/*==========================================================================; * * Copyright (C) 1995-1998 Microsoft Corporation. All Rights Reserved. * * File: d3dtypes.h * Content: Direct3D types include file * ***************************************************************************/ #ifndef _D3DTYPES_H_ #define _D3DTYPES_H_ #include #include #include #ifndef DIRECT3D_VERSION #define DIRECT3D_VERSION 0x0600 #endif #pragma pack(4) /* D3DVALUE is the fundamental Direct3D fractional data type */ #define D3DVALP(val, prec) ((float)(val)) #define D3DVAL(val) ((float)(val)) typedef float D3DVALUE, *LPD3DVALUE; #define D3DDivide(a, b) (float)((double) (a) / (double) (b)) #define D3DMultiply(a, b) ((a) * (b)) typedef LONG D3DFIXED; #ifndef RGB_MAKE /* * Format of CI colors is * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ * | alpha | color index | fraction | * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ */ #define CI_GETALPHA(ci) ((ci) >> 24) #define CI_GETINDEX(ci) (((ci) >> 8) & 0xffff) #define CI_GETFRACTION(ci) ((ci) & 0xff) #define CI_ROUNDINDEX(ci) CI_GETINDEX((ci) + 0x80) #define CI_MASKALPHA(ci) ((ci) & 0xffffff) #define CI_MAKE(a, i, f) (((a) << 24) | ((i) << 8) | (f)) /* * Format of RGBA colors is * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ * | alpha | red | green | blue | * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ */ #define RGBA_GETALPHA(rgb) ((rgb) >> 24) #define RGBA_GETRED(rgb) (((rgb) >> 16) & 0xff) #define RGBA_GETGREEN(rgb) (((rgb) >> 8) & 0xff) #define RGBA_GETBLUE(rgb) ((rgb) & 0xff) #define RGBA_MAKE(r, g, b, a) ((D3DCOLOR) (((a) << 24) | ((r) << 16) | ((g) << 8) | (b))) /* D3DRGB and D3DRGBA may be used as initialisers for D3DCOLORs * The float values must be in the range 0..1 */ #define D3DRGB(r, g, b) \ (0xff000000L | ( ((long)((r) * 255)) << 16) | (((long)((g) * 255)) << 8) | (long)((b) * 255)) #define D3DRGBA(r, g, b, a) \ ( (((long)((a) * 255)) << 24) | (((long)((r) * 255)) << 16) \ | (((long)((g) * 255)) << 8) | (long)((b) * 255) \ ) /* * Format of RGB colors is * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ * | ignored | red | green | blue | * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ */ #define RGB_GETRED(rgb) (((rgb) >> 16) & 0xff) #define RGB_GETGREEN(rgb) (((rgb) >> 8) & 0xff) #define RGB_GETBLUE(rgb) ((rgb) & 0xff) #define RGBA_SETALPHA(rgba, x) (((x) << 24) | ((rgba) & 0x00ffffff)) #define RGB_MAKE(r, g, b) ((D3DCOLOR) (((r) << 16) | ((g) << 8) | (b))) #define RGBA_TORGB(rgba) ((D3DCOLOR) ((rgba) & 0xffffff)) #define RGB_TORGBA(rgb) ((D3DCOLOR) ((rgb) | 0xff000000)) #endif /* * Flags for Enumerate functions */ /* * Stop the enumeration */ #define D3DENUMRET_CANCEL DDENUMRET_CANCEL /* * Continue the enumeration */ #define D3DENUMRET_OK DDENUMRET_OK typedef HRESULT (CALLBACK* LPD3DVALIDATECALLBACK)(LPVOID lpUserArg, DWORD dwOffset); typedef HRESULT (CALLBACK* LPD3DENUMTEXTUREFORMATSCALLBACK)(LPDDSURFACEDESC lpDdsd, LPVOID lpContext); typedef HRESULT (CALLBACK* LPD3DENUMPIXELFORMATSCALLBACK)(LPDDPIXELFORMAT lpDDPixFmt, LPVOID lpContext); typedef DWORD D3DCOLOR, *LPD3DCOLOR; typedef DWORD D3DMATERIALHANDLE, *LPD3DMATERIALHANDLE; typedef DWORD D3DTEXTUREHANDLE, *LPD3DTEXTUREHANDLE; typedef DWORD D3DMATRIXHANDLE, *LPD3DMATRIXHANDLE; typedef struct _D3DCOLORVALUE { union { D3DVALUE r; D3DVALUE dvR; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { D3DVALUE g; D3DVALUE dvG; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { D3DVALUE b; D3DVALUE dvB; #if defined(NONAMELESSUNION) } u3; #else }; #endif union { D3DVALUE a; D3DVALUE dvA; #if defined(NONAMELESSUNION) } u4; #else }; #endif } D3DCOLORVALUE, *LPD3DCOLORVALUE; typedef struct _D3DRECT { union { LONG x1; LONG lX1; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { LONG y1; LONG lY1; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { LONG x2; LONG lX2; #if defined(NONAMELESSUNION) } u3; #else }; #endif union { LONG y2; LONG lY2; #if defined(NONAMELESSUNION) } u4; #else }; #endif } D3DRECT, *LPD3DRECT; typedef struct _D3DVECTOR { union { D3DVALUE x; D3DVALUE dvX; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { D3DVALUE y; D3DVALUE dvY; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { D3DVALUE z; D3DVALUE dvZ; #if defined(NONAMELESSUNION) } u3; #else }; #endif #if (defined __cplusplus) && (defined D3D_OVERLOADS) public: // ===================================== // Constructors // ===================================== _D3DVECTOR() { } _D3DVECTOR(D3DVALUE f); _D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z); _D3DVECTOR(const D3DVALUE f[3]); // ===================================== // Access grants // ===================================== const D3DVALUE&operator[](int i) const; D3DVALUE&operator[](int i); // ===================================== // Assignment operators // ===================================== _D3DVECTOR& operator += (const _D3DVECTOR& v); _D3DVECTOR& operator -= (const _D3DVECTOR& v); _D3DVECTOR& operator *= (const _D3DVECTOR& v); _D3DVECTOR& operator /= (const _D3DVECTOR& v); _D3DVECTOR& operator *= (D3DVALUE s); _D3DVECTOR& operator /= (D3DVALUE s); // ===================================== // Unary operators // ===================================== friend _D3DVECTOR operator + (const _D3DVECTOR& v); friend _D3DVECTOR operator - (const _D3DVECTOR& v); // ===================================== // Binary operators // ===================================== // Addition and subtraction friend _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2); friend _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2); // Scalar multiplication and division friend _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s); friend _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v); friend _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s); // Memberwise multiplication and division friend _D3DVECTOR operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2); friend _D3DVECTOR operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2); // Vector dominance friend int operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2); friend int operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2); // Bitwise equality friend int operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2); // Length-related functions friend D3DVALUE SquareMagnitude (const _D3DVECTOR& v); friend D3DVALUE Magnitude (const _D3DVECTOR& v); // Returns vector with same direction and unit length friend _D3DVECTOR Normalize (const _D3DVECTOR& v); // Return min/max component of the input vector friend D3DVALUE Min (const _D3DVECTOR& v); friend D3DVALUE Max (const _D3DVECTOR& v); // Return memberwise min/max of input vectors friend _D3DVECTOR Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2); friend _D3DVECTOR Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2); // Dot and cross product friend D3DVALUE DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2); friend _D3DVECTOR CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2); #endif } D3DVECTOR, *LPD3DVECTOR; /* * Vertex data types supported in an ExecuteBuffer. */ /* * Homogeneous vertices */ typedef struct _D3DHVERTEX { DWORD dwFlags; /* Homogeneous clipping flags */ union { D3DVALUE hx; D3DVALUE dvHX; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { D3DVALUE hy; D3DVALUE dvHY; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { D3DVALUE hz; D3DVALUE dvHZ; #if defined(NONAMELESSUNION) } u3; #else }; #endif } D3DHVERTEX, *LPD3DHVERTEX; /* * Transformed/lit vertices */ typedef struct _D3DTLVERTEX { union { D3DVALUE sx; /* Screen coordinates */ D3DVALUE dvSX; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { D3DVALUE sy; D3DVALUE dvSY; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { D3DVALUE sz; D3DVALUE dvSZ; #if defined(NONAMELESSUNION) } u3; #else }; #endif union { D3DVALUE rhw; /* Reciprocal of homogeneous w */ D3DVALUE dvRHW; #if defined(NONAMELESSUNION) } u4; #else }; #endif union { D3DCOLOR color; /* Vertex color */ D3DCOLOR dcColor; #if defined(NONAMELESSUNION) } u5; #else }; #endif union { D3DCOLOR specular; /* Specular component of vertex */ D3DCOLOR dcSpecular; #if defined(NONAMELESSUNION) } u6; #else }; #endif union { D3DVALUE tu; /* Texture coordinates */ D3DVALUE dvTU; #if defined(NONAMELESSUNION) } u7; #else }; #endif union { D3DVALUE tv; D3DVALUE dvTV; #if defined(NONAMELESSUNION) } u8; #else }; #endif #if (defined __cplusplus) && (defined D3D_OVERLOADS) _D3DTLVERTEX() { } _D3DTLVERTEX(const D3DVECTOR& v, float _rhw, D3DCOLOR _color, D3DCOLOR _specular, float _tu, float _tv) { sx = v.x; sy = v.y; sz = v.z; rhw = _rhw; color = _color; specular = _specular; tu = _tu; tv = _tv; } #endif } D3DTLVERTEX, *LPD3DTLVERTEX; /* * Untransformed/lit vertices */ typedef struct _D3DLVERTEX { union { D3DVALUE x; /* Homogeneous coordinates */ D3DVALUE dvX; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { D3DVALUE y; D3DVALUE dvY; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { D3DVALUE z; D3DVALUE dvZ; #if defined(NONAMELESSUNION) } u3; #else }; #endif DWORD dwReserved; union { D3DCOLOR color; /* Vertex color */ D3DCOLOR dcColor; #if defined(NONAMELESSUNION) } u4; #else }; #endif union { D3DCOLOR specular; /* Specular component of vertex */ D3DCOLOR dcSpecular; #if defined(NONAMELESSUNION) } u5; #else }; #endif union { D3DVALUE tu; /* Texture coordinates */ D3DVALUE dvTU; #if defined(NONAMELESSUNION) } u6; #else }; #endif union { D3DVALUE tv; D3DVALUE dvTV; #if defined(NONAMELESSUNION) } u7; #else }; #endif #if (defined __cplusplus) && (defined D3D_OVERLOADS) _D3DLVERTEX() { } _D3DLVERTEX(const D3DVECTOR& v, D3DCOLOR _color, D3DCOLOR _specular, float _tu, float _tv) { x = v.x; y = v.y; z = v.z; dwReserved = 0; color = _color; specular = _specular; tu = _tu; tv = _tv; } #endif } D3DLVERTEX, *LPD3DLVERTEX; /* * Untransformed/unlit vertices */ typedef struct _D3DVERTEX { union { D3DVALUE x; /* Homogeneous coordinates */ D3DVALUE dvX; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { D3DVALUE y; D3DVALUE dvY; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { D3DVALUE z; D3DVALUE dvZ; #if defined(NONAMELESSUNION) } u3; #else }; #endif union { D3DVALUE nx; /* Normal */ D3DVALUE dvNX; #if defined(NONAMELESSUNION) } u4; #else }; #endif union { D3DVALUE ny; D3DVALUE dvNY; #if defined(NONAMELESSUNION) } u5; #else }; #endif union { D3DVALUE nz; D3DVALUE dvNZ; #if defined(NONAMELESSUNION) } u6; #else }; #endif union { D3DVALUE tu; /* Texture coordinates */ D3DVALUE dvTU; #if defined(NONAMELESSUNION) } u7; #else }; #endif union { D3DVALUE tv; D3DVALUE dvTV; #if defined(NONAMELESSUNION) } u8; #else }; #endif #if (defined __cplusplus) && (defined D3D_OVERLOADS) _D3DVERTEX() { } _D3DVERTEX(const D3DVECTOR& v, const D3DVECTOR& n, float _tu, float _tv) { x = v.x; y = v.y; z = v.z; nx = n.x; ny = n.y; nz = n.z; tu = _tu; tv = _tv; } #endif } D3DVERTEX, *LPD3DVERTEX; /* * Matrix, viewport, and tranformation structures and definitions. */ typedef struct _D3DMATRIX { #if (defined __cplusplus) && (defined D3D_OVERLOADS) union { struct { #endif D3DVALUE _11, _12, _13, _14; D3DVALUE _21, _22, _23, _24; D3DVALUE _31, _32, _33, _34; D3DVALUE _41, _42, _43, _44; #if (defined __cplusplus) && (defined D3D_OVERLOADS) #if defined(NONAMELESSUNION) } u1; #else }; #endif D3DVALUE m[4][4]; }; _D3DMATRIX() { } _D3DMATRIX( D3DVALUE _m00, D3DVALUE _m01, D3DVALUE _m02, D3DVALUE _m03, D3DVALUE _m10, D3DVALUE _m11, D3DVALUE _m12, D3DVALUE _m13, D3DVALUE _m20, D3DVALUE _m21, D3DVALUE _m22, D3DVALUE _m23, D3DVALUE _m30, D3DVALUE _m31, D3DVALUE _m32, D3DVALUE _m33 ) { m[0][0] = _m00; m[0][1] = _m01; m[0][2] = _m02; m[0][3] = _m03; m[1][0] = _m10; m[1][1] = _m11; m[1][2] = _m12; m[1][3] = _m13; m[2][0] = _m20; m[2][1] = _m21; m[2][2] = _m22; m[2][3] = _m23; m[3][0] = _m30; m[3][1] = _m31; m[3][2] = _m32; m[3][3] = _m33; } D3DVALUE& operator()(int iRow, int iColumn) { return m[iRow][iColumn]; } const D3DVALUE& operator()(int iRow, int iColumn) const { return m[iRow][iColumn]; } friend _D3DMATRIX operator* (const _D3DMATRIX&, const _D3DMATRIX&); #endif } D3DMATRIX, *LPD3DMATRIX; #if (defined __cplusplus) && (defined D3D_OVERLOADS) #include "d3dvec.inl" #endif typedef struct _D3DVIEWPORT { DWORD dwSize; DWORD dwX; DWORD dwY; /* Top left */ DWORD dwWidth; DWORD dwHeight; /* Dimensions */ D3DVALUE dvScaleX; /* Scale homogeneous to screen */ D3DVALUE dvScaleY; /* Scale homogeneous to screen */ D3DVALUE dvMaxX; /* Min/max homogeneous x coord */ D3DVALUE dvMaxY; /* Min/max homogeneous y coord */ D3DVALUE dvMinZ; D3DVALUE dvMaxZ; /* Min/max homogeneous z coord */ } D3DVIEWPORT, *LPD3DVIEWPORT; typedef struct _D3DVIEWPORT2 { DWORD dwSize; DWORD dwX; DWORD dwY; /* Viewport Top left */ DWORD dwWidth; DWORD dwHeight; /* Viewport Dimensions */ D3DVALUE dvClipX; /* Top left of clip volume */ D3DVALUE dvClipY; D3DVALUE dvClipWidth; /* Clip Volume Dimensions */ D3DVALUE dvClipHeight; D3DVALUE dvMinZ; /* Min/max of clip Volume */ D3DVALUE dvMaxZ; } D3DVIEWPORT2, *LPD3DVIEWPORT2; /* * Values for clip fields. */ #define D3DCLIP_LEFT 0x00000001L #define D3DCLIP_RIGHT 0x00000002L #define D3DCLIP_TOP 0x00000004L #define D3DCLIP_BOTTOM 0x00000008L #define D3DCLIP_FRONT 0x00000010L #define D3DCLIP_BACK 0x00000020L #define D3DCLIP_GEN0 0x00000040L #define D3DCLIP_GEN1 0x00000080L #define D3DCLIP_GEN2 0x00000100L #define D3DCLIP_GEN3 0x00000200L #define D3DCLIP_GEN4 0x00000400L #define D3DCLIP_GEN5 0x00000800L /* * Values for d3d status. */ #define D3DSTATUS_CLIPUNIONLEFT D3DCLIP_LEFT #define D3DSTATUS_CLIPUNIONRIGHT D3DCLIP_RIGHT #define D3DSTATUS_CLIPUNIONTOP D3DCLIP_TOP #define D3DSTATUS_CLIPUNIONBOTTOM D3DCLIP_BOTTOM #define D3DSTATUS_CLIPUNIONFRONT D3DCLIP_FRONT #define D3DSTATUS_CLIPUNIONBACK D3DCLIP_BACK #define D3DSTATUS_CLIPUNIONGEN0 D3DCLIP_GEN0 #define D3DSTATUS_CLIPUNIONGEN1 D3DCLIP_GEN1 #define D3DSTATUS_CLIPUNIONGEN2 D3DCLIP_GEN2 #define D3DSTATUS_CLIPUNIONGEN3 D3DCLIP_GEN3 #define D3DSTATUS_CLIPUNIONGEN4 D3DCLIP_GEN4 #define D3DSTATUS_CLIPUNIONGEN5 D3DCLIP_GEN5 #define D3DSTATUS_CLIPINTERSECTIONLEFT 0x00001000L #define D3DSTATUS_CLIPINTERSECTIONRIGHT 0x00002000L #define D3DSTATUS_CLIPINTERSECTIONTOP 0x00004000L #define D3DSTATUS_CLIPINTERSECTIONBOTTOM 0x00008000L #define D3DSTATUS_CLIPINTERSECTIONFRONT 0x00010000L #define D3DSTATUS_CLIPINTERSECTIONBACK 0x00020000L #define D3DSTATUS_CLIPINTERSECTIONGEN0 0x00040000L #define D3DSTATUS_CLIPINTERSECTIONGEN1 0x00080000L #define D3DSTATUS_CLIPINTERSECTIONGEN2 0x00100000L #define D3DSTATUS_CLIPINTERSECTIONGEN3 0x00200000L #define D3DSTATUS_CLIPINTERSECTIONGEN4 0x00400000L #define D3DSTATUS_CLIPINTERSECTIONGEN5 0x00800000L #define D3DSTATUS_ZNOTVISIBLE 0x01000000L /* Do not use 0x80000000 for any status flags in future as it is reserved */ #define D3DSTATUS_CLIPUNIONALL ( \ D3DSTATUS_CLIPUNIONLEFT | \ D3DSTATUS_CLIPUNIONRIGHT | \ D3DSTATUS_CLIPUNIONTOP | \ D3DSTATUS_CLIPUNIONBOTTOM | \ D3DSTATUS_CLIPUNIONFRONT | \ D3DSTATUS_CLIPUNIONBACK | \ D3DSTATUS_CLIPUNIONGEN0 | \ D3DSTATUS_CLIPUNIONGEN1 | \ D3DSTATUS_CLIPUNIONGEN2 | \ D3DSTATUS_CLIPUNIONGEN3 | \ D3DSTATUS_CLIPUNIONGEN4 | \ D3DSTATUS_CLIPUNIONGEN5 \ ) #define D3DSTATUS_CLIPINTERSECTIONALL ( \ D3DSTATUS_CLIPINTERSECTIONLEFT | \ D3DSTATUS_CLIPINTERSECTIONRIGHT | \ D3DSTATUS_CLIPINTERSECTIONTOP | \ D3DSTATUS_CLIPINTERSECTIONBOTTOM | \ D3DSTATUS_CLIPINTERSECTIONFRONT | \ D3DSTATUS_CLIPINTERSECTIONBACK | \ D3DSTATUS_CLIPINTERSECTIONGEN0 | \ D3DSTATUS_CLIPINTERSECTIONGEN1 | \ D3DSTATUS_CLIPINTERSECTIONGEN2 | \ D3DSTATUS_CLIPINTERSECTIONGEN3 | \ D3DSTATUS_CLIPINTERSECTIONGEN4 | \ D3DSTATUS_CLIPINTERSECTIONGEN5 \ ) #define D3DSTATUS_DEFAULT ( \ D3DSTATUS_CLIPINTERSECTIONALL | \ D3DSTATUS_ZNOTVISIBLE) /* * Options for direct transform calls */ #define D3DTRANSFORM_CLIPPED 0x00000001l #define D3DTRANSFORM_UNCLIPPED 0x00000002l typedef struct _D3DTRANSFORMDATA { DWORD dwSize; LPVOID lpIn; /* Input vertices */ DWORD dwInSize; /* Stride of input vertices */ LPVOID lpOut; /* Output vertices */ DWORD dwOutSize; /* Stride of output vertices */ LPD3DHVERTEX lpHOut; /* Output homogeneous vertices */ DWORD dwClip; /* Clipping hint */ DWORD dwClipIntersection; DWORD dwClipUnion; /* Union of all clip flags */ D3DRECT drExtent; /* Extent of transformed vertices */ } D3DTRANSFORMDATA, *LPD3DTRANSFORMDATA; /* * Structure defining position and direction properties for lighting. */ typedef struct _D3DLIGHTINGELEMENT { D3DVECTOR dvPosition; /* Lightable point in model space */ D3DVECTOR dvNormal; /* Normalised unit vector */ } D3DLIGHTINGELEMENT, *LPD3DLIGHTINGELEMENT; /* * Structure defining material properties for lighting. */ typedef struct _D3DMATERIAL { DWORD dwSize; union { D3DCOLORVALUE diffuse; /* Diffuse color RGBA */ D3DCOLORVALUE dcvDiffuse; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { D3DCOLORVALUE ambient; /* Ambient color RGB */ D3DCOLORVALUE dcvAmbient; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { D3DCOLORVALUE specular; /* Specular 'shininess' */ D3DCOLORVALUE dcvSpecular; #if defined(NONAMELESSUNION) } u3; #else }; #endif union { D3DCOLORVALUE emissive; /* Emissive color RGB */ D3DCOLORVALUE dcvEmissive; #if defined(NONAMELESSUNION) } u4; #else }; #endif union { D3DVALUE power; /* Sharpness if specular highlight */ D3DVALUE dvPower; #if defined(NONAMELESSUNION) } u5; #else }; #endif D3DTEXTUREHANDLE hTexture; /* Handle to texture map */ DWORD dwRampSize; } D3DMATERIAL, *LPD3DMATERIAL; typedef enum _D3DLIGHTTYPE { D3DLIGHT_POINT = 1, D3DLIGHT_SPOT = 2, D3DLIGHT_DIRECTIONAL = 3, D3DLIGHT_PARALLELPOINT = 4, #if(DIRECT3D_VERSION < 0x0500) // For backward compatible headers D3DLIGHT_GLSPOT = 5, #endif D3DLIGHT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DLIGHTTYPE; /* * Structure defining a light source and its properties. */ typedef struct _D3DLIGHT { DWORD dwSize; D3DLIGHTTYPE dltType; /* Type of light source */ D3DCOLORVALUE dcvColor; /* Color of light */ D3DVECTOR dvPosition; /* Position in world space */ D3DVECTOR dvDirection; /* Direction in world space */ D3DVALUE dvRange; /* Cutoff range */ D3DVALUE dvFalloff; /* Falloff */ D3DVALUE dvAttenuation0; /* Constant attenuation */ D3DVALUE dvAttenuation1; /* Linear attenuation */ D3DVALUE dvAttenuation2; /* Quadratic attenuation */ D3DVALUE dvTheta; /* Inner angle of spotlight cone */ D3DVALUE dvPhi; /* Outer angle of spotlight cone */ } D3DLIGHT, *LPD3DLIGHT; /* * Structure defining a light source and its properties. */ /* flags bits */ #define D3DLIGHT_ACTIVE 0x00000001 #define D3DLIGHT_NO_SPECULAR 0x00000002 /* maximum valid light range */ #define D3DLIGHT_RANGE_MAX ((float)sqrt(FLT_MAX)) typedef struct _D3DLIGHT2 { DWORD dwSize; D3DLIGHTTYPE dltType; /* Type of light source */ D3DCOLORVALUE dcvColor; /* Color of light */ D3DVECTOR dvPosition; /* Position in world space */ D3DVECTOR dvDirection; /* Direction in world space */ D3DVALUE dvRange; /* Cutoff range */ D3DVALUE dvFalloff; /* Falloff */ D3DVALUE dvAttenuation0; /* Constant attenuation */ D3DVALUE dvAttenuation1; /* Linear attenuation */ D3DVALUE dvAttenuation2; /* Quadratic attenuation */ D3DVALUE dvTheta; /* Inner angle of spotlight cone */ D3DVALUE dvPhi; /* Outer angle of spotlight cone */ DWORD dwFlags; } D3DLIGHT2, *LPD3DLIGHT2; typedef struct _D3DLIGHTDATA { DWORD dwSize; LPD3DLIGHTINGELEMENT lpIn; /* Input positions and normals */ DWORD dwInSize; /* Stride of input elements */ LPD3DTLVERTEX lpOut; /* Output colors */ DWORD dwOutSize; /* Stride of output colors */ } D3DLIGHTDATA, *LPD3DLIGHTDATA; /* * Before DX5, these values were in an enum called * D3DCOLORMODEL. This was not correct, since they are * bit flags. A driver can surface either or both flags * in the dcmColorModel member of D3DDEVICEDESC. */ #define D3DCOLOR_MONO 1 #define D3DCOLOR_RGB 2 typedef DWORD D3DCOLORMODEL; /* * Options for clearing */ #define D3DCLEAR_TARGET 0x00000001l /* Clear target surface */ #define D3DCLEAR_ZBUFFER 0x00000002l /* Clear target z buffer */ #define D3DCLEAR_STENCIL 0x00000004l /* Clear stencil planes */ /* * Execute buffers are allocated via Direct3D. These buffers may then * be filled by the application with instructions to execute along with * vertex data. */ /* * Supported op codes for execute instructions. */ typedef enum _D3DOPCODE { D3DOP_POINT = 1, D3DOP_LINE = 2, D3DOP_TRIANGLE = 3, D3DOP_MATRIXLOAD = 4, D3DOP_MATRIXMULTIPLY = 5, D3DOP_STATETRANSFORM = 6, D3DOP_STATELIGHT = 7, D3DOP_STATERENDER = 8, D3DOP_PROCESSVERTICES = 9, D3DOP_TEXTURELOAD = 10, D3DOP_EXIT = 11, D3DOP_BRANCHFORWARD = 12, D3DOP_SPAN = 13, D3DOP_SETSTATUS = 14, D3DOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DOPCODE; typedef struct _D3DINSTRUCTION { BYTE bOpcode; /* Instruction opcode */ BYTE bSize; /* Size of each instruction data unit */ WORD wCount; /* Count of instruction data units to follow */ } D3DINSTRUCTION, *LPD3DINSTRUCTION; /* * Structure for texture loads */ typedef struct _D3DTEXTURELOAD { D3DTEXTUREHANDLE hDestTexture; D3DTEXTUREHANDLE hSrcTexture; } D3DTEXTURELOAD, *LPD3DTEXTURELOAD; /* * Structure for picking */ typedef struct _D3DPICKRECORD { BYTE bOpcode; BYTE bPad; DWORD dwOffset; D3DVALUE dvZ; } D3DPICKRECORD, *LPD3DPICKRECORD; /* * The following defines the rendering states which can be set in the * execute buffer. */ typedef enum _D3DSHADEMODE { D3DSHADE_FLAT = 1, D3DSHADE_GOURAUD = 2, D3DSHADE_PHONG = 3, D3DSHADE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DSHADEMODE; typedef enum _D3DFILLMODE { D3DFILL_POINT = 1, D3DFILL_WIREFRAME = 2, D3DFILL_SOLID = 3, D3DFILL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DFILLMODE; typedef struct _D3DLINEPATTERN { WORD wRepeatFactor; WORD wLinePattern; } D3DLINEPATTERN; typedef enum _D3DTEXTUREFILTER { D3DFILTER_NEAREST = 1, D3DFILTER_LINEAR = 2, D3DFILTER_MIPNEAREST = 3, D3DFILTER_MIPLINEAR = 4, D3DFILTER_LINEARMIPNEAREST = 5, D3DFILTER_LINEARMIPLINEAR = 6, D3DFILTER_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTUREFILTER; typedef enum _D3DBLEND { D3DBLEND_ZERO = 1, D3DBLEND_ONE = 2, D3DBLEND_SRCCOLOR = 3, D3DBLEND_INVSRCCOLOR = 4, D3DBLEND_SRCALPHA = 5, D3DBLEND_INVSRCALPHA = 6, D3DBLEND_DESTALPHA = 7, D3DBLEND_INVDESTALPHA = 8, D3DBLEND_DESTCOLOR = 9, D3DBLEND_INVDESTCOLOR = 10, D3DBLEND_SRCALPHASAT = 11, D3DBLEND_BOTHSRCALPHA = 12, D3DBLEND_BOTHINVSRCALPHA = 13, D3DBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DBLEND; typedef enum _D3DTEXTUREBLEND { D3DTBLEND_DECAL = 1, D3DTBLEND_MODULATE = 2, D3DTBLEND_DECALALPHA = 3, D3DTBLEND_MODULATEALPHA = 4, D3DTBLEND_DECALMASK = 5, D3DTBLEND_MODULATEMASK = 6, D3DTBLEND_COPY = 7, D3DTBLEND_ADD = 8, D3DTBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTUREBLEND; typedef enum _D3DTEXTUREADDRESS { D3DTADDRESS_WRAP = 1, D3DTADDRESS_MIRROR = 2, D3DTADDRESS_CLAMP = 3, D3DTADDRESS_BORDER = 4, D3DTADDRESS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTUREADDRESS; typedef enum _D3DCULL { D3DCULL_NONE = 1, D3DCULL_CW = 2, D3DCULL_CCW = 3, D3DCULL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DCULL; typedef enum _D3DCMPFUNC { D3DCMP_NEVER = 1, D3DCMP_LESS = 2, D3DCMP_EQUAL = 3, D3DCMP_LESSEQUAL = 4, D3DCMP_GREATER = 5, D3DCMP_NOTEQUAL = 6, D3DCMP_GREATEREQUAL = 7, D3DCMP_ALWAYS = 8, D3DCMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DCMPFUNC; typedef enum _D3DSTENCILOP { D3DSTENCILOP_KEEP = 1, D3DSTENCILOP_ZERO = 2, D3DSTENCILOP_REPLACE = 3, D3DSTENCILOP_INCRSAT = 4, D3DSTENCILOP_DECRSAT = 5, D3DSTENCILOP_INVERT = 6, D3DSTENCILOP_INCR = 7, D3DSTENCILOP_DECR = 8, D3DSTENCILOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DSTENCILOP; typedef enum _D3DFOGMODE { D3DFOG_NONE = 0, D3DFOG_EXP = 1, D3DFOG_EXP2 = 2, D3DFOG_LINEAR = 3, D3DFOG_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DFOGMODE; typedef enum _D3DZBUFFERTYPE { D3DZB_FALSE = 0, D3DZB_TRUE = 1, // Z buffering D3DZB_USEW = 2, // W buffering D3DZB_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DZBUFFERTYPE; typedef enum _D3DANTIALIASMODE { D3DANTIALIAS_NONE = 0, D3DANTIALIAS_SORTDEPENDENT = 1, D3DANTIALIAS_SORTINDEPENDENT = 2, D3DANTIALIAS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DANTIALIASMODE; // Vertex types supported by Direct3D typedef enum _D3DVERTEXTYPE { D3DVT_VERTEX = 1, D3DVT_LVERTEX = 2, D3DVT_TLVERTEX = 3, D3DVT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DVERTEXTYPE; // Primitives supported by draw-primitive API typedef enum _D3DPRIMITIVETYPE { D3DPT_POINTLIST = 1, D3DPT_LINELIST = 2, D3DPT_LINESTRIP = 3, D3DPT_TRIANGLELIST = 4, D3DPT_TRIANGLESTRIP = 5, D3DPT_TRIANGLEFAN = 6, D3DPT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DPRIMITIVETYPE; /* * Amount to add to a state to generate the override for that state. */ #define D3DSTATE_OVERRIDE_BIAS 256 /* * A state which sets the override flag for the specified state type. */ #define D3DSTATE_OVERRIDE(type) (D3DRENDERSTATETYPE)(((DWORD) (type) + D3DSTATE_OVERRIDE_BIAS)) typedef enum _D3DTRANSFORMSTATETYPE { D3DTRANSFORMSTATE_WORLD = 1, D3DTRANSFORMSTATE_VIEW = 2, D3DTRANSFORMSTATE_PROJECTION = 3, D3DTRANSFORMSTATE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTRANSFORMSTATETYPE; typedef enum _D3DLIGHTSTATETYPE { D3DLIGHTSTATE_MATERIAL = 1, D3DLIGHTSTATE_AMBIENT = 2, D3DLIGHTSTATE_COLORMODEL = 3, D3DLIGHTSTATE_FOGMODE = 4, D3DLIGHTSTATE_FOGSTART = 5, D3DLIGHTSTATE_FOGEND = 6, D3DLIGHTSTATE_FOGDENSITY = 7, D3DLIGHTSTATE_COLORVERTEX = 8, D3DLIGHTSTATE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DLIGHTSTATETYPE; typedef enum _D3DRENDERSTATETYPE { D3DRENDERSTATE_TEXTUREHANDLE = 1, /* Texture handle for legacy interfaces (Texture,Texture2) */ D3DRENDERSTATE_ANTIALIAS = 2, /* D3DANTIALIASMODE */ D3DRENDERSTATE_TEXTUREADDRESS = 3, /* D3DTEXTUREADDRESS */ D3DRENDERSTATE_TEXTUREPERSPECTIVE = 4, /* TRUE for perspective correction */ D3DRENDERSTATE_WRAPU = 5, /* TRUE for wrapping in u */ D3DRENDERSTATE_WRAPV = 6, /* TRUE for wrapping in v */ D3DRENDERSTATE_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */ D3DRENDERSTATE_FILLMODE = 8, /* D3DFILL_MODE */ D3DRENDERSTATE_SHADEMODE = 9, /* D3DSHADEMODE */ D3DRENDERSTATE_LINEPATTERN = 10, /* D3DLINEPATTERN */ D3DRENDERSTATE_MONOENABLE = 11, /* TRUE to enable mono rasterization */ D3DRENDERSTATE_ROP2 = 12, /* ROP2 */ D3DRENDERSTATE_PLANEMASK = 13, /* DWORD physical plane mask */ D3DRENDERSTATE_ZWRITEENABLE = 14, /* TRUE to enable z writes */ D3DRENDERSTATE_ALPHATESTENABLE = 15, /* TRUE to enable alpha tests */ D3DRENDERSTATE_LASTPIXEL = 16, /* TRUE for last-pixel on lines */ D3DRENDERSTATE_TEXTUREMAG = 17, /* D3DTEXTUREFILTER */ D3DRENDERSTATE_TEXTUREMIN = 18, /* D3DTEXTUREFILTER */ D3DRENDERSTATE_SRCBLEND = 19, /* D3DBLEND */ D3DRENDERSTATE_DESTBLEND = 20, /* D3DBLEND */ D3DRENDERSTATE_TEXTUREMAPBLEND = 21, /* D3DTEXTUREBLEND */ D3DRENDERSTATE_CULLMODE = 22, /* D3DCULL */ D3DRENDERSTATE_ZFUNC = 23, /* D3DCMPFUNC */ D3DRENDERSTATE_ALPHAREF = 24, /* D3DFIXED */ D3DRENDERSTATE_ALPHAFUNC = 25, /* D3DCMPFUNC */ D3DRENDERSTATE_DITHERENABLE = 26, /* TRUE to enable dithering */ D3DRENDERSTATE_ALPHABLENDENABLE = 27, /* TRUE to enable alpha blending */ D3DRENDERSTATE_FOGENABLE = 28, /* TRUE to enable fog */ D3DRENDERSTATE_SPECULARENABLE = 29, /* TRUE to enable specular */ D3DRENDERSTATE_ZVISIBLE = 30, /* TRUE to enable z checking */ D3DRENDERSTATE_SUBPIXEL = 31, /* TRUE to enable subpixel correction */ D3DRENDERSTATE_SUBPIXELX = 32, /* TRUE to enable correction in X only */ D3DRENDERSTATE_STIPPLEDALPHA = 33, /* TRUE to enable stippled alpha */ D3DRENDERSTATE_FOGCOLOR = 34, /* D3DCOLOR */ D3DRENDERSTATE_FOGTABLEMODE = 35, /* D3DFOGMODE */ D3DRENDERSTATE_FOGTABLESTART = 36, /* Fog table start */ D3DRENDERSTATE_FOGTABLEEND = 37, /* Fog table end */ D3DRENDERSTATE_FOGTABLEDENSITY = 38, /* Fog table density */ D3DRENDERSTATE_STIPPLEENABLE = 39, /* TRUE to enable stippling */ D3DRENDERSTATE_EDGEANTIALIAS = 40, /* TRUE to enable edge antialiasing */ D3DRENDERSTATE_COLORKEYENABLE = 41, /* TRUE to enable source colorkeyed textures */ D3DRENDERSTATE_BORDERCOLOR = 43, /* Border color for texturing w/border */ D3DRENDERSTATE_TEXTUREADDRESSU = 44, /* Texture addressing mode for U coordinate */ D3DRENDERSTATE_TEXTUREADDRESSV = 45, /* Texture addressing mode for V coordinate */ D3DRENDERSTATE_MIPMAPLODBIAS = 46, /* D3DVALUE Mipmap LOD bias */ D3DRENDERSTATE_ZBIAS = 47, /* LONG Z bias */ D3DRENDERSTATE_RANGEFOGENABLE = 48, /* Enables range-based fog */ D3DRENDERSTATE_ANISOTROPY = 49, /* Max. anisotropy. 1 = no anisotropy */ D3DRENDERSTATE_FLUSHBATCH = 50, /* Explicit flush for DP batching (DX5 Only) */ D3DRENDERSTATE_TRANSLUCENTSORTINDEPENDENT=51, /* BOOL enable sort-independent transparency */ D3DRENDERSTATE_STENCILENABLE = 52, /* BOOL enable/disable stenciling */ D3DRENDERSTATE_STENCILFAIL = 53, /* D3DSTENCILOP to do if stencil test fails */ D3DRENDERSTATE_STENCILZFAIL = 54, /* D3DSTENCILOP to do if stencil test passes and Z test fails */ D3DRENDERSTATE_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */ D3DRENDERSTATE_STENCILFUNC = 56, /* D3DCMPFUNC fn. Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ D3DRENDERSTATE_STENCILREF = 57, /* Reference value used in stencil test */ D3DRENDERSTATE_STENCILMASK = 58, /* Mask value used in stencil test */ D3DRENDERSTATE_STENCILWRITEMASK = 59, /* Write mask applied to values written to stencil buffer */ D3DRENDERSTATE_TEXTUREFACTOR = 60, /* D3DCOLOR used for multi-texture blend */ D3DRENDERSTATE_STIPPLEPATTERN00 = 64, /* Stipple pattern 01... */ D3DRENDERSTATE_STIPPLEPATTERN01 = 65, D3DRENDERSTATE_STIPPLEPATTERN02 = 66, D3DRENDERSTATE_STIPPLEPATTERN03 = 67, D3DRENDERSTATE_STIPPLEPATTERN04 = 68, D3DRENDERSTATE_STIPPLEPATTERN05 = 69, D3DRENDERSTATE_STIPPLEPATTERN06 = 70, D3DRENDERSTATE_STIPPLEPATTERN07 = 71, D3DRENDERSTATE_STIPPLEPATTERN08 = 72, D3DRENDERSTATE_STIPPLEPATTERN09 = 73, D3DRENDERSTATE_STIPPLEPATTERN10 = 74, D3DRENDERSTATE_STIPPLEPATTERN11 = 75, D3DRENDERSTATE_STIPPLEPATTERN12 = 76, D3DRENDERSTATE_STIPPLEPATTERN13 = 77, D3DRENDERSTATE_STIPPLEPATTERN14 = 78, D3DRENDERSTATE_STIPPLEPATTERN15 = 79, D3DRENDERSTATE_STIPPLEPATTERN16 = 80, D3DRENDERSTATE_STIPPLEPATTERN17 = 81, D3DRENDERSTATE_STIPPLEPATTERN18 = 82, D3DRENDERSTATE_STIPPLEPATTERN19 = 83, D3DRENDERSTATE_STIPPLEPATTERN20 = 84, D3DRENDERSTATE_STIPPLEPATTERN21 = 85, D3DRENDERSTATE_STIPPLEPATTERN22 = 86, D3DRENDERSTATE_STIPPLEPATTERN23 = 87, D3DRENDERSTATE_STIPPLEPATTERN24 = 88, D3DRENDERSTATE_STIPPLEPATTERN25 = 89, D3DRENDERSTATE_STIPPLEPATTERN26 = 90, D3DRENDERSTATE_STIPPLEPATTERN27 = 91, D3DRENDERSTATE_STIPPLEPATTERN28 = 92, D3DRENDERSTATE_STIPPLEPATTERN29 = 93, D3DRENDERSTATE_STIPPLEPATTERN30 = 94, D3DRENDERSTATE_STIPPLEPATTERN31 = 95, /* * 128 values [128, 255] are reserved for texture coordinate wrap flags. * These are constructed with the D3DWRAP_U and D3DWRAP_V macros. Using * a flags word preserves forward compatibility with texture coordinates * that are >2D. */ D3DRENDERSTATE_WRAP0 = 128, /* wrap for 1st texture coord. set */ D3DRENDERSTATE_WRAP1 = 129, /* wrap for 2nd texture coord. set */ D3DRENDERSTATE_WRAP2 = 130, /* wrap for 3rd texture coord. set */ D3DRENDERSTATE_WRAP3 = 131, /* wrap for 4th texture coord. set */ D3DRENDERSTATE_WRAP4 = 132, /* wrap for 5th texture coord. set */ D3DRENDERSTATE_WRAP5 = 133, /* wrap for 6th texture coord. set */ D3DRENDERSTATE_WRAP6 = 134, /* wrap for 7th texture coord. set */ D3DRENDERSTATE_WRAP7 = 135, /* wrap for 8th texture coord. set */ D3DRENDERSTATE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DRENDERSTATETYPE; // For back-compatibility with legacy compilations #define D3DRENDERSTATE_BLENDENABLE D3DRENDERSTATE_ALPHABLENDENABLE // Bias to apply to the texture coordinate set to apply a wrap to. #define D3DRENDERSTATE_WRAPBIAS 128UL /* Flags to construct the WRAP render states */ #define D3DWRAP_U 0x00000001L #define D3DWRAP_V 0x00000002L #define D3DRENDERSTATE_STIPPLEPATTERN(y) (D3DRENDERSTATE_STIPPLEPATTERN00 + (y)) typedef struct _D3DSTATE { union { D3DTRANSFORMSTATETYPE dtstTransformStateType; D3DLIGHTSTATETYPE dlstLightStateType; D3DRENDERSTATETYPE drstRenderStateType; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { DWORD dwArg[1]; D3DVALUE dvArg[1]; #if defined(NONAMELESSUNION) } u2; #else }; #endif } D3DSTATE, *LPD3DSTATE; /* * Operation used to load matrices * hDstMat = hSrcMat */ typedef struct _D3DMATRIXLOAD { D3DMATRIXHANDLE hDestMatrix; /* Destination matrix */ D3DMATRIXHANDLE hSrcMatrix; /* Source matrix */ } D3DMATRIXLOAD, *LPD3DMATRIXLOAD; /* * Operation used to multiply matrices * hDstMat = hSrcMat1 * hSrcMat2 */ typedef struct _D3DMATRIXMULTIPLY { D3DMATRIXHANDLE hDestMatrix; /* Destination matrix */ D3DMATRIXHANDLE hSrcMatrix1; /* First source matrix */ D3DMATRIXHANDLE hSrcMatrix2; /* Second source matrix */ } D3DMATRIXMULTIPLY, *LPD3DMATRIXMULTIPLY; /* * Operation used to transform and light vertices. */ typedef struct _D3DPROCESSVERTICES { DWORD dwFlags; /* Do we transform or light or just copy? */ WORD wStart; /* Index to first vertex in source */ WORD wDest; /* Index to first vertex in local buffer */ DWORD dwCount; /* Number of vertices to be processed */ DWORD dwReserved; /* Must be zero */ } D3DPROCESSVERTICES, *LPD3DPROCESSVERTICES; #define D3DPROCESSVERTICES_TRANSFORMLIGHT 0x00000000L #define D3DPROCESSVERTICES_TRANSFORM 0x00000001L #define D3DPROCESSVERTICES_COPY 0x00000002L #define D3DPROCESSVERTICES_OPMASK 0x00000007L #define D3DPROCESSVERTICES_UPDATEEXTENTS 0x00000008L #define D3DPROCESSVERTICES_NOCOLOR 0x00000010L /* * State enumerants for per-stage texture processing. */ typedef enum _D3DTEXTURESTAGESTATETYPE { D3DTSS_COLOROP = 1, /* D3DTEXTUREOP - per-stage blending controls for color channels */ D3DTSS_COLORARG1 = 2, /* D3DTA_* (texture arg) */ D3DTSS_COLORARG2 = 3, /* D3DTA_* (texture arg) */ D3DTSS_ALPHAOP = 4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */ D3DTSS_ALPHAARG1 = 5, /* D3DTA_* (texture arg) */ D3DTSS_ALPHAARG2 = 6, /* D3DTA_* (texture arg) */ D3DTSS_BUMPENVMAT00 = 7, /* D3DVALUE (bump mapping matrix) */ D3DTSS_BUMPENVMAT01 = 8, /* D3DVALUE (bump mapping matrix) */ D3DTSS_BUMPENVMAT10 = 9, /* D3DVALUE (bump mapping matrix) */ D3DTSS_BUMPENVMAT11 = 10, /* D3DVALUE (bump mapping matrix) */ D3DTSS_TEXCOORDINDEX = 11, /* identifies which set of texture coordinates index this texture */ D3DTSS_ADDRESS = 12, /* D3DTEXTUREADDRESS for both coordinates */ D3DTSS_ADDRESSU = 13, /* D3DTEXTUREADDRESS for U coordinate */ D3DTSS_ADDRESSV = 14, /* D3DTEXTUREADDRESS for V coordinate */ D3DTSS_BORDERCOLOR = 15, /* D3DCOLOR */ D3DTSS_MAGFILTER = 16, /* D3DTEXTUREMAGFILTER filter to use for magnification */ D3DTSS_MINFILTER = 17, /* D3DTEXTUREMINFILTER filter to use for minification */ D3DTSS_MIPFILTER = 18, /* D3DTEXTUREMIPFILTER filter to use between mipmaps during minification */ D3DTSS_MIPMAPLODBIAS = 19, /* D3DVALUE Mipmap LOD bias */ D3DTSS_MAXMIPLEVEL = 20, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */ D3DTSS_MAXANISOTROPY = 21, /* DWORD maximum anisotropy */ D3DTSS_BUMPENVLSCALE = 22, /* D3DVALUE scale for bump map luminance */ D3DTSS_BUMPENVLOFFSET = 23, /* D3DVALUE offset for bump map luminance */ D3DTSS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTURESTAGESTATETYPE; /* * Enumerations for COLOROP and ALPHAOP texture blending operations set in * texture processing stage controls in D3DRENDERSTATE. */ typedef enum _D3DTEXTUREOP { // Control D3DTOP_DISABLE = 1, // disables stage D3DTOP_SELECTARG1 = 2, // the default D3DTOP_SELECTARG2 = 3, // Modulate D3DTOP_MODULATE = 4, // multiply args together D3DTOP_MODULATE2X = 5, // multiply and 1 bit D3DTOP_MODULATE4X = 6, // multiply and 2 bits // Add D3DTOP_ADD = 7, // add arguments together D3DTOP_ADDSIGNED = 8, // add with -0.5 bias D3DTOP_ADDSIGNED2X = 9, // as above but left 1 bit D3DTOP_SUBTRACT = 10, // Arg1 - Arg2, with no saturation D3DTOP_ADDSMOOTH = 11, // add 2 args, subtract product // Arg1 + Arg2 - Arg1*Arg2 // = Arg1 + (1-Arg1)*Arg2 // Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha) D3DTOP_BLENDDIFFUSEALPHA = 12, // iterated alpha D3DTOP_BLENDTEXTUREALPHA = 13, // texture alpha D3DTOP_BLENDFACTORALPHA = 14, // alpha from D3DRENDERSTATE_TEXTUREFACTOR // Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha) D3DTOP_BLENDTEXTUREALPHAPM = 15, // texture alpha D3DTOP_BLENDCURRENTALPHA = 16, // by alpha of current color // Specular mapping D3DTOP_PREMODULATE = 17, // modulate with next texture before use D3DTOP_MODULATEALPHA_ADDCOLOR = 18, // Arg1.RGB + Arg1.A*Arg2.RGB // COLOROP only D3DTOP_MODULATECOLOR_ADDALPHA = 19, // Arg1.RGB*Arg2.RGB + Arg1.A // COLOROP only D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, // (1-Arg1.A)*Arg2.RGB + Arg1.RGB // COLOROP only D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, // (1-Arg1.RGB)*Arg2.RGB + Arg1.A // COLOROP only // Bump mapping D3DTOP_BUMPENVMAP = 22, // per pixel env map perturbation D3DTOP_BUMPENVMAPLUMINANCE = 23, // with luminance channel // This can do either diffuse or specular bump mapping with correct input. // Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B) // where each component has been scaled and offset to make it signed. // The result is replicated into all four (including alpha) channels. // This is a valid COLOROP only. D3DTOP_DOTPRODUCT3 = 24, D3DTOP_FORCE_DWORD = 0x7fffffff, } D3DTEXTUREOP; /* * Values for COLORARG1,2 and ALPHAARG1,2 texture blending operations * set in texture processing stage controls in D3DRENDERSTATE. */ #define D3DTA_SELECTMASK 0x0000000f // mask for arg selector #define D3DTA_DIFFUSE 0x00000000 // select diffuse color #define D3DTA_CURRENT 0x00000001 // select result of previous stage #define D3DTA_TEXTURE 0x00000002 // select texture color #define D3DTA_TFACTOR 0x00000003 // select RENDERSTATE_TEXTUREFACTOR #define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x #define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components /* * IDirect3DTexture2 State Filter Types */ typedef enum _D3DTEXTUREMAGFILTER { D3DTFG_POINT = 1, // nearest D3DTFG_LINEAR = 2, // linear interpolation D3DTFG_FLATCUBIC = 3, // cubic D3DTFG_GAUSSIANCUBIC = 4, // different cubic kernel D3DTFG_ANISOTROPIC = 5, // D3DTFG_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum } D3DTEXTUREMAGFILTER; typedef enum _D3DTEXTUREMINFILTER { D3DTFN_POINT = 1, // nearest D3DTFN_LINEAR = 2, // linear interpolation D3DTFN_ANISOTROPIC = 3, // D3DTFN_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum } D3DTEXTUREMINFILTER; typedef enum _D3DTEXTUREMIPFILTER { D3DTFP_NONE = 1, // mipmapping disabled (use MAG filter) D3DTFP_POINT = 2, // nearest D3DTFP_LINEAR = 3, // linear interpolation D3DTFP_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum } D3DTEXTUREMIPFILTER; /* * Triangle flags */ /* * Tri strip and fan flags. * START loads all three vertices * EVEN and ODD load just v3 with even or odd culling * START_FLAT contains a count from 0 to 29 that allows the * whole strip or fan to be culled in one hit. * e.g. for a quad len = 1 */ #define D3DTRIFLAG_START 0x00000000L #define D3DTRIFLAG_STARTFLAT(len) (len) /* 0 < len < 30 */ #define D3DTRIFLAG_ODD 0x0000001eL #define D3DTRIFLAG_EVEN 0x0000001fL /* * Triangle edge flags * enable edges for wireframe or antialiasing */ #define D3DTRIFLAG_EDGEENABLE1 0x00000100L /* v0-v1 edge */ #define D3DTRIFLAG_EDGEENABLE2 0x00000200L /* v1-v2 edge */ #define D3DTRIFLAG_EDGEENABLE3 0x00000400L /* v2-v0 edge */ #define D3DTRIFLAG_EDGEENABLETRIANGLE \ (D3DTRIFLAG_EDGEENABLE1 | D3DTRIFLAG_EDGEENABLE2 | D3DTRIFLAG_EDGEENABLE3) /* * Primitive structures and related defines. Vertex offsets are to types * D3DVERTEX, D3DLVERTEX, or D3DTLVERTEX. */ /* * Triangle list primitive structure */ typedef struct _D3DTRIANGLE { union { WORD v1; /* Vertex indices */ WORD wV1; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { WORD v2; WORD wV2; #if defined(NONAMELESSUNION) } u2; #else }; #endif union { WORD v3; WORD wV3; #if defined(NONAMELESSUNION) } u3; #else }; #endif WORD wFlags; /* Edge (and other) flags */ } D3DTRIANGLE, *LPD3DTRIANGLE; /* * Line list structure. * The instruction count defines the number of line segments. */ typedef struct _D3DLINE { union { WORD v1; /* Vertex indices */ WORD wV1; #if defined(NONAMELESSUNION) } u1; #else }; #endif union { WORD v2; WORD wV2; #if defined(NONAMELESSUNION) } u2; #else }; #endif } D3DLINE, *LPD3DLINE; /* * Span structure * Spans join a list of points with the same y value. * If the y value changes, a new span is started. */ typedef struct _D3DSPAN { WORD wCount; /* Number of spans */ WORD wFirst; /* Index to first vertex */ } D3DSPAN, *LPD3DSPAN; /* * Point structure */ typedef struct _D3DPOINT { WORD wCount; /* number of points */ WORD wFirst; /* index to first vertex */ } D3DPOINT, *LPD3DPOINT; /* * Forward branch structure. * Mask is logically anded with the driver status mask * if the result equals 'value', the branch is taken. */ typedef struct _D3DBRANCH { DWORD dwMask; /* Bitmask against D3D status */ DWORD dwValue; BOOL bNegate; /* TRUE to negate comparison */ DWORD dwOffset; /* How far to branch forward (0 for exit)*/ } D3DBRANCH, *LPD3DBRANCH; /* * Status used for set status instruction. * The D3D status is initialised on device creation * and is modified by all execute calls. */ typedef struct _D3DSTATUS { DWORD dwFlags; /* Do we set extents or status */ DWORD dwStatus; /* D3D status */ D3DRECT drExtent; } D3DSTATUS, *LPD3DSTATUS; #define D3DSETSTATUS_STATUS 0x00000001L #define D3DSETSTATUS_EXTENTS 0x00000002L #define D3DSETSTATUS_ALL (D3DSETSTATUS_STATUS | D3DSETSTATUS_EXTENTS) typedef struct _D3DCLIPSTATUS { DWORD dwFlags; /* Do we set 2d extents, 3D extents or status */ DWORD dwStatus; /* Clip status */ float minx, maxx; /* X extents */ float miny, maxy; /* Y extents */ float minz, maxz; /* Z extents */ } D3DCLIPSTATUS, *LPD3DCLIPSTATUS; #define D3DCLIPSTATUS_STATUS 0x00000001L #define D3DCLIPSTATUS_EXTENTS2 0x00000002L #define D3DCLIPSTATUS_EXTENTS3 0x00000004L /* * Statistics structure */ typedef struct _D3DSTATS { DWORD dwSize; DWORD dwTrianglesDrawn; DWORD dwLinesDrawn; DWORD dwPointsDrawn; DWORD dwSpansDrawn; DWORD dwVerticesProcessed; } D3DSTATS, *LPD3DSTATS; /* * Execute options. * When calling using D3DEXECUTE_UNCLIPPED all the primitives * inside the buffer must be contained within the viewport. */ #define D3DEXECUTE_CLIPPED 0x00000001l #define D3DEXECUTE_UNCLIPPED 0x00000002l typedef struct _D3DEXECUTEDATA { DWORD dwSize; DWORD dwVertexOffset; DWORD dwVertexCount; DWORD dwInstructionOffset; DWORD dwInstructionLength; DWORD dwHVertexOffset; D3DSTATUS dsStatus; /* Status after execute */ } D3DEXECUTEDATA, *LPD3DEXECUTEDATA; /* * Palette flags. * This are or'ed with the peFlags in the PALETTEENTRYs passed to DirectDraw. */ #define D3DPAL_FREE 0x00 /* Renderer may use this entry freely */ #define D3DPAL_READONLY 0x40 /* Renderer may not set this entry */ #define D3DPAL_RESERVED 0x80 /* Renderer may not use this entry */ typedef struct _D3DVERTEXBUFFERDESC { DWORD dwSize; DWORD dwCaps; DWORD dwFVF; DWORD dwNumVertices; } D3DVERTEXBUFFERDESC, *LPD3DVERTEXBUFFERDESC; /* These correspond to DDSCAPS_* flags */ #define D3DVBCAPS_SYSTEMMEMORY 0x00000800l #define D3DVBCAPS_WRITEONLY 0x00010000l #define D3DVBCAPS_OPTIMIZED 0x80000000l /* Vertex Operations for ProcessVertices */ #define D3DVOP_LIGHT (1 << 10) #define D3DVOP_TRANSFORM (1 << 0) #define D3DVOP_CLIP (1 << 2) #define D3DVOP_EXTENTS (1 << 3) //------------------------------------------------------------------- // Flexible vertex format bits // #define D3DFVF_RESERVED0 0x001 #define D3DFVF_POSITION_MASK 0x00E #define D3DFVF_XYZ 0x002 #define D3DFVF_XYZRHW 0x004 #define D3DFVF_NORMAL 0x010 #define D3DFVF_RESERVED1 0x020 #define D3DFVF_DIFFUSE 0x040 #define D3DFVF_SPECULAR 0x080 #define D3DFVF_TEXCOUNT_MASK 0xf00 #define D3DFVF_TEXCOUNT_SHIFT 8 #define D3DFVF_TEX0 0x000 #define D3DFVF_TEX1 0x100 #define D3DFVF_TEX2 0x200 #define D3DFVF_TEX3 0x300 #define D3DFVF_TEX4 0x400 #define D3DFVF_TEX5 0x500 #define D3DFVF_TEX6 0x600 #define D3DFVF_TEX7 0x700 #define D3DFVF_TEX8 0x800 #define D3DFVF_RESERVED2 0xf000 // 4 reserved bits #define D3DFVF_VERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 ) #define D3DFVF_LVERTEX ( D3DFVF_XYZ | D3DFVF_RESERVED1 | D3DFVF_DIFFUSE | \ D3DFVF_SPECULAR | D3DFVF_TEX1 ) #define D3DFVF_TLVERTEX ( D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | \ D3DFVF_TEX1 ) typedef struct _D3DDP_PTRSTRIDE { LPVOID lpvData; DWORD dwStride; } D3DDP_PTRSTRIDE; #define D3DDP_MAXTEXCOORD 8 typedef struct _D3DDRAWPRIMITIVESTRIDEDDATA { D3DDP_PTRSTRIDE position; D3DDP_PTRSTRIDE normal; D3DDP_PTRSTRIDE diffuse; D3DDP_PTRSTRIDE specular; D3DDP_PTRSTRIDE textureCoords[D3DDP_MAXTEXCOORD]; } D3DDRAWPRIMITIVESTRIDEDDATA, *LPD3DDRAWPRIMITIVESTRIDEDDATA; //--------------------------------------------------------------------- // ComputeSphereVisibility return values // #define D3DVIS_INSIDE_FRUSTUM 0 #define D3DVIS_INTERSECT_FRUSTUM 1 #define D3DVIS_OUTSIDE_FRUSTUM 2 #define D3DVIS_INSIDE_LEFT 0 #define D3DVIS_INTERSECT_LEFT (1 << 2) #define D3DVIS_OUTSIDE_LEFT (2 << 2) #define D3DVIS_INSIDE_RIGHT 0 #define D3DVIS_INTERSECT_RIGHT (1 << 4) #define D3DVIS_OUTSIDE_RIGHT (2 << 4) #define D3DVIS_INSIDE_TOP 0 #define D3DVIS_INTERSECT_TOP (1 << 6) #define D3DVIS_OUTSIDE_TOP (2 << 6) #define D3DVIS_INSIDE_BOTTOM 0 #define D3DVIS_INTERSECT_BOTTOM (1 << 8) #define D3DVIS_OUTSIDE_BOTTOM (2 << 8) #define D3DVIS_INSIDE_NEAR 0 #define D3DVIS_INTERSECT_NEAR (1 << 10) #define D3DVIS_OUTSIDE_NEAR (2 << 10) #define D3DVIS_INSIDE_FAR 0 #define D3DVIS_INTERSECT_FAR (1 << 12) #define D3DVIS_OUTSIDE_FAR (2 << 12) #define D3DVIS_MASK_FRUSTUM (3 << 0) #define D3DVIS_MASK_LEFT (3 << 2) #define D3DVIS_MASK_RIGHT (3 << 4) #define D3DVIS_MASK_TOP (3 << 6) #define D3DVIS_MASK_BOTTOM (3 << 8) #define D3DVIS_MASK_NEAR (3 << 10) #define D3DVIS_MASK_FAR (3 << 12) #pragma pack() #endif /* _D3DTYPES_H_ */