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444 lines
14 KiB
444 lines
14 KiB
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) Microsoft Corporation. All Rights Reserved.
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//
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// File: d3dx10core.h
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// Content: D3DX10 core types and functions
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//
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///////////////////////////////////////////////////////////////////////////
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#include "d3dx10.h"
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#ifndef __D3DX10CORE_H__
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#define __D3DX10CORE_H__
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// Current name of the DLL shipped in the same SDK as this header.
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#define D3DX10_DLL_W L"d3dx10_43.dll"
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#define D3DX10_DLL_A "d3dx10_43.dll"
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#ifdef UNICODE
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#define D3DX10_DLL D3DX10_DLL_W
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#else
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#define D3DX10_DLL D3DX10_DLL_A
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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// D3DX10_SDK_VERSION:
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// -----------------
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// This identifier is passed to D3DX10CheckVersion in order to ensure that an
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// application was built against the correct header files and lib files.
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// This number is incremented whenever a header (or other) change would
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// require applications to be rebuilt. If the version doesn't match,
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// D3DX10CreateVersion will return FALSE. (The number itself has no meaning.)
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///////////////////////////////////////////////////////////////////////////
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#define D3DX10_SDK_VERSION 43
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///////////////////////////////////////////////////////////////////////////
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// D3DX10CreateDevice
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// D3DX10CreateDeviceAndSwapChain
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// D3DX10GetFeatureLevel1
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///////////////////////////////////////////////////////////////////////////
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HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *pAdapter,
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D3D10_DRIVER_TYPE DriverType,
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HMODULE Software,
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UINT Flags,
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ID3D10Device **ppDevice);
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HRESULT WINAPI D3DX10CreateDeviceAndSwapChain(IDXGIAdapter *pAdapter,
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D3D10_DRIVER_TYPE DriverType,
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HMODULE Software,
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UINT Flags,
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DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
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IDXGISwapChain **ppSwapChain,
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ID3D10Device **ppDevice);
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typedef interface ID3D10Device1 ID3D10Device1;
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HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *pDevice, ID3D10Device1 **ppDevice1);
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#ifdef D3D_DIAG_DLL
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BOOL WINAPI D3DX10DebugMute(BOOL Mute);
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#endif
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HRESULT WINAPI D3DX10CheckVersion(UINT D3DSdkVersion, UINT D3DX10SdkVersion);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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//////////////////////////////////////////////////////////////////////////////
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// D3DX10_SPRITE flags:
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// -----------------
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// D3DX10_SPRITE_SAVE_STATE
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// Specifies device state should be saved and restored in Begin/End.
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// D3DX10SPRITE_SORT_TEXTURE
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// Sprites are sorted by texture prior to drawing. This is recommended when
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// drawing non-overlapping sprites of uniform depth. For example, drawing
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// screen-aligned text with ID3DX10Font.
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// D3DX10SPRITE_SORT_DEPTH_FRONT_TO_BACK
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// Sprites are sorted by depth front-to-back prior to drawing. This is
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// recommended when drawing opaque sprites of varying depths.
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// D3DX10SPRITE_SORT_DEPTH_BACK_TO_FRONT
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// Sprites are sorted by depth back-to-front prior to drawing. This is
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// recommended when drawing transparent sprites of varying depths.
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// D3DX10SPRITE_ADDREF_TEXTURES
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// AddRef/Release all textures passed in to DrawSpritesBuffered
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//////////////////////////////////////////////////////////////////////////////
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typedef enum _D3DX10_SPRITE_FLAG
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{
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D3DX10_SPRITE_SORT_TEXTURE = 0x01,
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D3DX10_SPRITE_SORT_DEPTH_BACK_TO_FRONT = 0x02,
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D3DX10_SPRITE_SORT_DEPTH_FRONT_TO_BACK = 0x04,
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D3DX10_SPRITE_SAVE_STATE = 0x08,
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D3DX10_SPRITE_ADDREF_TEXTURES = 0x10,
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} D3DX10_SPRITE_FLAG;
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typedef struct _D3DX10_SPRITE
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{
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D3DXMATRIX matWorld;
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D3DXVECTOR2 TexCoord;
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D3DXVECTOR2 TexSize;
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D3DXCOLOR ColorModulate;
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ID3D10ShaderResourceView *pTexture;
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UINT TextureIndex;
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} D3DX10_SPRITE;
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//////////////////////////////////////////////////////////////////////////////
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// ID3DX10Sprite:
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// ------------
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// This object intends to provide an easy way to drawing sprites using D3D.
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//
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// Begin -
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// Prepares device for drawing sprites.
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//
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// Draw -
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// Draws a sprite
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//
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// Flush -
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// Forces all batched sprites to submitted to the device.
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//
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// End -
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// Restores device state to how it was when Begin was called.
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//
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//////////////////////////////////////////////////////////////////////////////
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typedef interface ID3DX10Sprite ID3DX10Sprite;
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typedef interface ID3DX10Sprite *LPD3DX10SPRITE;
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// {BA0B762D-8D28-43ec-B9DC-2F84443B0614}
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DEFINE_GUID(IID_ID3DX10Sprite,
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0xba0b762d, 0x8d28, 0x43ec, 0xb9, 0xdc, 0x2f, 0x84, 0x44, 0x3b, 0x6, 0x14);
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#undef INTERFACE
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#define INTERFACE ID3DX10Sprite
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DECLARE_INTERFACE_(ID3DX10Sprite, IUnknown)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// ID3DX10Sprite
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STDMETHOD(Begin)(THIS_ UINT flags) PURE;
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STDMETHOD(DrawSpritesBuffered)(THIS_ D3DX10_SPRITE *pSprites, UINT cSprites) PURE;
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STDMETHOD(Flush)(THIS) PURE;
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STDMETHOD(DrawSpritesImmediate)(THIS_ D3DX10_SPRITE *pSprites, UINT cSprites, UINT cbSprite, UINT flags) PURE;
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STDMETHOD(End)(THIS) PURE;
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STDMETHOD(GetViewTransform)(THIS_ D3DXMATRIX *pViewTransform) PURE;
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STDMETHOD(SetViewTransform)(THIS_ D3DXMATRIX *pViewTransform) PURE;
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STDMETHOD(GetProjectionTransform)(THIS_ D3DXMATRIX *pProjectionTransform) PURE;
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STDMETHOD(SetProjectionTransform)(THIS_ D3DXMATRIX *pProjectionTransform) PURE;
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STDMETHOD(GetDevice)(THIS_ ID3D10Device** ppDevice) PURE;
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};
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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HRESULT WINAPI
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D3DX10CreateSprite(
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ID3D10Device* pDevice,
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UINT cDeviceBufferSize,
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LPD3DX10SPRITE* ppSprite);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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//////////////////////////////////////////////////////////////////////////////
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// ID3DX10ThreadPump:
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//////////////////////////////////////////////////////////////////////////////
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#undef INTERFACE
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#define INTERFACE ID3DX10DataLoader
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DECLARE_INTERFACE(ID3DX10DataLoader)
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{
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STDMETHOD(Load)(THIS) PURE;
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STDMETHOD(Decompress)(THIS_ void **ppData, SIZE_T *pcBytes) PURE;
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STDMETHOD(Destroy)(THIS) PURE;
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};
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#undef INTERFACE
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#define INTERFACE ID3DX10DataProcessor
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DECLARE_INTERFACE(ID3DX10DataProcessor)
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{
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STDMETHOD(Process)(THIS_ void *pData, SIZE_T cBytes) PURE;
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STDMETHOD(CreateDeviceObject)(THIS_ void **ppDataObject) PURE;
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STDMETHOD(Destroy)(THIS) PURE;
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};
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// {C93FECFA-6967-478a-ABBC-402D90621FCB}
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DEFINE_GUID(IID_ID3DX10ThreadPump,
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0xc93fecfa, 0x6967, 0x478a, 0xab, 0xbc, 0x40, 0x2d, 0x90, 0x62, 0x1f, 0xcb);
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#undef INTERFACE
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#define INTERFACE ID3DX10ThreadPump
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DECLARE_INTERFACE_(ID3DX10ThreadPump, IUnknown)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// ID3DX10ThreadPump
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STDMETHOD(AddWorkItem)(THIS_ ID3DX10DataLoader *pDataLoader, ID3DX10DataProcessor *pDataProcessor, HRESULT *pHResult, void **ppDeviceObject) PURE;
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STDMETHOD_(UINT, GetWorkItemCount)(THIS) PURE;
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STDMETHOD(WaitForAllItems)(THIS) PURE;
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STDMETHOD(ProcessDeviceWorkItems)(THIS_ UINT iWorkItemCount);
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STDMETHOD(PurgeAllItems)(THIS) PURE;
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STDMETHOD(GetQueueStatus)(THIS_ UINT *pIoQueue, UINT *pProcessQueue, UINT *pDeviceQueue) PURE;
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};
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HRESULT WINAPI D3DX10CreateThreadPump(UINT cIoThreads, UINT cProcThreads, ID3DX10ThreadPump **ppThreadPump);
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//////////////////////////////////////////////////////////////////////////////
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// ID3DX10Font:
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// ----------
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// Font objects contain the textures and resources needed to render a specific
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// font on a specific device.
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//
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// GetGlyphData -
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// Returns glyph cache data, for a given glyph.
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//
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// PreloadCharacters/PreloadGlyphs/PreloadText -
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// Preloads glyphs into the glyph cache textures.
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//
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// DrawText -
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// Draws formatted text on a D3D device. Some parameters are
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// surprisingly similar to those of GDI's DrawText function. See GDI
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// documentation for a detailed description of these parameters.
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// If pSprite is NULL, an internal sprite object will be used.
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//
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//////////////////////////////////////////////////////////////////////////////
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typedef struct _D3DX10_FONT_DESCA
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{
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INT Height;
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UINT Width;
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UINT Weight;
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UINT MipLevels;
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BOOL Italic;
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BYTE CharSet;
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BYTE OutputPrecision;
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BYTE Quality;
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BYTE PitchAndFamily;
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CHAR FaceName[LF_FACESIZE];
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} D3DX10_FONT_DESCA, *LPD3DX10_FONT_DESCA;
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typedef struct _D3DX10_FONT_DESCW
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{
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INT Height;
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UINT Width;
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UINT Weight;
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UINT MipLevels;
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BOOL Italic;
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BYTE CharSet;
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BYTE OutputPrecision;
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BYTE Quality;
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BYTE PitchAndFamily;
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WCHAR FaceName[LF_FACESIZE];
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} D3DX10_FONT_DESCW, *LPD3DX10_FONT_DESCW;
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#ifdef UNICODE
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typedef D3DX10_FONT_DESCW D3DX10_FONT_DESC;
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typedef LPD3DX10_FONT_DESCW LPD3DX10_FONT_DESC;
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#else
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typedef D3DX10_FONT_DESCA D3DX10_FONT_DESC;
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typedef LPD3DX10_FONT_DESCA LPD3DX10_FONT_DESC;
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#endif
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typedef interface ID3DX10Font ID3DX10Font;
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typedef interface ID3DX10Font *LPD3DX10FONT;
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// {D79DBB70-5F21-4d36-BBC2-FF525C213CDC}
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DEFINE_GUID(IID_ID3DX10Font,
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0xd79dbb70, 0x5f21, 0x4d36, 0xbb, 0xc2, 0xff, 0x52, 0x5c, 0x21, 0x3c, 0xdc);
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#undef INTERFACE
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#define INTERFACE ID3DX10Font
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DECLARE_INTERFACE_(ID3DX10Font, IUnknown)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// ID3DX10Font
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STDMETHOD(GetDevice)(THIS_ ID3D10Device** ppDevice) PURE;
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STDMETHOD(GetDescA)(THIS_ D3DX10_FONT_DESCA *pDesc) PURE;
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STDMETHOD(GetDescW)(THIS_ D3DX10_FONT_DESCW *pDesc) PURE;
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STDMETHOD_(BOOL, GetTextMetricsA)(THIS_ TEXTMETRICA *pTextMetrics) PURE;
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STDMETHOD_(BOOL, GetTextMetricsW)(THIS_ TEXTMETRICW *pTextMetrics) PURE;
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STDMETHOD_(HDC, GetDC)(THIS) PURE;
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STDMETHOD(GetGlyphData)(THIS_ UINT Glyph, ID3D10ShaderResourceView** ppTexture, RECT *pBlackBox, POINT *pCellInc) PURE;
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STDMETHOD(PreloadCharacters)(THIS_ UINT First, UINT Last) PURE;
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STDMETHOD(PreloadGlyphs)(THIS_ UINT First, UINT Last) PURE;
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STDMETHOD(PreloadTextA)(THIS_ LPCSTR pString, INT Count) PURE;
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STDMETHOD(PreloadTextW)(THIS_ LPCWSTR pString, INT Count) PURE;
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STDMETHOD_(INT, DrawTextA)(THIS_ LPD3DX10SPRITE pSprite, LPCSTR pString, INT Count, LPRECT pRect, UINT Format, D3DXCOLOR Color) PURE;
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STDMETHOD_(INT, DrawTextW)(THIS_ LPD3DX10SPRITE pSprite, LPCWSTR pString, INT Count, LPRECT pRect, UINT Format, D3DXCOLOR Color) PURE;
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#ifdef __cplusplus
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#ifdef UNICODE
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HRESULT WINAPI_INLINE GetDesc(D3DX10_FONT_DESCW *pDesc) { return GetDescW(pDesc); }
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HRESULT WINAPI_INLINE PreloadText(LPCWSTR pString, INT Count) { return PreloadTextW(pString, Count); }
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#else
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HRESULT WINAPI_INLINE GetDesc(D3DX10_FONT_DESCA *pDesc) { return GetDescA(pDesc); }
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HRESULT WINAPI_INLINE PreloadText(LPCSTR pString, INT Count) { return PreloadTextA(pString, Count); }
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#endif
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#endif //__cplusplus
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};
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#ifndef GetTextMetrics
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#ifdef UNICODE
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#define GetTextMetrics GetTextMetricsW
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#else
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#define GetTextMetrics GetTextMetricsA
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#endif
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#endif
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#ifndef DrawText
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#ifdef UNICODE
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#define DrawText DrawTextW
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#else
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#define DrawText DrawTextA
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#endif
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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HRESULT WINAPI
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D3DX10CreateFontA(
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ID3D10Device* pDevice,
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INT Height,
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UINT Width,
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UINT Weight,
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UINT MipLevels,
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BOOL Italic,
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UINT CharSet,
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UINT OutputPrecision,
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UINT Quality,
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UINT PitchAndFamily,
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LPCSTR pFaceName,
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LPD3DX10FONT* ppFont);
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HRESULT WINAPI
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D3DX10CreateFontW(
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ID3D10Device* pDevice,
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INT Height,
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UINT Width,
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UINT Weight,
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UINT MipLevels,
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BOOL Italic,
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UINT CharSet,
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UINT OutputPrecision,
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UINT Quality,
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UINT PitchAndFamily,
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LPCWSTR pFaceName,
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LPD3DX10FONT* ppFont);
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#ifdef UNICODE
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#define D3DX10CreateFont D3DX10CreateFontW
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#else
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#define D3DX10CreateFont D3DX10CreateFontA
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#endif
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HRESULT WINAPI
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D3DX10CreateFontIndirectA(
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ID3D10Device* pDevice,
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CONST D3DX10_FONT_DESCA* pDesc,
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LPD3DX10FONT* ppFont);
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HRESULT WINAPI
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D3DX10CreateFontIndirectW(
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ID3D10Device* pDevice,
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CONST D3DX10_FONT_DESCW* pDesc,
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LPD3DX10FONT* ppFont);
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#ifdef UNICODE
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#define D3DX10CreateFontIndirect D3DX10CreateFontIndirectW
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#else
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#define D3DX10CreateFontIndirect D3DX10CreateFontIndirectA
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#endif
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HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *pDevice);
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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///////////////////////////////////////////////////////////////////////////
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#define _FACD3D 0x876
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#define MAKE_D3DHRESULT( code ) MAKE_HRESULT( 1, _FACD3D, code )
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#define MAKE_D3DSTATUS( code ) MAKE_HRESULT( 0, _FACD3D, code )
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#define D3DERR_INVALIDCALL MAKE_D3DHRESULT(2156)
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#define D3DERR_WASSTILLDRAWING MAKE_D3DHRESULT(540)
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#endif //__D3DX10CORE_H__
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