My Project
GDIDC.h
1 #pragma once
2 #include <map>
3 using namespace std;
4 namespace ParaEngine
5 {
6  class CGDIDC;
7  struct TextureEntity;
8 
9  struct GDIDCElement{
10  CGDIDC* pDC;
11  int refcount;
12  };
13  class CGDIDC
14  {
15  public:
16  CGDIDC(TextureEntity* pTexture);
17  CGDIDC();
18  ~CGDIDC();
19  void Release();
20 
21  HRESULT Begin();
22  HRESULT End();
23  HRESULT Clear(const Color &color);
24  //these are internal graphic manipulating functions
25  HRESULT DrawTriangleStrip(TextureEntity *pTexture,UINT nNumVertices,CONST DXUT_SCREEN_VERTEX* pVertexData);
26  HRESULT DrawTriangleStripPrim(LPDIRECT3DTEXTURE9 pTexture,UINT nNumVertices,CONST DXUT_SCREEN_VERTEX* pVertexData);
27  HRESULT DrawTriangleList(TextureEntity *pTexture,UINT nNumVertices,CONST DXUT_SCREEN_VERTEX* pVertexData);
28  void SetTransform(const Matrix4 *matTransform);
29  void GetTransform(Matrix4 *matTransform);
30 
31  TextureEntity* GetRenderTarget();
32 
34  void EnableWriteAlpha(bool bWriteAlpha);
35 
36  protected:
37  asset_ptr<TextureEntity> m_pTextureEntity;
38  LPDIRECT3DSURFACE9 m_pOldRenderSurface;
39 
40  Matrix4 m_transform;
41  };
42 }
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
2D screen with textures.
Definition: VertexFVF.h:133
different physics engine has different winding order.
Definition: EventBinding.h:32
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23
Definition: GDIDC.h:13
Definition: ParaColor.h:275
Definition: GDIDC.h:9