around a pipe
IPOINT2D m_texRep[MAX_TEXTURES]; VIEW m_view; // viewing parameters
float m_radius; // 'reference' pipe radius value
NODE_ARRAY* m_nodes; // for keeping track of draw space
NORMAL_STATE* m_pNState; FLEX_STATE* m_pFState; LPDIRECT3DVERTEXBUFFER8 m_pClearVB;
STATE( CONFIG* pConfig ); ~STATE(); void Reshape( int width, int height ); void Repaint();
HRESULT InitDeviceObjects( IDirect3DDevice8* pd3dDevice ); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT Render(); HRESULT FrameMove( FLOAT fElapsedTime );
private: int m_drawMode; // drawing mode (flex or normal for now)
int m_drawScheme; // random or chase
int m_maxPipesPerFrame; // max number of separate pipes/frame
int m_nPipesDrawn; // number of pipes drawn or drawing in frame
int m_maxDrawThreads; // max number of concurrently drawing pipes
int m_nDrawThreads; // number of live threads
DRAW_THREAD m_drawThreads[MAX_DRAW_THREADS]; int m_resetStatus;
HRESULT LoadTextureFiles( int nTextures, TCHAR strTextureFileNames[MAX_PATH][MAX_TEXTURES], int* anDefaultTextureResource ); int PickRandomTexture( int iThread, int nTextures );
BOOL Clear(); void ChooseNewLeadPipe(); void CompactThreadList(); void GLInit(); void DrawValidate(); // validation to do before each Draw
void ResetView(); BOOL FrameReset(); void CalcTexRepFactors(); int CalcMaxPipesPerFrame(); };
#endif // __state_h__
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