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ParaEngineClient
Engine
Obsoleted
ParaGDI
GDIDC.h
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#pragma once
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#include <map>
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using namespace
std
;
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namespace
ParaEngine
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{
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class
CGDIDC;
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struct
TextureEntity;
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struct
GDIDCElement
{
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CGDIDC
* pDC;
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int
refcount;
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};
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class
CGDIDC
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{
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public
:
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CGDIDC
(
TextureEntity
* pTexture);
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CGDIDC
();
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~
CGDIDC
();
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void
Release();
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HRESULT Begin();
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HRESULT End();
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HRESULT Clear(
const
Color
&color);
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//these are internal graphic manipulating functions
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HRESULT DrawTriangleStrip(
TextureEntity
*pTexture,UINT nNumVertices,CONST
DXUT_SCREEN_VERTEX
* pVertexData);
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HRESULT DrawTriangleStripPrim(LPDIRECT3DTEXTURE9 pTexture,UINT nNumVertices,CONST
DXUT_SCREEN_VERTEX
* pVertexData);
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HRESULT DrawTriangleList(
TextureEntity
*pTexture,UINT nNumVertices,CONST
DXUT_SCREEN_VERTEX
* pVertexData);
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void
SetTransform(
const
Matrix4
*matTransform);
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void
GetTransform(
Matrix4
*matTransform);
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TextureEntity
* GetRenderTarget();
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void
EnableWriteAlpha(
bool
bWriteAlpha);
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protected
:
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asset_ptr<TextureEntity> m_pTextureEntity;
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LPDIRECT3DSURFACE9 m_pOldRenderSurface;
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Matrix4
m_transform;
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};
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}
ParaEngine::TextureEntity
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition:
TextureEntity.h:29
ParaEngine::DXUT_SCREEN_VERTEX
2D screen with textures.
Definition:
VertexFVF.h:133
ParaEngine
different physics engine has different winding order.
Definition:
EventBinding.h:32
std
ParaEngine::Matrix4
Class encapsulating a standard 4x4 homogeneous matrix.
Definition:
ParaMatrix4.h:23
ParaEngine::CGDIDC
Definition:
GDIDC.h:13
ParaEngine::Color
Definition:
ParaColor.h:275
ParaEngine::GDIDCElement
Definition:
GDIDC.h:9
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