World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
40 unsigned int lod_sprite_id);
66 bool clampAtTextureBorders);
68 struct BLVFace *a3,
int uPackedID,
69 unsigned int uColor,
int a8);
79 float dstX,
float dstY,
float a7,
float a8,
93 unsigned int uZ,
unsigned int uW);
108 int time,
int start_opacity,
int end_opacity);
117 class Image *pTexture);
119 unsigned int num_vertices);
122 unsigned int uFontHeight,
uint8_t *pPalette,
123 bool present_time_transparency);
125 unsigned int uCharWidth,
unsigned int uCharHeight,
129 virtual void FillRectFast(
unsigned int uX,
unsigned int uY,
130 unsigned int uWidth,
unsigned int uHeight,
131 unsigned int uColor16);
135 virtual void DrawIndoorSky(
unsigned int uNumVertices,
unsigned int uFaceID);
148 void *out_data,
unsigned int data_size,
149 unsigned int *screenshot_size);
166 signed int sDiffuseBegin,
168 signed int sDiffuseEnd,
float z_stuff);
170 unsigned int num_vertices);
235 DDSURFACEDESC2 *pDesc,
unsigned int uLockFlags);
unsigned __int16 uint16_t
virtual void RemoveTextureFromDevice(Texture *texture)
virtual void DrawTextureGrayShade(float u, float v, class Image *a4)
virtual unsigned int GetActorTintColor(int DimLevel, int tint, float WorldViewX, int a5, RenderBillboard *Billboard)
Gdiplus::GdiplusStartupInput gdiplusStartupInput
virtual void RenderTerrainD3D()
virtual void RasterLine2D(int uX, int uY, int uZ, int uW, uint16_t uColor)
void SavePCXImage16(const String &filename, uint16_t *picture_data, int width, int height)
virtual void SavePCXScreenshot()
virtual void ClearTarget(unsigned int uColor)
virtual Texture * CreateTexture_Alpha(const String &name)
virtual void DrawBuildingsD3D()
virtual void DrawTextureCustomHeight(float u, float v, class Image *, int height)
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
unsigned int GetBillboardDrawListSize()
virtual bool AreRenderSurfacesOk()
virtual void do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff)
virtual void ClearZBuffer(int a2, int a3)
unsigned int uNumD3DSceneBegins
virtual void PresentBlackScreen()
EGLSurface EGLint EGLint EGLint EGLint height
virtual void DrawTextureOffset(int x, int y, int offset_x, int offset_y, Image *)
virtual void DrawDecal(struct Decal *pDecal, float z_bias)
void DrawBorderTiles(struct Polygon *poly)
virtual void Update_Texture(Texture *texture)
virtual void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene()
virtual void EndLightmaps2()
Gdiplus::Bitmap * BitmapWithImage(Image *image)
virtual void TexturePixelRotateDraw(float u, float v, Image *img, int time)
virtual void DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, Texture *texture)
friend void Present_NoColorKey()
virtual bool MoveTextureToDevice(Texture *texture)
virtual void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID)
virtual void EndLightmaps()
virtual void DrawImage(Image *, const Rect &rect)
virtual void DrawTransparentGreenShade(float u, float v, class Image *pTexture)
virtual void SaveScreenshot(const String &filename, unsigned int width, unsigned int height)
virtual Texture * CreateTexture_Blank(unsigned int width, unsigned int height, IMAGE_FORMAT format, const void *pixels=nullptr)
virtual void WritePixel16(int x, int y, uint16_t color)
virtual void ScreenFade(unsigned int color, float t)
void SetBillboardBlendOptions(RenderBillboardD3D::OpacityType a1)
virtual bool DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias)
GLenum GLenum GLuint texture
virtual Texture * CreateTexture_ColorKey(const String &name, uint16_t colorkey)
virtual void ResetUIClipRect()
virtual void DrawMasked(float u, float v, class Image *img, unsigned int color_dimming_level, uint16_t mask)
virtual void RestoreBackBuffer()
virtual void BeginScene()
unsigned int GetParentBillboardID(unsigned int uBillboardID)
virtual void BeginSceneD3D()
EGLSurface EGLint EGLint y
bool LockSurface_DDraw4(IDirectDrawSurface4 *pSurface, DDSURFACEDESC2 *pDesc, unsigned int uLockFlags)
unsigned int bRequiredTextureStagesAvailable
IDirectDraw4 * pDirectDraw4
virtual void DrawTransparentRedShade(float u, float v, class Image *a4)
void DoRenderBillboards_D3D()
virtual void RestoreFrontBuffer()
virtual void BeginLightmaps()
GLenum GLint GLint GLint srcY
bool CheckTextureStages()
void CreateClipper(OSWindow *)
virtual void SaveWinnersCertificate(const char *a1)
virtual void DrawMonsterPortrait(Rect rc, SpriteFrame *Portrait, int Y_Offset)
unsigned int uTargetGBits
unsigned int uDesiredDirect3DDevice
virtual int GetActorsInViewport(int pDepth)
virtual void PrepareDecorationsRenderList_ODM()
void ParseTargetPixelFormat()
virtual void BlendTextures(int x, int y, Image *imgin, Image *imgblend, int time, int start_opacity, int end_opacity)
virtual Image * TakeScreenshot(unsigned int width, unsigned int height)
virtual void DrawTextureNew(float u, float v, class Image *)
IDirectDrawSurface4 * pBackBuffer4
virtual void BltBackToFontFast(int a2, int a3, Rect *pSrcRect)
virtual void DrawBillboard_Indoor(SoftwareBillboard *pSoftBillboard, RenderBillboard *billboard)
EGLSurface EGLint EGLint EGLint width
virtual void DrawBillboardList_BLV()
virtual void _4A4CC9_AddSomeBillboard(struct SpellFX_Billboard *a1, int diffuse)
virtual HWLTexture * LoadHwlBitmap(const char *name)
unsigned short * MakeScreenshot(signed int width, signed int height)
virtual void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices)
virtual void DrawText(int uOutX, int uOutY, uint8_t *pFontPixels, unsigned int uCharWidth, unsigned int uCharHeight, uint8_t *pFontPalette, uint16_t uFaceColor, uint16_t uShadowColor)
virtual void DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, Texture *texture)
EGLSurface EGLNativeWindowType * window
virtual void PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size)
unsigned int uMinDeviceTextureDim
void DrawIndoorSkyPolygon(int uNumVertices, struct Polygon *pSkyPolygon)
virtual void DrawTextAlpha(int x, int y, uint8_t *font_pixels, int a5, unsigned int uFontHeight, uint8_t *pPalette, bool present_time_transparency)
virtual void DeleteTexture(Texture *texture)
virtual unsigned int GetRenderHeight() const
virtual Texture * CreateTexture_PCXFromFile(const String &name)
unsigned int uTargetBBits
virtual void SetUIClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW)
Gdiplus::Bitmap * p2DSurface
virtual unsigned int GetRenderWidth() const
virtual bool Initialize(OSWindow *window)
IDirectDrawSurface4 * pFrontBuffer4
virtual void ClearBlack()
void DrawOutdoorSkyPolygon(struct Polygon *pSkyPolygon)
virtual void DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices)
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
virtual HWLTexture * LoadHwlSprite(const char *name)
EGLImageKHR EGLint * name
void GetTargetPixelFormat(DDPIXELFORMAT *pOut)
virtual Texture * CreateTexture_Solid(const String &name)
virtual Texture * CreateTexture_PCXFromNewLOD(const String &name)
virtual void ZBuffer_Fill_2(signed int a2, signed int a3, Image *pTexture, int a5)
virtual void DrawTextureAlphaNew(float u, float v, class Image *)
void SavePCXImage32(const String &filename, uint16_t *picture_data, int width, int height)
unsigned int uMaxDeviceTextureDim
virtual bool SwitchToWindow()
virtual void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16)
virtual bool InitializeFullscreen()
virtual void CreateZBuffer()
virtual Texture * CreateTexture_PCXFromIconsLOD(const String &name)
virtual Texture * CreateSprite(const String &name, unsigned int palette_id, unsigned int lod_sprite_id)
virtual void DrawTerrainPolygon(struct Polygon *a4, bool transparent, bool clampAtTextureBorders)
Gdiplus::Graphics * p2DGraphics
virtual void DrawOutdoorSkyD3D()
virtual void ZDrawTextureAlpha(float u, float v, Image *pTexture, int zVal)
GLint GLint GLsizei GLsizei GLsizei GLint GLenum GLenum const GLvoid * pixels
unsigned int uTargetRBits
virtual void BeginDecals()
virtual void BeginLightmaps2()
virtual Texture * CreateTexture(const String &name)
virtual void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, int uPackedID, unsigned int uColor, int a8)
virtual void am_Blt_Chroma(Rect *pSrcRect, Point *pTargetPoint, int a3, int blend_mode)
virtual void DrawPolygon(struct Polygon *a3)