avp/3dc/win95/d3_func.cpp

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// Interface functions (written in C++) for
// Direct3D immediate mode system
// Must link to C code in main engine system
extern "C" {
// Mysterious definition required by objbase.h
// (included via one of the include files below)
// to start definition of obscure unique in the
// universe IDs required by Direct3D before it
// will deign to cough up with anything useful...
#define INITGUID
#include "3dc.h"
#include "awTexLd.h"
#include "dxlog.h"
#include "module.h"
#include "inline.h"
#include "d3_func.h"
#include "d3dmacs.h"
#include "string.h"
#include "kshape.h"
#include "eax.h"
#include "vmanpset.h"
extern "C++" {
#include "chnktexi.h"
#include "chnkload.hpp" // c++ header which ignores class definitions/member functions if __cplusplus is not defined ?
#include "r2base.h"
}
#define UseLocalAssert No
#include "ourasert.h"
// FIXME!!! Structures in d3d structure
// never have any size field set!!!
// This is how it's done in Microsoft's
// demo code --- but ARE THEY LYING???
// As far as I know the execute buffer should always be in
// system memory on any configuration, but this may
// eventually have to be changed to something that reacts
// to the caps bit in the driver, once drivers have reached
// the point where we can safely assume that such bits will be valid.
#define ForceExecuteBufferIntoSystemMemory Yes
// To define TBLEND mode --- at present
// it must be on for ramp textures and
// off for evrything else...
#define ForceTBlendCopy No
// Set to Yes for debugging, to No for normal
// operations (i.e. if we need a palettised
// file for an accelerator, load it from
// pre-palettised data, using code not yet
// written as of 27 / 8/ 96)
#define QuantiseOnLoad Yes
// Set to Yes to make default texture filter bilinear averaging rather
// than nearest
BOOL BilinearTextureFilter = 1;
extern LPDIRECTDRAW lpDD;
#if 0//
// Externs
extern int VideoMode;
extern int DXMemoryMode;
extern int ZBufferRequestMode;
extern int RasterisationRequestMode;
extern int SoftwareScanDrawRequestMode;
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
extern VIEWDESCRIPTORBLOCK* Global_VDB_Ptr;
extern IMAGEHEADER ImageHeaderArray[];
extern BOOL MMXAvailable;
//Globals
int D3DDriverMode;
static unsigned char DefaultD3DTextureFilterMin;
static unsigned char DefaultD3DTextureFilterMax;
#if SuppressWarnings
static int* itemptr_tmp;
#ifdef __WATCOMC__
#pragma warning 389 5
#pragma message("Note: Disabled Warning W389 'Integral value may be truncated...'")
#endif
#endif
#endif //
HRESULT LastError;
int ExBufSize;
LPDIRECT3DEXECUTEBUFFER lpD3DExecCmdBuf;
LPDIRECTDRAWSURFACE lpZBuffer;
extern LPDIRECTDRAWSURFACE lpDDSBack;
extern LPDIRECTDRAWSURFACE lpDDSPrimary;
extern LPDIRECTDRAWPALETTE lpDDPal[]; // DirectDraw palette
D3DINFO d3d;
BOOL D3DHardwareAvailable;
int StartDriver;
int StartFormat;
static int devZBufDepth;
extern int WindowMode;
extern int ZBufferMode;
extern int ScanDrawMode;
extern int VideoModeColourDepth;
extern enum TexFmt { D3TF_4BIT, D3TF_8BIT, D3TF_16BIT, D3TF_32BIT, D3TF_MAX } d3d_desired_tex_fmt;
// Callback function to enumerate devices present
// on system (required so that device interface GUID
// can be retrieved if for no other reason). Device
// information is copied into instance of structure
// defined in d3_func.h
HRESULT WINAPI DeviceEnumerator(LPGUID lpGuid,
LPSTR lpDeviceDescription, LPSTR lpDeviceName,
LPD3DDEVICEDESC lpHWDesc, LPD3DDEVICEDESC lpHELDesc, LPVOID lpContext)
{
int *lpStartDriver = (int *)lpContext;
/*
Record the D3D driver's description
of itself.
*/
memcpy(&d3d.Driver[d3d.NumDrivers].Guid, lpGuid, sizeof(GUID));
strcpy(d3d.Driver[d3d.NumDrivers].About, lpDeviceDescription);
strcpy(d3d.Driver[d3d.NumDrivers].Name, lpDeviceName);
/*
Is this a hardware device or software emulation? Checking the color
model for a valid model works.
*/
if (lpHWDesc->dcmColorModel)
{
D3DHardwareAvailable = Yes;
d3d.Driver[d3d.NumDrivers].Hardware = Yes;
memcpy(&d3d.Driver[d3d.NumDrivers].Desc, lpHWDesc,
sizeof(D3DDEVICEDESC));
}
else
{
d3d.Driver[d3d.NumDrivers].Hardware = No;
memcpy(&d3d.Driver[d3d.NumDrivers].Desc, lpHELDesc,
sizeof(D3DDEVICEDESC));
}
/*
Does this driver do texture mapping?
*/
d3d.Driver[d3d.NumDrivers].Textures =
(d3d.Driver[d3d.NumDrivers].Desc.dpcTriCaps.dwTextureCaps &
D3DPTEXTURECAPS_PERSPECTIVE) ? TRUE : FALSE;
/*
Can this driver use a z-buffer?
*/
d3d.Driver[d3d.NumDrivers].ZBuffer =
d3d.Driver[d3d.NumDrivers].Desc.dwDeviceZBufferBitDepth & (DDBD_16 | DDBD_24 | DDBD_32)
? TRUE : FALSE;
// The driver description is recorded here,
// and some basic things like ZBuffering
// availability are noted separately. Other
// things such as hardware acceleration for
// translucency could potentially be noted here
// for use in the Write functions to decide
// whether e.g. iflag_transparent should be
// treated as valid. Obviously this will
// require modification of the D3DDRIVERINFO
// structure in d3_func.h
*lpStartDriver = d3d.NumDrivers;
d3d.NumDrivers++;
if (d3d.NumDrivers == MAX_D3D_DRIVERS)
return (D3DENUMRET_CANCEL);
else
return (D3DENUMRET_OK);
}
// This function is called from
// InitialiseDirect3DImmediateMode, to
// insert and execute opcodes which cannot
// be run during a "real" scene because of
// some obscure feature of Direct3D.
// Initialise Direct3D immediate mode system
BOOL InitialiseDirect3DImmediateMode(void)
{
BOOL RetVal;
// to tell device enum function that it has not been called before
StartDriver = -1;
// to tell texture enum function that it has not been called before
StartFormat = -1;
// default is no hardware
// note that we are still resetting
// this here just in case the test from
// InitialiseSystem failed and things aren't
// what we thought...
D3DHardwareAvailable = No;
// Zero d3d structure
memset(&d3d, 0, sizeof(D3DINFO));
// Set up Direct3D interface object
LastError = lpDD->QueryInterface(IID_IDirect3D, (LPVOID*) &d3d.lpD3D);
LOGDXERR(LastError);
if (LastError != DD_OK)
return FALSE;
// Use callback function to enumerate available devices on system
// and acquire device GUIDs etc
// note that we are still resetting
// this here just in case the test from
// InitialiseSystem failed and things aren't
// what we thought...
LastError = d3d.lpD3D->EnumDevices(DeviceEnumerator, (LPVOID)&StartDriver);
LOGDXERR(LastError);
if (LastError != D3D_OK)
return FALSE;
// Must be run as soon as possible in the
// initialisation sequence, but after the
// device enumeration (and obviously after
// DirectDraw object and surface initialisation).
SelectD3DDriverAndDrawMode();
d3d.ThisDriver = d3d.Driver[d3d.CurrentDriver].Desc;
// Test!!! Release D3D object if we don't need it and do an
// early exit. Will this fix the banding problem on some
// accelerators in palettised modes??
// Evidently not. Still, probably a good thing to do...
// But!!! The whole banding problem appears to be a
// modeX emulation problem on some 3D accelerator cards...
#if 1
if (ScanDrawMode == ScanDrawDirectDraw)
{
ReleaseDirect3DNotDDOrImages();
return TRUE;
}
#endif
// Note that this must be done BEFORE the D3D device object is created
#if SupportZBuffering
if (ZBufferMode != ZBufferOff)
{
RetVal = CreateD3DZBuffer();
if (RetVal == FALSE) return FALSE;
}
#endif
// Set up Direct3D device object (must be linked to back buffer)
LastError = lpDDSBack->QueryInterface(d3d.Driver[d3d.CurrentDriver].Guid,
(LPVOID*)&d3d.lpD3DDevice);
LOGDXERR(LastError);
if (LastError != DD_OK)
return FALSE;
AW_TL_ERC awErr = AwSetD3DDevice(d3d.lpD3DDevice);
GLOBALASSERT(AW_TLE_OK==awErr);
// Enumerate texture formats and pick one
// (palettised if possible).
d3d.NumTextureFormats = 0;
d3d_desired_tex_fmt=D3TF_8BIT;
LastError = d3d.lpD3DDevice->EnumTextureFormats
(TextureFormatsEnumerator,
(LPVOID)&StartFormat);
LOGDXERR(LastError);
if (LastError != D3D_OK)
#if debug
{
ReleaseDirect3D();
exit(LastError);
}
#else
return FALSE;
#endif
d3d.CurrentTextureFormat = StartFormat;
// NEW NEW NEW
// Note: we are NOT restricted to only one texture format
awErr = AwSetTextureFormat(&d3d.TextureFormat[StartFormat].ddsd);
GLOBALASSERT(AW_TLE_OK==awErr);
// Create viewport
LastError = d3d.lpD3D->CreateViewport(&d3d.lpD3DViewport, NULL);
LOGDXERR(LastError);
if (LastError != D3D_OK)
return FALSE;
// Add viewport to desired device
LastError = d3d.lpD3DDevice->AddViewport(d3d.lpD3DViewport);
LOGDXERR(LastError);
if (LastError != D3D_OK)
return FALSE;
// Set up viewport data
// Note that the viewport is always set to the
// SDB limits because internal clipping is handled
// within the main engine code using the VDB
// system.
{
// Configure viewport here
D3DVIEWPORT viewPort;
memset(&viewPort, 0, sizeof(D3DVIEWPORT));
viewPort.dwSize = sizeof(D3DVIEWPORT);
viewPort.dwX = 0; // origins x and y
viewPort.dwY = 0;
viewPort.dwWidth = ScreenDescriptorBlock.SDB_Width;
viewPort.dwHeight = ScreenDescriptorBlock.SDB_Height;
viewPort.dvScaleX = D3DVAL((float)viewPort.dwWidth / 2.0); // ????was 2.0
viewPort.dvScaleY = D3DVAL((float)viewPort.dwHeight / 2.0); // ????was 2.0
viewPort.dvMaxX = D3DVAL(D3DDivide(D3DVAL(viewPort.dwWidth),
D3DVAL(2 * viewPort.dvScaleX))); // ????
viewPort.dvMaxY = D3DVAL(D3DDivide(D3DVAL(viewPort.dwHeight),
D3DVAL(2 * viewPort.dvScaleY))); // ????
// And actually set viewport
LastError = d3d.lpD3DViewport->SetViewport(&viewPort);
LOGDXERR(LastError);
if (LastError != D3D_OK)
return FALSE;
}
// At present we will not set a background material for the
// viewport, staying instead with the blit code in backdrop.c
// Also, we are not currently adding default lights to the
// viewport, since the engine lighting system is completely
// disconnected from the immediate mode lighting module.
// Create execute buffer
{
// Locals for execute buffer
D3DEXECUTEBUFFERDESC d3dexDesc;
// Set up structure to initialise buffer
// Note some instructions (e.g. lines) may be smaller than a
// triangle, but none can be larger
ExBufSize = ((sizeof(D3DINSTRUCTION) + sizeof(D3DTRIANGLE))
* MaxD3DInstructions)
+ (sizeof(D3DTLVERTEX) * MaxD3DVertices);
memset(&d3dexDesc, 0, sizeof(D3DEXECUTEBUFFERDESC));
d3dexDesc.dwSize = sizeof(D3DEXECUTEBUFFERDESC);
d3dexDesc.dwFlags = D3DDEB_BUFSIZE | D3DDEB_CAPS;
d3dexDesc.dwBufferSize = ExBufSize;
#if ForceExecuteBufferIntoSystemMemory
d3dexDesc.dwCaps = D3DDEBCAPS_SYSTEMMEMORY;
#else
d3dexDesc.dwCaps = D3DDEBCAPS_MEM; // untested!!!
#endif
// Create buffer
LastError = d3d.lpD3DDevice->CreateExecuteBuffer
(&d3dexDesc, &lpD3DExecCmdBuf, NULL);
LOGDXERR(LastError);
if (LastError != D3D_OK)
return FALSE;
}
// Temporary patch here because the defaults function
// buggers palette setting in ScanDrawDirectDraw
// for some really obscure reason...
if (ScanDrawMode != ScanDrawDirectDraw)
SetExecuteBufferDefaults();
return TRUE;
}
#if 1
// Note that error conditions have been removed
// on the grounds that an early exit will prevent
// EndScene being run if this function is used,
// which screws up all subsequent buffers
BOOL RenderD3DScene(void)
{
// Begin scene
// My theory is that the functionality of this
// thing must invoke a DirectDraw surface lock
// on the back buffer without telling you. However,
// we shall see...
LastError = d3d.lpD3DDevice->BeginScene();
LOGDXERR(LastError);
// if (LastError != D3D_OK)
// return FALSE;
// Execute buffer
LastError = d3d.lpD3DDevice->Execute(lpD3DExecCmdBuf,
d3d.lpD3DViewport, D3DEXECUTE_UNCLIPPED);
LOGDXERR(LastError);
// if (LastError != D3D_OK)
// return FALSE;
// End scene
LastError = d3d.lpD3DDevice->EndScene();
LOGDXERR(LastError);
// if (LastError != D3D_OK)
// return FALSE;
return TRUE;
}
#else
int Time1, Time2, Time3, Time4;
BOOL RenderD3DScene(void)
{
// Begin scene
// My theory is that the functionality of this
// thing must invoke a DirectDraw surface lock
// on the back buffer without telling you. However,
// we shall see...
Time1 = GetWindowsTickCount();
LastError = d3d.lpD3DDevice->BeginScene();
LOGDXERR(LastError);
if (LastError != D3D_OK)
return FALSE;
Time2 = GetWindowsTickCount();
// Execute buffer
#if 1
LastError = d3d.lpD3DDevice->Execute(lpD3DExecCmdBuf,
d3d.lpD3DViewport, D3DEXECUTE_UNCLIPPED);
LOGDXERR(LastError);
#else
LastError = d3d.lpD3DDevice->Execute(lpD3DExecCmdBuf,
d3d.lpD3DViewport, D3DEXECUTE_CLIPPED);
LOGDXERR(LastError);
#endif
if (LastError != D3D_OK)
return FALSE;
Time3 = GetWindowsTickCount();
// End scene
LastError = d3d.lpD3DDevice->EndScene();
LOGDXERR(LastError);
if (LastError != D3D_OK)
return FALSE;
Time4 = GetWindowsTickCount();
return TRUE;
#endif
// With a bit of luck this should automatically
// release all the Direct3D and DirectDraw
// objects using their own functionality.
// A separate call to finiObjects
// is not required.
// NOTE!!! This depends on Microsoft macros
// in d3dmacs.h, which is in the win95 directory
// and must be upgraded from sdk upgrades!!!
void ReleaseDirect3D(void)
{
DeallocateAllImages();
RELEASE(d3d.lpD3DViewport);
RELEASE(d3d.lpD3DDevice);
#if SupportZBuffering
RELEASE(lpZBuffer);
#endif
RELEASE(lpDDPal[0]);
RELEASE(lpDDSBack);
RELEASE(lpDDSPrimary);
RELEASE(d3d.lpD3D);
RELEASE(lpDD);
/* release Direct Input stuff */
ReleaseDirectKeyboard();
ReleaseDirectMouse();
ReleaseDirectInput();
// Reset windows palette entry allocation
if ((VideoModeColourDepth == 8) && (WindowMode == WindowModeSubWindow))
{
HDC hdc = GetDC(NULL);
SetSystemPaletteUse(hdc, SYSPAL_STATIC);
ReleaseDC(NULL, hdc);
}
}
// Release all Direct3D objects
// but not DirectDraw
void ReleaseDirect3DNotDDOrImages(void)
{
RELEASE(d3d.lpD3DViewport);
RELEASE(d3d.lpD3DDevice);
#if SupportZBuffering
RELEASE(lpZBuffer);
#endif
RELEASE(d3d.lpD3D);
}
void ReleaseDirect3DNotDD(void)
{
DeallocateAllImages();
RELEASE(d3d.lpD3DViewport);
RELEASE(d3d.lpD3DDevice);
#if SupportZBuffering
RELEASE(lpZBuffer);
#endif
RELEASE(d3d.lpD3D);
}
// NOTE!!! These functions depend on Microsoft macros
// in d3dmacs.h, which is in the win95 directory
// and must be upgraded from sdk upgrades!!!
// ALSO NOTE!!! All this stuff involves heavy
// use of floating point assembler in software
// emulation, probably hand parallelised between
// the FPU and the processor or something bizarre,
// implying that this stuff SHOULD NOT be used
// one anything below a Pentium.
// AND AGAIN!!! Due to the nature of the item
// format, the rasterisation module MUST RECEIVE
// repeated vertices in the data area. Tough shit,
// Microsoft, that's what I say...
void WritePolygonToExecuteBuffer(int* itemptr)
{
}
void WriteGouraudPolygonToExecuteBuffer(int* itemptr)
{
}
void Write2dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
void WriteGouraud2dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
void Write3dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
void WriteGouraud3dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
#if SupportZBuffering
// To make effective use of 16 bit z buffers (common
// on hardware accelerators) we must have a z coordinate
// which has been transformed into screen space in such a
// way that linearity and planearity are preserved, i.e. as
// if we had done a homogeneous transformation. For the case
// in which the far clipping plane is much further away than the
// near one (effectively true for 3dc, especially as there is
// no far clipping plane as such), the appropriate transformation
// can be reduced to zScreen = (ZWorld - ZNear) / ZWorld. This
// calculation is therefore (unfortunately) done for each vertex
// for z buffered items, taking ZNear to be the current
// VDB_ClipZ * GlobalScale.
void WriteZBPolygonToExecuteBuffer(int* itemptr)
{
}
void WriteZBGouraudPolygonToExecuteBuffer(int* itemptr)
{
}
void WriteZB2dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
void WriteZBGouraud2dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
void WriteZB3dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
void WriteZBGouraud3dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
#endif
void WriteBackdrop2dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
// Same as ordinary 2d textured draw at present, but may e.g.
// require different texture wrapping behaviour or
// w values.
void WriteBackdrop3dTexturedPolygonToExecuteBuffer(int* itemptr)
{
}
// Note that this is all dead crap and deeply unoptimised
// But then... a) it's really only a test and
// b) it's for the tools group anyway...
void DirectWriteD3DLine(VECTOR2D* LineStart, VECTOR2D* LineEnd, int LineColour)
{
}
// reload D3D image -- assumes a base pointer points to the image loaded
// from disc, in a suitable format
void ReloadImageIntoD3DImmediateSurface(IMAGEHEADER* iheader)
{
void *reloadedTexturePtr = ReloadImageIntoD3DTexture(iheader);
LOCALASSERT(reloadedTexturePtr != NULL);
int gotTextureHandle = GetTextureHandle(iheader);
LOCALASSERT(gotTextureHandle == TRUE);
}
void* ReloadImageIntoD3DTexture(IMAGEHEADER* iheader)
{
// NOTE FIXME BUG HACK
// what if the image was a DD surface ??
if (iheader->hBackup)
{
iheader->D3DTexture = AwCreateTexture("rf",AW_TLF_PREVSRC|AW_TLF_COMPRESS);
return iheader->D3DTexture;
}
else return NULL;
}
int GetTextureHandle(IMAGEHEADER *imageHeaderPtr)
{
LPDIRECT3DTEXTURE Texture = (LPDIRECT3DTEXTURE) imageHeaderPtr->D3DTexture;
LastError = Texture->GetHandle(d3d.lpD3DDevice, (D3DTEXTUREHANDLE*)&(imageHeaderPtr->D3DHandle));
if (LastError != D3D_OK) return FALSE;
return TRUE;
}
void ReleaseD3DTexture(void* D3DTexture)
{
LPDIRECT3DTEXTURE lpTexture;
lpTexture = (LPDIRECT3DTEXTURE) D3DTexture;
RELEASE(lpTexture);
}
#if SupportZBuffering
BOOL CreateD3DZBuffer(void)
{
DDSURFACEDESC ddsd;
// For safety, kill any existing z buffer
#if SupportZBuffering
RELEASE(lpZBuffer);
#endif
// If we do not have z buffering support
// on this driver, give up now
if (!(d3d.Driver[d3d.CurrentDriver].ZBuffer))
return FALSE;
memset(&ddsd,0,sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = (DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_ZBUFFERBITDEPTH);
ddsd.dwHeight = ScreenDescriptorBlock.SDB_Height;
ddsd.dwWidth = ScreenDescriptorBlock.SDB_Width;
ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
// If we are on a hardware driver, then the z buffer
// MUST be in video memory. Otherwise, it MUST be
// in system memory. I think.
if (d3d.Driver[d3d.CurrentDriver].Hardware)
ddsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
else
ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
// Get the Z buffer bit depth from this driver's
// D3D device description and add it to the description
// of the surface we want to create
devZBufDepth = d3d.Driver[d3d.CurrentDriver].Desc.dwDeviceZBufferBitDepth;
if (devZBufDepth & DDBD_32)
ddsd.dwZBufferBitDepth = 32;
else if (devZBufDepth & DDBD_24)
ddsd.dwZBufferBitDepth = 24;
else if (devZBufDepth & DDBD_16)
ddsd.dwZBufferBitDepth = 16;
else if (devZBufDepth & DDBD_8)
ddsd.dwZBufferBitDepth = 8;
else
{
#if debug
ReleaseDirect3D();
exit(0x511621);
#else
return FALSE;
#endif
}
// Eight-bit z buffer? Fuck off.
if (ddsd.dwZBufferBitDepth == 8)
return FALSE;
// Now we must actually make the z buffer
LastError = lpDD->CreateSurface(&ddsd,&lpZBuffer, NULL);
if (LastError != DD_OK)
{
RELEASE(lpZBuffer);
return FALSE;
}
LastError = lpDDSBack->AddAttachedSurface(lpZBuffer);
if (LastError != DD_OK)
{
RELEASE(lpZBuffer);
return FALSE;
}
return TRUE;
}
#define ZFlushVal 0xffffffff
// At present we are using my z flush function, with the
// (undocumented) addition of a fill colour for the
// actual depth fill, since it seems to work and at least
// I know what it does. If it starts failing we'll probably
// have to go back to invoking the viewport clear through
// Direct3D.
void FlushD3DZBuffer(void)
{
DDBLTFX ddbltfx;
memset(&ddbltfx, 0, sizeof(ddbltfx));
ddbltfx.dwSize = sizeof(ddbltfx);
ddbltfx.dwFillDepth = devZBufDepth;
ddbltfx.dwFillColor = ZFlushVal;
/* lets blt a color to the surface*/
LastError = lpZBuffer->Blt(NULL, NULL, NULL, DDBLT_DEPTHFILL | DDBLT_WAIT, &ddbltfx);
}
void SecondFlushD3DZBuffer(void)
{
#if 1
{
WriteEndCodeToExecuteBuffer();
UnlockExecuteBufferAndPrepareForUse();
ExecuteBuffer();
LockExecuteBuffer();
}
DDBLTFX ddbltfx;
memset(&ddbltfx, 0, sizeof(ddbltfx));
ddbltfx.dwSize = sizeof(ddbltfx);
ddbltfx.dwFillDepth = devZBufDepth;
ddbltfx.dwFillColor = ZFlushVal;
/* lets blt a color to the surface*/
LastError = lpZBuffer->Blt(NULL, NULL, NULL, DDBLT_DEPTHFILL | DDBLT_WAIT, &ddbltfx);
#else
extern void ClearZBufferWithPolygon(void);
ClearZBufferWithPolygon();
#endif
}
#endif
void FlushZB(void)
{
HRESULT hRes;
D3DRECT d3dRect;
d3dRect.lX1 = 0;
d3dRect.lX2 = 640;
d3dRect.lY1 = 0;
d3dRect.lY2 = 480;
hRes = d3d.lpD3DViewport->Clear(1, &d3dRect, D3DCLEAR_ZBUFFER);
}
// For extern "C"
};