Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1995-1996 Microsoft Corporation. All Rights Reserved.
*
* File: d3dtypes.h
* Content: Direct3D types include file
*
***************************************************************************/
#ifndef _D3DTYPES_H_
#define _D3DTYPES_H_
#ifndef WIN32
#include "subwtype.h"
#else
#include <windows.h>
#endif
#include <ddraw.h>
#pragma pack(4)
#if defined(__cplusplus)
extern "C"
{
#endif
/* 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 (WINAPI* LPD3DVALIDATECALLBACK)(LPVOID lpUserArg, DWORD dwOffset);
typedef HRESULT (WINAPI* LPD3DENUMTEXTUREFORMATSCALLBACK)(LPDDSURFACEDESC lpDdsd, LPVOID lpContext);
typedef DWORD D3DCOLOR, D3DCOLOR, *LPD3DCOLOR;
typedef DWORD D3DMATERIALHANDLE, *LPD3DMATERIALHANDLE;
typedef DWORD D3DTEXTUREHANDLE, *LPD3DTEXTUREHANDLE;
typedef DWORD D3DMATRIXHANDLE, *LPD3DMATRIXHANDLE;
typedef struct _D3DCOLORVALUE {
union {
D3DVALUE r;
D3DVALUE dvR;
};
union {
D3DVALUE g;
D3DVALUE dvG;
};
union {
D3DVALUE b;
D3DVALUE dvB;
};
union {
D3DVALUE a;
D3DVALUE dvA;
};
} D3DCOLORVALUE;
typedef struct _D3DRECT {
union {
LONG x1;
LONG lX1;
};
union {
LONG y1;
LONG lY1;
};
union {
LONG x2;
LONG lX2;
};
union {
LONG y2;
LONG lY2;
};
} D3DRECT, *LPD3DRECT;
typedef struct _D3DVECTOR {
union {
D3DVALUE x;
D3DVALUE dvX;
};
union {
D3DVALUE y;
D3DVALUE dvY;
};
union {
D3DVALUE z;
D3DVALUE dvZ;
};
} D3DVECTOR, *LPD3DVECTOR;
/*
* Vertex data types supported in an ExecuteBuffer.
*/
/*
* Homogeneous vertices
*/
typedef struct _D3DHVERTEX {
DWORD dwFlags; /* Homogeneous clipping flags */
union {
D3DVALUE hx;
D3DVALUE dvHX;
};
union {
D3DVALUE hy;
D3DVALUE dvHY;
};
union {
D3DVALUE hz;
D3DVALUE dvHZ;
};
} D3DHVERTEX, *LPD3DHVERTEX;
/*
* Transformed/lit vertices
*/
typedef struct _D3DTLVERTEX {
union {
D3DVALUE sx; /* Screen coordinates */
D3DVALUE dvSX;
};
union {
D3DVALUE sy;
D3DVALUE dvSY;
};
union {
D3DVALUE sz;
D3DVALUE dvSZ;
};
union {
D3DVALUE rhw; /* Reciprocal of homogeneous w */
D3DVALUE dvRHW;
};
union {
D3DCOLOR color; /* Vertex color */
D3DCOLOR dcColor;
};
union {
D3DCOLOR specular; /* Specular component of vertex */
D3DCOLOR dcSpecular;
};
union {
D3DVALUE tu; /* Texture coordinates */
D3DVALUE dvTU;
};
union {
D3DVALUE tv;
D3DVALUE dvTV;
};
} D3DTLVERTEX, *LPD3DTLVERTEX;
/*
* Untransformed/lit vertices
*/
typedef struct _D3DLVERTEX {
union {
D3DVALUE x; /* Homogeneous coordinates */
D3DVALUE dvX;
};
union {
D3DVALUE y;
D3DVALUE dvY;
};
union {
D3DVALUE z;
D3DVALUE dvZ;
};
DWORD dwReserved;
union {
D3DCOLOR color; /* Vertex color */
D3DCOLOR dcColor;
};
union {
D3DCOLOR specular; /* Specular component of vertex */
D3DCOLOR dcSpecular;
};
union {
D3DVALUE tu; /* Texture coordinates */
D3DVALUE dvTU;
};
union {
D3DVALUE tv;
D3DVALUE dvTV;
};
} D3DLVERTEX, *LPD3DLVERTEX;
/*
* Untransformed/unlit vertices
*/
typedef struct _D3DVERTEX {
union {
D3DVALUE x; /* Homogeneous coordinates */
D3DVALUE dvX;
};
union {
D3DVALUE y;
D3DVALUE dvY;
};
union {
D3DVALUE z;
D3DVALUE dvZ;
};
union {
D3DVALUE nx; /* Normal */
D3DVALUE dvNX;
};
union {
D3DVALUE ny;
D3DVALUE dvNY;
};
union {
D3DVALUE nz;
D3DVALUE dvNZ;
};
union {
D3DVALUE tu; /* Texture coordinates */
D3DVALUE dvTU;
};
union {
D3DVALUE tv;
D3DVALUE dvTV;
};
} D3DVERTEX, *LPD3DVERTEX;
/*
* Matrix, viewport, and tranformation structures and definitions.
*/
typedef struct _D3DMATRIX {
D3DVALUE _11, _12, _13, _14;
D3DVALUE _21, _22, _23, _24;
D3DVALUE _31, _32, _33, _34;
D3DVALUE _41, _42, _43, _44;
} D3DMATRIX, *LPD3DMATRIX;
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;
/*
* 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
#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;
};
union {
D3DCOLORVALUE ambient; /* Ambient color RGB */
D3DCOLORVALUE dcvAmbient;
};
union {
D3DCOLORVALUE specular; /* Specular 'shininess' */
D3DCOLORVALUE dcvSpecular;
};
union {
D3DCOLORVALUE emissive; /* Emissive color RGB */
D3DCOLORVALUE dcvEmissive;
};
union {
D3DVALUE power; /* Sharpness if specular highlight */
D3DVALUE dvPower;
};
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,
D3DLIGHT_GLSPOT = 5,
} 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;
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;
typedef enum _D3DCOLORMODEL {
D3DCOLOR_MONO = 1,
D3DCOLOR_RGB = 2,
} D3DCOLORMODEL;
/*
* Options for clearing
*/
#define D3DCLEAR_TARGET 0x00000001l /* Clear target surface */
#define D3DCLEAR_ZBUFFER 0x00000002l /* Clear target z buffer */
/*
* 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,
} 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,
} D3DSHADEMODE;
typedef enum _D3DFILLMODE {
D3DFILL_POINT = 1,
D3DFILL_WIREFRAME = 2,
D3DFILL_SOLID = 3,
} 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,
} 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;
typedef enum _D3DTEXTUREBLEND {
D3DTBLEND_DECAL = 1,
D3DTBLEND_MODULATE = 2,
D3DTBLEND_DECALALPHA = 3,
D3DTBLEND_MODULATEALPHA = 4,
D3DTBLEND_DECALMASK = 5,
D3DTBLEND_MODULATEMASK = 6,
D3DTBLEND_COPY = 7,
} D3DTEXTUREBLEND;
typedef enum _D3DTEXTUREADDRESS {
D3DTADDRESS_WRAP = 1,
D3DTADDRESS_MIRROR = 2,
D3DTADDRESS_CLAMP = 3,
} D3DTEXTUREADDRESS;
typedef enum _D3DCULL {
D3DCULL_NONE = 1,
D3DCULL_CW = 2,
D3DCULL_CCW = 3,
} 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,
} D3DCMPFUNC;
typedef enum _D3DFOGMODE {
D3DFOG_NONE = 0,
D3DFOG_EXP = 1,
D3DFOG_EXP2 = 2,
D3DFOG_LINEAR = 3
} D3DFOGMODE;
/*
* 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) ((DWORD) (type) + D3DSTATE_OVERRIDE_BIAS)
typedef enum _D3DTRANSFORMSTATETYPE {
D3DTRANSFORMSTATE_WORLD = 1,
D3DTRANSFORMSTATE_VIEW = 2,
D3DTRANSFORMSTATE_PROJECTION = 3,
} 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,
} D3DLIGHTSTATETYPE;
typedef enum _D3DRENDERSTATETYPE {
D3DRENDERSTATE_TEXTUREHANDLE = 1, /* Texture handle */
D3DRENDERSTATE_ANTIALIAS = 2, /* Antialiasing prim edges */
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, /* TRUE to enable z test */
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_BLENDENABLE = 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_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,
} D3DRENDERSTATETYPE;
#define D3DRENDERSTATE_STIPPLEPATTERN(y) (D3DRENDERSTATE_STIPPLEPATTERN00 + (y))
typedef struct _D3DSTATE {
union {
D3DTRANSFORMSTATETYPE dtstTransformStateType;
D3DLIGHTSTATETYPE dlstLightStateType;
D3DRENDERSTATETYPE drstRenderStateType;
};
union {
DWORD dwArg[1];
D3DVALUE dvArg[1];
};
} 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
/*
* 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;
};
union {
WORD v2;
WORD wV2;
};
union {
WORD v3;
WORD wV3;
};
WORD wFlags; /* Edge (and other) flags */
} D3DTRIANGLE, *LPD3DTRIANGLE;
/*
* Line strip structure.
* The instruction count - 1 defines the number of line segments.
*/
typedef struct _D3DLINE {
union {
WORD v1; /* Vertex indices */
WORD wV1;
};
union {
WORD v2;
WORD wV2;
};
} 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)
/*
* 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 */
#if defined(__cplusplus)
};
#endif
#pragma pack()
#endif /* _D3DTYPES_H_ */