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.
28 unsigned int lod_sprite_id);
43 virtual void RasterLine2D(
signed int uX,
signed int uY,
signed int uZ,
44 signed int uW,
unsigned __int16 uColor);
55 bool clampAtTextureBorders);
57 struct BLVFace *a3,
int uPackedID,
58 unsigned int uColor,
int a8);
67 float dstX,
float dstY,
float a7,
float a8,
82 unsigned int uZ,
unsigned int uW);
98 int start_opacity,
int end_opacity);
103 unsigned int color_dimming_level,
104 unsigned __int16
mask);
108 class Image *pTexture);
110 unsigned int num_vertices);
112 virtual void DrawTextAlpha(
int x,
int y,
unsigned char *font_pixels,
int a5,
113 unsigned int uFontHeight,
uint8_t *pPalette,
114 bool present_time_transparency);
116 unsigned int uCharWidth,
unsigned int uCharHeight,
120 virtual void FillRectFast(
unsigned int uX,
unsigned int uY,
121 unsigned int uWidth,
unsigned int uHeight,
122 unsigned int uColor16);
126 virtual void DrawIndoorSky(
unsigned int uNumVertices,
unsigned int uFaceID);
139 void *out_data,
unsigned int data_size,
140 unsigned int *screenshot_size);
157 signed int sDiffuseBegin,
159 signed int sDiffuseEnd,
float z_stuff);
161 unsigned int num_vertices);
unsigned __int16 uint16_t
virtual void DrawIndoorSky(unsigned int uNumVertices, unsigned int uFaceID)
virtual void DrawIndoorPolygon(unsigned int uNumVertices, struct BLVFace *a3, int uPackedID, unsigned int uColor, int a8)
virtual void DrawTerrainPolygon(struct Polygon *a4, bool transparent, bool clampAtTextureBorders)
virtual bool DrawLightmap(struct Lightmap *pLightmap, struct Vec3_float_ *pColorMult, float z_bias)
virtual void SaveScreenshot(const String &filename, unsigned int width, unsigned int height)
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
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 DrawTextureAlphaNew(float u, float v, class Image *)
void DrawOutdoorSkyPolygon(struct Polygon *pSkyPolygon)
virtual void ScreenFade(unsigned int color, float t)
EGLSurface EGLint EGLint EGLint EGLint height
virtual void DrawProjectile(float srcX, float srcY, float a3, float a4, float dstX, float dstY, float a7, float a8, Texture *texture)
virtual Texture * CreateTexture_Blank(unsigned int width, unsigned int height, IMAGE_FORMAT format, const void *pixels=nullptr)
virtual void TexturePixelRotateDraw(float u, float v, Image *img, int time)
virtual void DrawTextureCustomHeight(float u, float v, class Image *, int height)
void SetBillboardBlendOptions(RenderBillboardD3D::OpacityType a1)
virtual void EndLightmaps()
virtual void DrawBillboard_Indoor(SoftwareBillboard *pSoftBillboard, RenderBillboard *)
virtual void BeginDecals()
virtual void ZBuffer_Fill_2(signed int a2, signed int a3, Image *pTexture, int a5)
virtual Texture * CreateTexture(const String &name)
GLenum GLenum GLuint texture
virtual void RasterLine2D(signed int uX, signed int uY, signed int uZ, signed int uW, unsigned __int16 uColor)
virtual Texture * CreateTexture_PCXFromFile(const String &name)
virtual void BeginSceneD3D()
virtual void PackScreenshot(unsigned int width, unsigned int height, void *out_data, unsigned int data_size, unsigned int *screenshot_size)
EGLSurface EGLint EGLint y
virtual int GetActorsInViewport(int pDepth)
GLenum GLint GLint GLint srcY
virtual void BeginLightmaps2()
virtual bool SwitchToWindow()
virtual unsigned int GetActorTintColor(int DimLevel, int tint, float WorldViewX, int a5, RenderBillboard *Billboard)
virtual void DrawTextAlpha(int x, int y, unsigned char *font_pixels, int a5, unsigned int uFontHeight, uint8_t *pPalette, bool present_time_transparency)
virtual void DrawLines(const RenderVertexD3D3 *vertices, unsigned int num_vertices)
virtual void DrawPolygon(struct Polygon *a3)
virtual bool InitializeFullscreen()
virtual void DrawOutdoorSkyD3D()
virtual void DrawMonsterPortrait(Rect rc, SpriteFrame *Portrait_Sprite, int Y_Offset)
virtual void DrawTextureOffset(int x, int y, int offset_x, int offset_y, Image *)
virtual void ClearTarget(unsigned int uColor)
virtual void ZDrawTextureAlpha(float u, float v, Image *pTexture, int zVal)
virtual void DrawMasked(float u, float v, class Image *img, unsigned int color_dimming_level, unsigned __int16 mask)
virtual void SaveWinnersCertificate(const char *a1)
virtual void am_Blt_Chroma(Rect *pSrcRect, Point *pTargetPoint, int a3, int blend_mode)
EGLSurface EGLint EGLint EGLint width
void DrawIndoorSkyPolygon(signed int uNumVertices, struct Polygon *pSkyPolygon)
virtual void do_draw_debug_line_d3d(const RenderVertexD3D3 *pLineBegin, signed int sDiffuseBegin, const RenderVertexD3D3 *pLineEnd, signed int sDiffuseEnd, float z_stuff)
void DoRenderBillboards_D3D()
EGLSurface EGLNativeWindowType * window
virtual bool AreRenderSurfacesOk()
virtual void DrawTransparentRedShade(float u, float v, class Image *a4)
virtual void BeginScene()
virtual void DrawFansTransparent(const RenderVertexD3D3 *vertices, unsigned int num_vertices)
virtual unsigned int GetRenderHeight() const
uint32_t * render_target_rgb
virtual void Update_Texture(Texture *texture)
virtual Texture * CreateTexture_Solid(const String &name)
virtual void PrepareDecorationsRenderList_ODM()
virtual void DeleteTexture(Texture *texture)
virtual Texture * CreateTexture_PCXFromIconsLOD(const String &name)
virtual void ClearBlack()
virtual void DrawDecal(struct Decal *pDecal, float z_bias)
virtual void DrawTextureNew(float u, float v, class Image *)
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
virtual Texture * CreateTexture_ColorKey(const String &name, uint16_t colorkey)
EGLImageKHR EGLint * name
virtual unsigned int GetRenderWidth() const
virtual Texture * CreateTexture_Alpha(const String &name)
virtual void RenderTerrainD3D()
virtual void DrawBillboardList_BLV()
virtual void WritePixel16(int x, int y, uint16_t color)
virtual void DrawImage(Image *, const Rect &rect)
virtual void DrawBillboards_And_MaybeRenderSpecialEffects_And_EndScene()
virtual void _4A4CC9_AddSomeBillboard(struct SpellFX_Billboard *a1, int diffuse)
virtual bool Initialize(OSWindow *window)
virtual void DrawSpecialEffectsQuad(const RenderVertexD3D3 *vertices, Texture *texture)
virtual bool MoveTextureToDevice(Texture *texture)
virtual Image * TakeScreenshot(unsigned int width, unsigned int height)
virtual void EndLightmaps2()
virtual void BltBackToFontFast(int a2, int a3, Rect *pSrcRect)
virtual void BeginLightmaps()
virtual void RestoreFrontBuffer()
virtual void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16)
virtual Texture * CreateSprite(const String &name, unsigned int palette_id, unsigned int lod_sprite_id)
virtual void DrawTextureGrayShade(float u, float v, class Image *a4)
virtual void DrawTransparentGreenShade(float u, float v, class Image *pTexture)
virtual void SavePCXScreenshot()
virtual void ResetUIClipRect()
virtual void CreateZBuffer()
GLint GLint GLsizei GLsizei GLsizei GLint GLenum GLenum const GLvoid * pixels
unsigned __int32 uint32_t
virtual void ClearZBuffer(int a2, int a3)
virtual Texture * CreateTexture_PCXFromNewLOD(const String &name)
virtual void PresentBlackScreen()
virtual void DrawBuildingsD3D()
virtual void RestoreBackBuffer()
virtual void RemoveTextureFromDevice(Texture *texture)
virtual void SetUIClipRect(unsigned int uX, unsigned int uY, unsigned int uZ, unsigned int uW)
virtual void BlendTextures(int a2, int a3, Image *a4, Image *a5, int t, int start_opacity, int end_opacity)