📄 gfx.h
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class GraphicsWindow {
public:
virtual ~GraphicsWindow() {}
virtual void postCreate(int ct, GraphicsWindow **gw) = 0;
virtual void shutdown() = 0;
virtual int getVersion() = 0;
virtual TCHAR * getDriverString(void) = 0;
virtual void config(HWND hWnd) = 0;
virtual int querySupport(int what) = 0;
virtual HWND getHWnd(void) = 0;
virtual void setPos(int x, int y, int w, int h) = 0;
virtual void setDisplayState(int s) = 0;
virtual int getDisplayState() = 0;
virtual int getWinSizeX() = 0;
virtual int getWinSizeY() = 0;
virtual DWORD getWinDepth(void) = 0;
virtual DWORD getHitherCoord(void) = 0;
virtual DWORD getYonCoord(void) = 0;
virtual void getTextExtents(TCHAR *text, SIZE *sp) = 0;
virtual int getMaxStripLength() { return GFX_MAX_STRIP; }
virtual void setFlags(DWORD f) = 0;
virtual DWORD getFlags() = 0;
virtual void resetUpdateRect() = 0;
virtual void enlargeUpdateRect(RECT *rp) = 0;
virtual int getUpdateRect(RECT *rp) = 0;
virtual void updateScreen() = 0;
virtual BOOL setBufAccess(int which, int b) = 0;
virtual BOOL getBufAccess(int which) = 0;
virtual BOOL getBufSize(int which, int *size) = 0;
virtual BOOL getBuf(int which, int size, void *buf) = 0;
virtual BOOL setBuf(int which, int size, void *buf, RECT *rp) = 0;
virtual BOOL getDIB(BITMAPINFO *bmi, int *size) = 0;
virtual BOOL setBackgroundDIB(int width, int height, BITMAPINFO *bmi) = 0;
virtual void setBackgroundOffset(int x, int y) = 0;
virtual int getTextureSize(int bkg=FALSE) = 0;
virtual DWORD getTextureHandle(BITMAPINFO *bmi) = 0;
virtual void freeTextureHandle(DWORD handle) = 0;
virtual BOOL setTextureByHandle(DWORD handle) = 0;
virtual BOOL setTextureTiling(int u, int v, int w=GW_TEX_NO_TILING) = 0;
virtual int getTextureTiling(int which) = 0;
virtual void beginFrame() = 0;
virtual void endFrame() = 0;
virtual void setViewport(int x, int y, int w, int h) = 0;
virtual void setVirtualViewportParams(float zoom, float xOffset, float yOffset) = 0;
virtual void setUseVirtualViewport(int onOff) = 0;
virtual void clearScreen(RECT *rp, int useBkg = FALSE) = 0;
virtual void setTransform(const Matrix3 &m) = 0;
virtual Matrix3 getTransform(void) = 0;
virtual void multiplePass(int pass, BOOL onOff, float scaleFact = 1.005f) = 0;
virtual void setTexTransform(const Matrix3 &m) = 0;
virtual BOOL getFlipped(void)=0;
virtual void setSkipCount(int c) = 0;
virtual int getSkipCount(void) = 0;
virtual void setViewportLimits(DWORD l) = 0;
virtual DWORD getViewportLimits(void) = 0;
virtual void setRndLimits(DWORD l) = 0;
virtual DWORD getRndLimits(void) = 0;
virtual DWORD getRndMode(void) = 0;
virtual int getMaxLights(void) = 0;
virtual void setLight(int num, const Light *l) = 0;
virtual void setLightExclusion(DWORD exclVec) = 0;
virtual void setCamera(const Camera &c) = 0;
virtual void setCameraMatrix(float mat[4][4], Matrix3 *invTM, int persp, float hither, float yon) = 0;
virtual void getCameraMatrix(float mat[4][4], Matrix3 *invTM, int *persp, float *hither, float *yon) = 0;
virtual void setColor(ColorType t, float r, float g, float b) = 0;
void setColor(ColorType t, Point3 clr) { setColor(t,clr.x,clr.y,clr.z); }
virtual void setMaterial(const Material &m) = 0;
virtual Material *getMaterial(void) = 0;
virtual DWORD hTransPoint(const Point3 *in, IPoint3 *out) = 0;
virtual DWORD wTransPoint(const Point3 *in, IPoint3 *out) = 0;
virtual DWORD transPoint(const Point3 *in, Point3 *out) = 0;
virtual void lightVertex(const Point3 &pos, const Point3 &nor, Point3 &rgb) = 0;
virtual void hText(IPoint3 *xyz, TCHAR *s) = 0;
virtual void hMarker(IPoint3 *xyz, MarkerType type) = 0;
virtual void hPolyline(int ct, IPoint3 *xyz, Point3 *rgb, int closed, int *es) = 0;
void hPolyline(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int closed, int *es)
{ hPolyline(ct, xyz, rgb, closed, es); }
virtual void hPolygon(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw) = 0;
virtual void hTriStrip(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw) = 0;
virtual void wText(IPoint3 *xyz, TCHAR *s) = 0;
virtual void wMarker(IPoint3 *xyz, MarkerType type) = 0;
virtual void wPolyline(int ct, IPoint3 *xyz, Point3 *rgb, int closed, int *es) = 0;
void wPolyline(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw, int closed, int *es)
{ wPolyline(ct, xyz, rgb, closed, es); }
virtual void wPolygon(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw) = 0;
virtual void wTriStrip(int ct, IPoint3 *xyz, Point3 *rgb, Point3 *uvw) = 0;
virtual void text(Point3 *xyz, TCHAR *s) = 0;
virtual void marker(Point3 *xyz, MarkerType type) = 0;
virtual void polyline(int ct, Point3 *xyz, Point3 *rgb, int closed, int *es) = 0;
void polyline(int ct, Point3 *xyz, Point3 *rgb, Point3 *uvw, int closed, int *es)
{ polyline(ct, xyz, rgb, closed, es); }
virtual void polylineN(int ct, Point3 *xyz, Point3 *nor, int closed, int *es) = 0;
virtual void startSegments() = 0;
virtual void segment(Point3 *xyz, int vis) = 0;
virtual void endSegments() = 0;
virtual void polygon(int ct, Point3 *xyz, Point3 *rgb, Point3 *uvw) = 0;
virtual void polygonN(int ct, Point3 *xyz, Point3 *nor, Point3 *uvw) = 0;
virtual void triStrip(int ct, Point3 *xyz, Point3 *rgb, Point3 *uvw) = 0;
virtual void triStripN(int ct, Point3 *xyz, Point3 *nor, Point3 *uvw) = 0;
virtual void startTriangles() = 0;
virtual void triangle(Point3 *xyz, Point3 *rgb) = 0;
virtual void triangleN(Point3 *xyz, Point3 *nor, Point3 *uvw) = 0;
virtual void triangleNC(Point3 *xyz, Point3 *nor, Point3 *rgb) = 0;
virtual void triangleNCT(Point3 *xyz, Point3 *nor, Point3 *rgb, Point3 *uvw) = 0;
virtual void triangleW(Point3 *xyz, int *es) = 0;
virtual void triangleNW(Point3 *xyz, Point3 *nor, int *es) = 0;
virtual void endTriangles() = 0;
virtual void loadMeshData(DWORD id, int xyzCt, Point3 *xyz, int norCt, Point3 *nor, int uvwCt, Point3 *uvw, int mtlCt, Material *mtl) = 0;
virtual void processStrips(DWORD id, int stripCt, StripTab *s, GFX_ESCAPE_FN fn) = 0;
virtual void setHitRegion(HitRegion *rgn) = 0;
virtual void clearHitCode(void) = 0;
virtual BOOL checkHitCode(void) = 0;
virtual DWORD getHitDistance(void) = 0;
virtual int isPerspectiveView(void) = 0;
virtual float interpWorld(Point3 *world1, Point3 *world2, float sParam, Point3 *interpPt) = 0;
virtual void escape(GFX_ESCAPE_FN fn, void *data) = 0;
};
// for Windows int coords with origin at upper-left
inline int wIsFacingBack(const IPoint3 &v0, const IPoint3 &v1, const IPoint3 &v2, int flip=0 )
{
int s = ( (v0[0]-v1[0])*(v2[1]-v1[1]) - (v2[0]-v1[0])*(v0[1]-v1[1]) ) < 0;
return flip ? !s : s;
}
// for HEIDI int coords with origin at lower-left
inline int hIsFacingBack(const IPoint3 &v0, const IPoint3 &v1, const IPoint3 &v2, int flip=0 )
{
int s = ( (v0[0]-v1[0])*(v2[1]-v1[1]) - (v2[0]-v1[0])*(v0[1]-v1[1]) );
return flip ? s < 0 : s > 0;
}
DllExport HINSTANCE GetGraphicsLibHandle(TCHAR *driverLibName);
DllExport BOOL GraphicsSystemIsAvailable(HINSTANCE drv);
DllExport BOOL GraphicsSystemCanConfigure(HINSTANCE drv);
DllExport BOOL GraphicsSystemConfigure(HWND hWnd, HINSTANCE drv);
DllExport void FreeGraphicsLibHandle(HINSTANCE drv);
DllExport GraphicsWindow *createGW(HWND hWnd, GWinSetup &gws);
DllExport void getRegionRect(HitRegion *hr, RECT *rect);
DllExport BOOL pointInRegion(int x, int y, HitRegion *hr);
DllExport int distToLine(int x, int y, int *p1, int *p2);
DllExport int lineCrossesRect(RECT *rc, int *p1, int *p2);
DllExport int segCrossesRect(RECT *rc, int *p1, int *p2);
DllExport int segCrossesCircle(int cx, int cy, int r, int *p1, int *p2);
DllExport BOOL insideTriangle(IPoint3 &p0, IPoint3 &p1, IPoint3 &p2, IPoint3 &q);
DllExport int getZfromTriangle(IPoint3 &p0, IPoint3 &p1, IPoint3 &p2, IPoint3 &q);
// colors for drawing in viewports
#define COLOR_SELECTION 0
#define COLOR_SUBSELECTION 1
#define COLOR_FREEZE 2
#define COLOR_GRID 3
#define COLOR_GRID_INTENS 4
#define COLOR_SF_LIVE 5
#define COLOR_SF_ACTION 6
#define COLOR_SF_TITLE 7
#define COLOR_VP_LABELS 8
#define COLOR_VP_INACTIVE 9
#define COLOR_ARCBALL 10
#define COLOR_ARCBALL_HILITE 11
#define COLOR_ANIM_BUTTON 12
#define COLOR_SEL_BOXES 13
#define COLOR_LINK_LINES 14
#define COLOR_TRAJECTORY 15
#define COLOR_ACTIVE_AXIS 16
#define COLOR_INACTIVE_AXIS 17
#define COLOR_SPACE_WARPS 18
#define COLOR_DUMMY_OBJ 19
#define COLOR_POINT_OBJ 20
#define COLOR_POINT_AXES 21
#define COLOR_TAPE_OBJ 22
#define COLOR_BONES 23
#define COLOR_GIZMOS 24
#define COLOR_SEL_GIZMOS 25
#define COLOR_SPLINE_VECS 26
#define COLOR_SPLINE_HANDLES 27
#define COLOR_PATCH_LATTICE 28 // No longer used -- TH 2/20/99
#define COLOR_PARTICLE_EM 29
#define COLOR_CAMERA_OBJ 30
#define COLOR_CAMERA_CONE 31
#define COLOR_CAMERA_HORIZ 32
#define COLOR_NEAR_RANGE 33
#define COLOR_FAR_RANGE 34
#define COLOR_LIGHT_OBJ 35
#define COLOR_TARGET_LINE 36
#define COLOR_HOTSPOT 37
#define COLOR_FALLOFF 38
#define COLOR_START_RANGE 39
#define COLOR_END_RANGE 40
#define COLOR_VIEWPORT_BKG 41
#define COLOR_TRAJ_TICS_1 42
#define COLOR_TRAJ_TICS_2 43
#define COLOR_TRAJ_TICS_3 44
#define COLOR_GHOST_BEFORE 45
#define COLOR_GHOST_AFTER 46
#define COLOR_12FIELD_GRID 47
#define COLOR_START_RANGE1 48
#define COLOR_END_RANGE1 49
#define COLOR_CAMERA_CLIP 50
#define COLOR_NURBS_CV 51
#define COLOR_NURBS_LATTICE 52
#define COLOR_NURBS_CP 53
#define COLOR_NURBS_FP 54
#define COLOR_NURBS_DEP 55
#define COLOR_NURBS_ERROR 56
#define COLOR_NURBS_HILITE 57
#define COLOR_NURBS_FUSE 58
#define COLOR_END_EFFECTOR 59
#define COLOR_END_EFFECTOR_STRING 60
#define COLOR_JOINT_LIMIT_SEL 61
#define COLOR_JOINT_LIMIT_UNSEL 62
#define COLOR_IK_TERMINATOR 63
#define COLOR_SF_USER 64
#define COLOR_VERT_TICKS 65
#define COLOR_XRAY 66
#define COLOR_GROUP_OBJ 67
#define COLOR_MANIPULATOR_X 68
#define COLOR_MANIPULATOR_Y 69
#define COLOR_MANIPULATOR_Z 70
#define COLOR_MANIPULATOR_ACTIVE 71
#define COLOR_VPT_CLIPPING 72
#define COLOR_DECAY_RADIUS 73
#define COLOR_VERT_NUMBERS 74
#define COLOR_CROSSHAIR_CURSOR 75
#define COLOR_SV_WINBK 76 // SV Window Background
#define COLOR_SV_NODEBK 77 // SV Default Node Background
#define COLOR_SV_SELNODEBK 78 // SV Selected Node Background
#define COLOR_SV_NODE_HIGHLIGHT 79 // SV Viewport Selected Node Highlight
#define COLOR_SV_MATERIAL_HIGHLIGHT 80 // SV MEDIT Selected Node Highlight
#define COLOR_SV_MODIFIER_HIGHLIGHT 81 // SV Selected Modifier Highlight
#define COLOR_SV_PLUGIN_HIGHLIGHT 82 // SV Plug-in Highlight
#define COLOR_SV_SUBANIM_LINE 83 // SV Subanim line color
#define COLOR_SV_CHILD_LINE 84 // SV Child node line color
#define COLOR_SV_FRAME 85 // SV Frame color
#define COLOR_SV_SELTEXT 86 // SV Selected Label Color
#define COLOR_SV_TEXT 87 // SV Label Color
#define COLOR_UNSEL_TAB 88
#define COLOR_ATMOS_APPARATUS 89 // mjm - 1.21.99
#define COLOR_SUBSELECTION_HARD 90 //2-3-99 watje
#define COLOR_SUBSELECTION_MEDIUM 91 //2-3-99 watje
#define COLOR_SUBSELECTION_SOFT 92 //2-3-99 watje
#define COLOR_SV_UNFOLD_BUTTON 93 // SV Unfold Button
#define COLOR_SV_GEOMOBJECT_BK 94 // Geometry Object Node Background
#define COLOR_SV_LIGHT_BK 95 // Light Node Background
#define COLOR_SV_CAMERA_BK 96 // Camera Node Background
#define COLOR_SV_SHAPE_BK 97 // Shape Node Background
#define COLOR_SV_HELPER_BK 98 // Helper Node Background
#define COLOR_SV_SYSTEM_BK 99 // System Node Background
#define COLOR_SV_CONTROLLER_BK 100 // Controller Node Background
#define COLOR_SV_MODIFIER_BK 101 // Modifier Node Background
#define COLOR_SV_MATERIAL_BK 102 // Material Node Background
#define COLOR_SV_MAP_BK 103 // Map Node Background
#define COLOR_TOTAL 104 // always the max number of colors
// Returns/sets color values for drawing in the viewport (selection, subsel, etc)
DllExport Point3 GetUIColor(int which);
DllExport void SetUIColor(int which, Point3 *clr);
DllExport Point3 GetDefaultUIColor(int which);
#define GetSelColor() GetUIColor(COLOR_SELECTION)
#define GetSubSelColor() GetUIColor(COLOR_SUBSELECTION)
#define GetFreezeColor() GetUIColor(COLOR_FREEZE)
#endif // _GFX_H_
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