diff --git a/src/dep/include/DXSDK/include/d3d9.h b/src/dep/include/DXSDK/include/d3d9.h new file mode 100644 index 0000000..d467992 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3d9.h @@ -0,0 +1,1870 @@ +/*==========================================================================; + * + * Copyright (C) Microsoft Corporation. All Rights Reserved. + * + * File: d3d9.h + * Content: Direct3D include file + * + ****************************************************************************/ + +#ifndef _D3D9_H_ +#define _D3D9_H_ + +#ifndef DIRECT3D_VERSION +#define DIRECT3D_VERSION 0x0900 +#endif //DIRECT3D_VERSION + +// include this file content only if compiling for DX9 interfaces +#if(DIRECT3D_VERSION >= 0x0900) + + +/* This identifier is passed to Direct3DCreate9 in order to ensure that an + * application was built against the correct header files. This number is + * incremented whenever a header (or other) change would require applications + * to be rebuilt. If the version doesn't match, Direct3DCreate9 will fail. + * (The number itself has no meaning.)*/ + +#ifdef D3D_DEBUG_INFO +#define D3D_SDK_VERSION (32 | 0x80000000) +#define D3D9b_SDK_VERSION (31 | 0x80000000) + +#else +#define D3D_SDK_VERSION 32 +#define D3D9b_SDK_VERSION 31 +#endif + + +#include + +#define COM_NO_WINDOWS_H +#include + +#include + +#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500) + #define HMONITOR_DECLARED + DECLARE_HANDLE(HMONITOR); +#endif + +#define D3DAPI WINAPI + +/* + * Interface IID's + */ +#if defined( _WIN32 ) && !defined( _NO_COM) + +/* IID_IDirect3D9 */ +/* {81BDCBCA-64D4-426d-AE8D-AD0147F4275C} */ +DEFINE_GUID(IID_IDirect3D9, 0x81bdcbca, 0x64d4, 0x426d, 0xae, 0x8d, 0xad, 0x1, 0x47, 0xf4, 0x27, 0x5c); + +/* IID_IDirect3DDevice9 */ +// {D0223B96-BF7A-43fd-92BD-A43B0D82B9EB} */ +DEFINE_GUID(IID_IDirect3DDevice9, 0xd0223b96, 0xbf7a, 0x43fd, 0x92, 0xbd, 0xa4, 0x3b, 0xd, 0x82, 0xb9, 0xeb); + +/* IID_IDirect3DResource9 */ +// {05EEC05D-8F7D-4362-B999-D1BAF357C704} +DEFINE_GUID(IID_IDirect3DResource9, 0x5eec05d, 0x8f7d, 0x4362, 0xb9, 0x99, 0xd1, 0xba, 0xf3, 0x57, 0xc7, 0x4); + +/* IID_IDirect3DBaseTexture9 */ +/* {580CA87E-1D3C-4d54-991D-B7D3E3C298CE} */ +DEFINE_GUID(IID_IDirect3DBaseTexture9, 0x580ca87e, 0x1d3c, 0x4d54, 0x99, 0x1d, 0xb7, 0xd3, 0xe3, 0xc2, 0x98, 0xce); + +/* IID_IDirect3DTexture9 */ +/* {85C31227-3DE5-4f00-9B3A-F11AC38C18B5} */ +DEFINE_GUID(IID_IDirect3DTexture9, 0x85c31227, 0x3de5, 0x4f00, 0x9b, 0x3a, 0xf1, 0x1a, 0xc3, 0x8c, 0x18, 0xb5); + +/* IID_IDirect3DCubeTexture9 */ +/* {FFF32F81-D953-473a-9223-93D652ABA93F} */ +DEFINE_GUID(IID_IDirect3DCubeTexture9, 0xfff32f81, 0xd953, 0x473a, 0x92, 0x23, 0x93, 0xd6, 0x52, 0xab, 0xa9, 0x3f); + +/* IID_IDirect3DVolumeTexture9 */ +/* {2518526C-E789-4111-A7B9-47EF328D13E6} */ +DEFINE_GUID(IID_IDirect3DVolumeTexture9, 0x2518526c, 0xe789, 0x4111, 0xa7, 0xb9, 0x47, 0xef, 0x32, 0x8d, 0x13, 0xe6); + +/* IID_IDirect3DVertexBuffer9 */ +/* {B64BB1B5-FD70-4df6-BF91-19D0A12455E3} */ +DEFINE_GUID(IID_IDirect3DVertexBuffer9, 0xb64bb1b5, 0xfd70, 0x4df6, 0xbf, 0x91, 0x19, 0xd0, 0xa1, 0x24, 0x55, 0xe3); + +/* IID_IDirect3DIndexBuffer9 */ +/* {7C9DD65E-D3F7-4529-ACEE-785830ACDE35} */ +DEFINE_GUID(IID_IDirect3DIndexBuffer9, 0x7c9dd65e, 0xd3f7, 0x4529, 0xac, 0xee, 0x78, 0x58, 0x30, 0xac, 0xde, 0x35); + +/* IID_IDirect3DSurface9 */ +/* {0CFBAF3A-9FF6-429a-99B3-A2796AF8B89B} */ +DEFINE_GUID(IID_IDirect3DSurface9, 0xcfbaf3a, 0x9ff6, 0x429a, 0x99, 0xb3, 0xa2, 0x79, 0x6a, 0xf8, 0xb8, 0x9b); + +/* IID_IDirect3DVolume9 */ +/* {24F416E6-1F67-4aa7-B88E-D33F6F3128A1} */ +DEFINE_GUID(IID_IDirect3DVolume9, 0x24f416e6, 0x1f67, 0x4aa7, 0xb8, 0x8e, 0xd3, 0x3f, 0x6f, 0x31, 0x28, 0xa1); + +/* IID_IDirect3DSwapChain9 */ +/* {794950F2-ADFC-458a-905E-10A10B0B503B} */ +DEFINE_GUID(IID_IDirect3DSwapChain9, 0x794950f2, 0xadfc, 0x458a, 0x90, 0x5e, 0x10, 0xa1, 0xb, 0xb, 0x50, 0x3b); + +/* IID_IDirect3DVertexDeclaration9 */ +/* {DD13C59C-36FA-4098-A8FB-C7ED39DC8546} */ +DEFINE_GUID(IID_IDirect3DVertexDeclaration9, 0xdd13c59c, 0x36fa, 0x4098, 0xa8, 0xfb, 0xc7, 0xed, 0x39, 0xdc, 0x85, 0x46); + +/* IID_IDirect3DVertexShader9 */ +/* {EFC5557E-6265-4613-8A94-43857889EB36} */ +DEFINE_GUID(IID_IDirect3DVertexShader9, 0xefc5557e, 0x6265, 0x4613, 0x8a, 0x94, 0x43, 0x85, 0x78, 0x89, 0xeb, 0x36); + +/* IID_IDirect3DPixelShader9 */ +/* {6D3BDBDC-5B02-4415-B852-CE5E8BCCB289} */ +DEFINE_GUID(IID_IDirect3DPixelShader9, 0x6d3bdbdc, 0x5b02, 0x4415, 0xb8, 0x52, 0xce, 0x5e, 0x8b, 0xcc, 0xb2, 0x89); + +/* IID_IDirect3DStateBlock9 */ +/* {B07C4FE5-310D-4ba8-A23C-4F0F206F218B} */ +DEFINE_GUID(IID_IDirect3DStateBlock9, 0xb07c4fe5, 0x310d, 0x4ba8, 0xa2, 0x3c, 0x4f, 0xf, 0x20, 0x6f, 0x21, 0x8b); + +/* IID_IDirect3DQuery9 */ +/* {d9771460-a695-4f26-bbd3-27b840b541cc} */ +DEFINE_GUID(IID_IDirect3DQuery9, 0xd9771460, 0xa695, 0x4f26, 0xbb, 0xd3, 0x27, 0xb8, 0x40, 0xb5, 0x41, 0xcc); + + +/* IID_HelperName */ +/* {E4A36723-FDFE-4b22-B146-3C04C07F4CC8} */ +DEFINE_GUID(IID_HelperName, 0xe4a36723, 0xfdfe, 0x4b22, 0xb1, 0x46, 0x3c, 0x4, 0xc0, 0x7f, 0x4c, 0xc8); + + +#endif + +#ifdef __cplusplus + +#ifndef DECLSPEC_UUID +#if _MSC_VER >= 1100 +#define DECLSPEC_UUID(x) __declspec(uuid(x)) +#else +#define DECLSPEC_UUID(x) +#endif +#endif + +interface DECLSPEC_UUID("81BDCBCA-64D4-426d-AE8D-AD0147F4275C") IDirect3D9; +interface DECLSPEC_UUID("D0223B96-BF7A-43fd-92BD-A43B0D82B9EB") IDirect3DDevice9; + +interface DECLSPEC_UUID("B07C4FE5-310D-4ba8-A23C-4F0F206F218B") IDirect3DStateBlock9; +interface DECLSPEC_UUID("05EEC05D-8F7D-4362-B999-D1BAF357C704") IDirect3DResource9; +interface DECLSPEC_UUID("DD13C59C-36FA-4098-A8FB-C7ED39DC8546") IDirect3DVertexDeclaration9; +interface DECLSPEC_UUID("EFC5557E-6265-4613-8A94-43857889EB36") IDirect3DVertexShader9; +interface DECLSPEC_UUID("6D3BDBDC-5B02-4415-B852-CE5E8BCCB289") IDirect3DPixelShader9; +interface DECLSPEC_UUID("580CA87E-1D3C-4d54-991D-B7D3E3C298CE") IDirect3DBaseTexture9; +interface DECLSPEC_UUID("85C31227-3DE5-4f00-9B3A-F11AC38C18B5") IDirect3DTexture9; +interface DECLSPEC_UUID("2518526C-E789-4111-A7B9-47EF328D13E6") IDirect3DVolumeTexture9; +interface DECLSPEC_UUID("FFF32F81-D953-473a-9223-93D652ABA93F") IDirect3DCubeTexture9; + +interface DECLSPEC_UUID("B64BB1B5-FD70-4df6-BF91-19D0A12455E3") IDirect3DVertexBuffer9; +interface DECLSPEC_UUID("7C9DD65E-D3F7-4529-ACEE-785830ACDE35") IDirect3DIndexBuffer9; + +interface DECLSPEC_UUID("0CFBAF3A-9FF6-429a-99B3-A2796AF8B89B") IDirect3DSurface9; +interface DECLSPEC_UUID("24F416E6-1F67-4aa7-B88E-D33F6F3128A1") IDirect3DVolume9; + +interface DECLSPEC_UUID("794950F2-ADFC-458a-905E-10A10B0B503B") IDirect3DSwapChain9; +interface DECLSPEC_UUID("d9771460-a695-4f26-bbd3-27b840b541cc") IDirect3DQuery9; + + +#if defined(_COM_SMARTPTR_TYPEDEF) +_COM_SMARTPTR_TYPEDEF(IDirect3D9, __uuidof(IDirect3D9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DDevice9, __uuidof(IDirect3DDevice9)); + +_COM_SMARTPTR_TYPEDEF(IDirect3DStateBlock9, __uuidof(IDirect3DStateBlock9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DResource9, __uuidof(IDirect3DResource9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DVertexDeclaration9, __uuidof(IDirect3DVertexDeclaration9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DVertexShader9, __uuidof(IDirect3DVertexShader9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DPixelShader9, __uuidof(IDirect3DPixelShader9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DBaseTexture9, __uuidof(IDirect3DBaseTexture9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DTexture9, __uuidof(IDirect3DTexture9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DVolumeTexture9, __uuidof(IDirect3DVolumeTexture9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DCubeTexture9, __uuidof(IDirect3DCubeTexture9)); + +_COM_SMARTPTR_TYPEDEF(IDirect3DVertexBuffer9, __uuidof(IDirect3DVertexBuffer9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DIndexBuffer9, __uuidof(IDirect3DIndexBuffer9)); + +_COM_SMARTPTR_TYPEDEF(IDirect3DSurface9, __uuidof(IDirect3DSurface9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DVolume9, __uuidof(IDirect3DVolume9)); + +_COM_SMARTPTR_TYPEDEF(IDirect3DSwapChain9, __uuidof(IDirect3DSwapChain9)); +_COM_SMARTPTR_TYPEDEF(IDirect3DQuery9, __uuidof(IDirect3DQuery9)); + +#endif +#endif + + +typedef interface IDirect3D9 IDirect3D9; +typedef interface IDirect3DDevice9 IDirect3DDevice9; +typedef interface IDirect3DStateBlock9 IDirect3DStateBlock9; +typedef interface IDirect3DVertexDeclaration9 IDirect3DVertexDeclaration9; +typedef interface IDirect3DVertexShader9 IDirect3DVertexShader9; +typedef interface IDirect3DPixelShader9 IDirect3DPixelShader9; +typedef interface IDirect3DResource9 IDirect3DResource9; +typedef interface IDirect3DBaseTexture9 IDirect3DBaseTexture9; +typedef interface IDirect3DTexture9 IDirect3DTexture9; +typedef interface IDirect3DVolumeTexture9 IDirect3DVolumeTexture9; +typedef interface IDirect3DCubeTexture9 IDirect3DCubeTexture9; +typedef interface IDirect3DVertexBuffer9 IDirect3DVertexBuffer9; +typedef interface IDirect3DIndexBuffer9 IDirect3DIndexBuffer9; +typedef interface IDirect3DSurface9 IDirect3DSurface9; +typedef interface IDirect3DVolume9 IDirect3DVolume9; +typedef interface IDirect3DSwapChain9 IDirect3DSwapChain9; +typedef interface IDirect3DQuery9 IDirect3DQuery9; + + +#include "d3d9types.h" +#include "d3d9caps.h" + + +#ifdef __cplusplus +extern "C" { +#endif + +/* + * DLL Function for creating a Direct3D9 object. This object supports + * enumeration and allows the creation of Direct3DDevice9 objects. + * Pass the value of the constant D3D_SDK_VERSION to this function, so + * that the run-time can validate that your application was compiled + * against the right headers. + */ + +IDirect3D9 * WINAPI Direct3DCreate9(UINT SDKVersion); + +/* + * Stubs for graphics profiling. + */ + +int WINAPI D3DPERF_BeginEvent( D3DCOLOR col, LPCWSTR wszName ); +int WINAPI D3DPERF_EndEvent( void ); +void WINAPI D3DPERF_SetMarker( D3DCOLOR col, LPCWSTR wszName ); +void WINAPI D3DPERF_SetRegion( D3DCOLOR col, LPCWSTR wszName ); +BOOL WINAPI D3DPERF_QueryRepeatFrame( void ); + +void WINAPI D3DPERF_SetOptions( DWORD dwOptions ); +DWORD WINAPI D3DPERF_GetStatus( void ); + +/* + * Direct3D interfaces + */ + + + + + + +#undef INTERFACE +#define INTERFACE IDirect3D9 + +DECLARE_INTERFACE_(IDirect3D9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3D9 methods ***/ + STDMETHOD(RegisterSoftwareDevice)(THIS_ void* pInitializeFunction) PURE; + STDMETHOD_(UINT, GetAdapterCount)(THIS) PURE; + STDMETHOD(GetAdapterIdentifier)(THIS_ UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier) PURE; + STDMETHOD_(UINT, GetAdapterModeCount)(THIS_ UINT Adapter,D3DFORMAT Format) PURE; + STDMETHOD(EnumAdapterModes)(THIS_ UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode) PURE; + STDMETHOD(GetAdapterDisplayMode)(THIS_ UINT Adapter,D3DDISPLAYMODE* pMode) PURE; + STDMETHOD(CheckDeviceType)(THIS_ UINT Adapter,D3DDEVTYPE DevType,D3DFORMAT AdapterFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed) PURE; + STDMETHOD(CheckDeviceFormat)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat) PURE; + STDMETHOD(CheckDeviceMultiSampleType)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels) PURE; + STDMETHOD(CheckDepthStencilMatch)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat) PURE; + STDMETHOD(CheckDeviceFormatConversion)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat) PURE; + STDMETHOD(GetDeviceCaps)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps) PURE; + STDMETHOD_(HMONITOR, GetAdapterMonitor)(THIS_ UINT Adapter) PURE; + STDMETHOD(CreateDevice)(THIS_ UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Version; + #endif +}; + +typedef struct IDirect3D9 *LPDIRECT3D9, *PDIRECT3D9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3D9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3D9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3D9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3D9_RegisterSoftwareDevice(p,a) (p)->lpVtbl->RegisterSoftwareDevice(p,a) +#define IDirect3D9_GetAdapterCount(p) (p)->lpVtbl->GetAdapterCount(p) +#define IDirect3D9_GetAdapterIdentifier(p,a,b,c) (p)->lpVtbl->GetAdapterIdentifier(p,a,b,c) +#define IDirect3D9_GetAdapterModeCount(p,a,b) (p)->lpVtbl->GetAdapterModeCount(p,a,b) +#define IDirect3D9_EnumAdapterModes(p,a,b,c,d) (p)->lpVtbl->EnumAdapterModes(p,a,b,c,d) +#define IDirect3D9_GetAdapterDisplayMode(p,a,b) (p)->lpVtbl->GetAdapterDisplayMode(p,a,b) +#define IDirect3D9_CheckDeviceType(p,a,b,c,d,e) (p)->lpVtbl->CheckDeviceType(p,a,b,c,d,e) +#define IDirect3D9_CheckDeviceFormat(p,a,b,c,d,e,f) (p)->lpVtbl->CheckDeviceFormat(p,a,b,c,d,e,f) +#define IDirect3D9_CheckDeviceMultiSampleType(p,a,b,c,d,e,f) (p)->lpVtbl->CheckDeviceMultiSampleType(p,a,b,c,d,e,f) +#define IDirect3D9_CheckDepthStencilMatch(p,a,b,c,d,e) (p)->lpVtbl->CheckDepthStencilMatch(p,a,b,c,d,e) +#define IDirect3D9_CheckDeviceFormatConversion(p,a,b,c,d) (p)->lpVtbl->CheckDeviceFormatConversion(p,a,b,c,d) +#define IDirect3D9_GetDeviceCaps(p,a,b,c) (p)->lpVtbl->GetDeviceCaps(p,a,b,c) +#define IDirect3D9_GetAdapterMonitor(p,a) (p)->lpVtbl->GetAdapterMonitor(p,a) +#define IDirect3D9_CreateDevice(p,a,b,c,d,e,f) (p)->lpVtbl->CreateDevice(p,a,b,c,d,e,f) +#else +#define IDirect3D9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3D9_AddRef(p) (p)->AddRef() +#define IDirect3D9_Release(p) (p)->Release() +#define IDirect3D9_RegisterSoftwareDevice(p,a) (p)->RegisterSoftwareDevice(a) +#define IDirect3D9_GetAdapterCount(p) (p)->GetAdapterCount() +#define IDirect3D9_GetAdapterIdentifier(p,a,b,c) (p)->GetAdapterIdentifier(a,b,c) +#define IDirect3D9_GetAdapterModeCount(p,a,b) (p)->GetAdapterModeCount(a,b) +#define IDirect3D9_EnumAdapterModes(p,a,b,c,d) (p)->EnumAdapterModes(a,b,c,d) +#define IDirect3D9_GetAdapterDisplayMode(p,a,b) (p)->GetAdapterDisplayMode(a,b) +#define IDirect3D9_CheckDeviceType(p,a,b,c,d,e) (p)->CheckDeviceType(a,b,c,d,e) +#define IDirect3D9_CheckDeviceFormat(p,a,b,c,d,e,f) (p)->CheckDeviceFormat(a,b,c,d,e,f) +#define IDirect3D9_CheckDeviceMultiSampleType(p,a,b,c,d,e,f) (p)->CheckDeviceMultiSampleType(a,b,c,d,e,f) +#define IDirect3D9_CheckDepthStencilMatch(p,a,b,c,d,e) (p)->CheckDepthStencilMatch(a,b,c,d,e) +#define IDirect3D9_CheckDeviceFormatConversion(p,a,b,c,d) (p)->CheckDeviceFormatConversion(a,b,c,d) +#define IDirect3D9_GetDeviceCaps(p,a,b,c) (p)->GetDeviceCaps(a,b,c) +#define IDirect3D9_GetAdapterMonitor(p,a) (p)->GetAdapterMonitor(a) +#define IDirect3D9_CreateDevice(p,a,b,c,d,e,f) (p)->CreateDevice(a,b,c,d,e,f) +#endif + + + + + + + +/* SwapChain */ + + + + + + + + + + + + + + + +#undef INTERFACE +#define INTERFACE IDirect3DDevice9 + +DECLARE_INTERFACE_(IDirect3DDevice9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DDevice9 methods ***/ + STDMETHOD(TestCooperativeLevel)(THIS) PURE; + STDMETHOD_(UINT, GetAvailableTextureMem)(THIS) PURE; + STDMETHOD(EvictManagedResources)(THIS) PURE; + STDMETHOD(GetDirect3D)(THIS_ IDirect3D9** ppD3D9) PURE; + STDMETHOD(GetDeviceCaps)(THIS_ D3DCAPS9* pCaps) PURE; + STDMETHOD(GetDisplayMode)(THIS_ UINT iSwapChain,D3DDISPLAYMODE* pMode) PURE; + STDMETHOD(GetCreationParameters)(THIS_ D3DDEVICE_CREATION_PARAMETERS *pParameters) PURE; + STDMETHOD(SetCursorProperties)(THIS_ UINT XHotSpot,UINT YHotSpot,IDirect3DSurface9* pCursorBitmap) PURE; + STDMETHOD_(void, SetCursorPosition)(THIS_ int X,int Y,DWORD Flags) PURE; + STDMETHOD_(BOOL, ShowCursor)(THIS_ BOOL bShow) PURE; + STDMETHOD(CreateAdditionalSwapChain)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain) PURE; + STDMETHOD(GetSwapChain)(THIS_ UINT iSwapChain,IDirect3DSwapChain9** pSwapChain) PURE; + STDMETHOD_(UINT, GetNumberOfSwapChains)(THIS) PURE; + STDMETHOD(Reset)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters) PURE; + STDMETHOD(Present)(THIS_ CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) PURE; + STDMETHOD(GetBackBuffer)(THIS_ UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer) PURE; + STDMETHOD(GetRasterStatus)(THIS_ UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus) PURE; + STDMETHOD(SetDialogBoxMode)(THIS_ BOOL bEnableDialogs) PURE; + STDMETHOD_(void, SetGammaRamp)(THIS_ UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp) PURE; + STDMETHOD_(void, GetGammaRamp)(THIS_ UINT iSwapChain,D3DGAMMARAMP* pRamp) PURE; + STDMETHOD(CreateTexture)(THIS_ UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle) PURE; + STDMETHOD(CreateVolumeTexture)(THIS_ UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle) PURE; + STDMETHOD(CreateCubeTexture)(THIS_ UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle) PURE; + STDMETHOD(CreateVertexBuffer)(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle) PURE; + STDMETHOD(CreateIndexBuffer)(THIS_ UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle) PURE; + STDMETHOD(CreateRenderTarget)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) PURE; + STDMETHOD(CreateDepthStencilSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) PURE; + STDMETHOD(UpdateSurface)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint) PURE; + STDMETHOD(UpdateTexture)(THIS_ IDirect3DBaseTexture9* pSourceTexture,IDirect3DBaseTexture9* pDestinationTexture) PURE; + STDMETHOD(GetRenderTargetData)(THIS_ IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface) PURE; + STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,IDirect3DSurface9* pDestSurface) PURE; + STDMETHOD(StretchRect)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter) PURE; + STDMETHOD(ColorFill)(THIS_ IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color) PURE; + STDMETHOD(CreateOffscreenPlainSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) PURE; + STDMETHOD(SetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget) PURE; + STDMETHOD(GetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget) PURE; + STDMETHOD(SetDepthStencilSurface)(THIS_ IDirect3DSurface9* pNewZStencil) PURE; + STDMETHOD(GetDepthStencilSurface)(THIS_ IDirect3DSurface9** ppZStencilSurface) PURE; + STDMETHOD(BeginScene)(THIS) PURE; + STDMETHOD(EndScene)(THIS) PURE; + STDMETHOD(Clear)(THIS_ DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) PURE; + STDMETHOD(SetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix) PURE; + STDMETHOD(GetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) PURE; + STDMETHOD(MultiplyTransform)(THIS_ D3DTRANSFORMSTATETYPE,CONST D3DMATRIX*) PURE; + STDMETHOD(SetViewport)(THIS_ CONST D3DVIEWPORT9* pViewport) PURE; + STDMETHOD(GetViewport)(THIS_ D3DVIEWPORT9* pViewport) PURE; + STDMETHOD(SetMaterial)(THIS_ CONST D3DMATERIAL9* pMaterial) PURE; + STDMETHOD(GetMaterial)(THIS_ D3DMATERIAL9* pMaterial) PURE; + STDMETHOD(SetLight)(THIS_ DWORD Index,CONST D3DLIGHT9*) PURE; + STDMETHOD(GetLight)(THIS_ DWORD Index,D3DLIGHT9*) PURE; + STDMETHOD(LightEnable)(THIS_ DWORD Index,BOOL Enable) PURE; + STDMETHOD(GetLightEnable)(THIS_ DWORD Index,BOOL* pEnable) PURE; + STDMETHOD(SetClipPlane)(THIS_ DWORD Index,CONST float* pPlane) PURE; + STDMETHOD(GetClipPlane)(THIS_ DWORD Index,float* pPlane) PURE; + STDMETHOD(SetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD Value) PURE; + STDMETHOD(GetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD* pValue) PURE; + STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB) PURE; + STDMETHOD(BeginStateBlock)(THIS) PURE; + STDMETHOD(EndStateBlock)(THIS_ IDirect3DStateBlock9** ppSB) PURE; + STDMETHOD(SetClipStatus)(THIS_ CONST D3DCLIPSTATUS9* pClipStatus) PURE; + STDMETHOD(GetClipStatus)(THIS_ D3DCLIPSTATUS9* pClipStatus) PURE; + STDMETHOD(GetTexture)(THIS_ DWORD Stage,IDirect3DBaseTexture9** ppTexture) PURE; + STDMETHOD(SetTexture)(THIS_ DWORD Stage,IDirect3DBaseTexture9* pTexture) PURE; + STDMETHOD(GetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) PURE; + STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value) PURE; + STDMETHOD(GetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue) PURE; + STDMETHOD(SetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value) PURE; + STDMETHOD(ValidateDevice)(THIS_ DWORD* pNumPasses) PURE; + STDMETHOD(SetPaletteEntries)(THIS_ UINT PaletteNumber,CONST PALETTEENTRY* pEntries) PURE; + STDMETHOD(GetPaletteEntries)(THIS_ UINT PaletteNumber,PALETTEENTRY* pEntries) PURE; + STDMETHOD(SetCurrentTexturePalette)(THIS_ UINT PaletteNumber) PURE; + STDMETHOD(GetCurrentTexturePalette)(THIS_ UINT *PaletteNumber) PURE; + STDMETHOD(SetScissorRect)(THIS_ CONST RECT* pRect) PURE; + STDMETHOD(GetScissorRect)(THIS_ RECT* pRect) PURE; + STDMETHOD(SetSoftwareVertexProcessing)(THIS_ BOOL bSoftware) PURE; + STDMETHOD_(BOOL, GetSoftwareVertexProcessing)(THIS) PURE; + STDMETHOD(SetNPatchMode)(THIS_ float nSegments) PURE; + STDMETHOD_(float, GetNPatchMode)(THIS) PURE; + STDMETHOD(DrawPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) PURE; + STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) PURE; + STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE; + STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE; + STDMETHOD(ProcessVertices)(THIS_ UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags) PURE; + STDMETHOD(CreateVertexDeclaration)(THIS_ CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl) PURE; + STDMETHOD(SetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9* pDecl) PURE; + STDMETHOD(GetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9** ppDecl) PURE; + STDMETHOD(SetFVF)(THIS_ DWORD FVF) PURE; + STDMETHOD(GetFVF)(THIS_ DWORD* pFVF) PURE; + STDMETHOD(CreateVertexShader)(THIS_ CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader) PURE; + STDMETHOD(SetVertexShader)(THIS_ IDirect3DVertexShader9* pShader) PURE; + STDMETHOD(GetVertexShader)(THIS_ IDirect3DVertexShader9** ppShader) PURE; + STDMETHOD(SetVertexShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) PURE; + STDMETHOD(GetVertexShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount) PURE; + STDMETHOD(SetVertexShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) PURE; + STDMETHOD(GetVertexShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount) PURE; + STDMETHOD(SetVertexShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount) PURE; + STDMETHOD(GetVertexShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount) PURE; + STDMETHOD(SetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride) PURE; + STDMETHOD(GetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* pOffsetInBytes,UINT* pStride) PURE; + STDMETHOD(SetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT Setting) PURE; + STDMETHOD(GetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT* pSetting) PURE; + STDMETHOD(SetIndices)(THIS_ IDirect3DIndexBuffer9* pIndexData) PURE; + STDMETHOD(GetIndices)(THIS_ IDirect3DIndexBuffer9** ppIndexData) PURE; + STDMETHOD(CreatePixelShader)(THIS_ CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader) PURE; + STDMETHOD(SetPixelShader)(THIS_ IDirect3DPixelShader9* pShader) PURE; + STDMETHOD(GetPixelShader)(THIS_ IDirect3DPixelShader9** ppShader) PURE; + STDMETHOD(SetPixelShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) PURE; + STDMETHOD(GetPixelShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount) PURE; + STDMETHOD(SetPixelShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) PURE; + STDMETHOD(GetPixelShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount) PURE; + STDMETHOD(SetPixelShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount) PURE; + STDMETHOD(GetPixelShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount) PURE; + STDMETHOD(DrawRectPatch)(THIS_ UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) PURE; + STDMETHOD(DrawTriPatch)(THIS_ UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) PURE; + STDMETHOD(DeletePatch)(THIS_ UINT Handle) PURE; + STDMETHOD(CreateQuery)(THIS_ D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery) PURE; + + #ifdef D3D_DEBUG_INFO + D3DDEVICE_CREATION_PARAMETERS CreationParameters; + D3DPRESENT_PARAMETERS PresentParameters; + D3DDISPLAYMODE DisplayMode; + D3DCAPS9 Caps; + + UINT AvailableTextureMem; + UINT SwapChains; + UINT Textures; + UINT VertexBuffers; + UINT IndexBuffers; + UINT VertexShaders; + UINT PixelShaders; + + D3DVIEWPORT9 Viewport; + D3DMATRIX ProjectionMatrix; + D3DMATRIX ViewMatrix; + D3DMATRIX WorldMatrix; + D3DMATRIX TextureMatrices[8]; + + DWORD FVF; + UINT VertexSize; + DWORD VertexShaderVersion; + DWORD PixelShaderVersion; + BOOL SoftwareVertexProcessing; + + D3DMATERIAL9 Material; + D3DLIGHT9 Lights[16]; + BOOL LightsEnabled[16]; + + D3DGAMMARAMP GammaRamp; + RECT ScissorRect; + BOOL DialogBoxMode; + #endif +}; + +typedef struct IDirect3DDevice9 *LPDIRECT3DDEVICE9, *PDIRECT3DDEVICE9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DDevice9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DDevice9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DDevice9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DDevice9_TestCooperativeLevel(p) (p)->lpVtbl->TestCooperativeLevel(p) +#define IDirect3DDevice9_GetAvailableTextureMem(p) (p)->lpVtbl->GetAvailableTextureMem(p) +#define IDirect3DDevice9_EvictManagedResources(p) (p)->lpVtbl->EvictManagedResources(p) +#define IDirect3DDevice9_GetDirect3D(p,a) (p)->lpVtbl->GetDirect3D(p,a) +#define IDirect3DDevice9_GetDeviceCaps(p,a) (p)->lpVtbl->GetDeviceCaps(p,a) +#define IDirect3DDevice9_GetDisplayMode(p,a,b) (p)->lpVtbl->GetDisplayMode(p,a,b) +#define IDirect3DDevice9_GetCreationParameters(p,a) (p)->lpVtbl->GetCreationParameters(p,a) +#define IDirect3DDevice9_SetCursorProperties(p,a,b,c) (p)->lpVtbl->SetCursorProperties(p,a,b,c) +#define IDirect3DDevice9_SetCursorPosition(p,a,b,c) (p)->lpVtbl->SetCursorPosition(p,a,b,c) +#define IDirect3DDevice9_ShowCursor(p,a) (p)->lpVtbl->ShowCursor(p,a) +#define IDirect3DDevice9_CreateAdditionalSwapChain(p,a,b) (p)->lpVtbl->CreateAdditionalSwapChain(p,a,b) +#define IDirect3DDevice9_GetSwapChain(p,a,b) (p)->lpVtbl->GetSwapChain(p,a,b) +#define IDirect3DDevice9_GetNumberOfSwapChains(p) (p)->lpVtbl->GetNumberOfSwapChains(p) +#define IDirect3DDevice9_Reset(p,a) (p)->lpVtbl->Reset(p,a) +#define IDirect3DDevice9_Present(p,a,b,c,d) (p)->lpVtbl->Present(p,a,b,c,d) +#define IDirect3DDevice9_GetBackBuffer(p,a,b,c,d) (p)->lpVtbl->GetBackBuffer(p,a,b,c,d) +#define IDirect3DDevice9_GetRasterStatus(p,a,b) (p)->lpVtbl->GetRasterStatus(p,a,b) +#define IDirect3DDevice9_SetDialogBoxMode(p,a) (p)->lpVtbl->SetDialogBoxMode(p,a) +#define IDirect3DDevice9_SetGammaRamp(p,a,b,c) (p)->lpVtbl->SetGammaRamp(p,a,b,c) +#define IDirect3DDevice9_GetGammaRamp(p,a,b) (p)->lpVtbl->GetGammaRamp(p,a,b) +#define IDirect3DDevice9_CreateTexture(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->CreateTexture(p,a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_CreateVolumeTexture(p,a,b,c,d,e,f,g,h,i) (p)->lpVtbl->CreateVolumeTexture(p,a,b,c,d,e,f,g,h,i) +#define IDirect3DDevice9_CreateCubeTexture(p,a,b,c,d,e,f,g) (p)->lpVtbl->CreateCubeTexture(p,a,b,c,d,e,f,g) +#define IDirect3DDevice9_CreateVertexBuffer(p,a,b,c,d,e,f) (p)->lpVtbl->CreateVertexBuffer(p,a,b,c,d,e,f) +#define IDirect3DDevice9_CreateIndexBuffer(p,a,b,c,d,e,f) (p)->lpVtbl->CreateIndexBuffer(p,a,b,c,d,e,f) +#define IDirect3DDevice9_CreateRenderTarget(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->CreateRenderTarget(p,a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_CreateDepthStencilSurface(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->CreateDepthStencilSurface(p,a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_UpdateSurface(p,a,b,c,d) (p)->lpVtbl->UpdateSurface(p,a,b,c,d) +#define IDirect3DDevice9_UpdateTexture(p,a,b) (p)->lpVtbl->UpdateTexture(p,a,b) +#define IDirect3DDevice9_GetRenderTargetData(p,a,b) (p)->lpVtbl->GetRenderTargetData(p,a,b) +#define IDirect3DDevice9_GetFrontBufferData(p,a,b) (p)->lpVtbl->GetFrontBufferData(p,a,b) +#define IDirect3DDevice9_StretchRect(p,a,b,c,d,e) (p)->lpVtbl->StretchRect(p,a,b,c,d,e) +#define IDirect3DDevice9_ColorFill(p,a,b,c) (p)->lpVtbl->ColorFill(p,a,b,c) +#define IDirect3DDevice9_CreateOffscreenPlainSurface(p,a,b,c,d,e,f) (p)->lpVtbl->CreateOffscreenPlainSurface(p,a,b,c,d,e,f) +#define IDirect3DDevice9_SetRenderTarget(p,a,b) (p)->lpVtbl->SetRenderTarget(p,a,b) +#define IDirect3DDevice9_GetRenderTarget(p,a,b) (p)->lpVtbl->GetRenderTarget(p,a,b) +#define IDirect3DDevice9_SetDepthStencilSurface(p,a) (p)->lpVtbl->SetDepthStencilSurface(p,a) +#define IDirect3DDevice9_GetDepthStencilSurface(p,a) (p)->lpVtbl->GetDepthStencilSurface(p,a) +#define IDirect3DDevice9_BeginScene(p) (p)->lpVtbl->BeginScene(p) +#define IDirect3DDevice9_EndScene(p) (p)->lpVtbl->EndScene(p) +#define IDirect3DDevice9_Clear(p,a,b,c,d,e,f) (p)->lpVtbl->Clear(p,a,b,c,d,e,f) +#define IDirect3DDevice9_SetTransform(p,a,b) (p)->lpVtbl->SetTransform(p,a,b) +#define IDirect3DDevice9_GetTransform(p,a,b) (p)->lpVtbl->GetTransform(p,a,b) +#define IDirect3DDevice9_MultiplyTransform(p,a,b) (p)->lpVtbl->MultiplyTransform(p,a,b) +#define IDirect3DDevice9_SetViewport(p,a) (p)->lpVtbl->SetViewport(p,a) +#define IDirect3DDevice9_GetViewport(p,a) (p)->lpVtbl->GetViewport(p,a) +#define IDirect3DDevice9_SetMaterial(p,a) (p)->lpVtbl->SetMaterial(p,a) +#define IDirect3DDevice9_GetMaterial(p,a) (p)->lpVtbl->GetMaterial(p,a) +#define IDirect3DDevice9_SetLight(p,a,b) (p)->lpVtbl->SetLight(p,a,b) +#define IDirect3DDevice9_GetLight(p,a,b) (p)->lpVtbl->GetLight(p,a,b) +#define IDirect3DDevice9_LightEnable(p,a,b) (p)->lpVtbl->LightEnable(p,a,b) +#define IDirect3DDevice9_GetLightEnable(p,a,b) (p)->lpVtbl->GetLightEnable(p,a,b) +#define IDirect3DDevice9_SetClipPlane(p,a,b) (p)->lpVtbl->SetClipPlane(p,a,b) +#define IDirect3DDevice9_GetClipPlane(p,a,b) (p)->lpVtbl->GetClipPlane(p,a,b) +#define IDirect3DDevice9_SetRenderState(p,a,b) (p)->lpVtbl->SetRenderState(p,a,b) +#define IDirect3DDevice9_GetRenderState(p,a,b) (p)->lpVtbl->GetRenderState(p,a,b) +#define IDirect3DDevice9_CreateStateBlock(p,a,b) (p)->lpVtbl->CreateStateBlock(p,a,b) +#define IDirect3DDevice9_BeginStateBlock(p) (p)->lpVtbl->BeginStateBlock(p) +#define IDirect3DDevice9_EndStateBlock(p,a) (p)->lpVtbl->EndStateBlock(p,a) +#define IDirect3DDevice9_SetClipStatus(p,a) (p)->lpVtbl->SetClipStatus(p,a) +#define IDirect3DDevice9_GetClipStatus(p,a) (p)->lpVtbl->GetClipStatus(p,a) +#define IDirect3DDevice9_GetTexture(p,a,b) (p)->lpVtbl->GetTexture(p,a,b) +#define IDirect3DDevice9_SetTexture(p,a,b) (p)->lpVtbl->SetTexture(p,a,b) +#define IDirect3DDevice9_GetTextureStageState(p,a,b,c) (p)->lpVtbl->GetTextureStageState(p,a,b,c) +#define IDirect3DDevice9_SetTextureStageState(p,a,b,c) (p)->lpVtbl->SetTextureStageState(p,a,b,c) +#define IDirect3DDevice9_GetSamplerState(p,a,b,c) (p)->lpVtbl->GetSamplerState(p,a,b,c) +#define IDirect3DDevice9_SetSamplerState(p,a,b,c) (p)->lpVtbl->SetSamplerState(p,a,b,c) +#define IDirect3DDevice9_ValidateDevice(p,a) (p)->lpVtbl->ValidateDevice(p,a) +#define IDirect3DDevice9_SetPaletteEntries(p,a,b) (p)->lpVtbl->SetPaletteEntries(p,a,b) +#define IDirect3DDevice9_GetPaletteEntries(p,a,b) (p)->lpVtbl->GetPaletteEntries(p,a,b) +#define IDirect3DDevice9_SetCurrentTexturePalette(p,a) (p)->lpVtbl->SetCurrentTexturePalette(p,a) +#define IDirect3DDevice9_GetCurrentTexturePalette(p,a) (p)->lpVtbl->GetCurrentTexturePalette(p,a) +#define IDirect3DDevice9_SetScissorRect(p,a) (p)->lpVtbl->SetScissorRect(p,a) +#define IDirect3DDevice9_GetScissorRect(p,a) (p)->lpVtbl->GetScissorRect(p,a) +#define IDirect3DDevice9_SetSoftwareVertexProcessing(p,a) (p)->lpVtbl->SetSoftwareVertexProcessing(p,a) +#define IDirect3DDevice9_GetSoftwareVertexProcessing(p) (p)->lpVtbl->GetSoftwareVertexProcessing(p) +#define IDirect3DDevice9_SetNPatchMode(p,a) (p)->lpVtbl->SetNPatchMode(p,a) +#define IDirect3DDevice9_GetNPatchMode(p) (p)->lpVtbl->GetNPatchMode(p) +#define IDirect3DDevice9_DrawPrimitive(p,a,b,c) (p)->lpVtbl->DrawPrimitive(p,a,b,c) +#define IDirect3DDevice9_DrawIndexedPrimitive(p,a,b,c,d,e,f) (p)->lpVtbl->DrawIndexedPrimitive(p,a,b,c,d,e,f) +#define IDirect3DDevice9_DrawPrimitiveUP(p,a,b,c,d) (p)->lpVtbl->DrawPrimitiveUP(p,a,b,c,d) +#define IDirect3DDevice9_DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_ProcessVertices(p,a,b,c,d,e,f) (p)->lpVtbl->ProcessVertices(p,a,b,c,d,e,f) +#define IDirect3DDevice9_CreateVertexDeclaration(p,a,b) (p)->lpVtbl->CreateVertexDeclaration(p,a,b) +#define IDirect3DDevice9_SetVertexDeclaration(p,a) (p)->lpVtbl->SetVertexDeclaration(p,a) +#define IDirect3DDevice9_GetVertexDeclaration(p,a) (p)->lpVtbl->GetVertexDeclaration(p,a) +#define IDirect3DDevice9_SetFVF(p,a) (p)->lpVtbl->SetFVF(p,a) +#define IDirect3DDevice9_GetFVF(p,a) (p)->lpVtbl->GetFVF(p,a) +#define IDirect3DDevice9_CreateVertexShader(p,a,b) (p)->lpVtbl->CreateVertexShader(p,a,b) +#define IDirect3DDevice9_SetVertexShader(p,a) (p)->lpVtbl->SetVertexShader(p,a) +#define IDirect3DDevice9_GetVertexShader(p,a) (p)->lpVtbl->GetVertexShader(p,a) +#define IDirect3DDevice9_SetVertexShaderConstantF(p,a,b,c) (p)->lpVtbl->SetVertexShaderConstantF(p,a,b,c) +#define IDirect3DDevice9_GetVertexShaderConstantF(p,a,b,c) (p)->lpVtbl->GetVertexShaderConstantF(p,a,b,c) +#define IDirect3DDevice9_SetVertexShaderConstantI(p,a,b,c) (p)->lpVtbl->SetVertexShaderConstantI(p,a,b,c) +#define IDirect3DDevice9_GetVertexShaderConstantI(p,a,b,c) (p)->lpVtbl->GetVertexShaderConstantI(p,a,b,c) +#define IDirect3DDevice9_SetVertexShaderConstantB(p,a,b,c) (p)->lpVtbl->SetVertexShaderConstantB(p,a,b,c) +#define IDirect3DDevice9_GetVertexShaderConstantB(p,a,b,c) (p)->lpVtbl->GetVertexShaderConstantB(p,a,b,c) +#define IDirect3DDevice9_SetStreamSource(p,a,b,c,d) (p)->lpVtbl->SetStreamSource(p,a,b,c,d) +#define IDirect3DDevice9_GetStreamSource(p,a,b,c,d) (p)->lpVtbl->GetStreamSource(p,a,b,c,d) +#define IDirect3DDevice9_SetStreamSourceFreq(p,a,b) (p)->lpVtbl->SetStreamSourceFreq(p,a,b) +#define IDirect3DDevice9_GetStreamSourceFreq(p,a,b) (p)->lpVtbl->GetStreamSourceFreq(p,a,b) +#define IDirect3DDevice9_SetIndices(p,a) (p)->lpVtbl->SetIndices(p,a) +#define IDirect3DDevice9_GetIndices(p,a) (p)->lpVtbl->GetIndices(p,a) +#define IDirect3DDevice9_CreatePixelShader(p,a,b) (p)->lpVtbl->CreatePixelShader(p,a,b) +#define IDirect3DDevice9_SetPixelShader(p,a) (p)->lpVtbl->SetPixelShader(p,a) +#define IDirect3DDevice9_GetPixelShader(p,a) (p)->lpVtbl->GetPixelShader(p,a) +#define IDirect3DDevice9_SetPixelShaderConstantF(p,a,b,c) (p)->lpVtbl->SetPixelShaderConstantF(p,a,b,c) +#define IDirect3DDevice9_GetPixelShaderConstantF(p,a,b,c) (p)->lpVtbl->GetPixelShaderConstantF(p,a,b,c) +#define IDirect3DDevice9_SetPixelShaderConstantI(p,a,b,c) (p)->lpVtbl->SetPixelShaderConstantI(p,a,b,c) +#define IDirect3DDevice9_GetPixelShaderConstantI(p,a,b,c) (p)->lpVtbl->GetPixelShaderConstantI(p,a,b,c) +#define IDirect3DDevice9_SetPixelShaderConstantB(p,a,b,c) (p)->lpVtbl->SetPixelShaderConstantB(p,a,b,c) +#define IDirect3DDevice9_GetPixelShaderConstantB(p,a,b,c) (p)->lpVtbl->GetPixelShaderConstantB(p,a,b,c) +#define IDirect3DDevice9_DrawRectPatch(p,a,b,c) (p)->lpVtbl->DrawRectPatch(p,a,b,c) +#define IDirect3DDevice9_DrawTriPatch(p,a,b,c) (p)->lpVtbl->DrawTriPatch(p,a,b,c) +#define IDirect3DDevice9_DeletePatch(p,a) (p)->lpVtbl->DeletePatch(p,a) +#define IDirect3DDevice9_CreateQuery(p,a,b) (p)->lpVtbl->CreateQuery(p,a,b) +#else +#define IDirect3DDevice9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DDevice9_AddRef(p) (p)->AddRef() +#define IDirect3DDevice9_Release(p) (p)->Release() +#define IDirect3DDevice9_TestCooperativeLevel(p) (p)->TestCooperativeLevel() +#define IDirect3DDevice9_GetAvailableTextureMem(p) (p)->GetAvailableTextureMem() +#define IDirect3DDevice9_EvictManagedResources(p) (p)->EvictManagedResources() +#define IDirect3DDevice9_GetDirect3D(p,a) (p)->GetDirect3D(a) +#define IDirect3DDevice9_GetDeviceCaps(p,a) (p)->GetDeviceCaps(a) +#define IDirect3DDevice9_GetDisplayMode(p,a,b) (p)->GetDisplayMode(a,b) +#define IDirect3DDevice9_GetCreationParameters(p,a) (p)->GetCreationParameters(a) +#define IDirect3DDevice9_SetCursorProperties(p,a,b,c) (p)->SetCursorProperties(a,b,c) +#define IDirect3DDevice9_SetCursorPosition(p,a,b,c) (p)->SetCursorPosition(a,b,c) +#define IDirect3DDevice9_ShowCursor(p,a) (p)->ShowCursor(a) +#define IDirect3DDevice9_CreateAdditionalSwapChain(p,a,b) (p)->CreateAdditionalSwapChain(a,b) +#define IDirect3DDevice9_GetSwapChain(p,a,b) (p)->GetSwapChain(a,b) +#define IDirect3DDevice9_GetNumberOfSwapChains(p) (p)->GetNumberOfSwapChains() +#define IDirect3DDevice9_Reset(p,a) (p)->Reset(a) +#define IDirect3DDevice9_Present(p,a,b,c,d) (p)->Present(a,b,c,d) +#define IDirect3DDevice9_GetBackBuffer(p,a,b,c,d) (p)->GetBackBuffer(a,b,c,d) +#define IDirect3DDevice9_GetRasterStatus(p,a,b) (p)->GetRasterStatus(a,b) +#define IDirect3DDevice9_SetDialogBoxMode(p,a) (p)->SetDialogBoxMode(a) +#define IDirect3DDevice9_SetGammaRamp(p,a,b,c) (p)->SetGammaRamp(a,b,c) +#define IDirect3DDevice9_GetGammaRamp(p,a,b) (p)->GetGammaRamp(a,b) +#define IDirect3DDevice9_CreateTexture(p,a,b,c,d,e,f,g,h) (p)->CreateTexture(a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_CreateVolumeTexture(p,a,b,c,d,e,f,g,h,i) (p)->CreateVolumeTexture(a,b,c,d,e,f,g,h,i) +#define IDirect3DDevice9_CreateCubeTexture(p,a,b,c,d,e,f,g) (p)->CreateCubeTexture(a,b,c,d,e,f,g) +#define IDirect3DDevice9_CreateVertexBuffer(p,a,b,c,d,e,f) (p)->CreateVertexBuffer(a,b,c,d,e,f) +#define IDirect3DDevice9_CreateIndexBuffer(p,a,b,c,d,e,f) (p)->CreateIndexBuffer(a,b,c,d,e,f) +#define IDirect3DDevice9_CreateRenderTarget(p,a,b,c,d,e,f,g,h) (p)->CreateRenderTarget(a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_CreateDepthStencilSurface(p,a,b,c,d,e,f,g,h) (p)->CreateDepthStencilSurface(a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_UpdateSurface(p,a,b,c,d) (p)->UpdateSurface(a,b,c,d) +#define IDirect3DDevice9_UpdateTexture(p,a,b) (p)->UpdateTexture(a,b) +#define IDirect3DDevice9_GetRenderTargetData(p,a,b) (p)->GetRenderTargetData(a,b) +#define IDirect3DDevice9_GetFrontBufferData(p,a,b) (p)->GetFrontBufferData(a,b) +#define IDirect3DDevice9_StretchRect(p,a,b,c,d,e) (p)->StretchRect(a,b,c,d,e) +#define IDirect3DDevice9_ColorFill(p,a,b,c) (p)->ColorFill(a,b,c) +#define IDirect3DDevice9_CreateOffscreenPlainSurface(p,a,b,c,d,e,f) (p)->CreateOffscreenPlainSurface(a,b,c,d,e,f) +#define IDirect3DDevice9_SetRenderTarget(p,a,b) (p)->SetRenderTarget(a,b) +#define IDirect3DDevice9_GetRenderTarget(p,a,b) (p)->GetRenderTarget(a,b) +#define IDirect3DDevice9_SetDepthStencilSurface(p,a) (p)->SetDepthStencilSurface(a) +#define IDirect3DDevice9_GetDepthStencilSurface(p,a) (p)->GetDepthStencilSurface(a) +#define IDirect3DDevice9_BeginScene(p) (p)->BeginScene() +#define IDirect3DDevice9_EndScene(p) (p)->EndScene() +#define IDirect3DDevice9_Clear(p,a,b,c,d,e,f) (p)->Clear(a,b,c,d,e,f) +#define IDirect3DDevice9_SetTransform(p,a,b) (p)->SetTransform(a,b) +#define IDirect3DDevice9_GetTransform(p,a,b) (p)->GetTransform(a,b) +#define IDirect3DDevice9_MultiplyTransform(p,a,b) (p)->MultiplyTransform(a,b) +#define IDirect3DDevice9_SetViewport(p,a) (p)->SetViewport(a) +#define IDirect3DDevice9_GetViewport(p,a) (p)->GetViewport(a) +#define IDirect3DDevice9_SetMaterial(p,a) (p)->SetMaterial(a) +#define IDirect3DDevice9_GetMaterial(p,a) (p)->GetMaterial(a) +#define IDirect3DDevice9_SetLight(p,a,b) (p)->SetLight(a,b) +#define IDirect3DDevice9_GetLight(p,a,b) (p)->GetLight(a,b) +#define IDirect3DDevice9_LightEnable(p,a,b) (p)->LightEnable(a,b) +#define IDirect3DDevice9_GetLightEnable(p,a,b) (p)->GetLightEnable(a,b) +#define IDirect3DDevice9_SetClipPlane(p,a,b) (p)->SetClipPlane(a,b) +#define IDirect3DDevice9_GetClipPlane(p,a,b) (p)->GetClipPlane(a,b) +#define IDirect3DDevice9_SetRenderState(p,a,b) (p)->SetRenderState(a,b) +#define IDirect3DDevice9_GetRenderState(p,a,b) (p)->GetRenderState(a,b) +#define IDirect3DDevice9_CreateStateBlock(p,a,b) (p)->CreateStateBlock(a,b) +#define IDirect3DDevice9_BeginStateBlock(p) (p)->BeginStateBlock() +#define IDirect3DDevice9_EndStateBlock(p,a) (p)->EndStateBlock(a) +#define IDirect3DDevice9_SetClipStatus(p,a) (p)->SetClipStatus(a) +#define IDirect3DDevice9_GetClipStatus(p,a) (p)->GetClipStatus(a) +#define IDirect3DDevice9_GetTexture(p,a,b) (p)->GetTexture(a,b) +#define IDirect3DDevice9_SetTexture(p,a,b) (p)->SetTexture(a,b) +#define IDirect3DDevice9_GetTextureStageState(p,a,b,c) (p)->GetTextureStageState(a,b,c) +#define IDirect3DDevice9_SetTextureStageState(p,a,b,c) (p)->SetTextureStageState(a,b,c) +#define IDirect3DDevice9_GetSamplerState(p,a,b,c) (p)->GetSamplerState(a,b,c) +#define IDirect3DDevice9_SetSamplerState(p,a,b,c) (p)->SetSamplerState(a,b,c) +#define IDirect3DDevice9_ValidateDevice(p,a) (p)->ValidateDevice(a) +#define IDirect3DDevice9_SetPaletteEntries(p,a,b) (p)->SetPaletteEntries(a,b) +#define IDirect3DDevice9_GetPaletteEntries(p,a,b) (p)->GetPaletteEntries(a,b) +#define IDirect3DDevice9_SetCurrentTexturePalette(p,a) (p)->SetCurrentTexturePalette(a) +#define IDirect3DDevice9_GetCurrentTexturePalette(p,a) (p)->GetCurrentTexturePalette(a) +#define IDirect3DDevice9_SetScissorRect(p,a) (p)->SetScissorRect(a) +#define IDirect3DDevice9_GetScissorRect(p,a) (p)->GetScissorRect(a) +#define IDirect3DDevice9_SetSoftwareVertexProcessing(p,a) (p)->SetSoftwareVertexProcessing(a) +#define IDirect3DDevice9_GetSoftwareVertexProcessing(p) (p)->GetSoftwareVertexProcessing() +#define IDirect3DDevice9_SetNPatchMode(p,a) (p)->SetNPatchMode(a) +#define IDirect3DDevice9_GetNPatchMode(p) (p)->GetNPatchMode() +#define IDirect3DDevice9_DrawPrimitive(p,a,b,c) (p)->DrawPrimitive(a,b,c) +#define IDirect3DDevice9_DrawIndexedPrimitive(p,a,b,c,d,e,f) (p)->DrawIndexedPrimitive(a,b,c,d,e,f) +#define IDirect3DDevice9_DrawPrimitiveUP(p,a,b,c,d) (p)->DrawPrimitiveUP(a,b,c,d) +#define IDirect3DDevice9_DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) (p)->DrawIndexedPrimitiveUP(a,b,c,d,e,f,g,h) +#define IDirect3DDevice9_ProcessVertices(p,a,b,c,d,e,f) (p)->ProcessVertices(a,b,c,d,e,f) +#define IDirect3DDevice9_CreateVertexDeclaration(p,a,b) (p)->CreateVertexDeclaration(a,b) +#define IDirect3DDevice9_SetVertexDeclaration(p,a) (p)->SetVertexDeclaration(a) +#define IDirect3DDevice9_GetVertexDeclaration(p,a) (p)->GetVertexDeclaration(a) +#define IDirect3DDevice9_SetFVF(p,a) (p)->SetFVF(a) +#define IDirect3DDevice9_GetFVF(p,a) (p)->GetFVF(a) +#define IDirect3DDevice9_CreateVertexShader(p,a,b) (p)->CreateVertexShader(a,b) +#define IDirect3DDevice9_SetVertexShader(p,a) (p)->SetVertexShader(a) +#define IDirect3DDevice9_GetVertexShader(p,a) (p)->GetVertexShader(a) +#define IDirect3DDevice9_SetVertexShaderConstantF(p,a,b,c) (p)->SetVertexShaderConstantF(a,b,c) +#define IDirect3DDevice9_GetVertexShaderConstantF(p,a,b,c) (p)->GetVertexShaderConstantF(a,b,c) +#define IDirect3DDevice9_SetVertexShaderConstantI(p,a,b,c) (p)->SetVertexShaderConstantI(a,b,c) +#define IDirect3DDevice9_GetVertexShaderConstantI(p,a,b,c) (p)->GetVertexShaderConstantI(a,b,c) +#define IDirect3DDevice9_SetVertexShaderConstantB(p,a,b,c) (p)->SetVertexShaderConstantB(a,b,c) +#define IDirect3DDevice9_GetVertexShaderConstantB(p,a,b,c) (p)->GetVertexShaderConstantB(a,b,c) +#define IDirect3DDevice9_SetStreamSource(p,a,b,c,d) (p)->SetStreamSource(a,b,c,d) +#define IDirect3DDevice9_GetStreamSource(p,a,b,c,d) (p)->GetStreamSource(a,b,c,d) +#define IDirect3DDevice9_SetStreamSourceFreq(p,a,b) (p)->SetStreamSourceFreq(a,b) +#define IDirect3DDevice9_GetStreamSourceFreq(p,a,b) (p)->GetStreamSourceFreq(a,b) +#define IDirect3DDevice9_SetIndices(p,a) (p)->SetIndices(a) +#define IDirect3DDevice9_GetIndices(p,a) (p)->GetIndices(a) +#define IDirect3DDevice9_CreatePixelShader(p,a,b) (p)->CreatePixelShader(a,b) +#define IDirect3DDevice9_SetPixelShader(p,a) (p)->SetPixelShader(a) +#define IDirect3DDevice9_GetPixelShader(p,a) (p)->GetPixelShader(a) +#define IDirect3DDevice9_SetPixelShaderConstantF(p,a,b,c) (p)->SetPixelShaderConstantF(a,b,c) +#define IDirect3DDevice9_GetPixelShaderConstantF(p,a,b,c) (p)->GetPixelShaderConstantF(a,b,c) +#define IDirect3DDevice9_SetPixelShaderConstantI(p,a,b,c) (p)->SetPixelShaderConstantI(a,b,c) +#define IDirect3DDevice9_GetPixelShaderConstantI(p,a,b,c) (p)->GetPixelShaderConstantI(a,b,c) +#define IDirect3DDevice9_SetPixelShaderConstantB(p,a,b,c) (p)->SetPixelShaderConstantB(a,b,c) +#define IDirect3DDevice9_GetPixelShaderConstantB(p,a,b,c) (p)->GetPixelShaderConstantB(a,b,c) +#define IDirect3DDevice9_DrawRectPatch(p,a,b,c) (p)->DrawRectPatch(a,b,c) +#define IDirect3DDevice9_DrawTriPatch(p,a,b,c) (p)->DrawTriPatch(a,b,c) +#define IDirect3DDevice9_DeletePatch(p,a) (p)->DeletePatch(a) +#define IDirect3DDevice9_CreateQuery(p,a,b) (p)->CreateQuery(a,b) +#endif + + +#undef INTERFACE +#define INTERFACE IDirect3DStateBlock9 + +DECLARE_INTERFACE_(IDirect3DStateBlock9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DStateBlock9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(Capture)(THIS) PURE; + STDMETHOD(Apply)(THIS) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DStateBlock9 *LPDIRECT3DSTATEBLOCK9, *PDIRECT3DSTATEBLOCK9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DStateBlock9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DStateBlock9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DStateBlock9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DStateBlock9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DStateBlock9_Capture(p) (p)->lpVtbl->Capture(p) +#define IDirect3DStateBlock9_Apply(p) (p)->lpVtbl->Apply(p) +#else +#define IDirect3DStateBlock9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DStateBlock9_AddRef(p) (p)->AddRef() +#define IDirect3DStateBlock9_Release(p) (p)->Release() +#define IDirect3DStateBlock9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DStateBlock9_Capture(p) (p)->Capture() +#define IDirect3DStateBlock9_Apply(p) (p)->Apply() +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DSwapChain9 + +DECLARE_INTERFACE_(IDirect3DSwapChain9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DSwapChain9 methods ***/ + STDMETHOD(Present)(THIS_ CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion,DWORD dwFlags) PURE; + STDMETHOD(GetFrontBufferData)(THIS_ IDirect3DSurface9* pDestSurface) PURE; + STDMETHOD(GetBackBuffer)(THIS_ UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer) PURE; + STDMETHOD(GetRasterStatus)(THIS_ D3DRASTER_STATUS* pRasterStatus) PURE; + STDMETHOD(GetDisplayMode)(THIS_ D3DDISPLAYMODE* pMode) PURE; + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(GetPresentParameters)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters) PURE; + + #ifdef D3D_DEBUG_INFO + D3DPRESENT_PARAMETERS PresentParameters; + D3DDISPLAYMODE DisplayMode; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DSwapChain9 *LPDIRECT3DSWAPCHAIN9, *PDIRECT3DSWAPCHAIN9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DSwapChain9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DSwapChain9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DSwapChain9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DSwapChain9_Present(p,a,b,c,d,e) (p)->lpVtbl->Present(p,a,b,c,d,e) +#define IDirect3DSwapChain9_GetFrontBufferData(p,a) (p)->lpVtbl->GetFrontBufferData(p,a) +#define IDirect3DSwapChain9_GetBackBuffer(p,a,b,c) (p)->lpVtbl->GetBackBuffer(p,a,b,c) +#define IDirect3DSwapChain9_GetRasterStatus(p,a) (p)->lpVtbl->GetRasterStatus(p,a) +#define IDirect3DSwapChain9_GetDisplayMode(p,a) (p)->lpVtbl->GetDisplayMode(p,a) +#define IDirect3DSwapChain9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DSwapChain9_GetPresentParameters(p,a) (p)->lpVtbl->GetPresentParameters(p,a) +#else +#define IDirect3DSwapChain9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DSwapChain9_AddRef(p) (p)->AddRef() +#define IDirect3DSwapChain9_Release(p) (p)->Release() +#define IDirect3DSwapChain9_Present(p,a,b,c,d,e) (p)->Present(a,b,c,d,e) +#define IDirect3DSwapChain9_GetFrontBufferData(p,a) (p)->GetFrontBufferData(a) +#define IDirect3DSwapChain9_GetBackBuffer(p,a,b,c) (p)->GetBackBuffer(a,b,c) +#define IDirect3DSwapChain9_GetRasterStatus(p,a) (p)->GetRasterStatus(a) +#define IDirect3DSwapChain9_GetDisplayMode(p,a) (p)->GetDisplayMode(a) +#define IDirect3DSwapChain9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DSwapChain9_GetPresentParameters(p,a) (p)->GetPresentParameters(a) +#endif + + + +#undef INTERFACE +#define INTERFACE IDirect3DResource9 + +DECLARE_INTERFACE_(IDirect3DResource9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DResource9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; +}; + +typedef struct IDirect3DResource9 *LPDIRECT3DRESOURCE9, *PDIRECT3DRESOURCE9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DResource9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DResource9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DResource9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DResource9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DResource9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DResource9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DResource9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DResource9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DResource9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DResource9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DResource9_GetType(p) (p)->lpVtbl->GetType(p) +#else +#define IDirect3DResource9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DResource9_AddRef(p) (p)->AddRef() +#define IDirect3DResource9_Release(p) (p)->Release() +#define IDirect3DResource9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DResource9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DResource9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DResource9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DResource9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DResource9_GetPriority(p) (p)->GetPriority() +#define IDirect3DResource9_PreLoad(p) (p)->PreLoad() +#define IDirect3DResource9_GetType(p) (p)->GetType() +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DVertexDeclaration9 + +DECLARE_INTERFACE_(IDirect3DVertexDeclaration9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DVertexDeclaration9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9* pElement,UINT* pNumElements) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DVertexDeclaration9 *LPDIRECT3DVERTEXDECLARATION9, *PDIRECT3DVERTEXDECLARATION9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DVertexDeclaration9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DVertexDeclaration9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DVertexDeclaration9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DVertexDeclaration9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DVertexDeclaration9_GetDeclaration(p,a,b) (p)->lpVtbl->GetDeclaration(p,a,b) +#else +#define IDirect3DVertexDeclaration9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DVertexDeclaration9_AddRef(p) (p)->AddRef() +#define IDirect3DVertexDeclaration9_Release(p) (p)->Release() +#define IDirect3DVertexDeclaration9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DVertexDeclaration9_GetDeclaration(p,a,b) (p)->GetDeclaration(a,b) +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DVertexShader9 + +DECLARE_INTERFACE_(IDirect3DVertexShader9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DVertexShader9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(GetFunction)(THIS_ void*,UINT* pSizeOfData) PURE; + + #ifdef D3D_DEBUG_INFO + DWORD Version; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DVertexShader9 *LPDIRECT3DVERTEXSHADER9, *PDIRECT3DVERTEXSHADER9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DVertexShader9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DVertexShader9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DVertexShader9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DVertexShader9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DVertexShader9_GetFunction(p,a,b) (p)->lpVtbl->GetFunction(p,a,b) +#else +#define IDirect3DVertexShader9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DVertexShader9_AddRef(p) (p)->AddRef() +#define IDirect3DVertexShader9_Release(p) (p)->Release() +#define IDirect3DVertexShader9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DVertexShader9_GetFunction(p,a,b) (p)->GetFunction(a,b) +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DPixelShader9 + +DECLARE_INTERFACE_(IDirect3DPixelShader9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DPixelShader9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(GetFunction)(THIS_ void*,UINT* pSizeOfData) PURE; + + #ifdef D3D_DEBUG_INFO + DWORD Version; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DPixelShader9 *LPDIRECT3DPIXELSHADER9, *PDIRECT3DPIXELSHADER9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DPixelShader9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DPixelShader9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DPixelShader9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DPixelShader9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DPixelShader9_GetFunction(p,a,b) (p)->lpVtbl->GetFunction(p,a,b) +#else +#define IDirect3DPixelShader9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DPixelShader9_AddRef(p) (p)->AddRef() +#define IDirect3DPixelShader9_Release(p) (p)->Release() +#define IDirect3DPixelShader9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DPixelShader9_GetFunction(p,a,b) (p)->GetFunction(a,b) +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DBaseTexture9 + +DECLARE_INTERFACE_(IDirect3DBaseTexture9, IDirect3DResource9) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DResource9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; + STDMETHOD_(DWORD, SetLOD)(THIS_ DWORD LODNew) PURE; + STDMETHOD_(DWORD, GetLOD)(THIS) PURE; + STDMETHOD_(DWORD, GetLevelCount)(THIS) PURE; + STDMETHOD(SetAutoGenFilterType)(THIS_ D3DTEXTUREFILTERTYPE FilterType) PURE; + STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)(THIS) PURE; + STDMETHOD_(void, GenerateMipSubLevels)(THIS) PURE; +}; + +typedef struct IDirect3DBaseTexture9 *LPDIRECT3DBASETEXTURE9, *PDIRECT3DBASETEXTURE9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DBaseTexture9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DBaseTexture9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DBaseTexture9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DBaseTexture9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DBaseTexture9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DBaseTexture9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DBaseTexture9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DBaseTexture9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DBaseTexture9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DBaseTexture9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DBaseTexture9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DBaseTexture9_SetLOD(p,a) (p)->lpVtbl->SetLOD(p,a) +#define IDirect3DBaseTexture9_GetLOD(p) (p)->lpVtbl->GetLOD(p) +#define IDirect3DBaseTexture9_GetLevelCount(p) (p)->lpVtbl->GetLevelCount(p) +#define IDirect3DBaseTexture9_SetAutoGenFilterType(p,a) (p)->lpVtbl->SetAutoGenFilterType(p,a) +#define IDirect3DBaseTexture9_GetAutoGenFilterType(p) (p)->lpVtbl->GetAutoGenFilterType(p) +#define IDirect3DBaseTexture9_GenerateMipSubLevels(p) (p)->lpVtbl->GenerateMipSubLevels(p) +#else +#define IDirect3DBaseTexture9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DBaseTexture9_AddRef(p) (p)->AddRef() +#define IDirect3DBaseTexture9_Release(p) (p)->Release() +#define IDirect3DBaseTexture9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DBaseTexture9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DBaseTexture9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DBaseTexture9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DBaseTexture9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DBaseTexture9_GetPriority(p) (p)->GetPriority() +#define IDirect3DBaseTexture9_PreLoad(p) (p)->PreLoad() +#define IDirect3DBaseTexture9_GetType(p) (p)->GetType() +#define IDirect3DBaseTexture9_SetLOD(p,a) (p)->SetLOD(a) +#define IDirect3DBaseTexture9_GetLOD(p) (p)->GetLOD() +#define IDirect3DBaseTexture9_GetLevelCount(p) (p)->GetLevelCount() +#define IDirect3DBaseTexture9_SetAutoGenFilterType(p,a) (p)->SetAutoGenFilterType(a) +#define IDirect3DBaseTexture9_GetAutoGenFilterType(p) (p)->GetAutoGenFilterType() +#define IDirect3DBaseTexture9_GenerateMipSubLevels(p) (p)->GenerateMipSubLevels() +#endif + + + + + +#undef INTERFACE +#define INTERFACE IDirect3DTexture9 + +DECLARE_INTERFACE_(IDirect3DTexture9, IDirect3DBaseTexture9) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DBaseTexture9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; + STDMETHOD_(DWORD, SetLOD)(THIS_ DWORD LODNew) PURE; + STDMETHOD_(DWORD, GetLOD)(THIS) PURE; + STDMETHOD_(DWORD, GetLevelCount)(THIS) PURE; + STDMETHOD(SetAutoGenFilterType)(THIS_ D3DTEXTUREFILTERTYPE FilterType) PURE; + STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)(THIS) PURE; + STDMETHOD_(void, GenerateMipSubLevels)(THIS) PURE; + STDMETHOD(GetLevelDesc)(THIS_ UINT Level,D3DSURFACE_DESC *pDesc) PURE; + STDMETHOD(GetSurfaceLevel)(THIS_ UINT Level,IDirect3DSurface9** ppSurfaceLevel) PURE; + STDMETHOD(LockRect)(THIS_ UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags) PURE; + STDMETHOD(UnlockRect)(THIS_ UINT Level) PURE; + STDMETHOD(AddDirtyRect)(THIS_ CONST RECT* pDirtyRect) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Name; + UINT Width; + UINT Height; + UINT Levels; + DWORD Usage; + D3DFORMAT Format; + D3DPOOL Pool; + DWORD Priority; + DWORD LOD; + D3DTEXTUREFILTERTYPE FilterType; + UINT LockCount; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DTexture9 *LPDIRECT3DTEXTURE9, *PDIRECT3DTEXTURE9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DTexture9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DTexture9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DTexture9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DTexture9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DTexture9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DTexture9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DTexture9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DTexture9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DTexture9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DTexture9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DTexture9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DTexture9_SetLOD(p,a) (p)->lpVtbl->SetLOD(p,a) +#define IDirect3DTexture9_GetLOD(p) (p)->lpVtbl->GetLOD(p) +#define IDirect3DTexture9_GetLevelCount(p) (p)->lpVtbl->GetLevelCount(p) +#define IDirect3DTexture9_SetAutoGenFilterType(p,a) (p)->lpVtbl->SetAutoGenFilterType(p,a) +#define IDirect3DTexture9_GetAutoGenFilterType(p) (p)->lpVtbl->GetAutoGenFilterType(p) +#define IDirect3DTexture9_GenerateMipSubLevels(p) (p)->lpVtbl->GenerateMipSubLevels(p) +#define IDirect3DTexture9_GetLevelDesc(p,a,b) (p)->lpVtbl->GetLevelDesc(p,a,b) +#define IDirect3DTexture9_GetSurfaceLevel(p,a,b) (p)->lpVtbl->GetSurfaceLevel(p,a,b) +#define IDirect3DTexture9_LockRect(p,a,b,c,d) (p)->lpVtbl->LockRect(p,a,b,c,d) +#define IDirect3DTexture9_UnlockRect(p,a) (p)->lpVtbl->UnlockRect(p,a) +#define IDirect3DTexture9_AddDirtyRect(p,a) (p)->lpVtbl->AddDirtyRect(p,a) +#else +#define IDirect3DTexture9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DTexture9_AddRef(p) (p)->AddRef() +#define IDirect3DTexture9_Release(p) (p)->Release() +#define IDirect3DTexture9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DTexture9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DTexture9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DTexture9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DTexture9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DTexture9_GetPriority(p) (p)->GetPriority() +#define IDirect3DTexture9_PreLoad(p) (p)->PreLoad() +#define IDirect3DTexture9_GetType(p) (p)->GetType() +#define IDirect3DTexture9_SetLOD(p,a) (p)->SetLOD(a) +#define IDirect3DTexture9_GetLOD(p) (p)->GetLOD() +#define IDirect3DTexture9_GetLevelCount(p) (p)->GetLevelCount() +#define IDirect3DTexture9_SetAutoGenFilterType(p,a) (p)->SetAutoGenFilterType(a) +#define IDirect3DTexture9_GetAutoGenFilterType(p) (p)->GetAutoGenFilterType() +#define IDirect3DTexture9_GenerateMipSubLevels(p) (p)->GenerateMipSubLevels() +#define IDirect3DTexture9_GetLevelDesc(p,a,b) (p)->GetLevelDesc(a,b) +#define IDirect3DTexture9_GetSurfaceLevel(p,a,b) (p)->GetSurfaceLevel(a,b) +#define IDirect3DTexture9_LockRect(p,a,b,c,d) (p)->LockRect(a,b,c,d) +#define IDirect3DTexture9_UnlockRect(p,a) (p)->UnlockRect(a) +#define IDirect3DTexture9_AddDirtyRect(p,a) (p)->AddDirtyRect(a) +#endif + + + + + +#undef INTERFACE +#define INTERFACE IDirect3DVolumeTexture9 + +DECLARE_INTERFACE_(IDirect3DVolumeTexture9, IDirect3DBaseTexture9) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DBaseTexture9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; + STDMETHOD_(DWORD, SetLOD)(THIS_ DWORD LODNew) PURE; + STDMETHOD_(DWORD, GetLOD)(THIS) PURE; + STDMETHOD_(DWORD, GetLevelCount)(THIS) PURE; + STDMETHOD(SetAutoGenFilterType)(THIS_ D3DTEXTUREFILTERTYPE FilterType) PURE; + STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)(THIS) PURE; + STDMETHOD_(void, GenerateMipSubLevels)(THIS) PURE; + STDMETHOD(GetLevelDesc)(THIS_ UINT Level,D3DVOLUME_DESC *pDesc) PURE; + STDMETHOD(GetVolumeLevel)(THIS_ UINT Level,IDirect3DVolume9** ppVolumeLevel) PURE; + STDMETHOD(LockBox)(THIS_ UINT Level,D3DLOCKED_BOX* pLockedVolume,CONST D3DBOX* pBox,DWORD Flags) PURE; + STDMETHOD(UnlockBox)(THIS_ UINT Level) PURE; + STDMETHOD(AddDirtyBox)(THIS_ CONST D3DBOX* pDirtyBox) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Name; + UINT Width; + UINT Height; + UINT Depth; + UINT Levels; + DWORD Usage; + D3DFORMAT Format; + D3DPOOL Pool; + DWORD Priority; + DWORD LOD; + D3DTEXTUREFILTERTYPE FilterType; + UINT LockCount; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DVolumeTexture9 *LPDIRECT3DVOLUMETEXTURE9, *PDIRECT3DVOLUMETEXTURE9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DVolumeTexture9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DVolumeTexture9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DVolumeTexture9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DVolumeTexture9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DVolumeTexture9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DVolumeTexture9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DVolumeTexture9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DVolumeTexture9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DVolumeTexture9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DVolumeTexture9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DVolumeTexture9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DVolumeTexture9_SetLOD(p,a) (p)->lpVtbl->SetLOD(p,a) +#define IDirect3DVolumeTexture9_GetLOD(p) (p)->lpVtbl->GetLOD(p) +#define IDirect3DVolumeTexture9_GetLevelCount(p) (p)->lpVtbl->GetLevelCount(p) +#define IDirect3DVolumeTexture9_SetAutoGenFilterType(p,a) (p)->lpVtbl->SetAutoGenFilterType(p,a) +#define IDirect3DVolumeTexture9_GetAutoGenFilterType(p) (p)->lpVtbl->GetAutoGenFilterType(p) +#define IDirect3DVolumeTexture9_GenerateMipSubLevels(p) (p)->lpVtbl->GenerateMipSubLevels(p) +#define IDirect3DVolumeTexture9_GetLevelDesc(p,a,b) (p)->lpVtbl->GetLevelDesc(p,a,b) +#define IDirect3DVolumeTexture9_GetVolumeLevel(p,a,b) (p)->lpVtbl->GetVolumeLevel(p,a,b) +#define IDirect3DVolumeTexture9_LockBox(p,a,b,c,d) (p)->lpVtbl->LockBox(p,a,b,c,d) +#define IDirect3DVolumeTexture9_UnlockBox(p,a) (p)->lpVtbl->UnlockBox(p,a) +#define IDirect3DVolumeTexture9_AddDirtyBox(p,a) (p)->lpVtbl->AddDirtyBox(p,a) +#else +#define IDirect3DVolumeTexture9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DVolumeTexture9_AddRef(p) (p)->AddRef() +#define IDirect3DVolumeTexture9_Release(p) (p)->Release() +#define IDirect3DVolumeTexture9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DVolumeTexture9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DVolumeTexture9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DVolumeTexture9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DVolumeTexture9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DVolumeTexture9_GetPriority(p) (p)->GetPriority() +#define IDirect3DVolumeTexture9_PreLoad(p) (p)->PreLoad() +#define IDirect3DVolumeTexture9_GetType(p) (p)->GetType() +#define IDirect3DVolumeTexture9_SetLOD(p,a) (p)->SetLOD(a) +#define IDirect3DVolumeTexture9_GetLOD(p) (p)->GetLOD() +#define IDirect3DVolumeTexture9_GetLevelCount(p) (p)->GetLevelCount() +#define IDirect3DVolumeTexture9_SetAutoGenFilterType(p,a) (p)->SetAutoGenFilterType(a) +#define IDirect3DVolumeTexture9_GetAutoGenFilterType(p) (p)->GetAutoGenFilterType() +#define IDirect3DVolumeTexture9_GenerateMipSubLevels(p) (p)->GenerateMipSubLevels() +#define IDirect3DVolumeTexture9_GetLevelDesc(p,a,b) (p)->GetLevelDesc(a,b) +#define IDirect3DVolumeTexture9_GetVolumeLevel(p,a,b) (p)->GetVolumeLevel(a,b) +#define IDirect3DVolumeTexture9_LockBox(p,a,b,c,d) (p)->LockBox(a,b,c,d) +#define IDirect3DVolumeTexture9_UnlockBox(p,a) (p)->UnlockBox(a) +#define IDirect3DVolumeTexture9_AddDirtyBox(p,a) (p)->AddDirtyBox(a) +#endif + + + + + +#undef INTERFACE +#define INTERFACE IDirect3DCubeTexture9 + +DECLARE_INTERFACE_(IDirect3DCubeTexture9, IDirect3DBaseTexture9) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DBaseTexture9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; + STDMETHOD_(DWORD, SetLOD)(THIS_ DWORD LODNew) PURE; + STDMETHOD_(DWORD, GetLOD)(THIS) PURE; + STDMETHOD_(DWORD, GetLevelCount)(THIS) PURE; + STDMETHOD(SetAutoGenFilterType)(THIS_ D3DTEXTUREFILTERTYPE FilterType) PURE; + STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)(THIS) PURE; + STDMETHOD_(void, GenerateMipSubLevels)(THIS) PURE; + STDMETHOD(GetLevelDesc)(THIS_ UINT Level,D3DSURFACE_DESC *pDesc) PURE; + STDMETHOD(GetCubeMapSurface)(THIS_ D3DCUBEMAP_FACES FaceType,UINT Level,IDirect3DSurface9** ppCubeMapSurface) PURE; + STDMETHOD(LockRect)(THIS_ D3DCUBEMAP_FACES FaceType,UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags) PURE; + STDMETHOD(UnlockRect)(THIS_ D3DCUBEMAP_FACES FaceType,UINT Level) PURE; + STDMETHOD(AddDirtyRect)(THIS_ D3DCUBEMAP_FACES FaceType,CONST RECT* pDirtyRect) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Name; + UINT Width; + UINT Height; + UINT Levels; + DWORD Usage; + D3DFORMAT Format; + D3DPOOL Pool; + DWORD Priority; + DWORD LOD; + D3DTEXTUREFILTERTYPE FilterType; + UINT LockCount; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DCubeTexture9 *LPDIRECT3DCUBETEXTURE9, *PDIRECT3DCUBETEXTURE9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DCubeTexture9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DCubeTexture9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DCubeTexture9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DCubeTexture9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DCubeTexture9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DCubeTexture9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DCubeTexture9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DCubeTexture9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DCubeTexture9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DCubeTexture9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DCubeTexture9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DCubeTexture9_SetLOD(p,a) (p)->lpVtbl->SetLOD(p,a) +#define IDirect3DCubeTexture9_GetLOD(p) (p)->lpVtbl->GetLOD(p) +#define IDirect3DCubeTexture9_GetLevelCount(p) (p)->lpVtbl->GetLevelCount(p) +#define IDirect3DCubeTexture9_SetAutoGenFilterType(p,a) (p)->lpVtbl->SetAutoGenFilterType(p,a) +#define IDirect3DCubeTexture9_GetAutoGenFilterType(p) (p)->lpVtbl->GetAutoGenFilterType(p) +#define IDirect3DCubeTexture9_GenerateMipSubLevels(p) (p)->lpVtbl->GenerateMipSubLevels(p) +#define IDirect3DCubeTexture9_GetLevelDesc(p,a,b) (p)->lpVtbl->GetLevelDesc(p,a,b) +#define IDirect3DCubeTexture9_GetCubeMapSurface(p,a,b,c) (p)->lpVtbl->GetCubeMapSurface(p,a,b,c) +#define IDirect3DCubeTexture9_LockRect(p,a,b,c,d,e) (p)->lpVtbl->LockRect(p,a,b,c,d,e) +#define IDirect3DCubeTexture9_UnlockRect(p,a,b) (p)->lpVtbl->UnlockRect(p,a,b) +#define IDirect3DCubeTexture9_AddDirtyRect(p,a,b) (p)->lpVtbl->AddDirtyRect(p,a,b) +#else +#define IDirect3DCubeTexture9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DCubeTexture9_AddRef(p) (p)->AddRef() +#define IDirect3DCubeTexture9_Release(p) (p)->Release() +#define IDirect3DCubeTexture9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DCubeTexture9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DCubeTexture9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DCubeTexture9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DCubeTexture9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DCubeTexture9_GetPriority(p) (p)->GetPriority() +#define IDirect3DCubeTexture9_PreLoad(p) (p)->PreLoad() +#define IDirect3DCubeTexture9_GetType(p) (p)->GetType() +#define IDirect3DCubeTexture9_SetLOD(p,a) (p)->SetLOD(a) +#define IDirect3DCubeTexture9_GetLOD(p) (p)->GetLOD() +#define IDirect3DCubeTexture9_GetLevelCount(p) (p)->GetLevelCount() +#define IDirect3DCubeTexture9_SetAutoGenFilterType(p,a) (p)->SetAutoGenFilterType(a) +#define IDirect3DCubeTexture9_GetAutoGenFilterType(p) (p)->GetAutoGenFilterType() +#define IDirect3DCubeTexture9_GenerateMipSubLevels(p) (p)->GenerateMipSubLevels() +#define IDirect3DCubeTexture9_GetLevelDesc(p,a,b) (p)->GetLevelDesc(a,b) +#define IDirect3DCubeTexture9_GetCubeMapSurface(p,a,b,c) (p)->GetCubeMapSurface(a,b,c) +#define IDirect3DCubeTexture9_LockRect(p,a,b,c,d,e) (p)->LockRect(a,b,c,d,e) +#define IDirect3DCubeTexture9_UnlockRect(p,a,b) (p)->UnlockRect(a,b) +#define IDirect3DCubeTexture9_AddDirtyRect(p,a,b) (p)->AddDirtyRect(a,b) +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DVertexBuffer9 + +DECLARE_INTERFACE_(IDirect3DVertexBuffer9, IDirect3DResource9) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DResource9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; + STDMETHOD(Lock)(THIS_ UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags) PURE; + STDMETHOD(Unlock)(THIS) PURE; + STDMETHOD(GetDesc)(THIS_ D3DVERTEXBUFFER_DESC *pDesc) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Name; + UINT Length; + DWORD Usage; + DWORD FVF; + D3DPOOL Pool; + DWORD Priority; + UINT LockCount; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DVertexBuffer9 *LPDIRECT3DVERTEXBUFFER9, *PDIRECT3DVERTEXBUFFER9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DVertexBuffer9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DVertexBuffer9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DVertexBuffer9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DVertexBuffer9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DVertexBuffer9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DVertexBuffer9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DVertexBuffer9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DVertexBuffer9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DVertexBuffer9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DVertexBuffer9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DVertexBuffer9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DVertexBuffer9_Lock(p,a,b,c,d) (p)->lpVtbl->Lock(p,a,b,c,d) +#define IDirect3DVertexBuffer9_Unlock(p) (p)->lpVtbl->Unlock(p) +#define IDirect3DVertexBuffer9_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a) +#else +#define IDirect3DVertexBuffer9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DVertexBuffer9_AddRef(p) (p)->AddRef() +#define IDirect3DVertexBuffer9_Release(p) (p)->Release() +#define IDirect3DVertexBuffer9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DVertexBuffer9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DVertexBuffer9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DVertexBuffer9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DVertexBuffer9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DVertexBuffer9_GetPriority(p) (p)->GetPriority() +#define IDirect3DVertexBuffer9_PreLoad(p) (p)->PreLoad() +#define IDirect3DVertexBuffer9_GetType(p) (p)->GetType() +#define IDirect3DVertexBuffer9_Lock(p,a,b,c,d) (p)->Lock(a,b,c,d) +#define IDirect3DVertexBuffer9_Unlock(p) (p)->Unlock() +#define IDirect3DVertexBuffer9_GetDesc(p,a) (p)->GetDesc(a) +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DIndexBuffer9 + +DECLARE_INTERFACE_(IDirect3DIndexBuffer9, IDirect3DResource9) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DResource9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; + STDMETHOD(Lock)(THIS_ UINT OffsetToLock,UINT SizeToLock,void** ppbData,DWORD Flags) PURE; + STDMETHOD(Unlock)(THIS) PURE; + STDMETHOD(GetDesc)(THIS_ D3DINDEXBUFFER_DESC *pDesc) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Name; + UINT Length; + DWORD Usage; + D3DFORMAT Format; + D3DPOOL Pool; + DWORD Priority; + UINT LockCount; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DIndexBuffer9 *LPDIRECT3DINDEXBUFFER9, *PDIRECT3DINDEXBUFFER9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DIndexBuffer9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DIndexBuffer9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DIndexBuffer9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DIndexBuffer9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DIndexBuffer9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DIndexBuffer9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DIndexBuffer9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DIndexBuffer9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DIndexBuffer9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DIndexBuffer9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DIndexBuffer9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DIndexBuffer9_Lock(p,a,b,c,d) (p)->lpVtbl->Lock(p,a,b,c,d) +#define IDirect3DIndexBuffer9_Unlock(p) (p)->lpVtbl->Unlock(p) +#define IDirect3DIndexBuffer9_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a) +#else +#define IDirect3DIndexBuffer9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DIndexBuffer9_AddRef(p) (p)->AddRef() +#define IDirect3DIndexBuffer9_Release(p) (p)->Release() +#define IDirect3DIndexBuffer9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DIndexBuffer9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DIndexBuffer9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DIndexBuffer9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DIndexBuffer9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DIndexBuffer9_GetPriority(p) (p)->GetPriority() +#define IDirect3DIndexBuffer9_PreLoad(p) (p)->PreLoad() +#define IDirect3DIndexBuffer9_GetType(p) (p)->GetType() +#define IDirect3DIndexBuffer9_Lock(p,a,b,c,d) (p)->Lock(a,b,c,d) +#define IDirect3DIndexBuffer9_Unlock(p) (p)->Unlock() +#define IDirect3DIndexBuffer9_GetDesc(p,a) (p)->GetDesc(a) +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DSurface9 + +DECLARE_INTERFACE_(IDirect3DSurface9, IDirect3DResource9) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DResource9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD_(DWORD, SetPriority)(THIS_ DWORD PriorityNew) PURE; + STDMETHOD_(DWORD, GetPriority)(THIS) PURE; + STDMETHOD_(void, PreLoad)(THIS) PURE; + STDMETHOD_(D3DRESOURCETYPE, GetType)(THIS) PURE; + STDMETHOD(GetContainer)(THIS_ REFIID riid,void** ppContainer) PURE; + STDMETHOD(GetDesc)(THIS_ D3DSURFACE_DESC *pDesc) PURE; + STDMETHOD(LockRect)(THIS_ D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags) PURE; + STDMETHOD(UnlockRect)(THIS) PURE; + STDMETHOD(GetDC)(THIS_ HDC *phdc) PURE; + STDMETHOD(ReleaseDC)(THIS_ HDC hdc) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Name; + UINT Width; + UINT Height; + DWORD Usage; + D3DFORMAT Format; + D3DPOOL Pool; + D3DMULTISAMPLE_TYPE MultiSampleType; + DWORD MultiSampleQuality; + DWORD Priority; + UINT LockCount; + UINT DCCount; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DSurface9 *LPDIRECT3DSURFACE9, *PDIRECT3DSURFACE9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DSurface9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DSurface9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DSurface9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DSurface9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DSurface9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DSurface9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DSurface9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DSurface9_SetPriority(p,a) (p)->lpVtbl->SetPriority(p,a) +#define IDirect3DSurface9_GetPriority(p) (p)->lpVtbl->GetPriority(p) +#define IDirect3DSurface9_PreLoad(p) (p)->lpVtbl->PreLoad(p) +#define IDirect3DSurface9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DSurface9_GetContainer(p,a,b) (p)->lpVtbl->GetContainer(p,a,b) +#define IDirect3DSurface9_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a) +#define IDirect3DSurface9_LockRect(p,a,b,c) (p)->lpVtbl->LockRect(p,a,b,c) +#define IDirect3DSurface9_UnlockRect(p) (p)->lpVtbl->UnlockRect(p) +#define IDirect3DSurface9_GetDC(p,a) (p)->lpVtbl->GetDC(p,a) +#define IDirect3DSurface9_ReleaseDC(p,a) (p)->lpVtbl->ReleaseDC(p,a) +#else +#define IDirect3DSurface9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DSurface9_AddRef(p) (p)->AddRef() +#define IDirect3DSurface9_Release(p) (p)->Release() +#define IDirect3DSurface9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DSurface9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DSurface9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DSurface9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DSurface9_SetPriority(p,a) (p)->SetPriority(a) +#define IDirect3DSurface9_GetPriority(p) (p)->GetPriority() +#define IDirect3DSurface9_PreLoad(p) (p)->PreLoad() +#define IDirect3DSurface9_GetType(p) (p)->GetType() +#define IDirect3DSurface9_GetContainer(p,a,b) (p)->GetContainer(a,b) +#define IDirect3DSurface9_GetDesc(p,a) (p)->GetDesc(a) +#define IDirect3DSurface9_LockRect(p,a,b,c) (p)->LockRect(a,b,c) +#define IDirect3DSurface9_UnlockRect(p) (p)->UnlockRect() +#define IDirect3DSurface9_GetDC(p,a) (p)->GetDC(a) +#define IDirect3DSurface9_ReleaseDC(p,a) (p)->ReleaseDC(a) +#endif + + + + + +#undef INTERFACE +#define INTERFACE IDirect3DVolume9 + +DECLARE_INTERFACE_(IDirect3DVolume9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DVolume9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD(SetPrivateData)(THIS_ REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags) PURE; + STDMETHOD(GetPrivateData)(THIS_ REFGUID refguid,void* pData,DWORD* pSizeOfData) PURE; + STDMETHOD(FreePrivateData)(THIS_ REFGUID refguid) PURE; + STDMETHOD(GetContainer)(THIS_ REFIID riid,void** ppContainer) PURE; + STDMETHOD(GetDesc)(THIS_ D3DVOLUME_DESC *pDesc) PURE; + STDMETHOD(LockBox)(THIS_ D3DLOCKED_BOX * pLockedVolume,CONST D3DBOX* pBox,DWORD Flags) PURE; + STDMETHOD(UnlockBox)(THIS) PURE; + + #ifdef D3D_DEBUG_INFO + LPCWSTR Name; + UINT Width; + UINT Height; + UINT Depth; + DWORD Usage; + D3DFORMAT Format; + D3DPOOL Pool; + UINT LockCount; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DVolume9 *LPDIRECT3DVOLUME9, *PDIRECT3DVOLUME9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DVolume9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DVolume9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DVolume9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DVolume9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DVolume9_SetPrivateData(p,a,b,c,d) (p)->lpVtbl->SetPrivateData(p,a,b,c,d) +#define IDirect3DVolume9_GetPrivateData(p,a,b,c) (p)->lpVtbl->GetPrivateData(p,a,b,c) +#define IDirect3DVolume9_FreePrivateData(p,a) (p)->lpVtbl->FreePrivateData(p,a) +#define IDirect3DVolume9_GetContainer(p,a,b) (p)->lpVtbl->GetContainer(p,a,b) +#define IDirect3DVolume9_GetDesc(p,a) (p)->lpVtbl->GetDesc(p,a) +#define IDirect3DVolume9_LockBox(p,a,b,c) (p)->lpVtbl->LockBox(p,a,b,c) +#define IDirect3DVolume9_UnlockBox(p) (p)->lpVtbl->UnlockBox(p) +#else +#define IDirect3DVolume9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DVolume9_AddRef(p) (p)->AddRef() +#define IDirect3DVolume9_Release(p) (p)->Release() +#define IDirect3DVolume9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DVolume9_SetPrivateData(p,a,b,c,d) (p)->SetPrivateData(a,b,c,d) +#define IDirect3DVolume9_GetPrivateData(p,a,b,c) (p)->GetPrivateData(a,b,c) +#define IDirect3DVolume9_FreePrivateData(p,a) (p)->FreePrivateData(a) +#define IDirect3DVolume9_GetContainer(p,a,b) (p)->GetContainer(a,b) +#define IDirect3DVolume9_GetDesc(p,a) (p)->GetDesc(a) +#define IDirect3DVolume9_LockBox(p,a,b,c) (p)->LockBox(a,b,c) +#define IDirect3DVolume9_UnlockBox(p) (p)->UnlockBox() +#endif + + + + +#undef INTERFACE +#define INTERFACE IDirect3DQuery9 + +DECLARE_INTERFACE_(IDirect3DQuery9, IUnknown) +{ + /*** IUnknown methods ***/ + STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + /*** IDirect3DQuery9 methods ***/ + STDMETHOD(GetDevice)(THIS_ IDirect3DDevice9** ppDevice) PURE; + STDMETHOD_(D3DQUERYTYPE, GetType)(THIS) PURE; + STDMETHOD_(DWORD, GetDataSize)(THIS) PURE; + STDMETHOD(Issue)(THIS_ DWORD dwIssueFlags) PURE; + STDMETHOD(GetData)(THIS_ void* pData,DWORD dwSize,DWORD dwGetDataFlags) PURE; + + #ifdef D3D_DEBUG_INFO + D3DQUERYTYPE Type; + DWORD DataSize; + LPCWSTR CreationCallStack; + #endif +}; + +typedef struct IDirect3DQuery9 *LPDIRECT3DQUERY9, *PDIRECT3DQUERY9; + +#if !defined(__cplusplus) || defined(CINTERFACE) +#define IDirect3DQuery9_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) +#define IDirect3DQuery9_AddRef(p) (p)->lpVtbl->AddRef(p) +#define IDirect3DQuery9_Release(p) (p)->lpVtbl->Release(p) +#define IDirect3DQuery9_GetDevice(p,a) (p)->lpVtbl->GetDevice(p,a) +#define IDirect3DQuery9_GetType(p) (p)->lpVtbl->GetType(p) +#define IDirect3DQuery9_GetDataSize(p) (p)->lpVtbl->GetDataSize(p) +#define IDirect3DQuery9_Issue(p,a) (p)->lpVtbl->Issue(p,a) +#define IDirect3DQuery9_GetData(p,a,b,c) (p)->lpVtbl->GetData(p,a,b,c) +#else +#define IDirect3DQuery9_QueryInterface(p,a,b) (p)->QueryInterface(a,b) +#define IDirect3DQuery9_AddRef(p) (p)->AddRef() +#define IDirect3DQuery9_Release(p) (p)->Release() +#define IDirect3DQuery9_GetDevice(p,a) (p)->GetDevice(a) +#define IDirect3DQuery9_GetType(p) (p)->GetType() +#define IDirect3DQuery9_GetDataSize(p) (p)->GetDataSize() +#define IDirect3DQuery9_Issue(p,a) (p)->Issue(a) +#define IDirect3DQuery9_GetData(p,a,b,c) (p)->GetData(a,b,c) +#endif + + +/**************************************************************************** + * Flags for SetPrivateData method on all D3D9 interfaces + * + * The passed pointer is an IUnknown ptr. The SizeOfData argument to SetPrivateData + * must be set to sizeof(IUnknown*). Direct3D will call AddRef through this + * pointer and Release when the private data is destroyed. The data will be + * destroyed when another SetPrivateData with the same GUID is set, when + * FreePrivateData is called, or when the D3D9 object is freed. + ****************************************************************************/ +#define D3DSPD_IUNKNOWN 0x00000001L + +/**************************************************************************** + * + * Flags for IDirect3D9::CreateDevice's BehaviorFlags + * + ****************************************************************************/ + +#define D3DCREATE_FPU_PRESERVE 0x00000002L +#define D3DCREATE_MULTITHREADED 0x00000004L + +#define D3DCREATE_PUREDEVICE 0x00000010L +#define D3DCREATE_SOFTWARE_VERTEXPROCESSING 0x00000020L +#define D3DCREATE_HARDWARE_VERTEXPROCESSING 0x00000040L +#define D3DCREATE_MIXED_VERTEXPROCESSING 0x00000080L + +#define D3DCREATE_DISABLE_DRIVER_MANAGEMENT 0x00000100L +#define D3DCREATE_ADAPTERGROUP_DEVICE 0x00000200L +#define D3DCREATE_DISABLE_DRIVER_MANAGEMENT_EX 0x00000400L + +// This flag causes the D3D runtime not to alter the focus +// window in any way. Use with caution- the burden of supporting +// focus management events (alt-tab, etc.) falls on the +// application, and appropriate responses (switching display +// mode, etc.) should be coded. +#define D3DCREATE_NOWINDOWCHANGES 0x00000800L + + +/**************************************************************************** + * + * Parameter for IDirect3D9::CreateDevice's Adapter argument + * + ****************************************************************************/ + +#define D3DADAPTER_DEFAULT 0 + +/**************************************************************************** + * + * Flags for IDirect3D9::EnumAdapters + * + ****************************************************************************/ + +#define D3DENUM_WHQL_LEVEL 0x00000002L + +/**************************************************************************** + * + * Maximum number of back-buffers supported in DX9 + * + ****************************************************************************/ + +#define D3DPRESENT_BACK_BUFFERS_MAX 3L + +/**************************************************************************** + * + * Flags for IDirect3DDevice9::SetGammaRamp + * + ****************************************************************************/ + +#define D3DSGR_NO_CALIBRATION 0x00000000L +#define D3DSGR_CALIBRATE 0x00000001L + +/**************************************************************************** + * + * Flags for IDirect3DDevice9::SetCursorPosition + * + ****************************************************************************/ + +#define D3DCURSOR_IMMEDIATE_UPDATE 0x00000001L + +/**************************************************************************** + * + * Flags for IDirect3DSwapChain9::Present + * + ****************************************************************************/ + +#define D3DPRESENT_DONOTWAIT 0x00000001L +#define D3DPRESENT_LINEAR_CONTENT 0x00000002L + +/**************************************************************************** + * + * Flags for DrawPrimitive/DrawIndexedPrimitive + * Also valid for Begin/BeginIndexed + * Also valid for VertexBuffer::CreateVertexBuffer + ****************************************************************************/ + + +/* + * DirectDraw error codes + */ +#define _FACD3D 0x876 +#define MAKE_D3DHRESULT( code ) MAKE_HRESULT( 1, _FACD3D, code ) +#define MAKE_D3DSTATUS( code ) MAKE_HRESULT( 0, _FACD3D, code ) + +/* + * Direct3D Errors + */ +#define D3D_OK S_OK + +#define D3DERR_WRONGTEXTUREFORMAT MAKE_D3DHRESULT(2072) +#define D3DERR_UNSUPPORTEDCOLOROPERATION MAKE_D3DHRESULT(2073) +#define D3DERR_UNSUPPORTEDCOLORARG MAKE_D3DHRESULT(2074) +#define D3DERR_UNSUPPORTEDALPHAOPERATION MAKE_D3DHRESULT(2075) +#define D3DERR_UNSUPPORTEDALPHAARG MAKE_D3DHRESULT(2076) +#define D3DERR_TOOMANYOPERATIONS MAKE_D3DHRESULT(2077) +#define D3DERR_CONFLICTINGTEXTUREFILTER MAKE_D3DHRESULT(2078) +#define D3DERR_UNSUPPORTEDFACTORVALUE MAKE_D3DHRESULT(2079) +#define D3DERR_CONFLICTINGRENDERSTATE MAKE_D3DHRESULT(2081) +#define D3DERR_UNSUPPORTEDTEXTUREFILTER MAKE_D3DHRESULT(2082) +#define D3DERR_CONFLICTINGTEXTUREPALETTE MAKE_D3DHRESULT(2086) +#define D3DERR_DRIVERINTERNALERROR MAKE_D3DHRESULT(2087) + +#define D3DERR_NOTFOUND MAKE_D3DHRESULT(2150) +#define D3DERR_MOREDATA MAKE_D3DHRESULT(2151) +#define D3DERR_DEVICELOST MAKE_D3DHRESULT(2152) +#define D3DERR_DEVICENOTRESET MAKE_D3DHRESULT(2153) +#define D3DERR_NOTAVAILABLE MAKE_D3DHRESULT(2154) +#define D3DERR_OUTOFVIDEOMEMORY MAKE_D3DHRESULT(380) +#define D3DERR_INVALIDDEVICE MAKE_D3DHRESULT(2155) +#define D3DERR_INVALIDCALL MAKE_D3DHRESULT(2156) +#define D3DERR_DRIVERINVALIDCALL MAKE_D3DHRESULT(2157) +#define D3DERR_WASSTILLDRAWING MAKE_D3DHRESULT(540) +#define D3DOK_NOAUTOGEN MAKE_D3DSTATUS(2159) + + +#ifdef __cplusplus +}; +#endif + +#endif /* (DIRECT3D_VERSION >= 0x0900) */ +#endif /* _D3D_H_ */ + diff --git a/src/dep/include/DXSDK/include/d3d9caps.h b/src/dep/include/DXSDK/include/d3d9caps.h new file mode 100644 index 0000000..913f960 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3d9caps.h @@ -0,0 +1,476 @@ +/*==========================================================================; + * + * Copyright (C) Microsoft Corporation. All Rights Reserved. + * + * File: d3d9caps.h + * Content: Direct3D capabilities include file + * + ***************************************************************************/ + +#ifndef _d3d9CAPS_H +#define _d3d9CAPS_H + +#ifndef DIRECT3D_VERSION +#define DIRECT3D_VERSION 0x0900 +#endif //DIRECT3D_VERSION + +// include this file content only if compiling for DX9 interfaces +#if(DIRECT3D_VERSION >= 0x0900) + +#if defined(_X86_) || defined(_IA64) +#pragma pack(4) +#endif + +typedef struct _D3DVSHADERCAPS2_0 +{ + DWORD Caps; + INT DynamicFlowControlDepth; + INT NumTemps; + INT StaticFlowControlDepth; +} D3DVSHADERCAPS2_0; + +#define D3DVS20CAPS_PREDICATION (1<<0) + +#define D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH 24 +#define D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH 0 +#define D3DVS20_MAX_NUMTEMPS 32 +#define D3DVS20_MIN_NUMTEMPS 12 +#define D3DVS20_MAX_STATICFLOWCONTROLDEPTH 4 +#define D3DVS20_MIN_STATICFLOWCONTROLDEPTH 1 + +typedef struct _D3DPSHADERCAPS2_0 +{ + DWORD Caps; + INT DynamicFlowControlDepth; + INT NumTemps; + INT StaticFlowControlDepth; + INT NumInstructionSlots; +} D3DPSHADERCAPS2_0; + +#define D3DPS20CAPS_ARBITRARYSWIZZLE (1<<0) +#define D3DPS20CAPS_GRADIENTINSTRUCTIONS (1<<1) +#define D3DPS20CAPS_PREDICATION (1<<2) +#define D3DPS20CAPS_NODEPENDENTREADLIMIT (1<<3) +#define D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT (1<<4) + +#define D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH 24 +#define D3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH 0 +#define D3DPS20_MAX_NUMTEMPS 32 +#define D3DPS20_MIN_NUMTEMPS 12 +#define D3DPS20_MAX_STATICFLOWCONTROLDEPTH 4 +#define D3DPS20_MIN_STATICFLOWCONTROLDEPTH 0 +#define D3DPS20_MAX_NUMINSTRUCTIONSLOTS 512 +#define D3DPS20_MIN_NUMINSTRUCTIONSLOTS 96 + +#define D3DMIN30SHADERINSTRUCTIONS 512 +#define D3DMAX30SHADERINSTRUCTIONS 32768 + +typedef struct _D3DCAPS9 +{ + /* Device Info */ + D3DDEVTYPE DeviceType; + UINT AdapterOrdinal; + + /* Caps from DX7 Draw */ + DWORD Caps; + DWORD Caps2; + DWORD Caps3; + DWORD PresentationIntervals; + + /* Cursor Caps */ + DWORD CursorCaps; + + /* 3D Device Caps */ + DWORD DevCaps; + + DWORD PrimitiveMiscCaps; + DWORD RasterCaps; + DWORD ZCmpCaps; + DWORD SrcBlendCaps; + DWORD DestBlendCaps; + DWORD AlphaCmpCaps; + DWORD ShadeCaps; + DWORD TextureCaps; + DWORD TextureFilterCaps; // D3DPTFILTERCAPS for IDirect3DTexture9's + DWORD CubeTextureFilterCaps; // D3DPTFILTERCAPS for IDirect3DCubeTexture9's + DWORD VolumeTextureFilterCaps; // D3DPTFILTERCAPS for IDirect3DVolumeTexture9's + DWORD TextureAddressCaps; // D3DPTADDRESSCAPS for IDirect3DTexture9's + DWORD VolumeTextureAddressCaps; // D3DPTADDRESSCAPS for IDirect3DVolumeTexture9's + + DWORD LineCaps; // D3DLINECAPS + + DWORD MaxTextureWidth, MaxTextureHeight; + DWORD MaxVolumeExtent; + + DWORD MaxTextureRepeat; + DWORD MaxTextureAspectRatio; + DWORD MaxAnisotropy; + float MaxVertexW; + + float GuardBandLeft; + float GuardBandTop; + float GuardBandRight; + float GuardBandBottom; + + float ExtentsAdjust; + DWORD StencilCaps; + + DWORD FVFCaps; + DWORD TextureOpCaps; + DWORD MaxTextureBlendStages; + DWORD MaxSimultaneousTextures; + + DWORD VertexProcessingCaps; + DWORD MaxActiveLights; + DWORD MaxUserClipPlanes; + DWORD MaxVertexBlendMatrices; + DWORD MaxVertexBlendMatrixIndex; + + float MaxPointSize; + + DWORD MaxPrimitiveCount; // max number of primitives per DrawPrimitive call + DWORD MaxVertexIndex; + DWORD MaxStreams; + DWORD MaxStreamStride; // max stride for SetStreamSource + + DWORD VertexShaderVersion; + DWORD MaxVertexShaderConst; // number of vertex shader constant registers + + DWORD PixelShaderVersion; + float PixelShader1xMaxValue; // max value storable in registers of ps.1.x shaders + + // Here are the DX9 specific ones + DWORD DevCaps2; + + float MaxNpatchTessellationLevel; + DWORD Reserved5; + + UINT MasterAdapterOrdinal; // ordinal of master adaptor for adapter group + UINT AdapterOrdinalInGroup; // ordinal inside the adapter group + UINT NumberOfAdaptersInGroup; // number of adapters in this adapter group (only if master) + DWORD DeclTypes; // Data types, supported in vertex declarations + DWORD NumSimultaneousRTs; // Will be at least 1 + DWORD StretchRectFilterCaps; // Filter caps supported by StretchRect + D3DVSHADERCAPS2_0 VS20Caps; + D3DPSHADERCAPS2_0 PS20Caps; + DWORD VertexTextureFilterCaps; // D3DPTFILTERCAPS for IDirect3DTexture9's for texture, used in vertex shaders + DWORD MaxVShaderInstructionsExecuted; // maximum number of vertex shader instructions that can be executed + DWORD MaxPShaderInstructionsExecuted; // maximum number of pixel shader instructions that can be executed + DWORD MaxVertexShader30InstructionSlots; + DWORD MaxPixelShader30InstructionSlots; +} D3DCAPS9; + +// +// BIT DEFINES FOR D3DCAPS9 DWORD MEMBERS +// + +// +// Caps +// +#define D3DCAPS_READ_SCANLINE 0x00020000L + +// +// Caps2 +// +#define D3DCAPS2_FULLSCREENGAMMA 0x00020000L +#define D3DCAPS2_CANCALIBRATEGAMMA 0x00100000L +#define D3DCAPS2_RESERVED 0x02000000L +#define D3DCAPS2_CANMANAGERESOURCE 0x10000000L +#define D3DCAPS2_DYNAMICTEXTURES 0x20000000L +#define D3DCAPS2_CANAUTOGENMIPMAP 0x40000000L + +// +// Caps3 +// +#define D3DCAPS3_RESERVED 0x8000001fL + +// Indicates that the device can respect the ALPHABLENDENABLE render state +// when fullscreen while using the FLIP or DISCARD swap effect. +// COPY and COPYVSYNC swap effects work whether or not this flag is set. +#define D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD 0x00000020L + +// Indicates that the device can perform a gamma correction from +// a windowed back buffer containing linear content to the sRGB desktop. +#define D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION 0x00000080L + +#define D3DCAPS3_COPY_TO_VIDMEM 0x00000100L /* Device can acclerate copies from sysmem to local vidmem */ +#define D3DCAPS3_COPY_TO_SYSTEMMEM 0x00000200L /* Device can acclerate copies from local vidmem to sysmem */ + + +// +// PresentationIntervals +// +#define D3DPRESENT_INTERVAL_DEFAULT 0x00000000L +#define D3DPRESENT_INTERVAL_ONE 0x00000001L +#define D3DPRESENT_INTERVAL_TWO 0x00000002L +#define D3DPRESENT_INTERVAL_THREE 0x00000004L +#define D3DPRESENT_INTERVAL_FOUR 0x00000008L +#define D3DPRESENT_INTERVAL_IMMEDIATE 0x80000000L + +// +// CursorCaps +// +// Driver supports HW color cursor in at least hi-res modes(height >=400) +#define D3DCURSORCAPS_COLOR 0x00000001L +// Driver supports HW cursor also in low-res modes(height < 400) +#define D3DCURSORCAPS_LOWRES 0x00000002L + +// +// DevCaps +// +#define D3DDEVCAPS_EXECUTESYSTEMMEMORY 0x00000010L /* Device can use execute buffers from system memory */ +#define D3DDEVCAPS_EXECUTEVIDEOMEMORY 0x00000020L /* Device can use execute buffers from video memory */ +#define D3DDEVCAPS_TLVERTEXSYSTEMMEMORY 0x00000040L /* Device can use TL buffers from system memory */ +#define D3DDEVCAPS_TLVERTEXVIDEOMEMORY 0x00000080L /* Device can use TL buffers from video memory */ +#define D3DDEVCAPS_TEXTURESYSTEMMEMORY 0x00000100L /* Device can texture from system memory */ +#define D3DDEVCAPS_TEXTUREVIDEOMEMORY 0x00000200L /* Device can texture from device memory */ +#define D3DDEVCAPS_DRAWPRIMTLVERTEX 0x00000400L /* Device can draw TLVERTEX primitives */ +#define D3DDEVCAPS_CANRENDERAFTERFLIP 0x00000800L /* Device can render without waiting for flip to complete */ +#define D3DDEVCAPS_TEXTURENONLOCALVIDMEM 0x00001000L /* Device can texture from nonlocal video memory */ +#define D3DDEVCAPS_DRAWPRIMITIVES2 0x00002000L /* Device can support DrawPrimitives2 */ +#define D3DDEVCAPS_SEPARATETEXTUREMEMORIES 0x00004000L /* Device is texturing from separate memory pools */ +#define D3DDEVCAPS_DRAWPRIMITIVES2EX 0x00008000L /* Device can support Extended DrawPrimitives2 i.e. DX7 compliant driver*/ +#define D3DDEVCAPS_HWTRANSFORMANDLIGHT 0x00010000L /* Device can support transformation and lighting in hardware and DRAWPRIMITIVES2EX must be also */ +#define D3DDEVCAPS_CANBLTSYSTONONLOCAL 0x00020000L /* Device supports a Tex Blt from system memory to non-local vidmem */ +#define D3DDEVCAPS_HWRASTERIZATION 0x00080000L /* Device has HW acceleration for rasterization */ +#define D3DDEVCAPS_PUREDEVICE 0x00100000L /* Device supports D3DCREATE_PUREDEVICE */ +#define D3DDEVCAPS_QUINTICRTPATCHES 0x00200000L /* Device supports quintic Beziers and BSplines */ +#define D3DDEVCAPS_RTPATCHES 0x00400000L /* Device supports Rect and Tri patches */ +#define D3DDEVCAPS_RTPATCHHANDLEZERO 0x00800000L /* Indicates that RT Patches may be drawn efficiently using handle 0 */ +#define D3DDEVCAPS_NPATCHES 0x01000000L /* Device supports N-Patches */ + +// +// PrimitiveMiscCaps +// +#define D3DPMISCCAPS_MASKZ 0x00000002L +#define D3DPMISCCAPS_CULLNONE 0x00000010L +#define D3DPMISCCAPS_CULLCW 0x00000020L +#define D3DPMISCCAPS_CULLCCW 0x00000040L +#define D3DPMISCCAPS_COLORWRITEENABLE 0x00000080L +#define D3DPMISCCAPS_CLIPPLANESCALEDPOINTS 0x00000100L /* Device correctly clips scaled points to clip planes */ +#define D3DPMISCCAPS_CLIPTLVERTS 0x00000200L /* device will clip post-transformed vertex primitives */ +#define D3DPMISCCAPS_TSSARGTEMP 0x00000400L /* device supports D3DTA_TEMP for temporary register */ +#define D3DPMISCCAPS_BLENDOP 0x00000800L /* device supports D3DRS_BLENDOP */ +#define D3DPMISCCAPS_NULLREFERENCE 0x00001000L /* Reference Device that doesnt render */ +#define D3DPMISCCAPS_INDEPENDENTWRITEMASKS 0x00004000L /* Device supports independent write masks for MET or MRT */ +#define D3DPMISCCAPS_PERSTAGECONSTANT 0x00008000L /* Device supports per-stage constants */ +#define D3DPMISCCAPS_FOGANDSPECULARALPHA 0x00010000L /* Device supports separate fog and specular alpha (many devices + use the specular alpha channel to store fog factor) */ +#define D3DPMISCCAPS_SEPARATEALPHABLEND 0x00020000L /* Device supports separate blend settings for the alpha channel */ +#define D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS 0x00040000L /* Device supports different bit depths for MRT */ +#define D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING 0x00080000L /* Device supports post-pixel shader operations for MRT */ +#define D3DPMISCCAPS_FOGVERTEXCLAMPED 0x00100000L /* Device clamps fog blend factor per vertex */ + +// +// LineCaps +// +#define D3DLINECAPS_TEXTURE 0x00000001L +#define D3DLINECAPS_ZTEST 0x00000002L +#define D3DLINECAPS_BLEND 0x00000004L +#define D3DLINECAPS_ALPHACMP 0x00000008L +#define D3DLINECAPS_FOG 0x00000010L +#define D3DLINECAPS_ANTIALIAS 0x00000020L + +// +// RasterCaps +// +#define D3DPRASTERCAPS_DITHER 0x00000001L +#define D3DPRASTERCAPS_ZTEST 0x00000010L +#define D3DPRASTERCAPS_FOGVERTEX 0x00000080L +#define D3DPRASTERCAPS_FOGTABLE 0x00000100L +#define D3DPRASTERCAPS_MIPMAPLODBIAS 0x00002000L +#define D3DPRASTERCAPS_ZBUFFERLESSHSR 0x00008000L +#define D3DPRASTERCAPS_FOGRANGE 0x00010000L +#define D3DPRASTERCAPS_ANISOTROPY 0x00020000L +#define D3DPRASTERCAPS_WBUFFER 0x00040000L +#define D3DPRASTERCAPS_WFOG 0x00100000L +#define D3DPRASTERCAPS_ZFOG 0x00200000L +#define D3DPRASTERCAPS_COLORPERSPECTIVE 0x00400000L /* Device iterates colors perspective correct */ +#define D3DPRASTERCAPS_SCISSORTEST 0x01000000L +#define D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS 0x02000000L +#define D3DPRASTERCAPS_DEPTHBIAS 0x04000000L +#define D3DPRASTERCAPS_MULTISAMPLE_TOGGLE 0x08000000L + +// +// ZCmpCaps, AlphaCmpCaps +// +#define D3DPCMPCAPS_NEVER 0x00000001L +#define D3DPCMPCAPS_LESS 0x00000002L +#define D3DPCMPCAPS_EQUAL 0x00000004L +#define D3DPCMPCAPS_LESSEQUAL 0x00000008L +#define D3DPCMPCAPS_GREATER 0x00000010L +#define D3DPCMPCAPS_NOTEQUAL 0x00000020L +#define D3DPCMPCAPS_GREATEREQUAL 0x00000040L +#define D3DPCMPCAPS_ALWAYS 0x00000080L + +// +// SourceBlendCaps, DestBlendCaps +// +#define D3DPBLENDCAPS_ZERO 0x00000001L +#define D3DPBLENDCAPS_ONE 0x00000002L +#define D3DPBLENDCAPS_SRCCOLOR 0x00000004L +#define D3DPBLENDCAPS_INVSRCCOLOR 0x00000008L +#define D3DPBLENDCAPS_SRCALPHA 0x00000010L +#define D3DPBLENDCAPS_INVSRCALPHA 0x00000020L +#define D3DPBLENDCAPS_DESTALPHA 0x00000040L +#define D3DPBLENDCAPS_INVDESTALPHA 0x00000080L +#define D3DPBLENDCAPS_DESTCOLOR 0x00000100L +#define D3DPBLENDCAPS_INVDESTCOLOR 0x00000200L +#define D3DPBLENDCAPS_SRCALPHASAT 0x00000400L +#define D3DPBLENDCAPS_BOTHSRCALPHA 0x00000800L +#define D3DPBLENDCAPS_BOTHINVSRCALPHA 0x00001000L +#define D3DPBLENDCAPS_BLENDFACTOR 0x00002000L /* Supports both D3DBLEND_BLENDFACTOR and D3DBLEND_INVBLENDFACTOR */ + +// +// ShadeCaps +// +#define D3DPSHADECAPS_COLORGOURAUDRGB 0x00000008L +#define D3DPSHADECAPS_SPECULARGOURAUDRGB 0x00000200L +#define D3DPSHADECAPS_ALPHAGOURAUDBLEND 0x00004000L +#define D3DPSHADECAPS_FOGGOURAUD 0x00080000L + +// +// TextureCaps +// +#define D3DPTEXTURECAPS_PERSPECTIVE 0x00000001L /* Perspective-correct texturing is supported */ +#define D3DPTEXTURECAPS_POW2 0x00000002L /* Power-of-2 texture dimensions are required - applies to non-Cube/Volume textures only. */ +#define D3DPTEXTURECAPS_ALPHA 0x00000004L /* Alpha in texture pixels is supported */ +#define D3DPTEXTURECAPS_SQUAREONLY 0x00000020L /* Only square textures are supported */ +#define D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE 0x00000040L /* Texture indices are not scaled by the texture size prior to interpolation */ +#define D3DPTEXTURECAPS_ALPHAPALETTE 0x00000080L /* Device can draw alpha from texture palettes */ +// Device can use non-POW2 textures if: +// 1) D3DTEXTURE_ADDRESS is set to CLAMP for this texture's stage +// 2) D3DRS_WRAP(N) is zero for this texture's coordinates +// 3) mip mapping is not enabled (use magnification filter only) +#define D3DPTEXTURECAPS_NONPOW2CONDITIONAL 0x00000100L +#define D3DPTEXTURECAPS_PROJECTED 0x00000400L /* Device can do D3DTTFF_PROJECTED */ +#define D3DPTEXTURECAPS_CUBEMAP 0x00000800L /* Device can do cubemap textures */ +#define D3DPTEXTURECAPS_VOLUMEMAP 0x00002000L /* Device can do volume textures */ +#define D3DPTEXTURECAPS_MIPMAP 0x00004000L /* Device can do mipmapped textures */ +#define D3DPTEXTURECAPS_MIPVOLUMEMAP 0x00008000L /* Device can do mipmapped volume textures */ +#define D3DPTEXTURECAPS_MIPCUBEMAP 0x00010000L /* Device can do mipmapped cube maps */ +#define D3DPTEXTURECAPS_CUBEMAP_POW2 0x00020000L /* Device requires that cubemaps be power-of-2 dimension */ +#define D3DPTEXTURECAPS_VOLUMEMAP_POW2 0x00040000L /* Device requires that volume maps be power-of-2 dimension */ +#define D3DPTEXTURECAPS_NOPROJECTEDBUMPENV 0x00200000L /* Device does not support projected bump env lookup operation + in programmable and fixed function pixel shaders */ + +// +// TextureFilterCaps, StretchRectFilterCaps +// +#define D3DPTFILTERCAPS_MINFPOINT 0x00000100L /* Min Filter */ +#define D3DPTFILTERCAPS_MINFLINEAR 0x00000200L +#define D3DPTFILTERCAPS_MINFANISOTROPIC 0x00000400L +#define D3DPTFILTERCAPS_MINFPYRAMIDALQUAD 0x00000800L +#define D3DPTFILTERCAPS_MINFGAUSSIANQUAD 0x00001000L +#define D3DPTFILTERCAPS_MIPFPOINT 0x00010000L /* Mip Filter */ +#define D3DPTFILTERCAPS_MIPFLINEAR 0x00020000L +#define D3DPTFILTERCAPS_MAGFPOINT 0x01000000L /* Mag Filter */ +#define D3DPTFILTERCAPS_MAGFLINEAR 0x02000000L +#define D3DPTFILTERCAPS_MAGFANISOTROPIC 0x04000000L +#define D3DPTFILTERCAPS_MAGFPYRAMIDALQUAD 0x08000000L +#define D3DPTFILTERCAPS_MAGFGAUSSIANQUAD 0x10000000L + +// +// TextureAddressCaps +// +#define D3DPTADDRESSCAPS_WRAP 0x00000001L +#define D3DPTADDRESSCAPS_MIRROR 0x00000002L +#define D3DPTADDRESSCAPS_CLAMP 0x00000004L +#define D3DPTADDRESSCAPS_BORDER 0x00000008L +#define D3DPTADDRESSCAPS_INDEPENDENTUV 0x00000010L +#define D3DPTADDRESSCAPS_MIRRORONCE 0x00000020L + +// +// StencilCaps +// +#define D3DSTENCILCAPS_KEEP 0x00000001L +#define D3DSTENCILCAPS_ZERO 0x00000002L +#define D3DSTENCILCAPS_REPLACE 0x00000004L +#define D3DSTENCILCAPS_INCRSAT 0x00000008L +#define D3DSTENCILCAPS_DECRSAT 0x00000010L +#define D3DSTENCILCAPS_INVERT 0x00000020L +#define D3DSTENCILCAPS_INCR 0x00000040L +#define D3DSTENCILCAPS_DECR 0x00000080L +#define D3DSTENCILCAPS_TWOSIDED 0x00000100L + +// +// TextureOpCaps +// +#define D3DTEXOPCAPS_DISABLE 0x00000001L +#define D3DTEXOPCAPS_SELECTARG1 0x00000002L +#define D3DTEXOPCAPS_SELECTARG2 0x00000004L +#define D3DTEXOPCAPS_MODULATE 0x00000008L +#define D3DTEXOPCAPS_MODULATE2X 0x00000010L +#define D3DTEXOPCAPS_MODULATE4X 0x00000020L +#define D3DTEXOPCAPS_ADD 0x00000040L +#define D3DTEXOPCAPS_ADDSIGNED 0x00000080L +#define D3DTEXOPCAPS_ADDSIGNED2X 0x00000100L +#define D3DTEXOPCAPS_SUBTRACT 0x00000200L +#define D3DTEXOPCAPS_ADDSMOOTH 0x00000400L +#define D3DTEXOPCAPS_BLENDDIFFUSEALPHA 0x00000800L +#define D3DTEXOPCAPS_BLENDTEXTUREALPHA 0x00001000L +#define D3DTEXOPCAPS_BLENDFACTORALPHA 0x00002000L +#define D3DTEXOPCAPS_BLENDTEXTUREALPHAPM 0x00004000L +#define D3DTEXOPCAPS_BLENDCURRENTALPHA 0x00008000L +#define D3DTEXOPCAPS_PREMODULATE 0x00010000L +#define D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR 0x00020000L +#define D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA 0x00040000L +#define D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR 0x00080000L +#define D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA 0x00100000L +#define D3DTEXOPCAPS_BUMPENVMAP 0x00200000L +#define D3DTEXOPCAPS_BUMPENVMAPLUMINANCE 0x00400000L +#define D3DTEXOPCAPS_DOTPRODUCT3 0x00800000L +#define D3DTEXOPCAPS_MULTIPLYADD 0x01000000L +#define D3DTEXOPCAPS_LERP 0x02000000L + +// +// FVFCaps +// +#define D3DFVFCAPS_TEXCOORDCOUNTMASK 0x0000ffffL /* mask for texture coordinate count field */ +#define D3DFVFCAPS_DONOTSTRIPELEMENTS 0x00080000L /* Device prefers that vertex elements not be stripped */ +#define D3DFVFCAPS_PSIZE 0x00100000L /* Device can receive point size */ + +// +// VertexProcessingCaps +// +#define D3DVTXPCAPS_TEXGEN 0x00000001L /* device can do texgen */ +#define D3DVTXPCAPS_MATERIALSOURCE7 0x00000002L /* device can do DX7-level colormaterialsource ops */ +#define D3DVTXPCAPS_DIRECTIONALLIGHTS 0x00000008L /* device can do directional lights */ +#define D3DVTXPCAPS_POSITIONALLIGHTS 0x00000010L /* device can do positional lights (includes point and spot) */ +#define D3DVTXPCAPS_LOCALVIEWER 0x00000020L /* device can do local viewer */ +#define D3DVTXPCAPS_TWEENING 0x00000040L /* device can do vertex tweening */ +#define D3DVTXPCAPS_TEXGEN_SPHEREMAP 0x00000100L /* device supports D3DTSS_TCI_SPHEREMAP */ +#define D3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER 0x00000200L /* device does not support TexGen in non-local + viewer mode */ + +// +// DevCaps2 +// +#define D3DDEVCAPS2_STREAMOFFSET 0x00000001L /* Device supports offsets in streams. Must be set by DX9 drivers */ +#define D3DDEVCAPS2_DMAPNPATCH 0x00000002L /* Device supports displacement maps for N-Patches*/ +#define D3DDEVCAPS2_ADAPTIVETESSRTPATCH 0x00000004L /* Device supports adaptive tesselation of RT-patches*/ +#define D3DDEVCAPS2_ADAPTIVETESSNPATCH 0x00000008L /* Device supports adaptive tesselation of N-patches*/ +#define D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES 0x00000010L /* Device supports StretchRect calls with a texture as the source*/ +#define D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH 0x00000020L /* Device supports presampled displacement maps for N-Patches */ +#define D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET 0x00000040L /* Vertex elements in a vertex declaration can share the same stream offset */ + +// +// DeclTypes +// +#define D3DDTCAPS_UBYTE4 0x00000001L +#define D3DDTCAPS_UBYTE4N 0x00000002L +#define D3DDTCAPS_SHORT2N 0x00000004L +#define D3DDTCAPS_SHORT4N 0x00000008L +#define D3DDTCAPS_USHORT2N 0x00000010L +#define D3DDTCAPS_USHORT4N 0x00000020L +#define D3DDTCAPS_UDEC3 0x00000040L +#define D3DDTCAPS_DEC3N 0x00000080L +#define D3DDTCAPS_FLOAT16_2 0x00000100L +#define D3DDTCAPS_FLOAT16_4 0x00000200L + + +#pragma pack() + +#endif /* (DIRECT3D_VERSION >= 0x0900) */ +#endif /* _d3d9CAPS_H_ */ + diff --git a/src/dep/include/DXSDK/include/d3d9types.h b/src/dep/include/DXSDK/include/d3d9types.h new file mode 100644 index 0000000..9f6cee8 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3d9types.h @@ -0,0 +1,1855 @@ +/*==========================================================================; + * + * Copyright (C) Microsoft Corporation. All Rights Reserved. + * + * File: d3d9types.h + * Content: Direct3D capabilities include file + * + ***************************************************************************/ + +#ifndef _d3d9TYPES_H_ +#define _d3d9TYPES_H_ + +#ifndef DIRECT3D_VERSION +#define DIRECT3D_VERSION 0x0900 +#endif //DIRECT3D_VERSION + +// include this file content only if compiling for DX9 interfaces +#if(DIRECT3D_VERSION >= 0x0900) + +#include + +#if _MSC_VER >= 1200 +#pragma warning(push) +#endif +#pragma warning(disable:4201) // anonymous unions warning +#if defined(_X86_) || defined(_IA64) +#pragma pack(4) +#endif + +// D3DCOLOR is equivalent to D3DFMT_A8R8G8B8 +#ifndef D3DCOLOR_DEFINED +typedef DWORD D3DCOLOR; +#define D3DCOLOR_DEFINED +#endif + +// maps unsigned 8 bits/channel to D3DCOLOR +#define D3DCOLOR_ARGB(a,r,g,b) \ + ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) +#define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b) +#define D3DCOLOR_XRGB(r,g,b) D3DCOLOR_ARGB(0xff,r,g,b) + +#define D3DCOLOR_XYUV(y,u,v) D3DCOLOR_ARGB(0xff,y,u,v) +#define D3DCOLOR_AYUV(a,y,u,v) D3DCOLOR_ARGB(a,y,u,v) + +// maps floating point channels (0.f to 1.f range) to D3DCOLOR +#define D3DCOLOR_COLORVALUE(r,g,b,a) \ + D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f)) + + +#ifndef D3DVECTOR_DEFINED +typedef struct _D3DVECTOR { + float x; + float y; + float z; +} D3DVECTOR; +#define D3DVECTOR_DEFINED +#endif + +#ifndef D3DCOLORVALUE_DEFINED +typedef struct _D3DCOLORVALUE { + float r; + float g; + float b; + float a; +} D3DCOLORVALUE; +#define D3DCOLORVALUE_DEFINED +#endif + +#ifndef D3DRECT_DEFINED +typedef struct _D3DRECT { + LONG x1; + LONG y1; + LONG x2; + LONG y2; +} D3DRECT; +#define D3DRECT_DEFINED +#endif + +#ifndef D3DMATRIX_DEFINED +typedef struct _D3DMATRIX { + union { + struct { + float _11, _12, _13, _14; + float _21, _22, _23, _24; + float _31, _32, _33, _34; + float _41, _42, _43, _44; + + }; + float m[4][4]; + }; +} D3DMATRIX; +#define D3DMATRIX_DEFINED +#endif + +typedef struct _D3DVIEWPORT9 { + DWORD X; + DWORD Y; /* Viewport Top left */ + DWORD Width; + DWORD Height; /* Viewport Dimensions */ + float MinZ; /* Min/max of clip Volume */ + float MaxZ; +} D3DVIEWPORT9; + +/* + * Values for clip fields. + */ + +// Max number of user clipping planes, supported in D3D. +#define D3DMAXUSERCLIPPLANES 32 + +// These bits could be ORed together to use with D3DRS_CLIPPLANEENABLE +// +#define D3DCLIPPLANE0 (1 << 0) +#define D3DCLIPPLANE1 (1 << 1) +#define D3DCLIPPLANE2 (1 << 2) +#define D3DCLIPPLANE3 (1 << 3) +#define D3DCLIPPLANE4 (1 << 4) +#define D3DCLIPPLANE5 (1 << 5) + +// The following bits are used in the ClipUnion and ClipIntersection +// members of the D3DCLIPSTATUS9 +// + +#define D3DCS_LEFT 0x00000001L +#define D3DCS_RIGHT 0x00000002L +#define D3DCS_TOP 0x00000004L +#define D3DCS_BOTTOM 0x00000008L +#define D3DCS_FRONT 0x00000010L +#define D3DCS_BACK 0x00000020L +#define D3DCS_PLANE0 0x00000040L +#define D3DCS_PLANE1 0x00000080L +#define D3DCS_PLANE2 0x00000100L +#define D3DCS_PLANE3 0x00000200L +#define D3DCS_PLANE4 0x00000400L +#define D3DCS_PLANE5 0x00000800L + +#define D3DCS_ALL (D3DCS_LEFT | \ + D3DCS_RIGHT | \ + D3DCS_TOP | \ + D3DCS_BOTTOM | \ + D3DCS_FRONT | \ + D3DCS_BACK | \ + D3DCS_PLANE0 | \ + D3DCS_PLANE1 | \ + D3DCS_PLANE2 | \ + D3DCS_PLANE3 | \ + D3DCS_PLANE4 | \ + D3DCS_PLANE5) + +typedef struct _D3DCLIPSTATUS9 { + DWORD ClipUnion; + DWORD ClipIntersection; +} D3DCLIPSTATUS9; + +typedef struct _D3DMATERIAL9 { + D3DCOLORVALUE Diffuse; /* Diffuse color RGBA */ + D3DCOLORVALUE Ambient; /* Ambient color RGB */ + D3DCOLORVALUE Specular; /* Specular 'shininess' */ + D3DCOLORVALUE Emissive; /* Emissive color RGB */ + float Power; /* Sharpness if specular highlight */ +} D3DMATERIAL9; + +typedef enum _D3DLIGHTTYPE { + D3DLIGHT_POINT = 1, + D3DLIGHT_SPOT = 2, + D3DLIGHT_DIRECTIONAL = 3, + D3DLIGHT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DLIGHTTYPE; + +typedef struct _D3DLIGHT9 { + D3DLIGHTTYPE Type; /* Type of light source */ + D3DCOLORVALUE Diffuse; /* Diffuse color of light */ + D3DCOLORVALUE Specular; /* Specular color of light */ + D3DCOLORVALUE Ambient; /* Ambient color of light */ + D3DVECTOR Position; /* Position in world space */ + D3DVECTOR Direction; /* Direction in world space */ + float Range; /* Cutoff range */ + float Falloff; /* Falloff */ + float Attenuation0; /* Constant attenuation */ + float Attenuation1; /* Linear attenuation */ + float Attenuation2; /* Quadratic attenuation */ + float Theta; /* Inner angle of spotlight cone */ + float Phi; /* Outer angle of spotlight cone */ +} D3DLIGHT9; + +/* + * 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 */ + +/* + * The following defines the rendering states + */ + +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 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_BLENDFACTOR = 14, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */ + D3DBLEND_INVBLENDFACTOR = 15, /* Only supported if D3DPBLENDCAPS_BLENDFACTOR is on */ + D3DBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DBLEND; + +typedef enum _D3DBLENDOP { + D3DBLENDOP_ADD = 1, + D3DBLENDOP_SUBTRACT = 2, + D3DBLENDOP_REVSUBTRACT = 3, + D3DBLENDOP_MIN = 4, + D3DBLENDOP_MAX = 5, + D3DBLENDOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DBLENDOP; + +typedef enum _D3DTEXTUREADDRESS { + D3DTADDRESS_WRAP = 1, + D3DTADDRESS_MIRROR = 2, + D3DTADDRESS_CLAMP = 3, + D3DTADDRESS_BORDER = 4, + D3DTADDRESS_MIRRORONCE = 5, + 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; + +// 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; + +typedef enum _D3DTRANSFORMSTATETYPE { + D3DTS_VIEW = 2, + D3DTS_PROJECTION = 3, + D3DTS_TEXTURE0 = 16, + D3DTS_TEXTURE1 = 17, + D3DTS_TEXTURE2 = 18, + D3DTS_TEXTURE3 = 19, + D3DTS_TEXTURE4 = 20, + D3DTS_TEXTURE5 = 21, + D3DTS_TEXTURE6 = 22, + D3DTS_TEXTURE7 = 23, + D3DTS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DTRANSFORMSTATETYPE; + +#define D3DTS_WORLDMATRIX(index) (D3DTRANSFORMSTATETYPE)(index + 256) +#define D3DTS_WORLD D3DTS_WORLDMATRIX(0) +#define D3DTS_WORLD1 D3DTS_WORLDMATRIX(1) +#define D3DTS_WORLD2 D3DTS_WORLDMATRIX(2) +#define D3DTS_WORLD3 D3DTS_WORLDMATRIX(3) + +typedef enum _D3DRENDERSTATETYPE { + D3DRS_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */ + D3DRS_FILLMODE = 8, /* D3DFILLMODE */ + D3DRS_SHADEMODE = 9, /* D3DSHADEMODE */ + D3DRS_ZWRITEENABLE = 14, /* TRUE to enable z writes */ + D3DRS_ALPHATESTENABLE = 15, /* TRUE to enable alpha tests */ + D3DRS_LASTPIXEL = 16, /* TRUE for last-pixel on lines */ + D3DRS_SRCBLEND = 19, /* D3DBLEND */ + D3DRS_DESTBLEND = 20, /* D3DBLEND */ + D3DRS_CULLMODE = 22, /* D3DCULL */ + D3DRS_ZFUNC = 23, /* D3DCMPFUNC */ + D3DRS_ALPHAREF = 24, /* D3DFIXED */ + D3DRS_ALPHAFUNC = 25, /* D3DCMPFUNC */ + D3DRS_DITHERENABLE = 26, /* TRUE to enable dithering */ + D3DRS_ALPHABLENDENABLE = 27, /* TRUE to enable alpha blending */ + D3DRS_FOGENABLE = 28, /* TRUE to enable fog blending */ + D3DRS_SPECULARENABLE = 29, /* TRUE to enable specular */ + D3DRS_FOGCOLOR = 34, /* D3DCOLOR */ + D3DRS_FOGTABLEMODE = 35, /* D3DFOGMODE */ + D3DRS_FOGSTART = 36, /* Fog start (for both vertex and pixel fog) */ + D3DRS_FOGEND = 37, /* Fog end */ + D3DRS_FOGDENSITY = 38, /* Fog density */ + D3DRS_RANGEFOGENABLE = 48, /* Enables range-based fog */ + D3DRS_STENCILENABLE = 52, /* BOOL enable/disable stenciling */ + D3DRS_STENCILFAIL = 53, /* D3DSTENCILOP to do if stencil test fails */ + D3DRS_STENCILZFAIL = 54, /* D3DSTENCILOP to do if stencil test passes and Z test fails */ + D3DRS_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */ + D3DRS_STENCILFUNC = 56, /* D3DCMPFUNC fn. Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ + D3DRS_STENCILREF = 57, /* Reference value used in stencil test */ + D3DRS_STENCILMASK = 58, /* Mask value used in stencil test */ + D3DRS_STENCILWRITEMASK = 59, /* Write mask applied to values written to stencil buffer */ + D3DRS_TEXTUREFACTOR = 60, /* D3DCOLOR used for multi-texture blend */ + D3DRS_WRAP0 = 128, /* wrap for 1st texture coord. set */ + D3DRS_WRAP1 = 129, /* wrap for 2nd texture coord. set */ + D3DRS_WRAP2 = 130, /* wrap for 3rd texture coord. set */ + D3DRS_WRAP3 = 131, /* wrap for 4th texture coord. set */ + D3DRS_WRAP4 = 132, /* wrap for 5th texture coord. set */ + D3DRS_WRAP5 = 133, /* wrap for 6th texture coord. set */ + D3DRS_WRAP6 = 134, /* wrap for 7th texture coord. set */ + D3DRS_WRAP7 = 135, /* wrap for 8th texture coord. set */ + D3DRS_CLIPPING = 136, + D3DRS_LIGHTING = 137, + D3DRS_AMBIENT = 139, + D3DRS_FOGVERTEXMODE = 140, + D3DRS_COLORVERTEX = 141, + D3DRS_LOCALVIEWER = 142, + D3DRS_NORMALIZENORMALS = 143, + D3DRS_DIFFUSEMATERIALSOURCE = 145, + D3DRS_SPECULARMATERIALSOURCE = 146, + D3DRS_AMBIENTMATERIALSOURCE = 147, + D3DRS_EMISSIVEMATERIALSOURCE = 148, + D3DRS_VERTEXBLEND = 151, + D3DRS_CLIPPLANEENABLE = 152, + D3DRS_POINTSIZE = 154, /* float point size */ + D3DRS_POINTSIZE_MIN = 155, /* float point size min threshold */ + D3DRS_POINTSPRITEENABLE = 156, /* BOOL point texture coord control */ + D3DRS_POINTSCALEENABLE = 157, /* BOOL point size scale enable */ + D3DRS_POINTSCALE_A = 158, /* float point attenuation A value */ + D3DRS_POINTSCALE_B = 159, /* float point attenuation B value */ + D3DRS_POINTSCALE_C = 160, /* float point attenuation C value */ + D3DRS_MULTISAMPLEANTIALIAS = 161, // BOOL - set to do FSAA with multisample buffer + D3DRS_MULTISAMPLEMASK = 162, // DWORD - per-sample enable/disable + D3DRS_PATCHEDGESTYLE = 163, // Sets whether patch edges will use float style tessellation + D3DRS_DEBUGMONITORTOKEN = 165, // DEBUG ONLY - token to debug monitor + D3DRS_POINTSIZE_MAX = 166, /* float point size max threshold */ + D3DRS_INDEXEDVERTEXBLENDENABLE = 167, + D3DRS_COLORWRITEENABLE = 168, // per-channel write enable + D3DRS_TWEENFACTOR = 170, // float tween factor + D3DRS_BLENDOP = 171, // D3DBLENDOP setting + D3DRS_POSITIONDEGREE = 172, // NPatch position interpolation degree. D3DDEGREE_LINEAR or D3DDEGREE_CUBIC (default) + D3DRS_NORMALDEGREE = 173, // NPatch normal interpolation degree. D3DDEGREE_LINEAR (default) or D3DDEGREE_QUADRATIC + D3DRS_SCISSORTESTENABLE = 174, + D3DRS_SLOPESCALEDEPTHBIAS = 175, + D3DRS_ANTIALIASEDLINEENABLE = 176, + D3DRS_MINTESSELLATIONLEVEL = 178, + D3DRS_MAXTESSELLATIONLEVEL = 179, + D3DRS_ADAPTIVETESS_X = 180, + D3DRS_ADAPTIVETESS_Y = 181, + D3DRS_ADAPTIVETESS_Z = 182, + D3DRS_ADAPTIVETESS_W = 183, + D3DRS_ENABLEADAPTIVETESSELLATION = 184, + D3DRS_TWOSIDEDSTENCILMODE = 185, /* BOOL enable/disable 2 sided stenciling */ + D3DRS_CCW_STENCILFAIL = 186, /* D3DSTENCILOP to do if ccw stencil test fails */ + D3DRS_CCW_STENCILZFAIL = 187, /* D3DSTENCILOP to do if ccw stencil test passes and Z test fails */ + D3DRS_CCW_STENCILPASS = 188, /* D3DSTENCILOP to do if both ccw stencil and Z tests pass */ + D3DRS_CCW_STENCILFUNC = 189, /* D3DCMPFUNC fn. ccw Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ + D3DRS_COLORWRITEENABLE1 = 190, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ + D3DRS_COLORWRITEENABLE2 = 191, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ + D3DRS_COLORWRITEENABLE3 = 192, /* Additional ColorWriteEnables for the devices that support D3DPMISCCAPS_INDEPENDENTWRITEMASKS */ + D3DRS_BLENDFACTOR = 193, /* D3DCOLOR used for a constant blend factor during alpha blending for devices that support D3DPBLENDCAPS_BLENDFACTOR */ + D3DRS_SRGBWRITEENABLE = 194, /* Enable rendertarget writes to be DE-linearized to SRGB (for formats that expose D3DUSAGE_QUERY_SRGBWRITE) */ + D3DRS_DEPTHBIAS = 195, + D3DRS_WRAP8 = 198, /* Additional wrap states for vs_3_0+ attributes with D3DDECLUSAGE_TEXCOORD */ + D3DRS_WRAP9 = 199, + D3DRS_WRAP10 = 200, + D3DRS_WRAP11 = 201, + D3DRS_WRAP12 = 202, + D3DRS_WRAP13 = 203, + D3DRS_WRAP14 = 204, + D3DRS_WRAP15 = 205, + D3DRS_SEPARATEALPHABLENDENABLE = 206, /* TRUE to enable a separate blending function for the alpha channel */ + D3DRS_SRCBLENDALPHA = 207, /* SRC blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ + D3DRS_DESTBLENDALPHA = 208, /* DST blend factor for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ + D3DRS_BLENDOPALPHA = 209, /* Blending operation for the alpha channel when D3DRS_SEPARATEDESTALPHAENABLE is TRUE */ + + + D3DRS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DRENDERSTATETYPE; + +// Maximum number of simultaneous render targets D3D supports +#define D3D_MAX_SIMULTANEOUS_RENDERTARGETS 4 + +// Values for material source +typedef enum _D3DMATERIALCOLORSOURCE +{ + D3DMCS_MATERIAL = 0, // Color from material is used + D3DMCS_COLOR1 = 1, // Diffuse vertex color is used + D3DMCS_COLOR2 = 2, // Specular vertex color is used + D3DMCS_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum +} D3DMATERIALCOLORSOURCE; + +// 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 D3DWRAP_W 0x00000004L + +/* Flags to construct the WRAP render states for 1D thru 4D texture coordinates */ +#define D3DWRAPCOORD_0 0x00000001L // same as D3DWRAP_U +#define D3DWRAPCOORD_1 0x00000002L // same as D3DWRAP_V +#define D3DWRAPCOORD_2 0x00000004L // same as D3DWRAP_W +#define D3DWRAPCOORD_3 0x00000008L + +/* Flags to construct D3DRS_COLORWRITEENABLE */ +#define D3DCOLORWRITEENABLE_RED (1L<<0) +#define D3DCOLORWRITEENABLE_GREEN (1L<<1) +#define D3DCOLORWRITEENABLE_BLUE (1L<<2) +#define D3DCOLORWRITEENABLE_ALPHA (1L<<3) + +/* + * State enumerants for per-stage processing of fixed function pixel processing + * Two of these affect fixed function vertex processing as well: TEXTURETRANSFORMFLAGS and TEXCOORDINDEX. + */ +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, /* float (bump mapping matrix) */ + D3DTSS_BUMPENVMAT01 = 8, /* float (bump mapping matrix) */ + D3DTSS_BUMPENVMAT10 = 9, /* float (bump mapping matrix) */ + D3DTSS_BUMPENVMAT11 = 10, /* float (bump mapping matrix) */ + D3DTSS_TEXCOORDINDEX = 11, /* identifies which set of texture coordinates index this texture */ + D3DTSS_BUMPENVLSCALE = 22, /* float scale for bump map luminance */ + D3DTSS_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */ + D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */ + D3DTSS_COLORARG0 = 26, /* D3DTA_* third arg for triadic ops */ + D3DTSS_ALPHAARG0 = 27, /* D3DTA_* third arg for triadic ops */ + D3DTSS_RESULTARG = 28, /* D3DTA_* arg for result (CURRENT or TEMP) */ + D3DTSS_CONSTANT = 32, /* Per-stage constant D3DTA_CONSTANT */ + + + D3DTSS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DTEXTURESTAGESTATETYPE; + +/* + * State enumerants for per-sampler texture processing. + */ +typedef enum _D3DSAMPLERSTATETYPE +{ + D3DSAMP_ADDRESSU = 1, /* D3DTEXTUREADDRESS for U coordinate */ + D3DSAMP_ADDRESSV = 2, /* D3DTEXTUREADDRESS for V coordinate */ + D3DSAMP_ADDRESSW = 3, /* D3DTEXTUREADDRESS for W coordinate */ + D3DSAMP_BORDERCOLOR = 4, /* D3DCOLOR */ + D3DSAMP_MAGFILTER = 5, /* D3DTEXTUREFILTER filter to use for magnification */ + D3DSAMP_MINFILTER = 6, /* D3DTEXTUREFILTER filter to use for minification */ + D3DSAMP_MIPFILTER = 7, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */ + D3DSAMP_MIPMAPLODBIAS = 8, /* float Mipmap LOD bias */ + D3DSAMP_MAXMIPLEVEL = 9, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */ + D3DSAMP_MAXANISOTROPY = 10, /* DWORD maximum anisotropy */ + D3DSAMP_SRGBTEXTURE = 11, /* Default = 0 (which means Gamma 1.0, + no correction required.) else correct for + Gamma = 2.2 */ + D3DSAMP_ELEMENTINDEX = 12, /* When multi-element texture is assigned to sampler, this + indicates which element index to use. Default = 0. */ + D3DSAMP_DMAPOFFSET = 13, /* Offset in vertices in the pre-sampled displacement map. + Only valid for D3DDMAPSAMPLER sampler */ + D3DSAMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DSAMPLERSTATETYPE; + +/* Special sampler which is used in the tesselator */ +#define D3DDMAPSAMPLER 256 + +// Samplers used in vertex shaders +#define D3DVERTEXTEXTURESAMPLER0 (D3DDMAPSAMPLER+1) +#define D3DVERTEXTEXTURESAMPLER1 (D3DDMAPSAMPLER+2) +#define D3DVERTEXTEXTURESAMPLER2 (D3DDMAPSAMPLER+3) +#define D3DVERTEXTEXTURESAMPLER3 (D3DDMAPSAMPLER+4) + +// Values, used with D3DTSS_TEXCOORDINDEX, to specify that the vertex data(position +// and normal in the camera space) should be taken as texture coordinates +// Low 16 bits are used to specify texture coordinate index, to take the WRAP mode from +// +#define D3DTSS_TCI_PASSTHRU 0x00000000 +#define D3DTSS_TCI_CAMERASPACENORMAL 0x00010000 +#define D3DTSS_TCI_CAMERASPACEPOSITION 0x00020000 +#define D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x00030000 +#define D3DTSS_TCI_SPHEREMAP 0x00040000 + +/* + * Enumerations for COLOROP and ALPHAOP texture blending operations set in + * texture processing stage controls in D3DTSS. + */ +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 D3DRS_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, + + // Triadic ops + D3DTOP_MULTIPLYADD = 25, // Arg0 + Arg1*Arg2 + D3DTOP_LERP = 26, // (Arg0)*Arg1 + (1-Arg0)*Arg2 + + D3DTOP_FORCE_DWORD = 0x7fffffff, +} D3DTEXTUREOP; + +/* + * Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG 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 (read only) +#define D3DTA_CURRENT 0x00000001 // select stage destination register (read/write) +#define D3DTA_TEXTURE 0x00000002 // select texture color (read only) +#define D3DTA_TFACTOR 0x00000003 // select D3DRS_TEXTUREFACTOR (read only) +#define D3DTA_SPECULAR 0x00000004 // select specular color (read only) +#define D3DTA_TEMP 0x00000005 // select temporary register color (read/write) +#define D3DTA_CONSTANT 0x00000006 // select texture stage constant +#define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier) +#define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier) + +// +// Values for D3DSAMP_***FILTER texture stage states +// +typedef enum _D3DTEXTUREFILTERTYPE +{ + D3DTEXF_NONE = 0, // filtering disabled (valid for mip filter only) + D3DTEXF_POINT = 1, // nearest + D3DTEXF_LINEAR = 2, // linear interpolation + D3DTEXF_ANISOTROPIC = 3, // anisotropic + D3DTEXF_PYRAMIDALQUAD = 6, // 4-sample tent + D3DTEXF_GAUSSIANQUAD = 7, // 4-sample gaussian + D3DTEXF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum +} D3DTEXTUREFILTERTYPE; + +/* Bits for Flags in ProcessVertices call */ + +#define D3DPV_DONOTCOPYDATA (1 << 0) + +//------------------------------------------------------------------- + +// Flexible vertex format bits +// +#define D3DFVF_RESERVED0 0x001 +#define D3DFVF_POSITION_MASK 0x400E +#define D3DFVF_XYZ 0x002 +#define D3DFVF_XYZRHW 0x004 +#define D3DFVF_XYZB1 0x006 +#define D3DFVF_XYZB2 0x008 +#define D3DFVF_XYZB3 0x00a +#define D3DFVF_XYZB4 0x00c +#define D3DFVF_XYZB5 0x00e +#define D3DFVF_XYZW 0x4002 + +#define D3DFVF_NORMAL 0x010 +#define D3DFVF_PSIZE 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_LASTBETA_UBYTE4 0x1000 +#define D3DFVF_LASTBETA_D3DCOLOR 0x8000 + +#define D3DFVF_RESERVED2 0x6000 // 2 reserved bits + +//--------------------------------------------------------------------- +// Vertex Shaders +// + +// Vertex shader declaration + +// Vertex element semantics +// +typedef enum _D3DDECLUSAGE +{ + D3DDECLUSAGE_POSITION = 0, + D3DDECLUSAGE_BLENDWEIGHT, // 1 + D3DDECLUSAGE_BLENDINDICES, // 2 + D3DDECLUSAGE_NORMAL, // 3 + D3DDECLUSAGE_PSIZE, // 4 + D3DDECLUSAGE_TEXCOORD, // 5 + D3DDECLUSAGE_TANGENT, // 6 + D3DDECLUSAGE_BINORMAL, // 7 + D3DDECLUSAGE_TESSFACTOR, // 8 + D3DDECLUSAGE_POSITIONT, // 9 + D3DDECLUSAGE_COLOR, // 10 + D3DDECLUSAGE_FOG, // 11 + D3DDECLUSAGE_DEPTH, // 12 + D3DDECLUSAGE_SAMPLE, // 13 +} D3DDECLUSAGE; + +#define MAXD3DDECLUSAGE D3DDECLUSAGE_SAMPLE +#define MAXD3DDECLUSAGEINDEX 15 +#define MAXD3DDECLLENGTH 64 // does not include "end" marker vertex element + +typedef enum _D3DDECLMETHOD +{ + D3DDECLMETHOD_DEFAULT = 0, + D3DDECLMETHOD_PARTIALU, + D3DDECLMETHOD_PARTIALV, + D3DDECLMETHOD_CROSSUV, // Normal + D3DDECLMETHOD_UV, + D3DDECLMETHOD_LOOKUP, // Lookup a displacement map + D3DDECLMETHOD_LOOKUPPRESAMPLED, // Lookup a pre-sampled displacement map +} D3DDECLMETHOD; + +#define MAXD3DDECLMETHOD D3DDECLMETHOD_LOOKUPPRESAMPLED + +// Declarations for _Type fields +// +typedef enum _D3DDECLTYPE +{ + D3DDECLTYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.) + D3DDECLTYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.) + D3DDECLTYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.) + D3DDECLTYPE_FLOAT4 = 3, // 4D float + D3DDECLTYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range + // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A) + D3DDECLTYPE_UBYTE4 = 5, // 4D unsigned byte + D3DDECLTYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.) + D3DDECLTYPE_SHORT4 = 7, // 4D signed short + +// The following types are valid only with vertex shaders >= 2.0 + + + D3DDECLTYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0 + D3DDECLTYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1) + D3DDECLTYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0) + D3DDECLTYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1) + D3DDECLTYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0) + D3DDECLTYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1) + D3DDECLTYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1) + D3DDECLTYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1) + D3DDECLTYPE_FLOAT16_4 = 16, // Four 16-bit floating point values + D3DDECLTYPE_UNUSED = 17, // When the type field in a decl is unused. +} D3DDECLTYPE; + +#define MAXD3DDECLTYPE D3DDECLTYPE_UNUSED + +typedef struct _D3DVERTEXELEMENT9 +{ + WORD Stream; // Stream index + WORD Offset; // Offset in the stream in bytes + BYTE Type; // Data type + BYTE Method; // Processing method + BYTE Usage; // Semantics + BYTE UsageIndex; // Semantic index +} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9; + +// This is used to initialize the last vertex element in a vertex declaration +// array +// +#define D3DDECL_END() {0xFF,0,D3DDECLTYPE_UNUSED,0,0,0} + +// Maximum supported number of texture coordinate sets +#define D3DDP_MAXTEXCOORD 8 + +//--------------------------------------------------------------------- +// Values for IDirect3DDevice9::SetStreamSourceFreq's Setting parameter +//--------------------------------------------------------------------- +#define D3DSTREAMSOURCE_INDEXEDDATA (1<<30) +#define D3DSTREAMSOURCE_INSTANCEDATA (2<<30) + + + +//--------------------------------------------------------------------- +// +// The internal format of Pixel Shader (PS) & Vertex Shader (VS) +// Instruction Tokens is defined in the Direct3D Device Driver Kit +// +//--------------------------------------------------------------------- + +// +// Instruction Token Bit Definitions +// +#define D3DSI_OPCODE_MASK 0x0000FFFF + +#define D3DSI_INSTLENGTH_MASK 0x0F000000 +#define D3DSI_INSTLENGTH_SHIFT 24 + +typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE +{ + D3DSIO_NOP = 0, + D3DSIO_MOV , + D3DSIO_ADD , + D3DSIO_SUB , + D3DSIO_MAD , + D3DSIO_MUL , + D3DSIO_RCP , + D3DSIO_RSQ , + D3DSIO_DP3 , + D3DSIO_DP4 , + D3DSIO_MIN , + D3DSIO_MAX , + D3DSIO_SLT , + D3DSIO_SGE , + D3DSIO_EXP , + D3DSIO_LOG , + D3DSIO_LIT , + D3DSIO_DST , + D3DSIO_LRP , + D3DSIO_FRC , + D3DSIO_M4x4 , + D3DSIO_M4x3 , + D3DSIO_M3x4 , + D3DSIO_M3x3 , + D3DSIO_M3x2 , + D3DSIO_CALL , + D3DSIO_CALLNZ , + D3DSIO_LOOP , + D3DSIO_RET , + D3DSIO_ENDLOOP , + D3DSIO_LABEL , + D3DSIO_DCL , + D3DSIO_POW , + D3DSIO_CRS , + D3DSIO_SGN , + D3DSIO_ABS , + D3DSIO_NRM , + D3DSIO_SINCOS , + D3DSIO_REP , + D3DSIO_ENDREP , + D3DSIO_IF , + D3DSIO_IFC , + D3DSIO_ELSE , + D3DSIO_ENDIF , + D3DSIO_BREAK , + D3DSIO_BREAKC , + D3DSIO_MOVA , + D3DSIO_DEFB , + D3DSIO_DEFI , + + D3DSIO_TEXCOORD = 64, + D3DSIO_TEXKILL , + D3DSIO_TEX , + D3DSIO_TEXBEM , + D3DSIO_TEXBEML , + D3DSIO_TEXREG2AR , + D3DSIO_TEXREG2GB , + D3DSIO_TEXM3x2PAD , + D3DSIO_TEXM3x2TEX , + D3DSIO_TEXM3x3PAD , + D3DSIO_TEXM3x3TEX , + D3DSIO_RESERVED0 , + D3DSIO_TEXM3x3SPEC , + D3DSIO_TEXM3x3VSPEC , + D3DSIO_EXPP , + D3DSIO_LOGP , + D3DSIO_CND , + D3DSIO_DEF , + D3DSIO_TEXREG2RGB , + D3DSIO_TEXDP3TEX , + D3DSIO_TEXM3x2DEPTH , + D3DSIO_TEXDP3 , + D3DSIO_TEXM3x3 , + D3DSIO_TEXDEPTH , + D3DSIO_CMP , + D3DSIO_BEM , + D3DSIO_DP2ADD , + D3DSIO_DSX , + D3DSIO_DSY , + D3DSIO_TEXLDD , + D3DSIO_SETP , + D3DSIO_TEXLDL , + D3DSIO_BREAKP , + + D3DSIO_PHASE = 0xFFFD, + D3DSIO_COMMENT = 0xFFFE, + D3DSIO_END = 0xFFFF, + + D3DSIO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum +} D3DSHADER_INSTRUCTION_OPCODE_TYPE; + +//--------------------------------------------------------------------- +// Use these constants with D3DSIO_SINCOS macro as SRC2, SRC3 +// +#define D3DSINCOSCONST1 -1.5500992e-006f, -2.1701389e-005f, 0.0026041667f, 0.00026041668f +#define D3DSINCOSCONST2 -0.020833334f, -0.12500000f, 1.0f, 0.50000000f + +//--------------------------------------------------------------------- +// Co-Issue Instruction Modifier - if set then this instruction is to be +// issued in parallel with the previous instruction(s) for which this bit +// is not set. +// +#define D3DSI_COISSUE 0x40000000 + +//--------------------------------------------------------------------- +// Opcode specific controls + +#define D3DSP_OPCODESPECIFICCONTROL_MASK 0x00ff0000 +#define D3DSP_OPCODESPECIFICCONTROL_SHIFT 16 + +// ps_2_0 texld controls +#define D3DSI_TEXLD_PROJECT (0x01 << D3DSP_OPCODESPECIFICCONTROL_SHIFT) +#define D3DSI_TEXLD_BIAS (0x02 << D3DSP_OPCODESPECIFICCONTROL_SHIFT) + +// Comparison for dynamic conditional instruction opcodes (i.e. if, breakc) +typedef enum _D3DSHADER_COMPARISON +{ + // < = > + D3DSPC_RESERVED0= 0, // 0 0 0 + D3DSPC_GT = 1, // 0 0 1 + D3DSPC_EQ = 2, // 0 1 0 + D3DSPC_GE = 3, // 0 1 1 + D3DSPC_LT = 4, // 1 0 0 + D3DSPC_NE = 5, // 1 0 1 + D3DSPC_LE = 6, // 1 1 0 + D3DSPC_RESERVED1= 7 // 1 1 1 +} D3DSHADER_COMPARISON; + +// Comparison is part of instruction opcode token: +#define D3DSHADER_COMPARISON_SHIFT D3DSP_OPCODESPECIFICCONTROL_SHIFT +#define D3DSHADER_COMPARISON_MASK (0x7<>8)&0xFF) +#define D3DSHADER_VERSION_MINOR(_Version) (((_Version)>>0)&0xFF) + +// destination/source parameter register type +#define D3DSI_COMMENTSIZE_SHIFT 16 +#define D3DSI_COMMENTSIZE_MASK 0x7FFF0000 +#define D3DSHADER_COMMENT(_DWordSize) \ + ((((_DWordSize)<= 1200 +#pragma warning(pop) +#else +#pragma warning(default:4201) +#endif + +#endif /* (DIRECT3D_VERSION >= 0x0900) */ +#endif /* _d3d9TYPES(P)_H_ */ + diff --git a/src/dep/include/DXSDK/include/d3dx9.h b/src/dep/include/DXSDK/include/d3dx9.h new file mode 100644 index 0000000..d7730cc --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9.h @@ -0,0 +1,76 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9.h +// Content: D3DX utility library +// +////////////////////////////////////////////////////////////////////////////// + +#ifdef __D3DX_INTERNAL__ +#error Incorrect D3DX header used +#endif + +#ifndef __D3DX9_H__ +#define __D3DX9_H__ + + +// Defines +#include + +#define D3DX_DEFAULT ((UINT) -1) +#define D3DX_DEFAULT_NONPOW2 ((UINT) -2) +#define D3DX_DEFAULT_FLOAT FLT_MAX +#define D3DX_FROM_FILE ((UINT) -3) +#define D3DFMT_FROM_FILE ((D3DFORMAT) -3) + +#ifndef D3DXINLINE +#ifdef _MSC_VER + #if (_MSC_VER >= 1200) + #define D3DXINLINE __forceinline + #else + #define D3DXINLINE __inline + #endif +#else + #ifdef __cplusplus + #define D3DXINLINE inline + #else + #define D3DXINLINE + #endif +#endif +#endif + + + +// Includes +#include "d3d9.h" +#include "d3dx9math.h" +#include "d3dx9core.h" +#include "d3dx9xof.h" +#include "d3dx9mesh.h" +#include "d3dx9shader.h" +#include "d3dx9effect.h" +#include "d3dx9tex.h" +#include "d3dx9shape.h" +#include "d3dx9anim.h" + + +// Errors +#define _FACDD 0x876 +#define MAKE_DDHRESULT( code ) MAKE_HRESULT( 1, _FACDD, code ) + +enum _D3DXERR { + D3DXERR_CANNOTMODIFYINDEXBUFFER = MAKE_DDHRESULT(2900), + D3DXERR_INVALIDMESH = MAKE_DDHRESULT(2901), + D3DXERR_CANNOTATTRSORT = MAKE_DDHRESULT(2902), + D3DXERR_SKINNINGNOTSUPPORTED = MAKE_DDHRESULT(2903), + D3DXERR_TOOMANYINFLUENCES = MAKE_DDHRESULT(2904), + D3DXERR_INVALIDDATA = MAKE_DDHRESULT(2905), + D3DXERR_LOADEDMESHASNODATA = MAKE_DDHRESULT(2906), + D3DXERR_DUPLICATENAMEDFRAGMENT = MAKE_DDHRESULT(2907), + D3DXERR_CANNOTREMOVELASTITEM = MAKE_DDHRESULT(2908), +}; + + +#endif //__D3DX9_H__ + diff --git a/src/dep/include/DXSDK/include/d3dx9anim.h b/src/dep/include/DXSDK/include/d3dx9anim.h new file mode 100644 index 0000000..252ce93 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9anim.h @@ -0,0 +1,1114 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9anim.h +// Content: D3DX mesh types and functions +// +////////////////////////////////////////////////////////////////////////////// + +#ifndef __D3DX9ANIM_H__ +#define __D3DX9ANIM_H__ + +// {698CFB3F-9289-4d95-9A57-33A94B5A65F9} +DEFINE_GUID(IID_ID3DXAnimationSet, +0x698cfb3f, 0x9289, 0x4d95, 0x9a, 0x57, 0x33, 0xa9, 0x4b, 0x5a, 0x65, 0xf9); + +// {FA4E8E3A-9786-407d-8B4C-5995893764AF} +DEFINE_GUID(IID_ID3DXKeyframedAnimationSet, +0xfa4e8e3a, 0x9786, 0x407d, 0x8b, 0x4c, 0x59, 0x95, 0x89, 0x37, 0x64, 0xaf); + +// {6CC2480D-3808-4739-9F88-DE49FACD8D4C} +DEFINE_GUID(IID_ID3DXCompressedAnimationSet, +0x6cc2480d, 0x3808, 0x4739, 0x9f, 0x88, 0xde, 0x49, 0xfa, 0xcd, 0x8d, 0x4c); + +// {AC8948EC-F86D-43e2-96DE-31FC35F96D9E} +DEFINE_GUID(IID_ID3DXAnimationController, +0xac8948ec, 0xf86d, 0x43e2, 0x96, 0xde, 0x31, 0xfc, 0x35, 0xf9, 0x6d, 0x9e); + + +//---------------------------------------------------------------------------- +// D3DXMESHDATATYPE: +// ----------------- +// This enum defines the type of mesh data present in a MeshData structure. +//---------------------------------------------------------------------------- +typedef enum _D3DXMESHDATATYPE { + D3DXMESHTYPE_MESH = 0x001, // Normal ID3DXMesh data + D3DXMESHTYPE_PMESH = 0x002, // Progressive Mesh - ID3DXPMesh + D3DXMESHTYPE_PATCHMESH = 0x003, // Patch Mesh - ID3DXPatchMesh + + D3DXMESHTYPE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DXMESHDATATYPE; + +//---------------------------------------------------------------------------- +// D3DXMESHDATA: +// ------------- +// This struct encapsulates a the mesh data that can be present in a mesh +// container. The supported mesh types are pMesh, pPMesh, pPatchMesh. +// The valid way to access this is determined by the Type enum. +//---------------------------------------------------------------------------- +typedef struct _D3DXMESHDATA +{ + D3DXMESHDATATYPE Type; + + // current mesh data interface + union + { + LPD3DXMESH pMesh; + LPD3DXPMESH pPMesh; + LPD3DXPATCHMESH pPatchMesh; + }; +} D3DXMESHDATA, *LPD3DXMESHDATA; + +//---------------------------------------------------------------------------- +// D3DXMESHCONTAINER: +// ------------------ +// This struct encapsulates a mesh object in a transformation frame +// hierarchy. The app can derive from this structure to add other app specific +// data to this. +//---------------------------------------------------------------------------- +typedef struct _D3DXMESHCONTAINER +{ + LPSTR Name; + + D3DXMESHDATA MeshData; + + LPD3DXMATERIAL pMaterials; + LPD3DXEFFECTINSTANCE pEffects; + DWORD NumMaterials; + DWORD *pAdjacency; + + LPD3DXSKININFO pSkinInfo; + + struct _D3DXMESHCONTAINER *pNextMeshContainer; +} D3DXMESHCONTAINER, *LPD3DXMESHCONTAINER; + +//---------------------------------------------------------------------------- +// D3DXFRAME: +// ---------- +// This struct is the encapsulates a transform frame in a transformation frame +// hierarchy. The app can derive from this structure to add other app specific +// data to this +//---------------------------------------------------------------------------- +typedef struct _D3DXFRAME +{ + LPSTR Name; + D3DXMATRIX TransformationMatrix; + + LPD3DXMESHCONTAINER pMeshContainer; + + struct _D3DXFRAME *pFrameSibling; + struct _D3DXFRAME *pFrameFirstChild; +} D3DXFRAME, *LPD3DXFRAME; + + +//---------------------------------------------------------------------------- +// ID3DXAllocateHierarchy: +// ----------------------- +// This interface is implemented by the application to allocate/free frame and +// mesh container objects. Methods on this are called during loading and +// destroying frame hierarchies +//---------------------------------------------------------------------------- +typedef interface ID3DXAllocateHierarchy ID3DXAllocateHierarchy; +typedef interface ID3DXAllocateHierarchy *LPD3DXALLOCATEHIERARCHY; + +#undef INTERFACE +#define INTERFACE ID3DXAllocateHierarchy + +DECLARE_INTERFACE(ID3DXAllocateHierarchy) +{ + // ID3DXAllocateHierarchy + + //------------------------------------------------------------------------ + // CreateFrame: + // ------------ + // Requests allocation of a frame object. + // + // Parameters: + // Name + // Name of the frame to be created + // ppNewFrame + // Returns the created frame object + // + //------------------------------------------------------------------------ + STDMETHOD(CreateFrame)(THIS_ LPCSTR Name, + LPD3DXFRAME *ppNewFrame) PURE; + + //------------------------------------------------------------------------ + // CreateMeshContainer: + // -------------------- + // Requests allocation of a mesh container object. + // + // Parameters: + // Name + // Name of the mesh + // pMesh + // Pointer to the mesh object if basic polygon data found + // pPMesh + // Pointer to the progressive mesh object if progressive mesh data found + // pPatchMesh + // Pointer to the patch mesh object if patch data found + // pMaterials + // Array of materials used in the mesh + // pEffectInstances + // Array of effect instances used in the mesh + // NumMaterials + // Num elements in the pMaterials array + // pAdjacency + // Adjacency array for the mesh + // pSkinInfo + // Pointer to the skininfo object if the mesh is skinned + // pBoneNames + // Array of names, one for each bone in the skinned mesh. + // The numberof bones can be found from the pSkinMesh object + // pBoneOffsetMatrices + // Array of matrices, one for each bone in the skinned mesh. + // + //------------------------------------------------------------------------ + STDMETHOD(CreateMeshContainer)(THIS_ + LPCSTR Name, + CONST D3DXMESHDATA *pMeshData, + CONST D3DXMATERIAL *pMaterials, + CONST D3DXEFFECTINSTANCE *pEffectInstances, + DWORD NumMaterials, + CONST DWORD *pAdjacency, + LPD3DXSKININFO pSkinInfo, + LPD3DXMESHCONTAINER *ppNewMeshContainer) PURE; + + //------------------------------------------------------------------------ + // DestroyFrame: + // ------------- + // Requests de-allocation of a frame object. + // + // Parameters: + // pFrameToFree + // Pointer to the frame to be de-allocated + // + //------------------------------------------------------------------------ + STDMETHOD(DestroyFrame)(THIS_ LPD3DXFRAME pFrameToFree) PURE; + + //------------------------------------------------------------------------ + // DestroyMeshContainer: + // --------------------- + // Requests de-allocation of a mesh container object. + // + // Parameters: + // pMeshContainerToFree + // Pointer to the mesh container object to be de-allocated + // + //------------------------------------------------------------------------ + STDMETHOD(DestroyMeshContainer)(THIS_ LPD3DXMESHCONTAINER pMeshContainerToFree) PURE; +}; + +//---------------------------------------------------------------------------- +// ID3DXLoadUserData: +// ------------------ +// This interface is implemented by the application to load user data in a .X file +// When user data is found, these callbacks will be used to allow the application +// to load the data. +//---------------------------------------------------------------------------- +typedef interface ID3DXLoadUserData ID3DXLoadUserData; +typedef interface ID3DXLoadUserData *LPD3DXLOADUSERDATA; + +#undef INTERFACE +#define INTERFACE ID3DXLoadUserData + +DECLARE_INTERFACE(ID3DXLoadUserData) +{ + STDMETHOD(LoadTopLevelData)(LPD3DXFILEDATA pXofChildData) PURE; + + STDMETHOD(LoadFrameChildData)(LPD3DXFRAME pFrame, + LPD3DXFILEDATA pXofChildData) PURE; + + STDMETHOD(LoadMeshChildData)(LPD3DXMESHCONTAINER pMeshContainer, + LPD3DXFILEDATA pXofChildData) PURE; +}; + +//---------------------------------------------------------------------------- +// ID3DXSaveUserData: +// ------------------ +// This interface is implemented by the application to save user data in a .X file +// The callbacks are called for all data saved. The user can then add any +// child data objects to the object provided to the callback. +//---------------------------------------------------------------------------- +typedef interface ID3DXSaveUserData ID3DXSaveUserData; +typedef interface ID3DXSaveUserData *LPD3DXSAVEUSERDATA; + +#undef INTERFACE +#define INTERFACE ID3DXSaveUserData + +DECLARE_INTERFACE(ID3DXSaveUserData) +{ + STDMETHOD(AddFrameChildData)(CONST D3DXFRAME *pFrame, + LPD3DXFILESAVEOBJECT pXofSave, + LPD3DXFILESAVEDATA pXofFrameData) PURE; + + STDMETHOD(AddMeshChildData)(CONST D3DXMESHCONTAINER *pMeshContainer, + LPD3DXFILESAVEOBJECT pXofSave, + LPD3DXFILESAVEDATA pXofMeshData) PURE; + + // NOTE: this is called once per Save. All top level objects should be added using the + // provided interface. One call adds objects before the frame hierarchy, the other after + STDMETHOD(AddTopLevelDataObjectsPre)(LPD3DXFILESAVEOBJECT pXofSave) PURE; + STDMETHOD(AddTopLevelDataObjectsPost)(LPD3DXFILESAVEOBJECT pXofSave) PURE; + + // callbacks for the user to register and then save templates to the XFile + STDMETHOD(RegisterTemplates)(LPD3DXFILE pXFileApi) PURE; + STDMETHOD(SaveTemplates)(LPD3DXFILESAVEOBJECT pXofSave) PURE; +}; + + +//---------------------------------------------------------------------------- +// D3DXCALLBACK_SEARCH_FLAGS: +// -------------------------- +// Flags that can be passed into ID3DXAnimationSet::GetCallback. +//---------------------------------------------------------------------------- +typedef enum _D3DXCALLBACK_SEARCH_FLAGS +{ + D3DXCALLBACK_SEARCH_EXCLUDING_INITIAL_POSITION = 0x01, // exclude callbacks at the initial position from the search + D3DXCALLBACK_SEARCH_BEHIND_INITIAL_POSITION = 0x02, // reverse the callback search direction + + D3DXCALLBACK_SEARCH_FORCE_DWORD = 0x7fffffff, +} D3DXCALLBACK_SEARCH_FLAGS; + +//---------------------------------------------------------------------------- +// ID3DXAnimationSet: +// ------------------ +// This interface implements an animation set. +//---------------------------------------------------------------------------- +typedef interface ID3DXAnimationSet ID3DXAnimationSet; +typedef interface ID3DXAnimationSet *LPD3DXANIMATIONSET; + +#undef INTERFACE +#define INTERFACE ID3DXAnimationSet + +DECLARE_INTERFACE_(ID3DXAnimationSet, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Name + STDMETHOD_(LPCSTR, GetName)(THIS) PURE; + + // Period + STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE; + STDMETHOD_(DOUBLE, GetPeriodicPosition)(THIS_ DOUBLE Position) PURE; // Maps position into animation period + + // Animation names + STDMETHOD_(UINT, GetNumAnimations)(THIS) PURE; + STDMETHOD(GetAnimationNameByIndex)(THIS_ UINT Index, LPCSTR *ppName) PURE; + STDMETHOD(GetAnimationIndexByName)(THIS_ LPCSTR pName, UINT *pIndex) PURE; + + // SRT + STDMETHOD(GetSRT)(THIS_ + DOUBLE PeriodicPosition, // Position mapped to period (use GetPeriodicPosition) + UINT Animation, // Animation index + D3DXVECTOR3 *pScale, // Returns the scale + D3DXQUATERNION *pRotation, // Returns the rotation as a quaternion + D3DXVECTOR3 *pTranslation) PURE; // Returns the translation + + // Callbacks + STDMETHOD(GetCallback)(THIS_ + DOUBLE Position, // Position from which to find callbacks + DWORD Flags, // Callback search flags + DOUBLE *pCallbackPosition, // Returns the position of the callback + LPVOID *ppCallbackData) PURE; // Returns the callback data pointer +}; + + +//---------------------------------------------------------------------------- +// D3DXPLAYBACK_TYPE: +// ------------------ +// This enum defines the type of animation set loop modes. +//---------------------------------------------------------------------------- +typedef enum _D3DXPLAYBACK_TYPE +{ + D3DXPLAY_LOOP = 0, + D3DXPLAY_ONCE = 1, + D3DXPLAY_PINGPONG = 2, + + D3DXPLAY_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DXPLAYBACK_TYPE; + + +//---------------------------------------------------------------------------- +// D3DXKEY_VECTOR3: +// ---------------- +// This structure describes a vector key for use in keyframe animation. +// It specifies a vector Value at a given Time. This is used for scale and +// translation keys. +//---------------------------------------------------------------------------- +typedef struct _D3DXKEY_VECTOR3 +{ + FLOAT Time; + D3DXVECTOR3 Value; +} D3DXKEY_VECTOR3, *LPD3DXKEY_VECTOR3; + + +//---------------------------------------------------------------------------- +// D3DXKEY_QUATERNION: +// ------------------- +// This structure describes a quaternion key for use in keyframe animation. +// It specifies a quaternion Value at a given Time. This is used for rotation +// keys. +//---------------------------------------------------------------------------- +typedef struct _D3DXKEY_QUATERNION +{ + FLOAT Time; + D3DXQUATERNION Value; +} D3DXKEY_QUATERNION, *LPD3DXKEY_QUATERNION; + + +//---------------------------------------------------------------------------- +// D3DXKEY_CALLBACK: +// ----------------- +// This structure describes an callback key for use in keyframe animation. +// It specifies a pointer to user data at a given Time. +//---------------------------------------------------------------------------- +typedef struct _D3DXKEY_CALLBACK +{ + FLOAT Time; + LPVOID pCallbackData; +} D3DXKEY_CALLBACK, *LPD3DXKEY_CALLBACK; + + +//---------------------------------------------------------------------------- +// D3DXCOMPRESSION_FLAGS: +// ---------------------- +// Flags that can be passed into ID3DXKeyframedAnimationSet::Compress. +//---------------------------------------------------------------------------- +typedef enum _D3DXCOMPRESSION_FLAGS +{ + D3DXCOMPRESS_DEFAULT = 0x00, + + D3DXCOMPRESS_FORCE_DWORD = 0x7fffffff, +} D3DXCOMPRESSION_FLAGS; + + +//---------------------------------------------------------------------------- +// ID3DXKeyframedAnimationSet: +// --------------------------- +// This interface implements a compressable keyframed animation set. +//---------------------------------------------------------------------------- +typedef interface ID3DXKeyframedAnimationSet ID3DXKeyframedAnimationSet; +typedef interface ID3DXKeyframedAnimationSet *LPD3DXKEYFRAMEDANIMATIONSET; + +#undef INTERFACE +#define INTERFACE ID3DXKeyframedAnimationSet + +DECLARE_INTERFACE_(ID3DXKeyframedAnimationSet, ID3DXAnimationSet) +{ + // ID3DXAnimationSet + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Name + STDMETHOD_(LPCSTR, GetName)(THIS) PURE; + + // Period + STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE; + STDMETHOD_(DOUBLE, GetPeriodicPosition)(THIS_ DOUBLE Position) PURE; // Maps position into animation period + + // Animation names + STDMETHOD_(UINT, GetNumAnimations)(THIS) PURE; + STDMETHOD(GetAnimationNameByIndex)(THIS_ UINT Index, LPCSTR *ppName) PURE; + STDMETHOD(GetAnimationIndexByName)(THIS_ LPCSTR pName, UINT *pIndex) PURE; + + // SRT + STDMETHOD(GetSRT)(THIS_ + DOUBLE PeriodicPosition, // Position mapped to period (use GetPeriodicPosition) + UINT Animation, // Animation index + D3DXVECTOR3 *pScale, // Returns the scale + D3DXQUATERNION *pRotation, // Returns the rotation as a quaternion + D3DXVECTOR3 *pTranslation) PURE; // Returns the translation + + // Callbacks + STDMETHOD(GetCallback)(THIS_ + DOUBLE Position, // Position from which to find callbacks + DWORD Flags, // Callback search flags + DOUBLE *pCallbackPosition, // Returns the position of the callback + LPVOID *ppCallbackData) PURE; // Returns the callback data pointer + + // Playback + STDMETHOD_(D3DXPLAYBACK_TYPE, GetPlaybackType)(THIS) PURE; + STDMETHOD_(DOUBLE, GetSourceTicksPerSecond)(THIS) PURE; + + // Scale keys + STDMETHOD_(UINT, GetNumScaleKeys)(THIS_ UINT Animation) PURE; + STDMETHOD(GetScaleKeys)(THIS_ UINT Animation, LPD3DXKEY_VECTOR3 pScaleKeys) PURE; + STDMETHOD(GetScaleKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pScaleKey) PURE; + STDMETHOD(SetScaleKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pScaleKey) PURE; + + // Rotation keys + STDMETHOD_(UINT, GetNumRotationKeys)(THIS_ UINT Animation) PURE; + STDMETHOD(GetRotationKeys)(THIS_ UINT Animation, LPD3DXKEY_QUATERNION pRotationKeys) PURE; + STDMETHOD(GetRotationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_QUATERNION pRotationKey) PURE; + STDMETHOD(SetRotationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_QUATERNION pRotationKey) PURE; + + // Translation keys + STDMETHOD_(UINT, GetNumTranslationKeys)(THIS_ UINT Animation) PURE; + STDMETHOD(GetTranslationKeys)(THIS_ UINT Animation, LPD3DXKEY_VECTOR3 pTranslationKeys) PURE; + STDMETHOD(GetTranslationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pTranslationKey) PURE; + STDMETHOD(SetTranslationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pTranslationKey) PURE; + + // Callback keys + STDMETHOD_(UINT, GetNumCallbackKeys)(THIS) PURE; + STDMETHOD(GetCallbackKeys)(THIS_ LPD3DXKEY_CALLBACK pCallbackKeys) PURE; + STDMETHOD(GetCallbackKey)(THIS_ UINT Key, LPD3DXKEY_CALLBACK pCallbackKey) PURE; + STDMETHOD(SetCallbackKey)(THIS_ UINT Key, LPD3DXKEY_CALLBACK pCallbackKey) PURE; + + // Key removal methods. These are slow, and should not be used once the animation starts playing + STDMETHOD(UnregisterScaleKey)(THIS_ UINT Animation, UINT Key) PURE; + STDMETHOD(UnregisterRotationKey)(THIS_ UINT Animation, UINT Key) PURE; + STDMETHOD(UnregisterTranslationKey)(THIS_ UINT Animation, UINT Key) PURE; + + // One-time animaton SRT keyframe registration + STDMETHOD(RegisterAnimationSRTKeys)(THIS_ + LPCSTR pName, // Animation name + UINT NumScaleKeys, // Number of scale keys + UINT NumRotationKeys, // Number of rotation keys + UINT NumTranslationKeys, // Number of translation keys + CONST D3DXKEY_VECTOR3 *pScaleKeys, // Array of scale keys + CONST D3DXKEY_QUATERNION *pRotationKeys, // Array of rotation keys + CONST D3DXKEY_VECTOR3 *pTranslationKeys, // Array of translation keys + DWORD *pAnimationIndex) PURE; // Returns the animation index + + // Compression + STDMETHOD(Compress)(THIS_ + DWORD Flags, // Compression flags (use D3DXCOMPRESS_STRONG for better results) + FLOAT Lossiness, // Compression loss ratio in the [0, 1] range + LPD3DXFRAME pHierarchy, // Frame hierarchy (optional) + LPD3DXBUFFER *ppCompressedData) PURE; // Returns the compressed animation set + + STDMETHOD(UnregisterAnimation)(THIS_ UINT Index) PURE; +}; + + +//---------------------------------------------------------------------------- +// ID3DXCompressedAnimationSet: +// ---------------------------- +// This interface implements a compressed keyframed animation set. +//---------------------------------------------------------------------------- +typedef interface ID3DXCompressedAnimationSet ID3DXCompressedAnimationSet; +typedef interface ID3DXCompressedAnimationSet *LPD3DXCOMPRESSEDANIMATIONSET; + +#undef INTERFACE +#define INTERFACE ID3DXCompressedAnimationSet + +DECLARE_INTERFACE_(ID3DXCompressedAnimationSet, ID3DXAnimationSet) +{ + // ID3DXAnimationSet + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Name + STDMETHOD_(LPCSTR, GetName)(THIS) PURE; + + // Period + STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE; + STDMETHOD_(DOUBLE, GetPeriodicPosition)(THIS_ DOUBLE Position) PURE; // Maps position into animation period + + // Animation names + STDMETHOD_(UINT, GetNumAnimations)(THIS) PURE; + STDMETHOD(GetAnimationNameByIndex)(THIS_ UINT Index, LPCSTR *ppName) PURE; + STDMETHOD(GetAnimationIndexByName)(THIS_ LPCSTR pName, UINT *pIndex) PURE; + + // SRT + STDMETHOD(GetSRT)(THIS_ + DOUBLE PeriodicPosition, // Position mapped to period (use GetPeriodicPosition) + UINT Animation, // Animation index + D3DXVECTOR3 *pScale, // Returns the scale + D3DXQUATERNION *pRotation, // Returns the rotation as a quaternion + D3DXVECTOR3 *pTranslation) PURE; // Returns the translation + + // Callbacks + STDMETHOD(GetCallback)(THIS_ + DOUBLE Position, // Position from which to find callbacks + DWORD Flags, // Callback search flags + DOUBLE *pCallbackPosition, // Returns the position of the callback + LPVOID *ppCallbackData) PURE; // Returns the callback data pointer + + // Playback + STDMETHOD_(D3DXPLAYBACK_TYPE, GetPlaybackType)(THIS) PURE; + STDMETHOD_(DOUBLE, GetSourceTicksPerSecond)(THIS) PURE; + + // Scale keys + STDMETHOD(GetCompressedData)(THIS_ LPD3DXBUFFER *ppCompressedData) PURE; + + // Callback keys + STDMETHOD_(UINT, GetNumCallbackKeys)(THIS) PURE; + STDMETHOD(GetCallbackKeys)(THIS_ LPD3DXKEY_CALLBACK pCallbackKeys) PURE; +}; + + +//---------------------------------------------------------------------------- +// D3DXPRIORITY_TYPE: +// ------------------ +// This enum defines the type of priority group that a track can be assigned to. +//---------------------------------------------------------------------------- +typedef enum _D3DXPRIORITY_TYPE { + D3DXPRIORITY_LOW = 0, // This track should be blended with all low priority tracks before mixed with the high priority result + D3DXPRIORITY_HIGH = 1, // This track should be blended with all high priority tracks before mixed with the low priority result + + D3DXPRIORITY_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DXPRIORITY_TYPE; + +//---------------------------------------------------------------------------- +// D3DXTRACK_DESC: +// --------------- +// This structure describes the mixing information of an animation track. +// The mixing information consists of the current position, speed, and blending +// weight for the track. The Flags field also specifies whether the track is +// low or high priority. Tracks with the same priority are blended together +// and then the two resulting values are blended using the priority blend factor. +// A track also has an animation set (stored separately) associated with it. +//---------------------------------------------------------------------------- +typedef struct _D3DXTRACK_DESC +{ + D3DXPRIORITY_TYPE Priority; + FLOAT Weight; + FLOAT Speed; + DOUBLE Position; + BOOL Enable; +} D3DXTRACK_DESC, *LPD3DXTRACK_DESC; + +//---------------------------------------------------------------------------- +// D3DXEVENT_TYPE: +// --------------- +// This enum defines the type of events keyable via the animation controller. +//---------------------------------------------------------------------------- +typedef enum _D3DXEVENT_TYPE +{ + D3DXEVENT_TRACKSPEED = 0, + D3DXEVENT_TRACKWEIGHT = 1, + D3DXEVENT_TRACKPOSITION = 2, + D3DXEVENT_TRACKENABLE = 3, + D3DXEVENT_PRIORITYBLEND = 4, + + D3DXEVENT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DXEVENT_TYPE; + +//---------------------------------------------------------------------------- +// D3DXTRANSITION_TYPE: +// -------------------- +// This enum defines the type of transtion performed on a event that +// transitions from one value to another. +//---------------------------------------------------------------------------- +typedef enum _D3DXTRANSITION_TYPE { + D3DXTRANSITION_LINEAR = 0x000, // Linear transition from one value to the next + D3DXTRANSITION_EASEINEASEOUT = 0x001, // Ease-In Ease-Out spline transtion from one value to the next + + D3DXTRANSITION_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DXTRANSITION_TYPE; + +//---------------------------------------------------------------------------- +// D3DXEVENT_DESC: +// --------------- +// This structure describes a animation controller event. +// It gives the event's type, track (if the event is a track event), global +// start time, duration, transition method, and target value. +//---------------------------------------------------------------------------- +typedef struct _D3DXEVENT_DESC +{ + D3DXEVENT_TYPE Type; + UINT Track; + DOUBLE StartTime; + DOUBLE Duration; + D3DXTRANSITION_TYPE Transition; + union + { + FLOAT Weight; + FLOAT Speed; + DOUBLE Position; + BOOL Enable; + }; +} D3DXEVENT_DESC, *LPD3DXEVENT_DESC; + +//---------------------------------------------------------------------------- +// D3DXEVENTHANDLE: +// ---------------- +// Handle values used to efficiently reference animation controller events. +//---------------------------------------------------------------------------- +typedef DWORD D3DXEVENTHANDLE; +typedef D3DXEVENTHANDLE *LPD3DXEVENTHANDLE; + + +//---------------------------------------------------------------------------- +// ID3DXAnimationCallbackHandler: +// ------------------------------ +// This interface is intended to be implemented by the application, and can +// be used to handle callbacks in animation sets generated when +// ID3DXAnimationController::AdvanceTime() is called. +//---------------------------------------------------------------------------- +typedef interface ID3DXAnimationCallbackHandler ID3DXAnimationCallbackHandler; +typedef interface ID3DXAnimationCallbackHandler *LPD3DXANIMATIONCALLBACKHANDLER; + +#undef INTERFACE +#define INTERFACE ID3DXAnimationCallbackHandler + +DECLARE_INTERFACE(ID3DXAnimationCallbackHandler) +{ + //---------------------------------------------------------------------------- + // ID3DXAnimationCallbackHandler::HandleCallback: + // ---------------------------------------------- + // This method gets called when a callback occurs for an animation set in one + // of the tracks during the ID3DXAnimationController::AdvanceTime() call. + // + // Parameters: + // Track + // Index of the track on which the callback occured. + // pCallbackData + // Pointer to user owned callback data. + // + //---------------------------------------------------------------------------- + STDMETHOD(HandleCallback)(THIS_ UINT Track, LPVOID pCallbackData) PURE; +}; + + +//---------------------------------------------------------------------------- +// ID3DXAnimationController: +// ------------------------- +// This interface implements the main animation functionality. It connects +// animation sets with the transform frames that are being animated. Allows +// mixing multiple animations for blended animations or for transistions +// It adds also has methods to modify blending parameters over time to +// enable smooth transistions and other effects. +//---------------------------------------------------------------------------- +typedef interface ID3DXAnimationController ID3DXAnimationController; +typedef interface ID3DXAnimationController *LPD3DXANIMATIONCONTROLLER; + +#undef INTERFACE +#define INTERFACE ID3DXAnimationController + +DECLARE_INTERFACE_(ID3DXAnimationController, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Max sizes + STDMETHOD_(UINT, GetMaxNumAnimationOutputs)(THIS) PURE; + STDMETHOD_(UINT, GetMaxNumAnimationSets)(THIS) PURE; + STDMETHOD_(UINT, GetMaxNumTracks)(THIS) PURE; + STDMETHOD_(UINT, GetMaxNumEvents)(THIS) PURE; + + // Animation output registration + STDMETHOD(RegisterAnimationOutput)(THIS_ + LPCSTR pName, + D3DXMATRIX *pMatrix, + D3DXVECTOR3 *pScale, + D3DXQUATERNION *pRotation, + D3DXVECTOR3 *pTranslation) PURE; + + // Animation set registration + STDMETHOD(RegisterAnimationSet)(THIS_ LPD3DXANIMATIONSET pAnimSet) PURE; + STDMETHOD(UnregisterAnimationSet)(THIS_ LPD3DXANIMATIONSET pAnimSet) PURE; + + STDMETHOD_(UINT, GetNumAnimationSets)(THIS) PURE; + STDMETHOD(GetAnimationSet)(THIS_ UINT Index, LPD3DXANIMATIONSET *ppAnimationSet) PURE; + STDMETHOD(GetAnimationSetByName)(THIS_ LPCSTR szName, LPD3DXANIMATIONSET *ppAnimationSet) PURE; + + // Global time + STDMETHOD(AdvanceTime)(THIS_ DOUBLE TimeDelta, LPD3DXANIMATIONCALLBACKHANDLER pCallbackHandler) PURE; + STDMETHOD(ResetTime)(THIS) PURE; + STDMETHOD_(DOUBLE, GetTime)(THIS) PURE; + + // Tracks + STDMETHOD(SetTrackAnimationSet)(THIS_ UINT Track, LPD3DXANIMATIONSET pAnimSet) PURE; + STDMETHOD(GetTrackAnimationSet)(THIS_ UINT Track, LPD3DXANIMATIONSET *ppAnimSet) PURE; + + STDMETHOD(SetTrackPriority)(THIS_ UINT Track, D3DXPRIORITY_TYPE Priority) PURE; + + STDMETHOD(SetTrackSpeed)(THIS_ UINT Track, FLOAT Speed) PURE; + STDMETHOD(SetTrackWeight)(THIS_ UINT Track, FLOAT Weight) PURE; + STDMETHOD(SetTrackPosition)(THIS_ UINT Track, DOUBLE Position) PURE; + STDMETHOD(SetTrackEnable)(THIS_ UINT Track, BOOL Enable) PURE; + + STDMETHOD(SetTrackDesc)(THIS_ UINT Track, LPD3DXTRACK_DESC pDesc) PURE; + STDMETHOD(GetTrackDesc)(THIS_ UINT Track, LPD3DXTRACK_DESC pDesc) PURE; + + // Priority blending + STDMETHOD(SetPriorityBlend)(THIS_ FLOAT BlendWeight) PURE; + STDMETHOD_(FLOAT, GetPriorityBlend)(THIS) PURE; + + // Event keying + STDMETHOD_(D3DXEVENTHANDLE, KeyTrackSpeed)(THIS_ UINT Track, FLOAT NewSpeed, DOUBLE StartTime, DOUBLE Duration, D3DXTRANSITION_TYPE Transition) PURE; + STDMETHOD_(D3DXEVENTHANDLE, KeyTrackWeight)(THIS_ UINT Track, FLOAT NewWeight, DOUBLE StartTime, DOUBLE Duration, D3DXTRANSITION_TYPE Transition) PURE; + STDMETHOD_(D3DXEVENTHANDLE, KeyTrackPosition)(THIS_ UINT Track, DOUBLE NewPosition, DOUBLE StartTime) PURE; + STDMETHOD_(D3DXEVENTHANDLE, KeyTrackEnable)(THIS_ UINT Track, BOOL NewEnable, DOUBLE StartTime) PURE; + + STDMETHOD_(D3DXEVENTHANDLE, KeyPriorityBlend)(THIS_ FLOAT NewBlendWeight, DOUBLE StartTime, DOUBLE Duration, D3DXTRANSITION_TYPE Transition) PURE; + + // Event unkeying + STDMETHOD(UnkeyEvent)(THIS_ D3DXEVENTHANDLE hEvent) PURE; + + STDMETHOD(UnkeyAllTrackEvents)(THIS_ UINT Track) PURE; + STDMETHOD(UnkeyAllPriorityBlends)(THIS) PURE; + + // Event enumeration + STDMETHOD_(D3DXEVENTHANDLE, GetCurrentTrackEvent)(THIS_ UINT Track, D3DXEVENT_TYPE EventType) PURE; + STDMETHOD_(D3DXEVENTHANDLE, GetCurrentPriorityBlend)(THIS) PURE; + + STDMETHOD_(D3DXEVENTHANDLE, GetUpcomingTrackEvent)(THIS_ UINT Track, D3DXEVENTHANDLE hEvent) PURE; + STDMETHOD_(D3DXEVENTHANDLE, GetUpcomingPriorityBlend)(THIS_ D3DXEVENTHANDLE hEvent) PURE; + + STDMETHOD(ValidateEvent)(THIS_ D3DXEVENTHANDLE hEvent) PURE; + + STDMETHOD(GetEventDesc)(THIS_ D3DXEVENTHANDLE hEvent, LPD3DXEVENT_DESC pDesc) PURE; + + // Cloning + STDMETHOD(CloneAnimationController)(THIS_ + UINT MaxNumAnimationOutputs, + UINT MaxNumAnimationSets, + UINT MaxNumTracks, + UINT MaxNumEvents, + LPD3DXANIMATIONCONTROLLER *ppAnimController) PURE; +}; + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + + +//---------------------------------------------------------------------------- +// D3DXLoadMeshHierarchyFromX: +// --------------------------- +// Loads the first frame hierarchy in a .X file. +// +// Parameters: +// Filename +// Name of the .X file +// MeshOptions +// Mesh creation options for meshes in the file (see d3dx9mesh.h) +// pD3DDevice +// D3D9 device on which meshes in the file are created in +// pAlloc +// Allocation interface used to allocate nodes of the frame hierarchy +// pUserDataLoader +// Application provided interface to allow loading of user data +// ppFrameHierarchy +// Returns root node pointer of the loaded frame hierarchy +// ppAnimController +// Returns pointer to an animation controller corresponding to animation +// in the .X file. This is created with default max tracks and events +// +//---------------------------------------------------------------------------- +HRESULT WINAPI +D3DXLoadMeshHierarchyFromXA + ( + LPCSTR Filename, + DWORD MeshOptions, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXALLOCATEHIERARCHY pAlloc, + LPD3DXLOADUSERDATA pUserDataLoader, + LPD3DXFRAME *ppFrameHierarchy, + LPD3DXANIMATIONCONTROLLER *ppAnimController + ); + +HRESULT WINAPI +D3DXLoadMeshHierarchyFromXW + ( + LPCWSTR Filename, + DWORD MeshOptions, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXALLOCATEHIERARCHY pAlloc, + LPD3DXLOADUSERDATA pUserDataLoader, + LPD3DXFRAME *ppFrameHierarchy, + LPD3DXANIMATIONCONTROLLER *ppAnimController + ); + +#ifdef UNICODE +#define D3DXLoadMeshHierarchyFromX D3DXLoadMeshHierarchyFromXW +#else +#define D3DXLoadMeshHierarchyFromX D3DXLoadMeshHierarchyFromXA +#endif + +HRESULT WINAPI +D3DXLoadMeshHierarchyFromXInMemory + ( + LPCVOID Memory, + DWORD SizeOfMemory, + DWORD MeshOptions, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXALLOCATEHIERARCHY pAlloc, + LPD3DXLOADUSERDATA pUserDataLoader, + LPD3DXFRAME *ppFrameHierarchy, + LPD3DXANIMATIONCONTROLLER *ppAnimController + ); + +//---------------------------------------------------------------------------- +// D3DXSaveMeshHierarchyToFile: +// ---------------------------- +// Creates a .X file and saves the mesh hierarchy and corresponding animations +// in it +// +// Parameters: +// Filename +// Name of the .X file +// XFormat +// Format of the .X file (text or binary, compressed or not, etc) +// pFrameRoot +// Root node of the hierarchy to be saved +// pAnimController +// The animation controller whose animation sets are to be stored +// pUserDataSaver +// Application provided interface to allow adding of user data to +// data objects saved to .X file +// +//---------------------------------------------------------------------------- +HRESULT WINAPI +D3DXSaveMeshHierarchyToFileA + ( + LPCSTR Filename, + DWORD XFormat, + CONST D3DXFRAME *pFrameRoot, + LPD3DXANIMATIONCONTROLLER pAnimcontroller, + LPD3DXSAVEUSERDATA pUserDataSaver + ); + +HRESULT WINAPI +D3DXSaveMeshHierarchyToFileW + ( + LPCWSTR Filename, + DWORD XFormat, + CONST D3DXFRAME *pFrameRoot, + LPD3DXANIMATIONCONTROLLER pAnimController, + LPD3DXSAVEUSERDATA pUserDataSaver + ); + +#ifdef UNICODE +#define D3DXSaveMeshHierarchyToFile D3DXSaveMeshHierarchyToFileW +#else +#define D3DXSaveMeshHierarchyToFile D3DXSaveMeshHierarchyToFileA +#endif + +//---------------------------------------------------------------------------- +// D3DXFrameDestroy: +// ----------------- +// Destroys the subtree of frames under the root, including the root +// +// Parameters: +// pFrameRoot +// Pointer to the root node +// pAlloc +// Allocation interface used to de-allocate nodes of the frame hierarchy +// +//---------------------------------------------------------------------------- +HRESULT WINAPI +D3DXFrameDestroy + ( + LPD3DXFRAME pFrameRoot, + LPD3DXALLOCATEHIERARCHY pAlloc + ); + +//---------------------------------------------------------------------------- +// D3DXFrameAppendChild: +// --------------------- +// Add a child frame to a frame +// +// Parameters: +// pFrameParent +// Pointer to the parent node +// pFrameChild +// Pointer to the child node +// +//---------------------------------------------------------------------------- +HRESULT WINAPI +D3DXFrameAppendChild + ( + LPD3DXFRAME pFrameParent, + CONST D3DXFRAME *pFrameChild + ); + +//---------------------------------------------------------------------------- +// D3DXFrameFind: +// -------------- +// Finds a frame with the given name. Returns NULL if no frame found. +// +// Parameters: +// pFrameRoot +// Pointer to the root node +// Name +// Name of frame to find +// +//---------------------------------------------------------------------------- +LPD3DXFRAME WINAPI +D3DXFrameFind + ( + CONST D3DXFRAME *pFrameRoot, + LPCSTR Name + ); + +//---------------------------------------------------------------------------- +// D3DXFrameRegisterNamedMatrices: +// ------------------------------- +// Finds all frames that have non-null names and registers each of those frame +// matrices to the given animation controller +// +// Parameters: +// pFrameRoot +// Pointer to the root node +// pAnimController +// Pointer to the animation controller where the matrices are registered +// +//---------------------------------------------------------------------------- +HRESULT WINAPI +D3DXFrameRegisterNamedMatrices + ( + LPD3DXFRAME pFrameRoot, + LPD3DXANIMATIONCONTROLLER pAnimController + ); + +//---------------------------------------------------------------------------- +// D3DXFrameNumNamedMatrices: +// -------------------------- +// Counts number of frames in a subtree that have non-null names +// +// Parameters: +// pFrameRoot +// Pointer to the root node of the subtree +// Return Value: +// Count of frames +// +//---------------------------------------------------------------------------- +UINT WINAPI +D3DXFrameNumNamedMatrices + ( + CONST D3DXFRAME *pFrameRoot + ); + +//---------------------------------------------------------------------------- +// D3DXFrameCalculateBoundingSphere: +// --------------------------------- +// Computes the bounding sphere of all the meshes in the frame hierarchy. +// +// Parameters: +// pFrameRoot +// Pointer to the root node +// pObjectCenter +// Returns the center of the bounding sphere +// pObjectRadius +// Returns the radius of the bounding sphere +// +//---------------------------------------------------------------------------- +HRESULT WINAPI +D3DXFrameCalculateBoundingSphere + ( + CONST D3DXFRAME *pFrameRoot, + LPD3DXVECTOR3 pObjectCenter, + FLOAT *pObjectRadius + ); + + +//---------------------------------------------------------------------------- +// D3DXCreateKeyframedAnimationSet: +// -------------------------------- +// This function creates a compressable keyframed animations set interface. +// +// Parameters: +// pName +// Name of the animation set +// TicksPerSecond +// Number of keyframe ticks that elapse per second +// Playback +// Playback mode of keyframe looping +// NumAnimations +// Number of SRT animations +// NumCallbackKeys +// Number of callback keys +// pCallbackKeys +// Array of callback keys +// ppAnimationSet +// Returns the animation set interface +// +//----------------------------------------------------------------------------- +HRESULT WINAPI +D3DXCreateKeyframedAnimationSet + ( + LPCSTR pName, + DOUBLE TicksPerSecond, + D3DXPLAYBACK_TYPE Playback, + UINT NumAnimations, + UINT NumCallbackKeys, + CONST D3DXKEY_CALLBACK *pCallbackKeys, + LPD3DXKEYFRAMEDANIMATIONSET *ppAnimationSet + ); + + +//---------------------------------------------------------------------------- +// D3DXCreateCompressedAnimationSet: +// -------------------------------- +// This function creates a compressed animations set interface from +// compressed data. +// +// Parameters: +// pName +// Name of the animation set +// TicksPerSecond +// Number of keyframe ticks that elapse per second +// Playback +// Playback mode of keyframe looping +// pCompressedData +// Compressed animation SRT data +// NumCallbackKeys +// Number of callback keys +// pCallbackKeys +// Array of callback keys +// ppAnimationSet +// Returns the animation set interface +// +//----------------------------------------------------------------------------- +HRESULT WINAPI +D3DXCreateCompressedAnimationSet + ( + LPCSTR pName, + DOUBLE TicksPerSecond, + D3DXPLAYBACK_TYPE Playback, + LPD3DXBUFFER pCompressedData, + UINT NumCallbackKeys, + CONST D3DXKEY_CALLBACK *pCallbackKeys, + LPD3DXCOMPRESSEDANIMATIONSET *ppAnimationSet + ); + + +//---------------------------------------------------------------------------- +// D3DXCreateAnimationController: +// ------------------------------ +// This function creates an animation controller object. +// +// Parameters: +// MaxNumMatrices +// Maximum number of matrices that can be animated +// MaxNumAnimationSets +// Maximum number of animation sets that can be played +// MaxNumTracks +// Maximum number of animation sets that can be blended +// MaxNumEvents +// Maximum number of outstanding events that can be scheduled at any given time +// ppAnimController +// Returns the animation controller interface +// +//----------------------------------------------------------------------------- +HRESULT WINAPI +D3DXCreateAnimationController + ( + UINT MaxNumMatrices, + UINT MaxNumAnimationSets, + UINT MaxNumTracks, + UINT MaxNumEvents, + LPD3DXANIMATIONCONTROLLER *ppAnimController + ); + + +#ifdef __cplusplus +} +#endif //__cplusplus + +#endif //__D3DX9ANIM_H__ + + diff --git a/src/dep/include/DXSDK/include/d3dx9core.h b/src/dep/include/DXSDK/include/d3dx9core.h new file mode 100644 index 0000000..4aa0b98 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9core.h @@ -0,0 +1,748 @@ +/////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9core.h +// Content: D3DX core types and functions +// +/////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#ifndef __D3DX9CORE_H__ +#define __D3DX9CORE_H__ + + +/////////////////////////////////////////////////////////////////////////// +// D3DX_SDK_VERSION: +// ----------------- +// This identifier is passed to D3DXCheckVersion in order to ensure that an +// application was built against the correct header files and lib files. +// This number is incremented whenever a header (or other) change would +// require applications to be rebuilt. If the version doesn't match, +// D3DXCheckVersion will return FALSE. (The number itself has no meaning.) +/////////////////////////////////////////////////////////////////////////// + +#define D3DX_VERSION 0x0902 +#define D3DX_SDK_VERSION 30 + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +BOOL WINAPI + D3DXCheckVersion(UINT D3DSdkVersion, UINT D3DXSdkVersion); + +#ifdef __cplusplus +} +#endif //__cplusplus + + + +/////////////////////////////////////////////////////////////////////////// +// D3DXDebugMute +// Mutes D3DX and D3D debug spew (TRUE - mute, FALSE - not mute) +// +// returns previous mute value +// +/////////////////////////////////////////////////////////////////////////// + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +BOOL WINAPI + D3DXDebugMute(BOOL Mute); + +#ifdef __cplusplus +} +#endif //__cplusplus + + +/////////////////////////////////////////////////////////////////////////// +// D3DXGetDriverLevel: +// Returns driver version information: +// +// 700 - DX7 level driver +// 800 - DX8 level driver +// 900 - DX9 level driver +/////////////////////////////////////////////////////////////////////////// + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +UINT WINAPI + D3DXGetDriverLevel(LPDIRECT3DDEVICE9 pDevice); + +#ifdef __cplusplus +} +#endif //__cplusplus + + +/////////////////////////////////////////////////////////////////////////// +// ID3DXBuffer: +// ------------ +// The buffer object is used by D3DX to return arbitrary size data. +// +// GetBufferPointer - +// Returns a pointer to the beginning of the buffer. +// +// GetBufferSize - +// Returns the size of the buffer, in bytes. +/////////////////////////////////////////////////////////////////////////// + +typedef interface ID3DXBuffer ID3DXBuffer; +typedef interface ID3DXBuffer *LPD3DXBUFFER; + +// {8BA5FB08-5195-40e2-AC58-0D989C3A0102} +DEFINE_GUID(IID_ID3DXBuffer, +0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2); + +#undef INTERFACE +#define INTERFACE ID3DXBuffer + +DECLARE_INTERFACE_(ID3DXBuffer, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXBuffer + STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE; + STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE; +}; + + + +////////////////////////////////////////////////////////////////////////////// +// D3DXSPRITE flags: +// ----------------- +// D3DXSPRITE_DONOTSAVESTATE +// Specifies device state is not to be saved and restored in Begin/End. +// D3DXSPRITE_DONOTMODIFY_RENDERSTATE +// Specifies device render state is not to be changed in Begin. The device +// is assumed to be in a valid state to draw vertices containing POSITION0, +// TEXCOORD0, and COLOR0 data. +// D3DXSPRITE_OBJECTSPACE +// The WORLD, VIEW, and PROJECTION transforms are NOT modified. The +// transforms currently set to the device are used to transform the sprites +// when the batch is drawn (at Flush or End). If this is not specified, +// WORLD, VIEW, and PROJECTION transforms are modified so that sprites are +// drawn in screenspace coordinates. +// D3DXSPRITE_BILLBOARD +// Rotates each sprite about its center so that it is facing the viewer. +// D3DXSPRITE_ALPHABLEND +// Enables ALPHABLEND(SRCALPHA, INVSRCALPHA) and ALPHATEST(alpha > 0). +// ID3DXFont expects this to be set when drawing text. +// D3DXSPRITE_SORT_TEXTURE +// Sprites are sorted by texture prior to drawing. This is recommended when +// drawing non-overlapping sprites of uniform depth. For example, drawing +// screen-aligned text with ID3DXFont. +// D3DXSPRITE_SORT_DEPTH_FRONTTOBACK +// Sprites are sorted by depth front-to-back prior to drawing. This is +// recommended when drawing opaque sprites of varying depths. +// D3DXSPRITE_SORT_DEPTH_BACKTOFRONT +// Sprites are sorted by depth back-to-front prior to drawing. This is +// recommended when drawing transparent sprites of varying depths. +////////////////////////////////////////////////////////////////////////////// + +#define D3DXSPRITE_DONOTSAVESTATE (1 << 0) +#define D3DXSPRITE_DONOTMODIFY_RENDERSTATE (1 << 1) +#define D3DXSPRITE_OBJECTSPACE (1 << 2) +#define D3DXSPRITE_BILLBOARD (1 << 3) +#define D3DXSPRITE_ALPHABLEND (1 << 4) +#define D3DXSPRITE_SORT_TEXTURE (1 << 5) +#define D3DXSPRITE_SORT_DEPTH_FRONTTOBACK (1 << 6) +#define D3DXSPRITE_SORT_DEPTH_BACKTOFRONT (1 << 7) + + +////////////////////////////////////////////////////////////////////////////// +// ID3DXSprite: +// ------------ +// This object intends to provide an easy way to drawing sprites using D3D. +// +// Begin - +// Prepares device for drawing sprites. +// +// Draw - +// Draws a sprite. Before transformation, the sprite is the size of +// SrcRect, with its top-left corner specified by Position. The color +// and alpha channels are modulated by Color. +// +// Flush - +// Forces all batched sprites to submitted to the device. +// +// End - +// Restores device state to how it was when Begin was called. +// +// OnLostDevice, OnResetDevice - +// Call OnLostDevice() on this object before calling Reset() on the +// device, so that this object can release any stateblocks and video +// memory resources. After Reset(), the call OnResetDevice(). +////////////////////////////////////////////////////////////////////////////// + +typedef interface ID3DXSprite ID3DXSprite; +typedef interface ID3DXSprite *LPD3DXSPRITE; + + +// {BA0B762D-7D28-43ec-B9DC-2F84443B0614} +DEFINE_GUID(IID_ID3DXSprite, +0xba0b762d, 0x7d28, 0x43ec, 0xb9, 0xdc, 0x2f, 0x84, 0x44, 0x3b, 0x6, 0x14); + + +#undef INTERFACE +#define INTERFACE ID3DXSprite + +DECLARE_INTERFACE_(ID3DXSprite, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXSprite + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + + STDMETHOD(GetTransform)(THIS_ D3DXMATRIX *pTransform) PURE; + STDMETHOD(SetTransform)(THIS_ CONST D3DXMATRIX *pTransform) PURE; + + STDMETHOD(SetWorldViewRH)(THIS_ CONST D3DXMATRIX *pWorld, CONST D3DXMATRIX *pView) PURE; + STDMETHOD(SetWorldViewLH)(THIS_ CONST D3DXMATRIX *pWorld, CONST D3DXMATRIX *pView) PURE; + + STDMETHOD(Begin)(THIS_ DWORD Flags) PURE; + STDMETHOD(Draw)(THIS_ LPDIRECT3DTEXTURE9 pTexture, CONST RECT *pSrcRect, CONST D3DXVECTOR3 *pCenter, CONST D3DXVECTOR3 *pPosition, D3DCOLOR Color) PURE; + STDMETHOD(Flush)(THIS) PURE; + STDMETHOD(End)(THIS) PURE; + + STDMETHOD(OnLostDevice)(THIS) PURE; + STDMETHOD(OnResetDevice)(THIS) PURE; +}; + + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +HRESULT WINAPI + D3DXCreateSprite( + LPDIRECT3DDEVICE9 pDevice, + LPD3DXSPRITE* ppSprite); + +#ifdef __cplusplus +} +#endif //__cplusplus + + + +////////////////////////////////////////////////////////////////////////////// +// ID3DXFont: +// ---------- +// Font objects contain the textures and resources needed to render a specific +// font on a specific device. +// +// GetGlyphData - +// Returns glyph cache data, for a given glyph. +// +// PreloadCharacters/PreloadGlyphs/PreloadText - +// Preloads glyphs into the glyph cache textures. +// +// DrawText - +// Draws formatted text on a D3D device. Some parameters are +// surprisingly similar to those of GDI's DrawText function. See GDI +// documentation for a detailed description of these parameters. +// If pSprite is NULL, an internal sprite object will be used. +// +// OnLostDevice, OnResetDevice - +// Call OnLostDevice() on this object before calling Reset() on the +// device, so that this object can release any stateblocks and video +// memory resources. After Reset(), the call OnResetDevice(). +////////////////////////////////////////////////////////////////////////////// + +typedef struct _D3DXFONT_DESCA +{ + INT Height; + UINT Width; + UINT Weight; + UINT MipLevels; + BOOL Italic; + BYTE CharSet; + BYTE OutputPrecision; + BYTE Quality; + BYTE PitchAndFamily; + CHAR FaceName[LF_FACESIZE]; + +} D3DXFONT_DESCA, *LPD3DXFONT_DESCA; + +typedef struct _D3DXFONT_DESCW +{ + INT Height; + UINT Width; + UINT Weight; + UINT MipLevels; + BOOL Italic; + BYTE CharSet; + BYTE OutputPrecision; + BYTE Quality; + BYTE PitchAndFamily; + WCHAR FaceName[LF_FACESIZE]; + +} D3DXFONT_DESCW, *LPD3DXFONT_DESCW; + +#ifdef UNICODE +typedef D3DXFONT_DESCW D3DXFONT_DESC; +typedef LPD3DXFONT_DESCW LPD3DXFONT_DESC; +#else +typedef D3DXFONT_DESCA D3DXFONT_DESC; +typedef LPD3DXFONT_DESCA LPD3DXFONT_DESC; +#endif + + +typedef interface ID3DXFont ID3DXFont; +typedef interface ID3DXFont *LPD3DXFONT; + + +// {D79DBB70-5F21-4d36-BBC2-FF525C213CDC} +DEFINE_GUID(IID_ID3DXFont, +0xd79dbb70, 0x5f21, 0x4d36, 0xbb, 0xc2, 0xff, 0x52, 0x5c, 0x21, 0x3c, 0xdc); + + +#undef INTERFACE +#define INTERFACE ID3DXFont + +DECLARE_INTERFACE_(ID3DXFont, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXFont + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9 *ppDevice) PURE; + STDMETHOD(GetDescA)(THIS_ D3DXFONT_DESCA *pDesc) PURE; + STDMETHOD(GetDescW)(THIS_ D3DXFONT_DESCW *pDesc) PURE; + STDMETHOD_(BOOL, GetTextMetricsA)(THIS_ TEXTMETRICA *pTextMetrics) PURE; + STDMETHOD_(BOOL, GetTextMetricsW)(THIS_ TEXTMETRICW *pTextMetrics) PURE; + + STDMETHOD_(HDC, GetDC)(THIS) PURE; + STDMETHOD(GetGlyphData)(THIS_ UINT Glyph, LPDIRECT3DTEXTURE9 *ppTexture, RECT *pBlackBox, POINT *pCellInc) PURE; + + STDMETHOD(PreloadCharacters)(THIS_ UINT First, UINT Last) PURE; + STDMETHOD(PreloadGlyphs)(THIS_ UINT First, UINT Last) PURE; + STDMETHOD(PreloadTextA)(THIS_ LPCSTR pString, INT Count) PURE; + STDMETHOD(PreloadTextW)(THIS_ LPCWSTR pString, INT Count) PURE; + + STDMETHOD_(INT, DrawTextA)(THIS_ LPD3DXSPRITE pSprite, LPCSTR pString, INT Count, LPRECT pRect, DWORD Format, D3DCOLOR Color) PURE; + STDMETHOD_(INT, DrawTextW)(THIS_ LPD3DXSPRITE pSprite, LPCWSTR pString, INT Count, LPRECT pRect, DWORD Format, D3DCOLOR Color) PURE; + + STDMETHOD(OnLostDevice)(THIS) PURE; + STDMETHOD(OnResetDevice)(THIS) PURE; + +#ifdef __cplusplus +#ifdef UNICODE + HRESULT GetDesc(D3DXFONT_DESCW *pDesc) { return GetDescW(pDesc); } + HRESULT PreloadText(LPCWSTR pString, INT Count) { return PreloadTextW(pString, Count); } +#else + HRESULT GetDesc(D3DXFONT_DESCA *pDesc) { return GetDescA(pDesc); } + HRESULT PreloadText(LPCSTR pString, INT Count) { return PreloadTextA(pString, Count); } +#endif +#endif //__cplusplus +}; + +#ifndef GetTextMetrics +#ifdef UNICODE +#define GetTextMetrics GetTextMetricsW +#else +#define GetTextMetrics GetTextMetricsA +#endif +#endif + +#ifndef DrawText +#ifdef UNICODE +#define DrawText DrawTextW +#else +#define DrawText DrawTextA +#endif +#endif + + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + + +HRESULT WINAPI + D3DXCreateFontA( + LPDIRECT3DDEVICE9 pDevice, + INT Height, + UINT Width, + UINT Weight, + UINT MipLevels, + BOOL Italic, + DWORD CharSet, + DWORD OutputPrecision, + DWORD Quality, + DWORD PitchAndFamily, + LPCSTR pFaceName, + LPD3DXFONT* ppFont); + +HRESULT WINAPI + D3DXCreateFontW( + LPDIRECT3DDEVICE9 pDevice, + INT Height, + UINT Width, + UINT Weight, + UINT MipLevels, + BOOL Italic, + DWORD CharSet, + DWORD OutputPrecision, + DWORD Quality, + DWORD PitchAndFamily, + LPCWSTR pFaceName, + LPD3DXFONT* ppFont); + +#ifdef UNICODE +#define D3DXCreateFont D3DXCreateFontW +#else +#define D3DXCreateFont D3DXCreateFontA +#endif + + +HRESULT WINAPI + D3DXCreateFontIndirectA( + LPDIRECT3DDEVICE9 pDevice, + CONST D3DXFONT_DESCA* pDesc, + LPD3DXFONT* ppFont); + +HRESULT WINAPI + D3DXCreateFontIndirectW( + LPDIRECT3DDEVICE9 pDevice, + CONST D3DXFONT_DESCW* pDesc, + LPD3DXFONT* ppFont); + +#ifdef UNICODE +#define D3DXCreateFontIndirect D3DXCreateFontIndirectW +#else +#define D3DXCreateFontIndirect D3DXCreateFontIndirectA +#endif + + +#ifdef __cplusplus +} +#endif //__cplusplus + + + +/////////////////////////////////////////////////////////////////////////// +// ID3DXRenderToSurface: +// --------------------- +// This object abstracts rendering to surfaces. These surfaces do not +// necessarily need to be render targets. If they are not, a compatible +// render target is used, and the result copied into surface at end scene. +// +// BeginScene, EndScene - +// Call BeginScene() and EndScene() at the beginning and ending of your +// scene. These calls will setup and restore render targets, viewports, +// etc.. +// +// OnLostDevice, OnResetDevice - +// Call OnLostDevice() on this object before calling Reset() on the +// device, so that this object can release any stateblocks and video +// memory resources. After Reset(), the call OnResetDevice(). +/////////////////////////////////////////////////////////////////////////// + +typedef struct _D3DXRTS_DESC +{ + UINT Width; + UINT Height; + D3DFORMAT Format; + BOOL DepthStencil; + D3DFORMAT DepthStencilFormat; + +} D3DXRTS_DESC, *LPD3DXRTS_DESC; + + +typedef interface ID3DXRenderToSurface ID3DXRenderToSurface; +typedef interface ID3DXRenderToSurface *LPD3DXRENDERTOSURFACE; + + +// {6985F346-2C3D-43b3-BE8B-DAAE8A03D894} +DEFINE_GUID(IID_ID3DXRenderToSurface, +0x6985f346, 0x2c3d, 0x43b3, 0xbe, 0x8b, 0xda, 0xae, 0x8a, 0x3, 0xd8, 0x94); + + +#undef INTERFACE +#define INTERFACE ID3DXRenderToSurface + +DECLARE_INTERFACE_(ID3DXRenderToSurface, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXRenderToSurface + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD(GetDesc)(THIS_ D3DXRTS_DESC* pDesc) PURE; + + STDMETHOD(BeginScene)(THIS_ LPDIRECT3DSURFACE9 pSurface, CONST D3DVIEWPORT9* pViewport) PURE; + STDMETHOD(EndScene)(THIS_ DWORD MipFilter) PURE; + + STDMETHOD(OnLostDevice)(THIS) PURE; + STDMETHOD(OnResetDevice)(THIS) PURE; +}; + + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +HRESULT WINAPI + D3DXCreateRenderToSurface( + LPDIRECT3DDEVICE9 pDevice, + UINT Width, + UINT Height, + D3DFORMAT Format, + BOOL DepthStencil, + D3DFORMAT DepthStencilFormat, + LPD3DXRENDERTOSURFACE* ppRenderToSurface); + +#ifdef __cplusplus +} +#endif //__cplusplus + + + +/////////////////////////////////////////////////////////////////////////// +// ID3DXRenderToEnvMap: +// -------------------- +// This object abstracts rendering to environment maps. These surfaces +// do not necessarily need to be render targets. If they are not, a +// compatible render target is used, and the result copied into the +// environment map at end scene. +// +// BeginCube, BeginSphere, BeginHemisphere, BeginParabolic - +// This function initiates the rendering of the environment map. As +// parameters, you pass the textures in which will get filled in with +// the resulting environment map. +// +// Face - +// Call this function to initiate the drawing of each face. For each +// environment map, you will call this six times.. once for each face +// in D3DCUBEMAP_FACES. +// +// End - +// This will restore all render targets, and if needed compose all the +// rendered faces into the environment map surfaces. +// +// OnLostDevice, OnResetDevice - +// Call OnLostDevice() on this object before calling Reset() on the +// device, so that this object can release any stateblocks and video +// memory resources. After Reset(), the call OnResetDevice(). +/////////////////////////////////////////////////////////////////////////// + +typedef struct _D3DXRTE_DESC +{ + UINT Size; + UINT MipLevels; + D3DFORMAT Format; + BOOL DepthStencil; + D3DFORMAT DepthStencilFormat; + +} D3DXRTE_DESC, *LPD3DXRTE_DESC; + + +typedef interface ID3DXRenderToEnvMap ID3DXRenderToEnvMap; +typedef interface ID3DXRenderToEnvMap *LPD3DXRenderToEnvMap; + + +// {313F1B4B-C7B0-4fa2-9D9D-8D380B64385E} +DEFINE_GUID(IID_ID3DXRenderToEnvMap, +0x313f1b4b, 0xc7b0, 0x4fa2, 0x9d, 0x9d, 0x8d, 0x38, 0xb, 0x64, 0x38, 0x5e); + + +#undef INTERFACE +#define INTERFACE ID3DXRenderToEnvMap + +DECLARE_INTERFACE_(ID3DXRenderToEnvMap, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXRenderToEnvMap + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD(GetDesc)(THIS_ D3DXRTE_DESC* pDesc) PURE; + + STDMETHOD(BeginCube)(THIS_ + LPDIRECT3DCUBETEXTURE9 pCubeTex) PURE; + + STDMETHOD(BeginSphere)(THIS_ + LPDIRECT3DTEXTURE9 pTex) PURE; + + STDMETHOD(BeginHemisphere)(THIS_ + LPDIRECT3DTEXTURE9 pTexZPos, + LPDIRECT3DTEXTURE9 pTexZNeg) PURE; + + STDMETHOD(BeginParabolic)(THIS_ + LPDIRECT3DTEXTURE9 pTexZPos, + LPDIRECT3DTEXTURE9 pTexZNeg) PURE; + + STDMETHOD(Face)(THIS_ D3DCUBEMAP_FACES Face, DWORD MipFilter) PURE; + STDMETHOD(End)(THIS_ DWORD MipFilter) PURE; + + STDMETHOD(OnLostDevice)(THIS) PURE; + STDMETHOD(OnResetDevice)(THIS) PURE; +}; + + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +HRESULT WINAPI + D3DXCreateRenderToEnvMap( + LPDIRECT3DDEVICE9 pDevice, + UINT Size, + UINT MipLevels, + D3DFORMAT Format, + BOOL DepthStencil, + D3DFORMAT DepthStencilFormat, + LPD3DXRenderToEnvMap* ppRenderToEnvMap); + +#ifdef __cplusplus +} +#endif //__cplusplus + + + +/////////////////////////////////////////////////////////////////////////// +// ID3DXLine: +// ------------ +// This object intends to provide an easy way to draw lines using D3D. +// +// Begin - +// Prepares device for drawing lines +// +// Draw - +// Draws a line strip in screen-space. +// Input is in the form of a array defining points on the line strip. of D3DXVECTOR2 +// +// DrawTransform - +// Draws a line in screen-space with a specified input transformation matrix. +// +// End - +// Restores device state to how it was when Begin was called. +// +// SetPattern - +// Applies a stipple pattern to the line. Input is one 32-bit +// DWORD which describes the stipple pattern. 1 is opaque, 0 is +// transparent. +// +// SetPatternScale - +// Stretches the stipple pattern in the u direction. Input is one +// floating-point value. 0.0f is no scaling, whereas 1.0f doubles +// the length of the stipple pattern. +// +// SetWidth - +// Specifies the thickness of the line in the v direction. Input is +// one floating-point value. +// +// SetAntialias - +// Toggles line antialiasing. Input is a BOOL. +// TRUE = Antialiasing on. +// FALSE = Antialiasing off. +// +// SetGLLines - +// Toggles non-antialiased OpenGL line emulation. Input is a BOOL. +// TRUE = OpenGL line emulation on. +// FALSE = OpenGL line emulation off. +// +// OpenGL line: Regular line: +// *\ *\ +// | \ / \ +// | \ *\ \ +// *\ \ \ \ +// \ \ \ \ +// \ * \ * +// \ | \ / +// \| * +// * +// +// OnLostDevice, OnResetDevice - +// Call OnLostDevice() on this object before calling Reset() on the +// device, so that this object can release any stateblocks and video +// memory resources. After Reset(), the call OnResetDevice(). +/////////////////////////////////////////////////////////////////////////// + + +typedef interface ID3DXLine ID3DXLine; +typedef interface ID3DXLine *LPD3DXLINE; + + +// {D379BA7F-9042-4ac4-9F5E-58192A4C6BD8} +DEFINE_GUID(IID_ID3DXLine, +0xd379ba7f, 0x9042, 0x4ac4, 0x9f, 0x5e, 0x58, 0x19, 0x2a, 0x4c, 0x6b, 0xd8); + +#undef INTERFACE +#define INTERFACE ID3DXLine + +DECLARE_INTERFACE_(ID3DXLine, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXLine + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + + STDMETHOD(Begin)(THIS) PURE; + + STDMETHOD(Draw)(THIS_ CONST D3DXVECTOR2 *pVertexList, + DWORD dwVertexListCount, D3DCOLOR Color) PURE; + + STDMETHOD(DrawTransform)(THIS_ CONST D3DXVECTOR3 *pVertexList, + DWORD dwVertexListCount, CONST D3DXMATRIX* pTransform, + D3DCOLOR Color) PURE; + + STDMETHOD(SetPattern)(THIS_ DWORD dwPattern) PURE; + STDMETHOD_(DWORD, GetPattern)(THIS) PURE; + + STDMETHOD(SetPatternScale)(THIS_ FLOAT fPatternScale) PURE; + STDMETHOD_(FLOAT, GetPatternScale)(THIS) PURE; + + STDMETHOD(SetWidth)(THIS_ FLOAT fWidth) PURE; + STDMETHOD_(FLOAT, GetWidth)(THIS) PURE; + + STDMETHOD(SetAntialias)(THIS_ BOOL bAntialias) PURE; + STDMETHOD_(BOOL, GetAntialias)(THIS) PURE; + + STDMETHOD(SetGLLines)(THIS_ BOOL bGLLines) PURE; + STDMETHOD_(BOOL, GetGLLines)(THIS) PURE; + + STDMETHOD(End)(THIS) PURE; + + STDMETHOD(OnLostDevice)(THIS) PURE; + STDMETHOD(OnResetDevice)(THIS) PURE; +}; + + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + + +HRESULT WINAPI + D3DXCreateLine( + LPDIRECT3DDEVICE9 pDevice, + LPD3DXLINE* ppLine); + +#ifdef __cplusplus +} +#endif //__cplusplus + +#endif //__D3DX9CORE_H__ + diff --git a/src/dep/include/DXSDK/include/d3dx9effect.h b/src/dep/include/DXSDK/include/d3dx9effect.h new file mode 100644 index 0000000..dd896ce --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9effect.h @@ -0,0 +1,871 @@ + +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (c) Microsoft Corporation. All rights reserved. +// +// File: d3dx9effect.h +// Content: D3DX effect types and Shaders +// +////////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#ifndef __D3DX9EFFECT_H__ +#define __D3DX9EFFECT_H__ + + +//---------------------------------------------------------------------------- +// D3DXFX_DONOTSAVESTATE +// This flag is used as a parameter to ID3DXEffect::Begin(). When this flag +// is specified, device state is not saved or restored in Begin/End. +// D3DXFX_DONOTSAVESHADERSTATE +// This flag is used as a parameter to ID3DXEffect::Begin(). When this flag +// is specified, shader device state is not saved or restored in Begin/End. +// This includes pixel/vertex shaders and shader constants +// D3DXFX_DONOTSAVESAMPLERSTATE +// This flag is used as a parameter to ID3DXEffect::Begin(). When this flag +// is specified, sampler device state is not saved or restored in Begin/End. +// D3DXFX_NOT_CLONEABLE +// This flag is used as a parameter to the D3DXCreateEffect family of APIs. +// When this flag is specified, the effect will be non-cloneable and will not +// contain any shader binary data. +// Furthermore, GetPassDesc will not return shader function pointers. +// Setting this flag reduces effect memory usage by about 50%. +//---------------------------------------------------------------------------- + +#define D3DXFX_DONOTSAVESTATE (1 << 0) +#define D3DXFX_DONOTSAVESHADERSTATE (1 << 1) +#define D3DXFX_DONOTSAVESAMPLERSTATE (1 << 2) +#define D3DXFX_NOT_CLONEABLE (1 << 11) + +//---------------------------------------------------------------------------- +// D3DX_PARAMETER_SHARED +// Indicates that the value of a parameter will be shared with all effects +// which share the same namespace. Changing the value in one effect will +// change it in all. +// +// D3DX_PARAMETER_LITERAL +// Indicates that the value of this parameter can be treated as literal. +// Literal parameters can be marked when the effect is compiled, and their +// cannot be changed after the effect is compiled. Shared parameters cannot +// be literal. +//---------------------------------------------------------------------------- + +#define D3DX_PARAMETER_SHARED (1 << 0) +#define D3DX_PARAMETER_LITERAL (1 << 1) +#define D3DX_PARAMETER_ANNOTATION (1 << 2) + +//---------------------------------------------------------------------------- +// D3DXEFFECT_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXEFFECT_DESC +{ + LPCSTR Creator; // Creator string + UINT Parameters; // Number of parameters + UINT Techniques; // Number of techniques + UINT Functions; // Number of function entrypoints + +} D3DXEFFECT_DESC; + + +//---------------------------------------------------------------------------- +// D3DXPARAMETER_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXPARAMETER_DESC +{ + LPCSTR Name; // Parameter name + LPCSTR Semantic; // Parameter semantic + D3DXPARAMETER_CLASS Class; // Class + D3DXPARAMETER_TYPE Type; // Component type + UINT Rows; // Number of rows + UINT Columns; // Number of columns + UINT Elements; // Number of array elements + UINT Annotations; // Number of annotations + UINT StructMembers; // Number of structure member sub-parameters + DWORD Flags; // D3DX_PARAMETER_* flags + UINT Bytes; // Parameter size, in bytes + +} D3DXPARAMETER_DESC; + + +//---------------------------------------------------------------------------- +// D3DXTECHNIQUE_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXTECHNIQUE_DESC +{ + LPCSTR Name; // Technique name + UINT Passes; // Number of passes + UINT Annotations; // Number of annotations + +} D3DXTECHNIQUE_DESC; + + +//---------------------------------------------------------------------------- +// D3DXPASS_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXPASS_DESC +{ + LPCSTR Name; // Pass name + UINT Annotations; // Number of annotations + + CONST DWORD *pVertexShaderFunction; // Vertex shader function + CONST DWORD *pPixelShaderFunction; // Pixel shader function + +} D3DXPASS_DESC; + + +//---------------------------------------------------------------------------- +// D3DXFUNCTION_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXFUNCTION_DESC +{ + LPCSTR Name; // Function name + UINT Annotations; // Number of annotations + +} D3DXFUNCTION_DESC; + + + +////////////////////////////////////////////////////////////////////////////// +// ID3DXEffectPool /////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +typedef interface ID3DXEffectPool ID3DXEffectPool; +typedef interface ID3DXEffectPool *LPD3DXEFFECTPOOL; + +// {9537AB04-3250-412e-8213-FCD2F8677933} +DEFINE_GUID(IID_ID3DXEffectPool, +0x9537ab04, 0x3250, 0x412e, 0x82, 0x13, 0xfc, 0xd2, 0xf8, 0x67, 0x79, 0x33); + + +#undef INTERFACE +#define INTERFACE ID3DXEffectPool + +DECLARE_INTERFACE_(ID3DXEffectPool, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // No public methods +}; + + +////////////////////////////////////////////////////////////////////////////// +// ID3DXBaseEffect /////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +typedef interface ID3DXBaseEffect ID3DXBaseEffect; +typedef interface ID3DXBaseEffect *LPD3DXBASEEFFECT; + +// {017C18AC-103F-4417-8C51-6BF6EF1E56BE} +DEFINE_GUID(IID_ID3DXBaseEffect, +0x17c18ac, 0x103f, 0x4417, 0x8c, 0x51, 0x6b, 0xf6, 0xef, 0x1e, 0x56, 0xbe); + + +#undef INTERFACE +#define INTERFACE ID3DXBaseEffect + +DECLARE_INTERFACE_(ID3DXBaseEffect, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Descs + STDMETHOD(GetDesc)(THIS_ D3DXEFFECT_DESC* pDesc) PURE; + STDMETHOD(GetParameterDesc)(THIS_ D3DXHANDLE hParameter, D3DXPARAMETER_DESC* pDesc) PURE; + STDMETHOD(GetTechniqueDesc)(THIS_ D3DXHANDLE hTechnique, D3DXTECHNIQUE_DESC* pDesc) PURE; + STDMETHOD(GetPassDesc)(THIS_ D3DXHANDLE hPass, D3DXPASS_DESC* pDesc) PURE; + STDMETHOD(GetFunctionDesc)(THIS_ D3DXHANDLE hShader, D3DXFUNCTION_DESC* pDesc) PURE; + + // Handle operations + STDMETHOD_(D3DXHANDLE, GetParameter)(THIS_ D3DXHANDLE hParameter, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterByName)(THIS_ D3DXHANDLE hParameter, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterBySemantic)(THIS_ D3DXHANDLE hParameter, LPCSTR pSemantic) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterElement)(THIS_ D3DXHANDLE hParameter, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetTechnique)(THIS_ UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetTechniqueByName)(THIS_ LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetPass)(THIS_ D3DXHANDLE hTechnique, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetPassByName)(THIS_ D3DXHANDLE hTechnique, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetFunction)(THIS_ UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetFunctionByName)(THIS_ LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetAnnotation)(THIS_ D3DXHANDLE hObject, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetAnnotationByName)(THIS_ D3DXHANDLE hObject, LPCSTR pName) PURE; + + // Get/Set Parameters + STDMETHOD(SetValue)(THIS_ D3DXHANDLE hParameter, LPCVOID pData, UINT Bytes) PURE; + STDMETHOD(GetValue)(THIS_ D3DXHANDLE hParameter, LPVOID pData, UINT Bytes) PURE; + STDMETHOD(SetBool)(THIS_ D3DXHANDLE hParameter, BOOL b) PURE; + STDMETHOD(GetBool)(THIS_ D3DXHANDLE hParameter, BOOL* pb) PURE; + STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hParameter, CONST BOOL* pb, UINT Count) PURE; + STDMETHOD(GetBoolArray)(THIS_ D3DXHANDLE hParameter, BOOL* pb, UINT Count) PURE; + STDMETHOD(SetInt)(THIS_ D3DXHANDLE hParameter, INT n) PURE; + STDMETHOD(GetInt)(THIS_ D3DXHANDLE hParameter, INT* pn) PURE; + STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hParameter, CONST INT* pn, UINT Count) PURE; + STDMETHOD(GetIntArray)(THIS_ D3DXHANDLE hParameter, INT* pn, UINT Count) PURE; + STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hParameter, FLOAT f) PURE; + STDMETHOD(GetFloat)(THIS_ D3DXHANDLE hParameter, FLOAT* pf) PURE; + STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hParameter, CONST FLOAT* pf, UINT Count) PURE; + STDMETHOD(GetFloatArray)(THIS_ D3DXHANDLE hParameter, FLOAT* pf, UINT Count) PURE; + STDMETHOD(SetVector)(THIS_ D3DXHANDLE hParameter, CONST D3DXVECTOR4* pVector) PURE; + STDMETHOD(GetVector)(THIS_ D3DXHANDLE hParameter, D3DXVECTOR4* pVector) PURE; + STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(GetVectorArray)(THIS_ D3DXHANDLE hParameter, D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(GetMatrix)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixPointerArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(GetMatrixTranspose)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixTransposeArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetString)(THIS_ D3DXHANDLE hParameter, LPCSTR pString) PURE; + STDMETHOD(GetString)(THIS_ D3DXHANDLE hParameter, LPCSTR* ppString) PURE; + STDMETHOD(SetTexture)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DBASETEXTURE9 pTexture) PURE; + STDMETHOD(GetTexture)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DBASETEXTURE9 *ppTexture) PURE; + STDMETHOD(GetPixelShader)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DPIXELSHADER9 *ppPShader) PURE; + STDMETHOD(GetVertexShader)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DVERTEXSHADER9 *ppVShader) PURE; + + //Set Range of an Array to pass to device + //Useful for sending only a subrange of an array down to the device + STDMETHOD(SetArrayRange)(THIS_ D3DXHANDLE hParameter, UINT uStart, UINT uEnd) PURE; + +}; + + +//---------------------------------------------------------------------------- +// ID3DXEffectStateManager: +// ------------------------ +// This is a user implemented interface that can be used to manage device +// state changes made by an Effect. +//---------------------------------------------------------------------------- + +typedef interface ID3DXEffectStateManager ID3DXEffectStateManager; +typedef interface ID3DXEffectStateManager *LPD3DXEFFECTSTATEMANAGER; + +// {79AAB587-6DBC-4fa7-82DE-37FA1781C5CE} +DEFINE_GUID(IID_ID3DXEffectStateManager, +0x79aab587, 0x6dbc, 0x4fa7, 0x82, 0xde, 0x37, 0xfa, 0x17, 0x81, 0xc5, 0xce); + +#undef INTERFACE +#define INTERFACE ID3DXEffectStateManager + +DECLARE_INTERFACE_(ID3DXEffectStateManager, IUnknown) +{ + // The user must correctly implement QueryInterface, AddRef, and Release. + + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // The following methods are called by the Effect when it wants to make + // the corresponding device call. Note that: + // 1. Users manage the state and are therefore responsible for making the + // the corresponding device calls themselves inside their callbacks. + // 2. Effects pay attention to the return values of the callbacks, and so + // users must pay attention to what they return in their callbacks. + + STDMETHOD(SetTransform)(THIS_ D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix) PURE; + STDMETHOD(SetMaterial)(THIS_ CONST D3DMATERIAL9 *pMaterial) PURE; + STDMETHOD(SetLight)(THIS_ DWORD Index, CONST D3DLIGHT9 *pLight) PURE; + STDMETHOD(LightEnable)(THIS_ DWORD Index, BOOL Enable) PURE; + STDMETHOD(SetRenderState)(THIS_ D3DRENDERSTATETYPE State, DWORD Value) PURE; + STDMETHOD(SetTexture)(THIS_ DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture) PURE; + STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) PURE; + STDMETHOD(SetSamplerState)(THIS_ DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value) PURE; + STDMETHOD(SetNPatchMode)(THIS_ FLOAT NumSegments) PURE; + STDMETHOD(SetFVF)(THIS_ DWORD FVF) PURE; + STDMETHOD(SetVertexShader)(THIS_ LPDIRECT3DVERTEXSHADER9 pShader) PURE; + STDMETHOD(SetVertexShaderConstantF)(THIS_ UINT RegisterIndex, CONST FLOAT *pConstantData, UINT RegisterCount) PURE; + STDMETHOD(SetVertexShaderConstantI)(THIS_ UINT RegisterIndex, CONST INT *pConstantData, UINT RegisterCount) PURE; + STDMETHOD(SetVertexShaderConstantB)(THIS_ UINT RegisterIndex, CONST BOOL *pConstantData, UINT RegisterCount) PURE; + STDMETHOD(SetPixelShader)(THIS_ LPDIRECT3DPIXELSHADER9 pShader) PURE; + STDMETHOD(SetPixelShaderConstantF)(THIS_ UINT RegisterIndex, CONST FLOAT *pConstantData, UINT RegisterCount) PURE; + STDMETHOD(SetPixelShaderConstantI)(THIS_ UINT RegisterIndex, CONST INT *pConstantData, UINT RegisterCount) PURE; + STDMETHOD(SetPixelShaderConstantB)(THIS_ UINT RegisterIndex, CONST BOOL *pConstantData, UINT RegisterCount) PURE; +}; + + +////////////////////////////////////////////////////////////////////////////// +// ID3DXEffect /////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +typedef interface ID3DXEffect ID3DXEffect; +typedef interface ID3DXEffect *LPD3DXEFFECT; + +// {F6CEB4B3-4E4C-40dd-B883-8D8DE5EA0CD5} +DEFINE_GUID(IID_ID3DXEffect, +0xf6ceb4b3, 0x4e4c, 0x40dd, 0xb8, 0x83, 0x8d, 0x8d, 0xe5, 0xea, 0xc, 0xd5); + +#undef INTERFACE +#define INTERFACE ID3DXEffect + +DECLARE_INTERFACE_(ID3DXEffect, ID3DXBaseEffect) +{ + // ID3DXBaseEffect + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Descs + STDMETHOD(GetDesc)(THIS_ D3DXEFFECT_DESC* pDesc) PURE; + STDMETHOD(GetParameterDesc)(THIS_ D3DXHANDLE hParameter, D3DXPARAMETER_DESC* pDesc) PURE; + STDMETHOD(GetTechniqueDesc)(THIS_ D3DXHANDLE hTechnique, D3DXTECHNIQUE_DESC* pDesc) PURE; + STDMETHOD(GetPassDesc)(THIS_ D3DXHANDLE hPass, D3DXPASS_DESC* pDesc) PURE; + STDMETHOD(GetFunctionDesc)(THIS_ D3DXHANDLE hShader, D3DXFUNCTION_DESC* pDesc) PURE; + + // Handle operations + STDMETHOD_(D3DXHANDLE, GetParameter)(THIS_ D3DXHANDLE hParameter, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterByName)(THIS_ D3DXHANDLE hParameter, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterBySemantic)(THIS_ D3DXHANDLE hParameter, LPCSTR pSemantic) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterElement)(THIS_ D3DXHANDLE hParameter, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetTechnique)(THIS_ UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetTechniqueByName)(THIS_ LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetPass)(THIS_ D3DXHANDLE hTechnique, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetPassByName)(THIS_ D3DXHANDLE hTechnique, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetFunction)(THIS_ UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetFunctionByName)(THIS_ LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetAnnotation)(THIS_ D3DXHANDLE hObject, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetAnnotationByName)(THIS_ D3DXHANDLE hObject, LPCSTR pName) PURE; + + // Get/Set Parameters + STDMETHOD(SetValue)(THIS_ D3DXHANDLE hParameter, LPCVOID pData, UINT Bytes) PURE; + STDMETHOD(GetValue)(THIS_ D3DXHANDLE hParameter, LPVOID pData, UINT Bytes) PURE; + STDMETHOD(SetBool)(THIS_ D3DXHANDLE hParameter, BOOL b) PURE; + STDMETHOD(GetBool)(THIS_ D3DXHANDLE hParameter, BOOL* pb) PURE; + STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hParameter, CONST BOOL* pb, UINT Count) PURE; + STDMETHOD(GetBoolArray)(THIS_ D3DXHANDLE hParameter, BOOL* pb, UINT Count) PURE; + STDMETHOD(SetInt)(THIS_ D3DXHANDLE hParameter, INT n) PURE; + STDMETHOD(GetInt)(THIS_ D3DXHANDLE hParameter, INT* pn) PURE; + STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hParameter, CONST INT* pn, UINT Count) PURE; + STDMETHOD(GetIntArray)(THIS_ D3DXHANDLE hParameter, INT* pn, UINT Count) PURE; + STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hParameter, FLOAT f) PURE; + STDMETHOD(GetFloat)(THIS_ D3DXHANDLE hParameter, FLOAT* pf) PURE; + STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hParameter, CONST FLOAT* pf, UINT Count) PURE; + STDMETHOD(GetFloatArray)(THIS_ D3DXHANDLE hParameter, FLOAT* pf, UINT Count) PURE; + STDMETHOD(SetVector)(THIS_ D3DXHANDLE hParameter, CONST D3DXVECTOR4* pVector) PURE; + STDMETHOD(GetVector)(THIS_ D3DXHANDLE hParameter, D3DXVECTOR4* pVector) PURE; + STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(GetVectorArray)(THIS_ D3DXHANDLE hParameter, D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(GetMatrix)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixPointerArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(GetMatrixTranspose)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixTransposeArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetString)(THIS_ D3DXHANDLE hParameter, LPCSTR pString) PURE; + STDMETHOD(GetString)(THIS_ D3DXHANDLE hParameter, LPCSTR* ppString) PURE; + STDMETHOD(SetTexture)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DBASETEXTURE9 pTexture) PURE; + STDMETHOD(GetTexture)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DBASETEXTURE9 *ppTexture) PURE; + STDMETHOD(GetPixelShader)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DPIXELSHADER9 *ppPShader) PURE; + STDMETHOD(GetVertexShader)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DVERTEXSHADER9 *ppVShader) PURE; + + //Set Range of an Array to pass to device + //Usefull for sending only a subrange of an array down to the device + STDMETHOD(SetArrayRange)(THIS_ D3DXHANDLE hParameter, UINT uStart, UINT uEnd) PURE; + // ID3DXBaseEffect + + + // Pool + STDMETHOD(GetPool)(THIS_ LPD3DXEFFECTPOOL* ppPool) PURE; + + // Selecting and setting a technique + STDMETHOD(SetTechnique)(THIS_ D3DXHANDLE hTechnique) PURE; + STDMETHOD_(D3DXHANDLE, GetCurrentTechnique)(THIS) PURE; + STDMETHOD(ValidateTechnique)(THIS_ D3DXHANDLE hTechnique) PURE; + STDMETHOD(FindNextValidTechnique)(THIS_ D3DXHANDLE hTechnique, D3DXHANDLE *pTechnique) PURE; + STDMETHOD_(BOOL, IsParameterUsed)(THIS_ D3DXHANDLE hParameter, D3DXHANDLE hTechnique) PURE; + + // Using current technique + // Begin starts active technique + // BeginPass begins a pass + // CommitChanges updates changes to any set calls in the pass. This should be called before + // any DrawPrimitive call to d3d + // EndPass ends a pass + // End ends active technique + STDMETHOD(Begin)(THIS_ UINT *pPasses, DWORD Flags) PURE; + STDMETHOD(BeginPass)(THIS_ UINT Pass) PURE; + STDMETHOD(CommitChanges)(THIS) PURE; + STDMETHOD(EndPass)(THIS) PURE; + STDMETHOD(End)(THIS) PURE; + + // Managing D3D Device + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD(OnLostDevice)(THIS) PURE; + STDMETHOD(OnResetDevice)(THIS) PURE; + + // Logging device calls + STDMETHOD(SetStateManager)(THIS_ LPD3DXEFFECTSTATEMANAGER pManager) PURE; + STDMETHOD(GetStateManager)(THIS_ LPD3DXEFFECTSTATEMANAGER *ppManager) PURE; + + // Parameter blocks + STDMETHOD(BeginParameterBlock)(THIS) PURE; + STDMETHOD_(D3DXHANDLE, EndParameterBlock)(THIS) PURE; + STDMETHOD(ApplyParameterBlock)(THIS_ D3DXHANDLE hParameterBlock) PURE; + STDMETHOD(DeleteParameterBlock)(THIS_ D3DXHANDLE hParameterBlock) PURE; + + // Cloning + STDMETHOD(CloneEffect)(THIS_ LPDIRECT3DDEVICE9 pDevice, LPD3DXEFFECT* ppEffect) PURE; + + // Fast path for setting variables directly in ID3DXEffect + STDMETHOD(SetRawValue)(THIS_ D3DXHANDLE hParameter, LPCVOID pData, UINT ByteOffset, UINT Bytes) PURE; +}; + + +////////////////////////////////////////////////////////////////////////////// +// ID3DXEffectCompiler /////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +typedef interface ID3DXEffectCompiler ID3DXEffectCompiler; +typedef interface ID3DXEffectCompiler *LPD3DXEFFECTCOMPILER; + +// {51B8A949-1A31-47e6-BEA0-4B30DB53F1E0} +DEFINE_GUID(IID_ID3DXEffectCompiler, +0x51b8a949, 0x1a31, 0x47e6, 0xbe, 0xa0, 0x4b, 0x30, 0xdb, 0x53, 0xf1, 0xe0); + + +#undef INTERFACE +#define INTERFACE ID3DXEffectCompiler + +DECLARE_INTERFACE_(ID3DXEffectCompiler, ID3DXBaseEffect) +{ + // ID3DXBaseEffect + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Descs + STDMETHOD(GetDesc)(THIS_ D3DXEFFECT_DESC* pDesc) PURE; + STDMETHOD(GetParameterDesc)(THIS_ D3DXHANDLE hParameter, D3DXPARAMETER_DESC* pDesc) PURE; + STDMETHOD(GetTechniqueDesc)(THIS_ D3DXHANDLE hTechnique, D3DXTECHNIQUE_DESC* pDesc) PURE; + STDMETHOD(GetPassDesc)(THIS_ D3DXHANDLE hPass, D3DXPASS_DESC* pDesc) PURE; + STDMETHOD(GetFunctionDesc)(THIS_ D3DXHANDLE hShader, D3DXFUNCTION_DESC* pDesc) PURE; + + // Handle operations + STDMETHOD_(D3DXHANDLE, GetParameter)(THIS_ D3DXHANDLE hParameter, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterByName)(THIS_ D3DXHANDLE hParameter, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterBySemantic)(THIS_ D3DXHANDLE hParameter, LPCSTR pSemantic) PURE; + STDMETHOD_(D3DXHANDLE, GetParameterElement)(THIS_ D3DXHANDLE hParameter, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetTechnique)(THIS_ UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetTechniqueByName)(THIS_ LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetPass)(THIS_ D3DXHANDLE hTechnique, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetPassByName)(THIS_ D3DXHANDLE hTechnique, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetFunction)(THIS_ UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetFunctionByName)(THIS_ LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetAnnotation)(THIS_ D3DXHANDLE hObject, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetAnnotationByName)(THIS_ D3DXHANDLE hObject, LPCSTR pName) PURE; + + // Get/Set Parameters + STDMETHOD(SetValue)(THIS_ D3DXHANDLE hParameter, LPCVOID pData, UINT Bytes) PURE; + STDMETHOD(GetValue)(THIS_ D3DXHANDLE hParameter, LPVOID pData, UINT Bytes) PURE; + STDMETHOD(SetBool)(THIS_ D3DXHANDLE hParameter, BOOL b) PURE; + STDMETHOD(GetBool)(THIS_ D3DXHANDLE hParameter, BOOL* pb) PURE; + STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hParameter, CONST BOOL* pb, UINT Count) PURE; + STDMETHOD(GetBoolArray)(THIS_ D3DXHANDLE hParameter, BOOL* pb, UINT Count) PURE; + STDMETHOD(SetInt)(THIS_ D3DXHANDLE hParameter, INT n) PURE; + STDMETHOD(GetInt)(THIS_ D3DXHANDLE hParameter, INT* pn) PURE; + STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hParameter, CONST INT* pn, UINT Count) PURE; + STDMETHOD(GetIntArray)(THIS_ D3DXHANDLE hParameter, INT* pn, UINT Count) PURE; + STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hParameter, FLOAT f) PURE; + STDMETHOD(GetFloat)(THIS_ D3DXHANDLE hParameter, FLOAT* pf) PURE; + STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hParameter, CONST FLOAT* pf, UINT Count) PURE; + STDMETHOD(GetFloatArray)(THIS_ D3DXHANDLE hParameter, FLOAT* pf, UINT Count) PURE; + STDMETHOD(SetVector)(THIS_ D3DXHANDLE hParameter, CONST D3DXVECTOR4* pVector) PURE; + STDMETHOD(GetVector)(THIS_ D3DXHANDLE hParameter, D3DXVECTOR4* pVector) PURE; + STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(GetVectorArray)(THIS_ D3DXHANDLE hParameter, D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(GetMatrix)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixPointerArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(GetMatrixTranspose)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixTransposeArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hParameter, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(GetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hParameter, D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetString)(THIS_ D3DXHANDLE hParameter, LPCSTR pString) PURE; + STDMETHOD(GetString)(THIS_ D3DXHANDLE hParameter, LPCSTR* ppString) PURE; + STDMETHOD(SetTexture)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DBASETEXTURE9 pTexture) PURE; + STDMETHOD(GetTexture)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DBASETEXTURE9 *ppTexture) PURE; + STDMETHOD(GetPixelShader)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DPIXELSHADER9 *ppPShader) PURE; + STDMETHOD(GetVertexShader)(THIS_ D3DXHANDLE hParameter, LPDIRECT3DVERTEXSHADER9 *ppVShader) PURE; + + //Set Range of an Array to pass to device + //Usefull for sending only a subrange of an array down to the device + STDMETHOD(SetArrayRange)(THIS_ D3DXHANDLE hParameter, UINT uStart, UINT uEnd) PURE; + // ID3DXBaseEffect + + // Parameter sharing, specialization, and information + STDMETHOD(SetLiteral)(THIS_ D3DXHANDLE hParameter, BOOL Literal) PURE; + STDMETHOD(GetLiteral)(THIS_ D3DXHANDLE hParameter, BOOL *pLiteral) PURE; + + // Compilation + STDMETHOD(CompileEffect)(THIS_ DWORD Flags, + LPD3DXBUFFER* ppEffect, LPD3DXBUFFER* ppErrorMsgs) PURE; + + STDMETHOD(CompileShader)(THIS_ D3DXHANDLE hFunction, LPCSTR pTarget, DWORD Flags, + LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable) PURE; +}; + + +////////////////////////////////////////////////////////////////////////////// +// APIs ////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +//---------------------------------------------------------------------------- +// D3DXCreateEffectPool: +// --------------------- +// Creates an effect pool. Pools are used for sharing parameters between +// multiple effects. For all effects within a pool, shared parameters of the +// same name all share the same value. +// +// Parameters: +// ppPool +// Returns the created pool. +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCreateEffectPool( + LPD3DXEFFECTPOOL* ppPool); + + +//---------------------------------------------------------------------------- +// D3DXCreateEffect: +// ----------------- +// Creates an effect from an ascii or binary effect description. +// +// Parameters: +// pDevice +// Pointer of the device on which to create the effect +// pSrcFile +// Name of the file containing the effect description +// hSrcModule +// Module handle. if NULL, current module will be used. +// pSrcResource +// Resource name in module +// pSrcData +// Pointer to effect description +// SrcDataSize +// Size of the effect description in bytes +// pDefines +// Optional NULL-terminated array of preprocessor macro definitions. +// Flags +// See D3DXSHADER_xxx flags. +// pSkipConstants +// A list of semi-colon delimited variable names. The effect will +// not set these variables to the device when they are referenced +// by a shader. NOTE: the variables specified here must be +// register bound in the file and must not be used in expressions +// in passes or samplers or the file will not load. +// pInclude +// Optional interface pointer to use for handling #include directives. +// If this parameter is NULL, #includes will be honored when compiling +// from file, and will error when compiling from resource or memory. +// pPool +// Pointer to ID3DXEffectPool object to use for shared parameters. +// If NULL, no parameters will be shared. +// ppEffect +// Returns a buffer containing created effect. +// ppCompilationErrors +// Returns a buffer containing any error messages which occurred during +// compile. Or NULL if you do not care about the error messages. +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCreateEffectFromFileA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +HRESULT WINAPI + D3DXCreateEffectFromFileW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +#ifdef UNICODE +#define D3DXCreateEffectFromFile D3DXCreateEffectFromFileW +#else +#define D3DXCreateEffectFromFile D3DXCreateEffectFromFileA +#endif + + +HRESULT WINAPI + D3DXCreateEffectFromResourceA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +HRESULT WINAPI + D3DXCreateEffectFromResourceW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +#ifdef UNICODE +#define D3DXCreateEffectFromResource D3DXCreateEffectFromResourceW +#else +#define D3DXCreateEffectFromResource D3DXCreateEffectFromResourceA +#endif + + +HRESULT WINAPI + D3DXCreateEffect( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataLen, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +// +// Ex functions that accept pSkipConstants in addition to other parameters +// + +HRESULT WINAPI + D3DXCreateEffectFromFileExA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pSkipConstants, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +HRESULT WINAPI + D3DXCreateEffectFromFileExW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pSkipConstants, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +#ifdef UNICODE +#define D3DXCreateEffectFromFileEx D3DXCreateEffectFromFileExW +#else +#define D3DXCreateEffectFromFileEx D3DXCreateEffectFromFileExA +#endif + + +HRESULT WINAPI + D3DXCreateEffectFromResourceExA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pSkipConstants, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +HRESULT WINAPI + D3DXCreateEffectFromResourceExW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pSkipConstants, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +#ifdef UNICODE +#define D3DXCreateEffectFromResourceEx D3DXCreateEffectFromResourceExW +#else +#define D3DXCreateEffectFromResourceEx D3DXCreateEffectFromResourceExA +#endif + + +HRESULT WINAPI + D3DXCreateEffectEx( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataLen, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pSkipConstants, + DWORD Flags, + LPD3DXEFFECTPOOL pPool, + LPD3DXEFFECT* ppEffect, + LPD3DXBUFFER* ppCompilationErrors); + +//---------------------------------------------------------------------------- +// D3DXCreateEffectCompiler: +// ------------------------- +// Creates an effect from an ascii or binary effect description. +// +// Parameters: +// pSrcFile +// Name of the file containing the effect description +// hSrcModule +// Module handle. if NULL, current module will be used. +// pSrcResource +// Resource name in module +// pSrcData +// Pointer to effect description +// SrcDataSize +// Size of the effect description in bytes +// pDefines +// Optional NULL-terminated array of preprocessor macro definitions. +// pInclude +// Optional interface pointer to use for handling #include directives. +// If this parameter is NULL, #includes will be honored when compiling +// from file, and will error when compiling from resource or memory. +// pPool +// Pointer to ID3DXEffectPool object to use for shared parameters. +// If NULL, no parameters will be shared. +// ppCompiler +// Returns a buffer containing created effect compiler. +// ppParseErrors +// Returns a buffer containing any error messages which occurred during +// parse. Or NULL if you do not care about the error messages. +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCreateEffectCompilerFromFileA( + LPCSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTCOMPILER* ppCompiler, + LPD3DXBUFFER* ppParseErrors); + +HRESULT WINAPI + D3DXCreateEffectCompilerFromFileW( + LPCWSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTCOMPILER* ppCompiler, + LPD3DXBUFFER* ppParseErrors); + +#ifdef UNICODE +#define D3DXCreateEffectCompilerFromFile D3DXCreateEffectCompilerFromFileW +#else +#define D3DXCreateEffectCompilerFromFile D3DXCreateEffectCompilerFromFileA +#endif + + +HRESULT WINAPI + D3DXCreateEffectCompilerFromResourceA( + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTCOMPILER* ppCompiler, + LPD3DXBUFFER* ppParseErrors); + +HRESULT WINAPI + D3DXCreateEffectCompilerFromResourceW( + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTCOMPILER* ppCompiler, + LPD3DXBUFFER* ppParseErrors); + +#ifdef UNICODE +#define D3DXCreateEffectCompilerFromResource D3DXCreateEffectCompilerFromResourceW +#else +#define D3DXCreateEffectCompilerFromResource D3DXCreateEffectCompilerFromResourceA +#endif + + +HRESULT WINAPI + D3DXCreateEffectCompiler( + LPCSTR pSrcData, + UINT SrcDataLen, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXEFFECTCOMPILER* ppCompiler, + LPD3DXBUFFER* ppParseErrors); + +//---------------------------------------------------------------------------- +// D3DXDisassembleEffect: +// ----------------------- +// +// Parameters: +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXDisassembleEffect( + LPD3DXEFFECT pEffect, + BOOL EnableColorCode, + LPD3DXBUFFER *ppDisassembly); + + + +#ifdef __cplusplus +} +#endif //__cplusplus + +#endif //__D3DX9EFFECT_H__ + + diff --git a/src/dep/include/DXSDK/include/d3dx9math.h b/src/dep/include/DXSDK/include/d3dx9math.h new file mode 100644 index 0000000..c524476 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9math.h @@ -0,0 +1,1765 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9math.h +// Content: D3DX math types and functions +// +////////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#ifndef __D3DX9MATH_H__ +#define __D3DX9MATH_H__ + +#include +#if _MSC_VER >= 1200 +#pragma warning(push) +#endif +#pragma warning(disable:4201) // anonymous unions warning + + + +//=========================================================================== +// +// General purpose utilities +// +//=========================================================================== +#define D3DX_PI ((FLOAT) 3.141592654f) +#define D3DX_1BYPI ((FLOAT) 0.318309886f) + +#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) +#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) + + + +//=========================================================================== +// +// 16 bit floating point numbers +// +//=========================================================================== + +#define D3DX_16F_DIG 3 // # of decimal digits of precision +#define D3DX_16F_EPSILON 4.8875809e-4f // smallest such that 1.0 + epsilon != 1.0 +#define D3DX_16F_MANT_DIG 11 // # of bits in mantissa +#define D3DX_16F_MAX 6.550400e+004 // max value +#define D3DX_16F_MAX_10_EXP 4 // max decimal exponent +#define D3DX_16F_MAX_EXP 15 // max binary exponent +#define D3DX_16F_MIN 6.1035156e-5f // min positive value +#define D3DX_16F_MIN_10_EXP (-4) // min decimal exponent +#define D3DX_16F_MIN_EXP (-14) // min binary exponent +#define D3DX_16F_RADIX 2 // exponent radix +#define D3DX_16F_ROUNDS 1 // addition rounding: near + + +typedef struct D3DXFLOAT16 +{ +#ifdef __cplusplus +public: + D3DXFLOAT16() {}; + D3DXFLOAT16( FLOAT ); + D3DXFLOAT16( CONST D3DXFLOAT16& ); + + // casting + operator FLOAT (); + + // binary operators + BOOL operator == ( CONST D3DXFLOAT16& ) const; + BOOL operator != ( CONST D3DXFLOAT16& ) const; + +protected: +#endif //__cplusplus + WORD value; +} D3DXFLOAT16, *LPD3DXFLOAT16; + + + +//=========================================================================== +// +// Vectors +// +//=========================================================================== + + +//-------------------------- +// 2D Vector +//-------------------------- +typedef struct D3DXVECTOR2 +{ +#ifdef __cplusplus +public: + D3DXVECTOR2() {}; + D3DXVECTOR2( CONST FLOAT * ); + D3DXVECTOR2( CONST D3DXFLOAT16 * ); + D3DXVECTOR2( FLOAT x, FLOAT y ); + + // casting + operator FLOAT* (); + operator CONST FLOAT* () const; + + // assignment operators + D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& ); + D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& ); + D3DXVECTOR2& operator *= ( FLOAT ); + D3DXVECTOR2& operator /= ( FLOAT ); + + // unary operators + D3DXVECTOR2 operator + () const; + D3DXVECTOR2 operator - () const; + + // binary operators + D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const; + D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const; + D3DXVECTOR2 operator * ( FLOAT ) const; + D3DXVECTOR2 operator / ( FLOAT ) const; + + friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& ); + + BOOL operator == ( CONST D3DXVECTOR2& ) const; + BOOL operator != ( CONST D3DXVECTOR2& ) const; + + +public: +#endif //__cplusplus + FLOAT x, y; +} D3DXVECTOR2, *LPD3DXVECTOR2; + + + +//-------------------------- +// 2D Vector (16 bit) +//-------------------------- + +typedef struct D3DXVECTOR2_16F +{ +#ifdef __cplusplus +public: + D3DXVECTOR2_16F() {}; + D3DXVECTOR2_16F( CONST FLOAT * ); + D3DXVECTOR2_16F( CONST D3DXFLOAT16 * ); + D3DXVECTOR2_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y ); + + // casting + operator D3DXFLOAT16* (); + operator CONST D3DXFLOAT16* () const; + + // binary operators + BOOL operator == ( CONST D3DXVECTOR2_16F& ) const; + BOOL operator != ( CONST D3DXVECTOR2_16F& ) const; + +public: +#endif //__cplusplus + D3DXFLOAT16 x, y; + +} D3DXVECTOR2_16F, *LPD3DXVECTOR2_16F; + + + +//-------------------------- +// 3D Vector +//-------------------------- +#ifdef __cplusplus +typedef struct D3DXVECTOR3 : public D3DVECTOR +{ +public: + D3DXVECTOR3() {}; + D3DXVECTOR3( CONST FLOAT * ); + D3DXVECTOR3( CONST D3DVECTOR& ); + D3DXVECTOR3( CONST D3DXFLOAT16 * ); + D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z ); + + // casting + operator FLOAT* (); + operator CONST FLOAT* () const; + + // assignment operators + D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& ); + D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& ); + D3DXVECTOR3& operator *= ( FLOAT ); + D3DXVECTOR3& operator /= ( FLOAT ); + + // unary operators + D3DXVECTOR3 operator + () const; + D3DXVECTOR3 operator - () const; + + // binary operators + D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const; + D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const; + D3DXVECTOR3 operator * ( FLOAT ) const; + D3DXVECTOR3 operator / ( FLOAT ) const; + + friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& ); + + BOOL operator == ( CONST D3DXVECTOR3& ) const; + BOOL operator != ( CONST D3DXVECTOR3& ) const; + +} D3DXVECTOR3, *LPD3DXVECTOR3; + +#else //!__cplusplus +typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; +#endif //!__cplusplus + + + +//-------------------------- +// 3D Vector (16 bit) +//-------------------------- +typedef struct D3DXVECTOR3_16F +{ +#ifdef __cplusplus +public: + D3DXVECTOR3_16F() {}; + D3DXVECTOR3_16F( CONST FLOAT * ); + D3DXVECTOR3_16F( CONST D3DVECTOR& ); + D3DXVECTOR3_16F( CONST D3DXFLOAT16 * ); + D3DXVECTOR3_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y, CONST D3DXFLOAT16 &z ); + + // casting + operator D3DXFLOAT16* (); + operator CONST D3DXFLOAT16* () const; + + // binary operators + BOOL operator == ( CONST D3DXVECTOR3_16F& ) const; + BOOL operator != ( CONST D3DXVECTOR3_16F& ) const; + +public: +#endif //__cplusplus + D3DXFLOAT16 x, y, z; + +} D3DXVECTOR3_16F, *LPD3DXVECTOR3_16F; + + + +//-------------------------- +// 4D Vector +//-------------------------- +typedef struct D3DXVECTOR4 +{ +#ifdef __cplusplus +public: + D3DXVECTOR4() {}; + D3DXVECTOR4( CONST FLOAT* ); + D3DXVECTOR4( CONST D3DXFLOAT16* ); + D3DXVECTOR4( CONST D3DVECTOR& xyz, FLOAT w ); + D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); + + // casting + operator FLOAT* (); + operator CONST FLOAT* () const; + + // assignment operators + D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& ); + D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& ); + D3DXVECTOR4& operator *= ( FLOAT ); + D3DXVECTOR4& operator /= ( FLOAT ); + + // unary operators + D3DXVECTOR4 operator + () const; + D3DXVECTOR4 operator - () const; + + // binary operators + D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const; + D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const; + D3DXVECTOR4 operator * ( FLOAT ) const; + D3DXVECTOR4 operator / ( FLOAT ) const; + + friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& ); + + BOOL operator == ( CONST D3DXVECTOR4& ) const; + BOOL operator != ( CONST D3DXVECTOR4& ) const; + +public: +#endif //__cplusplus + FLOAT x, y, z, w; +} D3DXVECTOR4, *LPD3DXVECTOR4; + + +//-------------------------- +// 4D Vector (16 bit) +//-------------------------- +typedef struct D3DXVECTOR4_16F +{ +#ifdef __cplusplus +public: + D3DXVECTOR4_16F() {}; + D3DXVECTOR4_16F( CONST FLOAT * ); + D3DXVECTOR4_16F( CONST D3DXFLOAT16* ); + D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& xyz, CONST D3DXFLOAT16& w ); + D3DXVECTOR4_16F( CONST D3DXFLOAT16& x, CONST D3DXFLOAT16& y, CONST D3DXFLOAT16& z, CONST D3DXFLOAT16& w ); + + // casting + operator D3DXFLOAT16* (); + operator CONST D3DXFLOAT16* () const; + + // binary operators + BOOL operator == ( CONST D3DXVECTOR4_16F& ) const; + BOOL operator != ( CONST D3DXVECTOR4_16F& ) const; + +public: +#endif //__cplusplus + D3DXFLOAT16 x, y, z, w; + +} D3DXVECTOR4_16F, *LPD3DXVECTOR4_16F; + + + +//=========================================================================== +// +// Matrices +// +//=========================================================================== +#ifdef __cplusplus +typedef struct D3DXMATRIX : public D3DMATRIX +{ +public: + D3DXMATRIX() {}; + D3DXMATRIX( CONST FLOAT * ); + D3DXMATRIX( CONST D3DMATRIX& ); + D3DXMATRIX( CONST D3DXFLOAT16 * ); + D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, + FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, + FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, + FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); + + + // access grants + FLOAT& operator () ( UINT Row, UINT Col ); + FLOAT operator () ( UINT Row, UINT Col ) const; + + // casting operators + operator FLOAT* (); + operator CONST FLOAT* () const; + + // assignment operators + D3DXMATRIX& operator *= ( CONST D3DXMATRIX& ); + D3DXMATRIX& operator += ( CONST D3DXMATRIX& ); + D3DXMATRIX& operator -= ( CONST D3DXMATRIX& ); + D3DXMATRIX& operator *= ( FLOAT ); + D3DXMATRIX& operator /= ( FLOAT ); + + // unary operators + D3DXMATRIX operator + () const; + D3DXMATRIX operator - () const; + + // binary operators + D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const; + D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const; + D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const; + D3DXMATRIX operator * ( FLOAT ) const; + D3DXMATRIX operator / ( FLOAT ) const; + + friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& ); + + BOOL operator == ( CONST D3DXMATRIX& ) const; + BOOL operator != ( CONST D3DXMATRIX& ) const; + +} D3DXMATRIX, *LPD3DXMATRIX; + +#else //!__cplusplus +typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; +#endif //!__cplusplus + + +//--------------------------------------------------------------------------- +// Aligned Matrices +// +// This class helps keep matrices 16-byte aligned as preferred by P4 cpus. +// It aligns matrices on the stack and on the heap or in global scope. +// It does this using __declspec(align(16)) which works on VC7 and on VC 6 +// with the processor pack. Unfortunately there is no way to detect the +// latter so this is turned on only on VC7. On other compilers this is the +// the same as D3DXMATRIX. +// +// Using this class on a compiler that does not actually do the alignment +// can be dangerous since it will not expose bugs that ignore alignment. +// E.g if an object of this class in inside a struct or class, and some code +// memcopys data in it assuming tight packing. This could break on a compiler +// that eventually start aligning the matrix. +//--------------------------------------------------------------------------- +#ifdef __cplusplus +typedef struct _D3DXMATRIXA16 : public D3DXMATRIX +{ + _D3DXMATRIXA16() {} + _D3DXMATRIXA16( CONST FLOAT * ); + _D3DXMATRIXA16( CONST D3DMATRIX& ); + _D3DXMATRIXA16( CONST D3DXFLOAT16 * ); + _D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, + FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, + FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, + FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); + + // new operators + void* operator new ( size_t ); + void* operator new[] ( size_t ); + + // delete operators + void operator delete ( void* ); // These are NOT virtual; Do not + void operator delete[] ( void* ); // cast to D3DXMATRIX and delete. + + // assignment operators + _D3DXMATRIXA16& operator = ( CONST D3DXMATRIX& ); + +} _D3DXMATRIXA16; + +#else //!__cplusplus +typedef D3DXMATRIX _D3DXMATRIXA16; +#endif //!__cplusplus + + + +#if _MSC_VER >= 1300 // VC7 +#define D3DX_ALIGN16 __declspec(align(16)) +#else +#define D3DX_ALIGN16 // Earlier compiler may not understand this, do nothing. +#endif + +typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16, *LPD3DXMATRIXA16; + + + +//=========================================================================== +// +// Quaternions +// +//=========================================================================== +typedef struct D3DXQUATERNION +{ +#ifdef __cplusplus +public: + D3DXQUATERNION() {} + D3DXQUATERNION( CONST FLOAT * ); + D3DXQUATERNION( CONST D3DXFLOAT16 * ); + D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); + + // casting + operator FLOAT* (); + operator CONST FLOAT* () const; + + // assignment operators + D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& ); + D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& ); + D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& ); + D3DXQUATERNION& operator *= ( FLOAT ); + D3DXQUATERNION& operator /= ( FLOAT ); + + // unary operators + D3DXQUATERNION operator + () const; + D3DXQUATERNION operator - () const; + + // binary operators + D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const; + D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const; + D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const; + D3DXQUATERNION operator * ( FLOAT ) const; + D3DXQUATERNION operator / ( FLOAT ) const; + + friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& ); + + BOOL operator == ( CONST D3DXQUATERNION& ) const; + BOOL operator != ( CONST D3DXQUATERNION& ) const; + +#endif //__cplusplus + FLOAT x, y, z, w; +} D3DXQUATERNION, *LPD3DXQUATERNION; + + +//=========================================================================== +// +// Planes +// +//=========================================================================== +typedef struct D3DXPLANE +{ +#ifdef __cplusplus +public: + D3DXPLANE() {} + D3DXPLANE( CONST FLOAT* ); + D3DXPLANE( CONST D3DXFLOAT16* ); + D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d ); + + // casting + operator FLOAT* (); + operator CONST FLOAT* () const; + + // assignment operators + D3DXPLANE& operator *= ( FLOAT ); + D3DXPLANE& operator /= ( FLOAT ); + + // unary operators + D3DXPLANE operator + () const; + D3DXPLANE operator - () const; + + // binary operators + D3DXPLANE operator * ( FLOAT ) const; + D3DXPLANE operator / ( FLOAT ) const; + + friend D3DXPLANE operator * ( FLOAT, CONST D3DXPLANE& ); + + BOOL operator == ( CONST D3DXPLANE& ) const; + BOOL operator != ( CONST D3DXPLANE& ) const; + +#endif //__cplusplus + FLOAT a, b, c, d; +} D3DXPLANE, *LPD3DXPLANE; + + +//=========================================================================== +// +// Colors +// +//=========================================================================== + +typedef struct D3DXCOLOR +{ +#ifdef __cplusplus +public: + D3DXCOLOR() {} + D3DXCOLOR( DWORD argb ); + D3DXCOLOR( CONST FLOAT * ); + D3DXCOLOR( CONST D3DXFLOAT16 * ); + D3DXCOLOR( CONST D3DCOLORVALUE& ); + D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a ); + + // casting + operator DWORD () const; + + operator FLOAT* (); + operator CONST FLOAT* () const; + + operator D3DCOLORVALUE* (); + operator CONST D3DCOLORVALUE* () const; + + operator D3DCOLORVALUE& (); + operator CONST D3DCOLORVALUE& () const; + + // assignment operators + D3DXCOLOR& operator += ( CONST D3DXCOLOR& ); + D3DXCOLOR& operator -= ( CONST D3DXCOLOR& ); + D3DXCOLOR& operator *= ( FLOAT ); + D3DXCOLOR& operator /= ( FLOAT ); + + // unary operators + D3DXCOLOR operator + () const; + D3DXCOLOR operator - () const; + + // binary operators + D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const; + D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const; + D3DXCOLOR operator * ( FLOAT ) const; + D3DXCOLOR operator / ( FLOAT ) const; + + friend D3DXCOLOR operator * ( FLOAT, CONST D3DXCOLOR& ); + + BOOL operator == ( CONST D3DXCOLOR& ) const; + BOOL operator != ( CONST D3DXCOLOR& ) const; + +#endif //__cplusplus + FLOAT r, g, b, a; +} D3DXCOLOR, *LPD3DXCOLOR; + + + +//=========================================================================== +// +// D3DX math functions: +// +// NOTE: +// * All these functions can take the same object as in and out parameters. +// +// * Out parameters are typically also returned as return values, so that +// the output of one function may be used as a parameter to another. +// +//=========================================================================== + +//-------------------------- +// Float16 +//-------------------------- + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Converts an array 32-bit floats to 16-bit floats +D3DXFLOAT16* WINAPI D3DXFloat32To16Array + ( D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n ); + +// Converts an array 16-bit floats to 32-bit floats +FLOAT* WINAPI D3DXFloat16To32Array + ( FLOAT *pOut, CONST D3DXFLOAT16 *pIn, UINT n ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// 2D Vector +//-------------------------- + +// inline + +FLOAT D3DXVec2Length + ( CONST D3DXVECTOR2 *pV ); + +FLOAT D3DXVec2LengthSq + ( CONST D3DXVECTOR2 *pV ); + +FLOAT D3DXVec2Dot + ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); + +// Z component of ((x1,y1,0) cross (x2,y2,0)) +FLOAT D3DXVec2CCW + ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); + +D3DXVECTOR2* D3DXVec2Add + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); + +D3DXVECTOR2* D3DXVec2Subtract + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); + +// Minimize each component. x = min(x1, x2), y = min(y1, y2) +D3DXVECTOR2* D3DXVec2Minimize + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); + +// Maximize each component. x = max(x1, x2), y = max(y1, y2) +D3DXVECTOR2* D3DXVec2Maximize + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); + +D3DXVECTOR2* D3DXVec2Scale + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ); + +// Linear interpolation. V1 + s(V2-V1) +D3DXVECTOR2* D3DXVec2Lerp + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, + FLOAT s ); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +D3DXVECTOR2* WINAPI D3DXVec2Normalize + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV ); + +// Hermite interpolation between position V1, tangent T1 (when s == 0) +// and position V2, tangent T2 (when s == 1). +D3DXVECTOR2* WINAPI D3DXVec2Hermite + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, + CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s ); + +// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) +D3DXVECTOR2* WINAPI D3DXVec2CatmullRom + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, + CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s ); + +// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) +D3DXVECTOR2* WINAPI D3DXVec2BaryCentric + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, + CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g); + +// Transform (x, y, 0, 1) by matrix. +D3DXVECTOR4* WINAPI D3DXVec2Transform + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); + +// Transform (x, y, 0, 1) by matrix, project result back into w=1. +D3DXVECTOR2* WINAPI D3DXVec2TransformCoord + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); + +// Transform (x, y, 0, 0) by matrix. +D3DXVECTOR2* WINAPI D3DXVec2TransformNormal + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); + +// Transform Array (x, y, 0, 1) by matrix. +D3DXVECTOR4* WINAPI D3DXVec2TransformArray + ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n); + +// Transform Array (x, y, 0, 1) by matrix, project result back into w=1. +D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray + ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); + +// Transform Array (x, y, 0, 0) by matrix. +D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray + ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); + + + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// 3D Vector +//-------------------------- + +// inline + +FLOAT D3DXVec3Length + ( CONST D3DXVECTOR3 *pV ); + +FLOAT D3DXVec3LengthSq + ( CONST D3DXVECTOR3 *pV ); + +FLOAT D3DXVec3Dot + ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Cross + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Add + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Subtract + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); + +// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... +D3DXVECTOR3* D3DXVec3Minimize + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); + +// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... +D3DXVECTOR3* D3DXVec3Maximize + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Scale + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s); + +// Linear interpolation. V1 + s(V2-V1) +D3DXVECTOR3* D3DXVec3Lerp + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, + FLOAT s ); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +D3DXVECTOR3* WINAPI D3DXVec3Normalize + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV ); + +// Hermite interpolation between position V1, tangent T1 (when s == 0) +// and position V2, tangent T2 (when s == 1). +D3DXVECTOR3* WINAPI D3DXVec3Hermite + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, + CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s ); + +// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) +D3DXVECTOR3* WINAPI D3DXVec3CatmullRom + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, + CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s ); + +// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) +D3DXVECTOR3* WINAPI D3DXVec3BaryCentric + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, + CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g); + +// Transform (x, y, z, 1) by matrix. +D3DXVECTOR4* WINAPI D3DXVec3Transform + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); + +// Transform (x, y, z, 1) by matrix, project result back into w=1. +D3DXVECTOR3* WINAPI D3DXVec3TransformCoord + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); + +// Transform (x, y, z, 0) by matrix. If you transforming a normal by a +// non-affine matrix, the matrix you pass to this function should be the +// transpose of the inverse of the matrix you would use to transform a coord. +D3DXVECTOR3* WINAPI D3DXVec3TransformNormal + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); + + +// Transform Array (x, y, z, 1) by matrix. +D3DXVECTOR4* WINAPI D3DXVec3TransformArray + ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); + +// Transform Array (x, y, z, 1) by matrix, project result back into w=1. +D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray + ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); + +// Transform (x, y, z, 0) by matrix. If you transforming a normal by a +// non-affine matrix, the matrix you pass to this function should be the +// transpose of the inverse of the matrix you would use to transform a coord. +D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray + ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); + +// Project vector from object space into screen space +D3DXVECTOR3* WINAPI D3DXVec3Project + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, + CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); + +// Project vector from screen space into object space +D3DXVECTOR3* WINAPI D3DXVec3Unproject + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, + CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); + +// Project vector Array from object space into screen space +D3DXVECTOR3* WINAPI D3DXVec3ProjectArray + ( D3DXVECTOR3 *pOut, UINT OutStride,CONST D3DXVECTOR3 *pV, UINT VStride,CONST D3DVIEWPORT9 *pViewport, + CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); + +// Project vector Array from screen space into object space +D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray + ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DVIEWPORT9 *pViewport, + CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); + + +#ifdef __cplusplus +} +#endif + + + +//-------------------------- +// 4D Vector +//-------------------------- + +// inline + +FLOAT D3DXVec4Length + ( CONST D3DXVECTOR4 *pV ); + +FLOAT D3DXVec4LengthSq + ( CONST D3DXVECTOR4 *pV ); + +FLOAT D3DXVec4Dot + ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ); + +D3DXVECTOR4* D3DXVec4Add + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); + +D3DXVECTOR4* D3DXVec4Subtract + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); + +// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... +D3DXVECTOR4* D3DXVec4Minimize + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); + +// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... +D3DXVECTOR4* D3DXVec4Maximize + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); + +D3DXVECTOR4* D3DXVec4Scale + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s); + +// Linear interpolation. V1 + s(V2-V1) +D3DXVECTOR4* D3DXVec4Lerp + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, + FLOAT s ); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Cross-product in 4 dimensions. +D3DXVECTOR4* WINAPI D3DXVec4Cross + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, + CONST D3DXVECTOR4 *pV3); + +D3DXVECTOR4* WINAPI D3DXVec4Normalize + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV ); + +// Hermite interpolation between position V1, tangent T1 (when s == 0) +// and position V2, tangent T2 (when s == 1). +D3DXVECTOR4* WINAPI D3DXVec4Hermite + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, + CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s ); + +// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) +D3DXVECTOR4* WINAPI D3DXVec4CatmullRom + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, + CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s ); + +// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) +D3DXVECTOR4* WINAPI D3DXVec4BaryCentric + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, + CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g); + +// Transform vector by matrix. +D3DXVECTOR4* WINAPI D3DXVec4Transform + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM ); + +// Transform vector array by matrix. +D3DXVECTOR4* WINAPI D3DXVec4TransformArray + ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// 4D Matrix +//-------------------------- + +// inline + +D3DXMATRIX* D3DXMatrixIdentity + ( D3DXMATRIX *pOut ); + +BOOL D3DXMatrixIsIdentity + ( CONST D3DXMATRIX *pM ); + + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +FLOAT WINAPI D3DXMatrixDeterminant + ( CONST D3DXMATRIX *pM ); + +HRESULT WINAPI D3DXMatrixDecompose + ( D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, + D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM ); + +D3DXMATRIX* WINAPI D3DXMatrixTranspose + ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM ); + +// Matrix multiplication. The result represents the transformation M2 +// followed by the transformation M1. (Out = M1 * M2) +D3DXMATRIX* WINAPI D3DXMatrixMultiply + ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); + +// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2)) +D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose + ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); + +// Calculate inverse of matrix. Inversion my fail, in which case NULL will +// be returned. The determinant of pM is also returned it pfDeterminant +// is non-NULL. +D3DXMATRIX* WINAPI D3DXMatrixInverse + ( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM ); + +// Build a matrix which scales by (sx, sy, sz) +D3DXMATRIX* WINAPI D3DXMatrixScaling + ( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz ); + +// Build a matrix which translates by (x, y, z) +D3DXMATRIX* WINAPI D3DXMatrixTranslation + ( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z ); + +// Build a matrix which rotates around the X axis +D3DXMATRIX* WINAPI D3DXMatrixRotationX + ( D3DXMATRIX *pOut, FLOAT Angle ); + +// Build a matrix which rotates around the Y axis +D3DXMATRIX* WINAPI D3DXMatrixRotationY + ( D3DXMATRIX *pOut, FLOAT Angle ); + +// Build a matrix which rotates around the Z axis +D3DXMATRIX* WINAPI D3DXMatrixRotationZ + ( D3DXMATRIX *pOut, FLOAT Angle ); + +// Build a matrix which rotates around an arbitrary axis +D3DXMATRIX* WINAPI D3DXMatrixRotationAxis + ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); + +// Build a matrix from a quaternion +D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion + ( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ); + +// Yaw around the Y axis, a pitch around the X axis, +// and a roll around the Z axis. +D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll + ( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); + +// Build transformation matrix. NULL arguments are treated as identity. +// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt +D3DXMATRIX* WINAPI D3DXMatrixTransformation + ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, + CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, + CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, + CONST D3DXVECTOR3 *pTranslation); + +// Build 2D transformation matrix in XY plane. NULL arguments are treated as identity. +// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt +D3DXMATRIX* WINAPI D3DXMatrixTransformation2D + ( D3DXMATRIX *pOut, CONST D3DXVECTOR2* pScalingCenter, + FLOAT ScalingRotation, CONST D3DXVECTOR2* pScaling, + CONST D3DXVECTOR2* pRotationCenter, FLOAT Rotation, + CONST D3DXVECTOR2* pTranslation); + +// Build affine transformation matrix. NULL arguments are treated as identity. +// Mout = Ms * Mrc-1 * Mr * Mrc * Mt +D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation + ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, + CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation); + +// Build 2D affine transformation matrix in XY plane. NULL arguments are treated as identity. +// Mout = Ms * Mrc-1 * Mr * Mrc * Mt +D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D + ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2* pRotationCenter, + FLOAT Rotation, CONST D3DXVECTOR2* pTranslation); + +// Build a lookat matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixLookAtRH + ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, + CONST D3DXVECTOR3 *pUp ); + +// Build a lookat matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixLookAtLH + ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, + CONST D3DXVECTOR3 *pUp ); + +// Build a perspective projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH + ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); + +// Build a perspective projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH + ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); + +// Build a perspective projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH + ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); + +// Build a perspective projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH + ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); + +// Build a perspective projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH + ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, + FLOAT zf ); + +// Build a perspective projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH + ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, + FLOAT zf ); + +// Build an ortho projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrthoRH + ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); + +// Build an ortho projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrthoLH + ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); + +// Build an ortho projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH + ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, + FLOAT zf ); + +// Build an ortho projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH + ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, + FLOAT zf ); + +// Build a matrix which flattens geometry into a plane, as if casting +// a shadow from a light. +D3DXMATRIX* WINAPI D3DXMatrixShadow + ( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, + CONST D3DXPLANE *pPlane ); + +// Build a matrix which reflects the coordinate system about a plane +D3DXMATRIX* WINAPI D3DXMatrixReflect + ( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// Quaternion +//-------------------------- + +// inline + +FLOAT D3DXQuaternionLength + ( CONST D3DXQUATERNION *pQ ); + +// Length squared, or "norm" +FLOAT D3DXQuaternionLengthSq + ( CONST D3DXQUATERNION *pQ ); + +FLOAT D3DXQuaternionDot + ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ); + +// (0, 0, 0, 1) +D3DXQUATERNION* D3DXQuaternionIdentity + ( D3DXQUATERNION *pOut ); + +BOOL D3DXQuaternionIsIdentity + ( CONST D3DXQUATERNION *pQ ); + +// (-x, -y, -z, w) +D3DXQUATERNION* D3DXQuaternionConjugate + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); + + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Compute a quaternin's axis and angle of rotation. Expects unit quaternions. +void WINAPI D3DXQuaternionToAxisAngle + ( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle ); + +// Build a quaternion from a rotation matrix. +D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix + ( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM); + +// Rotation about arbitrary axis. +D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis + ( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); + +// Yaw around the Y axis, a pitch around the X axis, +// and a roll around the Z axis. +D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll + ( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); + +// Quaternion multiplication. The result represents the rotation Q2 +// followed by the rotation Q1. (Out = Q2 * Q1) +D3DXQUATERNION* WINAPI D3DXQuaternionMultiply + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, + CONST D3DXQUATERNION *pQ2 ); + +D3DXQUATERNION* WINAPI D3DXQuaternionNormalize + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); + +// Conjugate and re-norm +D3DXQUATERNION* WINAPI D3DXQuaternionInverse + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); + +// Expects unit quaternions. +// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) +D3DXQUATERNION* WINAPI D3DXQuaternionLn + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); + +// Expects pure quaternions. (w == 0) w is ignored in calculation. +// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) +D3DXQUATERNION* WINAPI D3DXQuaternionExp + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); + +// Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1). +// Expects unit quaternions. +D3DXQUATERNION* WINAPI D3DXQuaternionSlerp + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, + CONST D3DXQUATERNION *pQ2, FLOAT t ); + +// Spherical quadrangle interpolation. +// Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t)) +D3DXQUATERNION* WINAPI D3DXQuaternionSquad + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, + CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, + CONST D3DXQUATERNION *pC, FLOAT t ); + +// Setup control points for spherical quadrangle interpolation +// from Q1 to Q2. The control points are chosen in such a way +// to ensure the continuity of tangents with adjacent segments. +void WINAPI D3DXQuaternionSquadSetup + ( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, + CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, + CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 ); + +// Barycentric interpolation. +// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) +D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, + CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, + FLOAT f, FLOAT g ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// Plane +//-------------------------- + +// inline + +// ax + by + cz + dw +FLOAT D3DXPlaneDot + ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV); + +// ax + by + cz + d +FLOAT D3DXPlaneDotCoord + ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); + +// ax + by + cz +FLOAT D3DXPlaneDotNormal + ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); + +D3DXPLANE* D3DXPlaneScale + (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Normalize plane (so that |a,b,c| == 1) +D3DXPLANE* WINAPI D3DXPlaneNormalize + ( D3DXPLANE *pOut, CONST D3DXPLANE *pP); + +// Find the intersection between a plane and a line. If the line is +// parallel to the plane, NULL is returned. +D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine + ( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, + CONST D3DXVECTOR3 *pV2); + +// Construct a plane from a point and a normal +D3DXPLANE* WINAPI D3DXPlaneFromPointNormal + ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal); + +// Construct a plane from 3 points +D3DXPLANE* WINAPI D3DXPlaneFromPoints + ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, + CONST D3DXVECTOR3 *pV3); + +// Transform a plane by a matrix. The vector (a,b,c) must be normal. +// M should be the inverse transpose of the transformation desired. +D3DXPLANE* WINAPI D3DXPlaneTransform + ( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM ); + +// Transform an array of planes by a matrix. The vectors (a,b,c) must be normal. +// M should be the inverse transpose of the transformation desired. +D3DXPLANE* WINAPI D3DXPlaneTransformArray + ( D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// Color +//-------------------------- + +// inline + +// (1-r, 1-g, 1-b, a) +D3DXCOLOR* D3DXColorNegative + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC); + +D3DXCOLOR* D3DXColorAdd + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); + +D3DXCOLOR* D3DXColorSubtract + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); + +D3DXCOLOR* D3DXColorScale + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); + +// (r1*r2, g1*g2, b1*b2, a1*a2) +D3DXCOLOR* D3DXColorModulate + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); + +// Linear interpolation of r,g,b, and a. C1 + s(C2-C1) +D3DXCOLOR* D3DXColorLerp + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Interpolate r,g,b between desaturated color and color. +// DesaturatedColor + s(Color - DesaturatedColor) +D3DXCOLOR* WINAPI D3DXColorAdjustSaturation + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); + +// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) +D3DXCOLOR* WINAPI D3DXColorAdjustContrast + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c); + +#ifdef __cplusplus +} +#endif + + + + +//-------------------------- +// Misc +//-------------------------- + +#ifdef __cplusplus +extern "C" { +#endif + +// Calculate Fresnel term given the cosine of theta (likely obtained by +// taking the dot of two normals), and the refraction index of the material. +FLOAT WINAPI D3DXFresnelTerm + (FLOAT CosTheta, FLOAT RefractionIndex); + +#ifdef __cplusplus +} +#endif + + + +//=========================================================================== +// +// Matrix Stack +// +//=========================================================================== + +typedef interface ID3DXMatrixStack ID3DXMatrixStack; +typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; + +// {C7885BA7-F990-4fe7-922D-8515E477DD85} +DEFINE_GUID(IID_ID3DXMatrixStack, +0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); + + +#undef INTERFACE +#define INTERFACE ID3DXMatrixStack + +DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) +{ + // + // IUnknown methods + // + STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // + // ID3DXMatrixStack methods + // + + // Pops the top of the stack, returns the current top + // *after* popping the top. + STDMETHOD(Pop)(THIS) PURE; + + // Pushes the stack by one, duplicating the current matrix. + STDMETHOD(Push)(THIS) PURE; + + // Loads identity in the current matrix. + STDMETHOD(LoadIdentity)(THIS) PURE; + + // Loads the given matrix into the current matrix + STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; + + // Right-Multiplies the given matrix to the current matrix. + // (transformation is about the current world origin) + STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; + + // Left-Multiplies the given matrix to the current matrix + // (transformation is about the local origin of the object) + STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE; + + // Right multiply the current matrix with the computed rotation + // matrix, counterclockwise about the given axis with the given angle. + // (rotation is about the current world origin) + STDMETHOD(RotateAxis) + (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; + + // Left multiply the current matrix with the computed rotation + // matrix, counterclockwise about the given axis with the given angle. + // (rotation is about the local origin of the object) + STDMETHOD(RotateAxisLocal) + (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; + + // Right multiply the current matrix with the computed rotation + // matrix. All angles are counterclockwise. (rotation is about the + // current world origin) + + // The rotation is composed of a yaw around the Y axis, a pitch around + // the X axis, and a roll around the Z axis. + STDMETHOD(RotateYawPitchRoll) + (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; + + // Left multiply the current matrix with the computed rotation + // matrix. All angles are counterclockwise. (rotation is about the + // local origin of the object) + + // The rotation is composed of a yaw around the Y axis, a pitch around + // the X axis, and a roll around the Z axis. + STDMETHOD(RotateYawPitchRollLocal) + (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; + + // Right multiply the current matrix with the computed scale + // matrix. (transformation is about the current world origin) + STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; + + // Left multiply the current matrix with the computed scale + // matrix. (transformation is about the local origin of the object) + STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; + + // Right multiply the current matrix with the computed translation + // matrix. (transformation is about the current world origin) + STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; + + // Left multiply the current matrix with the computed translation + // matrix. (transformation is about the local origin of the object) + STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; + + // Obtain the current matrix at the top of the stack + STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; +}; + +#ifdef __cplusplus +extern "C" { +#endif + +HRESULT WINAPI + D3DXCreateMatrixStack( + DWORD Flags, + LPD3DXMATRIXSTACK* ppStack); + +#ifdef __cplusplus +} +#endif + +//=========================================================================== +// +// Spherical Harmonic Runtime Routines +// +// NOTE: +// * Most of these functions can take the same object as in and out parameters. +// The exceptions are the rotation functions. +// +// * Out parameters are typically also returned as return values, so that +// the output of one function may be used as a parameter to another. +// +//============================================================================ + + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +//============================================================================ +// +// Basic Spherical Harmonic math routines +// +//============================================================================ + +#define D3DXSH_MINORDER 2 +#define D3DXSH_MAXORDER 6 + +//============================================================================ +// +// D3DXSHEvalDirection: +// -------------------- +// Evaluates the Spherical Harmonic basis functions +// +// Parameters: +// pOut +// Output SH coefficients - basis function Ylm is stored at l*l + m+l +// This is the pointer that is returned. +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pDir +// Direction to evaluate in - assumed to be normalized +// +//============================================================================ + +FLOAT* WINAPI D3DXSHEvalDirection + ( FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir ); + +//============================================================================ +// +// D3DXSHRotate: +// -------------------- +// Rotates SH vector by a rotation matrix +// +// Parameters: +// pOut +// Output SH coefficients - basis function Ylm is stored at l*l + m+l +// This is the pointer that is returned (should not alias with pIn.) +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pMatrix +// Matrix used for rotation - rotation sub matrix should be orthogonal +// and have a unit determinant. +// pIn +// Input SH coeffs (rotated), incorect results if this is also output. +// +//============================================================================ + +FLOAT* WINAPI D3DXSHRotate + ( FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn ); + +//============================================================================ +// +// D3DXSHRotateZ: +// -------------------- +// Rotates the SH vector in the Z axis by an angle +// +// Parameters: +// pOut +// Output SH coefficients - basis function Ylm is stored at l*l + m+l +// This is the pointer that is returned (should not alias with pIn.) +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// Angle +// Angle in radians to rotate around the Z axis. +// pIn +// Input SH coeffs (rotated), incorect results if this is also output. +// +//============================================================================ + + +FLOAT* WINAPI D3DXSHRotateZ + ( FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn ); + +//============================================================================ +// +// D3DXSHAdd: +// -------------------- +// Adds two SH vectors, pOut[i] = pA[i] + pB[i]; +// +// Parameters: +// pOut +// Output SH coefficients - basis function Ylm is stored at l*l + m+l +// This is the pointer that is returned. +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pA +// Input SH coeffs. +// pB +// Input SH coeffs (second vector.) +// +//============================================================================ + +FLOAT* WINAPI D3DXSHAdd + ( FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); + +//============================================================================ +// +// D3DXSHScale: +// -------------------- +// Adds two SH vectors, pOut[i] = pA[i]*Scale; +// +// Parameters: +// pOut +// Output SH coefficients - basis function Ylm is stored at l*l + m+l +// This is the pointer that is returned. +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pIn +// Input SH coeffs. +// Scale +// Scale factor. +// +//============================================================================ + +FLOAT* WINAPI D3DXSHScale + ( FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale ); + +//============================================================================ +// +// D3DXSHDot: +// -------------------- +// Computes the dot product of two SH vectors +// +// Parameters: +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pA +// Input SH coeffs. +// pB +// Second set of input SH coeffs. +// +//============================================================================ + +FLOAT WINAPI D3DXSHDot + ( UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); + +//============================================================================ +// +// Basic Spherical Harmonic lighting routines +// +//============================================================================ + +//============================================================================ +// +// D3DXSHEvalDirectionalLight: +// -------------------- +// Evaluates a directional light and returns spectral SH data. The output +// vector is computed so that if the intensity of R/G/B is unit the resulting +// exit radiance of a point directly under the light on a diffuse object with +// an albedo of 1 would be 1.0. This will compute 3 spectral samples, pROut +// has to be specified, while pGout and pBout are optional. +// +// Parameters: +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pDir +// Direction light is coming from (assumed to be normalized.) +// RIntensity +// Red intensity of light. +// GIntensity +// Green intensity of light. +// BIntensity +// Blue intensity of light. +// pROut +// Output SH vector for Red. +// pGOut +// Output SH vector for Green (optional.) +// pBOut +// Output SH vector for Blue (optional.) +// +//============================================================================ + +HRESULT WINAPI D3DXSHEvalDirectionalLight + ( UINT Order, CONST D3DXVECTOR3 *pDir, + FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, + FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); + +//============================================================================ +// +// D3DXSHEvalSphericalLight: +// -------------------- +// Evaluates a spherical light and returns spectral SH data. There is no +// normalization of the intensity of the light like there is for directional +// lights, care has to be taken when specifiying the intensities. This will +// compute 3 spectral samples, pROut has to be specified, while pGout and +// pBout are optional. +// +// Parameters: +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pPos +// Position of light - reciever is assumed to be at the origin. +// Radius +// Radius of the spherical light source. +// RIntensity +// Red intensity of light. +// GIntensity +// Green intensity of light. +// BIntensity +// Blue intensity of light. +// pROut +// Output SH vector for Red. +// pGOut +// Output SH vector for Green (optional.) +// pBOut +// Output SH vector for Blue (optional.) +// +//============================================================================ + +HRESULT WINAPI D3DXSHEvalSphericalLight + ( UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, + FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, + FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); + +//============================================================================ +// +// D3DXSHEvalConeLight: +// -------------------- +// Evaluates a light that is a cone of constant intensity and returns spectral +// SH data. The output vector is computed so that if the intensity of R/G/B is +// unit the resulting exit radiance of a point directly under the light oriented +// in the cone direction on a diffuse object with an albedo of 1 would be 1.0. +// This will compute 3 spectral samples, pROut has to be specified, while pGout +// and pBout are optional. +// +// Parameters: +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pDir +// Direction light is coming from (assumed to be normalized.) +// Radius +// Radius of cone in radians. +// RIntensity +// Red intensity of light. +// GIntensity +// Green intensity of light. +// BIntensity +// Blue intensity of light. +// pROut +// Output SH vector for Red. +// pGOut +// Output SH vector for Green (optional.) +// pBOut +// Output SH vector for Blue (optional.) +// +//============================================================================ + +HRESULT WINAPI D3DXSHEvalConeLight + ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, + FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, + FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); + +//============================================================================ +// +// D3DXSHEvalHemisphereLight: +// -------------------- +// Evaluates a light that is a linear interpolant between two colors over the +// sphere. The interpolant is linear along the axis of the two points, not +// over the surface of the sphere (ie: if the axis was (0,0,1) it is linear in +// Z, not in the azimuthal angle.) The resulting spherical lighting function +// is normalized so that a point on a perfectly diffuse surface with no +// shadowing and a normal pointed in the direction pDir would result in exit +// radiance with a value of 1 if the top color was white and the bottom color +// was black. This is a very simple model where Top represents the intensity +// of the "sky" and Bottom represents the intensity of the "ground". +// +// Parameters: +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pDir +// Axis of the hemisphere. +// Top +// Color of the upper hemisphere. +// Bottom +// Color of the lower hemisphere. +// pROut +// Output SH vector for Red. +// pGOut +// Output SH vector for Green +// pBOut +// Output SH vector for Blue +// +//============================================================================ + +HRESULT WINAPI D3DXSHEvalHemisphereLight + ( UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, + FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); + +//============================================================================ +// +// Basic Spherical Harmonic projection routines +// +//============================================================================ + +//============================================================================ +// +// D3DXSHProjectCubeMap: +// -------------------- +// Projects a function represented on a cube map into spherical harmonics. +// +// Parameters: +// Order +// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 +// pCubeMap +// CubeMap that is going to be projected into spherical harmonics +// pROut +// Output SH vector for Red. +// pGOut +// Output SH vector for Green +// pBOut +// Output SH vector for Blue +// +//============================================================================ + +HRESULT WINAPI D3DXSHProjectCubeMap + ( UINT uOrder, LPDIRECT3DCUBETEXTURE9 pCubeMap, + FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); + + +#ifdef __cplusplus +} +#endif + + +#include "d3dx9math.inl" + +#if _MSC_VER >= 1200 +#pragma warning(pop) +#else +#pragma warning(default:4201) +#endif + +#endif // __D3DX9MATH_H__ + diff --git a/src/dep/include/DXSDK/include/d3dx9math.inl b/src/dep/include/DXSDK/include/d3dx9math.inl new file mode 100644 index 0000000..de070e2 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9math.inl @@ -0,0 +1,2244 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9math.inl +// Content: D3DX math inline functions +// +////////////////////////////////////////////////////////////////////////////// + +#ifndef __D3DX9MATH_INL__ +#define __D3DX9MATH_INL__ + + +//=========================================================================== +// +// Inline Class Methods +// +//=========================================================================== + +#ifdef __cplusplus + +//-------------------------- +// Float16 +//-------------------------- + +D3DXINLINE +D3DXFLOAT16::D3DXFLOAT16( FLOAT f ) +{ + D3DXFloat32To16Array(this, &f, 1); +} + +D3DXINLINE +D3DXFLOAT16::D3DXFLOAT16( CONST D3DXFLOAT16& f ) +{ + value = f.value; +} + +// casting +D3DXINLINE +D3DXFLOAT16::operator FLOAT () +{ + FLOAT f; + D3DXFloat16To32Array(&f, this, 1); + return f; +} + +// binary operators +D3DXINLINE BOOL +D3DXFLOAT16::operator == ( CONST D3DXFLOAT16& f ) const +{ + return value == f.value; +} + +D3DXINLINE BOOL +D3DXFLOAT16::operator != ( CONST D3DXFLOAT16& f ) const +{ + return value != f.value; +} + + +//-------------------------- +// 2D Vector +//-------------------------- + +D3DXINLINE +D3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + x = pf[0]; + y = pf[1]; +} + +D3DXINLINE +D3DXVECTOR2::D3DXVECTOR2( CONST D3DXFLOAT16 *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat16To32Array(&x, pf, 2); +} + +D3DXINLINE +D3DXVECTOR2::D3DXVECTOR2( FLOAT fx, FLOAT fy ) +{ + x = fx; + y = fy; +} + + +// casting +D3DXINLINE +D3DXVECTOR2::operator FLOAT* () +{ + return (FLOAT *) &x; +} + +D3DXINLINE +D3DXVECTOR2::operator CONST FLOAT* () const +{ + return (CONST FLOAT *) &x; +} + + +// assignment operators +D3DXINLINE D3DXVECTOR2& +D3DXVECTOR2::operator += ( CONST D3DXVECTOR2& v ) +{ + x += v.x; + y += v.y; + return *this; +} + +D3DXINLINE D3DXVECTOR2& +D3DXVECTOR2::operator -= ( CONST D3DXVECTOR2& v ) +{ + x -= v.x; + y -= v.y; + return *this; +} + +D3DXINLINE D3DXVECTOR2& +D3DXVECTOR2::operator *= ( FLOAT f ) +{ + x *= f; + y *= f; + return *this; +} + +D3DXINLINE D3DXVECTOR2& +D3DXVECTOR2::operator /= ( FLOAT f ) +{ + FLOAT fInv = 1.0f / f; + x *= fInv; + y *= fInv; + return *this; +} + + +// unary operators +D3DXINLINE D3DXVECTOR2 +D3DXVECTOR2::operator + () const +{ + return *this; +} + +D3DXINLINE D3DXVECTOR2 +D3DXVECTOR2::operator - () const +{ + return D3DXVECTOR2(-x, -y); +} + + +// binary operators +D3DXINLINE D3DXVECTOR2 +D3DXVECTOR2::operator + ( CONST D3DXVECTOR2& v ) const +{ + return D3DXVECTOR2(x + v.x, y + v.y); +} + +D3DXINLINE D3DXVECTOR2 +D3DXVECTOR2::operator - ( CONST D3DXVECTOR2& v ) const +{ + return D3DXVECTOR2(x - v.x, y - v.y); +} + +D3DXINLINE D3DXVECTOR2 +D3DXVECTOR2::operator * ( FLOAT f ) const +{ + return D3DXVECTOR2(x * f, y * f); +} + +D3DXINLINE D3DXVECTOR2 +D3DXVECTOR2::operator / ( FLOAT f ) const +{ + FLOAT fInv = 1.0f / f; + return D3DXVECTOR2(x * fInv, y * fInv); +} + +D3DXINLINE D3DXVECTOR2 +operator * ( FLOAT f, CONST D3DXVECTOR2& v ) +{ + return D3DXVECTOR2(f * v.x, f * v.y); +} + +D3DXINLINE BOOL +D3DXVECTOR2::operator == ( CONST D3DXVECTOR2& v ) const +{ + return x == v.x && y == v.y; +} + +D3DXINLINE BOOL +D3DXVECTOR2::operator != ( CONST D3DXVECTOR2& v ) const +{ + return x != v.x || y != v.y; +} + + + +//-------------------------- +// 2D Vector (16 bit) +//-------------------------- + +D3DXINLINE +D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST FLOAT *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat32To16Array(&x, pf, 2); +} + +D3DXINLINE +D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + *((DWORD *) &x) = *((DWORD *) &pf[0]); +} + +D3DXINLINE +D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy ) +{ + x = fx; + y = fy; +} + + +// casting +D3DXINLINE +D3DXVECTOR2_16F::operator D3DXFLOAT16* () +{ + return (D3DXFLOAT16*) &x; +} + +D3DXINLINE +D3DXVECTOR2_16F::operator CONST D3DXFLOAT16* () const +{ + return (CONST D3DXFLOAT16*) &x; +} + + +// binary operators +D3DXINLINE BOOL +D3DXVECTOR2_16F::operator == ( CONST D3DXVECTOR2_16F &v ) const +{ + return *((DWORD *) &x) == *((DWORD *) &v.x); +} + +D3DXINLINE BOOL +D3DXVECTOR2_16F::operator != ( CONST D3DXVECTOR2_16F &v ) const +{ + return *((DWORD *) &x) != *((DWORD *) &v.x); +} + + +//-------------------------- +// 3D Vector +//-------------------------- +D3DXINLINE +D3DXVECTOR3::D3DXVECTOR3( CONST FLOAT *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + x = pf[0]; + y = pf[1]; + z = pf[2]; +} + +D3DXINLINE +D3DXVECTOR3::D3DXVECTOR3( CONST D3DVECTOR& v ) +{ + x = v.x; + y = v.y; + z = v.z; +} + +D3DXINLINE +D3DXVECTOR3::D3DXVECTOR3( CONST D3DXFLOAT16 *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat16To32Array(&x, pf, 3); +} + +D3DXINLINE +D3DXVECTOR3::D3DXVECTOR3( FLOAT fx, FLOAT fy, FLOAT fz ) +{ + x = fx; + y = fy; + z = fz; +} + + +// casting +D3DXINLINE +D3DXVECTOR3::operator FLOAT* () +{ + return (FLOAT *) &x; +} + +D3DXINLINE +D3DXVECTOR3::operator CONST FLOAT* () const +{ + return (CONST FLOAT *) &x; +} + + +// assignment operators +D3DXINLINE D3DXVECTOR3& +D3DXVECTOR3::operator += ( CONST D3DXVECTOR3& v ) +{ + x += v.x; + y += v.y; + z += v.z; + return *this; +} + +D3DXINLINE D3DXVECTOR3& +D3DXVECTOR3::operator -= ( CONST D3DXVECTOR3& v ) +{ + x -= v.x; + y -= v.y; + z -= v.z; + return *this; +} + +D3DXINLINE D3DXVECTOR3& +D3DXVECTOR3::operator *= ( FLOAT f ) +{ + x *= f; + y *= f; + z *= f; + return *this; +} + +D3DXINLINE D3DXVECTOR3& +D3DXVECTOR3::operator /= ( FLOAT f ) +{ + FLOAT fInv = 1.0f / f; + x *= fInv; + y *= fInv; + z *= fInv; + return *this; +} + + +// unary operators +D3DXINLINE D3DXVECTOR3 +D3DXVECTOR3::operator + () const +{ + return *this; +} + +D3DXINLINE D3DXVECTOR3 +D3DXVECTOR3::operator - () const +{ + return D3DXVECTOR3(-x, -y, -z); +} + + +// binary operators +D3DXINLINE D3DXVECTOR3 +D3DXVECTOR3::operator + ( CONST D3DXVECTOR3& v ) const +{ + return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); +} + +D3DXINLINE D3DXVECTOR3 +D3DXVECTOR3::operator - ( CONST D3DXVECTOR3& v ) const +{ + return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); +} + +D3DXINLINE D3DXVECTOR3 +D3DXVECTOR3::operator * ( FLOAT f ) const +{ + return D3DXVECTOR3(x * f, y * f, z * f); +} + +D3DXINLINE D3DXVECTOR3 +D3DXVECTOR3::operator / ( FLOAT f ) const +{ + FLOAT fInv = 1.0f / f; + return D3DXVECTOR3(x * fInv, y * fInv, z * fInv); +} + + +D3DXINLINE D3DXVECTOR3 +operator * ( FLOAT f, CONST struct D3DXVECTOR3& v ) +{ + return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); +} + + +D3DXINLINE BOOL +D3DXVECTOR3::operator == ( CONST D3DXVECTOR3& v ) const +{ + return x == v.x && y == v.y && z == v.z; +} + +D3DXINLINE BOOL +D3DXVECTOR3::operator != ( CONST D3DXVECTOR3& v ) const +{ + return x != v.x || y != v.y || z != v.z; +} + + + +//-------------------------- +// 3D Vector (16 bit) +//-------------------------- + +D3DXINLINE +D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST FLOAT *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat32To16Array(&x, pf, 3); +} + +D3DXINLINE +D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DVECTOR& v ) +{ + D3DXFloat32To16Array(&x, &v.x, 1); + D3DXFloat32To16Array(&y, &v.y, 1); + D3DXFloat32To16Array(&z, &v.z, 1); +} + +D3DXINLINE +D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + *((DWORD *) &x) = *((DWORD *) &pf[0]); + *((WORD *) &z) = *((WORD *) &pf[2]); +} + +D3DXINLINE +D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz ) +{ + x = fx; + y = fy; + z = fz; +} + + +// casting +D3DXINLINE +D3DXVECTOR3_16F::operator D3DXFLOAT16* () +{ + return (D3DXFLOAT16*) &x; +} + +D3DXINLINE +D3DXVECTOR3_16F::operator CONST D3DXFLOAT16* () const +{ + return (CONST D3DXFLOAT16*) &x; +} + + +// binary operators +D3DXINLINE BOOL +D3DXVECTOR3_16F::operator == ( CONST D3DXVECTOR3_16F &v ) const +{ + return *((DWORD *) &x) == *((DWORD *) &v.x) && + *((WORD *) &z) == *((WORD *) &v.z); +} + +D3DXINLINE BOOL +D3DXVECTOR3_16F::operator != ( CONST D3DXVECTOR3_16F &v ) const +{ + return *((DWORD *) &x) != *((DWORD *) &v.x) || + *((WORD *) &z) != *((WORD *) &v.z); +} + + +//-------------------------- +// 4D Vector +//-------------------------- +D3DXINLINE +D3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + x = pf[0]; + y = pf[1]; + z = pf[2]; + w = pf[3]; +} + +D3DXINLINE +D3DXVECTOR4::D3DXVECTOR4( CONST D3DXFLOAT16 *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat16To32Array(&x, pf, 4); +} + +D3DXINLINE +D3DXVECTOR4::D3DXVECTOR4( CONST D3DVECTOR& v, FLOAT f ) +{ + x = v.x; + y = v.y; + z = v.z; + w = f; +} + +D3DXINLINE +D3DXVECTOR4::D3DXVECTOR4( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) +{ + x = fx; + y = fy; + z = fz; + w = fw; +} + + +// casting +D3DXINLINE +D3DXVECTOR4::operator FLOAT* () +{ + return (FLOAT *) &x; +} + +D3DXINLINE +D3DXVECTOR4::operator CONST FLOAT* () const +{ + return (CONST FLOAT *) &x; +} + + +// assignment operators +D3DXINLINE D3DXVECTOR4& +D3DXVECTOR4::operator += ( CONST D3DXVECTOR4& v ) +{ + x += v.x; + y += v.y; + z += v.z; + w += v.w; + return *this; +} + +D3DXINLINE D3DXVECTOR4& +D3DXVECTOR4::operator -= ( CONST D3DXVECTOR4& v ) +{ + x -= v.x; + y -= v.y; + z -= v.z; + w -= v.w; + return *this; +} + +D3DXINLINE D3DXVECTOR4& +D3DXVECTOR4::operator *= ( FLOAT f ) +{ + x *= f; + y *= f; + z *= f; + w *= f; + return *this; +} + +D3DXINLINE D3DXVECTOR4& +D3DXVECTOR4::operator /= ( FLOAT f ) +{ + FLOAT fInv = 1.0f / f; + x *= fInv; + y *= fInv; + z *= fInv; + w *= fInv; + return *this; +} + + +// unary operators +D3DXINLINE D3DXVECTOR4 +D3DXVECTOR4::operator + () const +{ + return *this; +} + +D3DXINLINE D3DXVECTOR4 +D3DXVECTOR4::operator - () const +{ + return D3DXVECTOR4(-x, -y, -z, -w); +} + + +// binary operators +D3DXINLINE D3DXVECTOR4 +D3DXVECTOR4::operator + ( CONST D3DXVECTOR4& v ) const +{ + return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); +} + +D3DXINLINE D3DXVECTOR4 +D3DXVECTOR4::operator - ( CONST D3DXVECTOR4& v ) const +{ + return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); +} + +D3DXINLINE D3DXVECTOR4 +D3DXVECTOR4::operator * ( FLOAT f ) const +{ + return D3DXVECTOR4(x * f, y * f, z * f, w * f); +} + +D3DXINLINE D3DXVECTOR4 +D3DXVECTOR4::operator / ( FLOAT f ) const +{ + FLOAT fInv = 1.0f / f; + return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv); +} + +D3DXINLINE D3DXVECTOR4 +operator * ( FLOAT f, CONST D3DXVECTOR4& v ) +{ + return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); +} + + +D3DXINLINE BOOL +D3DXVECTOR4::operator == ( CONST D3DXVECTOR4& v ) const +{ + return x == v.x && y == v.y && z == v.z && w == v.w; +} + +D3DXINLINE BOOL +D3DXVECTOR4::operator != ( CONST D3DXVECTOR4& v ) const +{ + return x != v.x || y != v.y || z != v.z || w != v.w; +} + + + +//-------------------------- +// 4D Vector (16 bit) +//-------------------------- + +D3DXINLINE +D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST FLOAT *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat32To16Array(&x, pf, 4); +} + +D3DXINLINE +D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 *pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + *((DWORD *) &x) = *((DWORD *) &pf[0]); + *((DWORD *) &z) = *((DWORD *) &pf[2]); +} + +D3DXINLINE +D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& v, CONST D3DXFLOAT16& f ) +{ + x = v.x; + y = v.y; + z = v.z; + w = f; +} + +D3DXINLINE +D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz, CONST D3DXFLOAT16 &fw ) +{ + x = fx; + y = fy; + z = fz; + w = fw; +} + + +// casting +D3DXINLINE +D3DXVECTOR4_16F::operator D3DXFLOAT16* () +{ + return (D3DXFLOAT16*) &x; +} + +D3DXINLINE +D3DXVECTOR4_16F::operator CONST D3DXFLOAT16* () const +{ + return (CONST D3DXFLOAT16*) &x; +} + + +// binary operators +D3DXINLINE BOOL +D3DXVECTOR4_16F::operator == ( CONST D3DXVECTOR4_16F &v ) const +{ + return *((DWORD *) &x) == *((DWORD *) &v.x) && + *((DWORD *) &z) == *((DWORD *) &v.z); +} + +D3DXINLINE BOOL +D3DXVECTOR4_16F::operator != ( CONST D3DXVECTOR4_16F &v ) const +{ + return *((DWORD *) &x) != *((DWORD *) &v.x) || + *((DWORD *) &z) != *((DWORD *) &v.z); +} + + +//-------------------------- +// Matrix +//-------------------------- +D3DXINLINE +D3DXMATRIX::D3DXMATRIX( CONST FLOAT* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + memcpy(&_11, pf, sizeof(D3DXMATRIX)); +} + +D3DXINLINE +D3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat ) +{ + memcpy(&_11, &mat, sizeof(D3DXMATRIX)); +} + +D3DXINLINE +D3DXMATRIX::D3DXMATRIX( CONST D3DXFLOAT16* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat16To32Array(&_11, pf, 16); +} + +D3DXINLINE +D3DXMATRIX::D3DXMATRIX( FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, + FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, + FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, + FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44 ) +{ + _11 = f11; _12 = f12; _13 = f13; _14 = f14; + _21 = f21; _22 = f22; _23 = f23; _24 = f24; + _31 = f31; _32 = f32; _33 = f33; _34 = f34; + _41 = f41; _42 = f42; _43 = f43; _44 = f44; +} + + + +// access grants +D3DXINLINE FLOAT& +D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) +{ + return m[iRow][iCol]; +} + +D3DXINLINE FLOAT +D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const +{ + return m[iRow][iCol]; +} + + +// casting operators +D3DXINLINE +D3DXMATRIX::operator FLOAT* () +{ + return (FLOAT *) &_11; +} + +D3DXINLINE +D3DXMATRIX::operator CONST FLOAT* () const +{ + return (CONST FLOAT *) &_11; +} + + +// assignment operators +D3DXINLINE D3DXMATRIX& +D3DXMATRIX::operator *= ( CONST D3DXMATRIX& mat ) +{ + D3DXMatrixMultiply(this, this, &mat); + return *this; +} + +D3DXINLINE D3DXMATRIX& +D3DXMATRIX::operator += ( CONST D3DXMATRIX& mat ) +{ + _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14; + _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24; + _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34; + _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44; + return *this; +} + +D3DXINLINE D3DXMATRIX& +D3DXMATRIX::operator -= ( CONST D3DXMATRIX& mat ) +{ + _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14; + _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24; + _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34; + _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44; + return *this; +} + +D3DXINLINE D3DXMATRIX& +D3DXMATRIX::operator *= ( FLOAT f ) +{ + _11 *= f; _12 *= f; _13 *= f; _14 *= f; + _21 *= f; _22 *= f; _23 *= f; _24 *= f; + _31 *= f; _32 *= f; _33 *= f; _34 *= f; + _41 *= f; _42 *= f; _43 *= f; _44 *= f; + return *this; +} + +D3DXINLINE D3DXMATRIX& +D3DXMATRIX::operator /= ( FLOAT f ) +{ + FLOAT fInv = 1.0f / f; + _11 *= fInv; _12 *= fInv; _13 *= fInv; _14 *= fInv; + _21 *= fInv; _22 *= fInv; _23 *= fInv; _24 *= fInv; + _31 *= fInv; _32 *= fInv; _33 *= fInv; _34 *= fInv; + _41 *= fInv; _42 *= fInv; _43 *= fInv; _44 *= fInv; + return *this; +} + + +// unary operators +D3DXINLINE D3DXMATRIX +D3DXMATRIX::operator + () const +{ + return *this; +} + +D3DXINLINE D3DXMATRIX +D3DXMATRIX::operator - () const +{ + return D3DXMATRIX(-_11, -_12, -_13, -_14, + -_21, -_22, -_23, -_24, + -_31, -_32, -_33, -_34, + -_41, -_42, -_43, -_44); +} + + +// binary operators +D3DXINLINE D3DXMATRIX +D3DXMATRIX::operator * ( CONST D3DXMATRIX& mat ) const +{ + D3DXMATRIX matT; + D3DXMatrixMultiply(&matT, this, &mat); + return matT; +} + +D3DXINLINE D3DXMATRIX +D3DXMATRIX::operator + ( CONST D3DXMATRIX& mat ) const +{ + return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14, + _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24, + _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34, + _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44); +} + +D3DXINLINE D3DXMATRIX +D3DXMATRIX::operator - ( CONST D3DXMATRIX& mat ) const +{ + return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14, + _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24, + _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34, + _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44); +} + +D3DXINLINE D3DXMATRIX +D3DXMATRIX::operator * ( FLOAT f ) const +{ + return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f, + _21 * f, _22 * f, _23 * f, _24 * f, + _31 * f, _32 * f, _33 * f, _34 * f, + _41 * f, _42 * f, _43 * f, _44 * f); +} + +D3DXINLINE D3DXMATRIX +D3DXMATRIX::operator / ( FLOAT f ) const +{ + FLOAT fInv = 1.0f / f; + return D3DXMATRIX(_11 * fInv, _12 * fInv, _13 * fInv, _14 * fInv, + _21 * fInv, _22 * fInv, _23 * fInv, _24 * fInv, + _31 * fInv, _32 * fInv, _33 * fInv, _34 * fInv, + _41 * fInv, _42 * fInv, _43 * fInv, _44 * fInv); +} + + +D3DXINLINE D3DXMATRIX +operator * ( FLOAT f, CONST D3DXMATRIX& mat ) +{ + return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14, + f * mat._21, f * mat._22, f * mat._23, f * mat._24, + f * mat._31, f * mat._32, f * mat._33, f * mat._34, + f * mat._41, f * mat._42, f * mat._43, f * mat._44); +} + + +D3DXINLINE BOOL +D3DXMATRIX::operator == ( CONST D3DXMATRIX& mat ) const +{ + return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX)); +} + +D3DXINLINE BOOL +D3DXMATRIX::operator != ( CONST D3DXMATRIX& mat ) const +{ + return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX)); +} + + + +//-------------------------- +// Aligned Matrices +//-------------------------- + +D3DXINLINE +_D3DXMATRIXA16::_D3DXMATRIXA16( CONST FLOAT* f ) : + D3DXMATRIX( f ) +{ +} + +D3DXINLINE +_D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DMATRIX& m ) : + D3DXMATRIX( m ) +{ +} + +D3DXINLINE +_D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DXFLOAT16* f ) : + D3DXMATRIX( f ) +{ +} + +D3DXINLINE +_D3DXMATRIXA16::_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, + FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, + FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, + FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) : + D3DXMATRIX(_11, _12, _13, _14, + _21, _22, _23, _24, + _31, _32, _33, _34, + _41, _42, _43, _44) +{ +} + +D3DXINLINE void* +_D3DXMATRIXA16::operator new( size_t s ) +{ + LPBYTE p = ::new BYTE[s + 16]; + if (p) + { + BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); + p += offset; + p[-1] = offset; + } + return p; +} + +D3DXINLINE void* +_D3DXMATRIXA16::operator new[]( size_t s ) +{ + LPBYTE p = ::new BYTE[s + 16]; + if (p) + { + BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); + p += offset; + p[-1] = offset; + } + return p; +} + +D3DXINLINE void +_D3DXMATRIXA16::operator delete(void* p) +{ + if(p) + { + BYTE* pb = static_cast(p); + pb -= pb[-1]; + ::delete [] pb; + } +} + +D3DXINLINE void +_D3DXMATRIXA16::operator delete[](void* p) +{ + if(p) + { + BYTE* pb = static_cast(p); + pb -= pb[-1]; + ::delete [] pb; + } +} + +D3DXINLINE _D3DXMATRIXA16& +_D3DXMATRIXA16::operator=(CONST D3DXMATRIX& rhs) +{ + memcpy(&_11, &rhs, sizeof(D3DXMATRIX)); + return *this; +} + + +//-------------------------- +// Quaternion +//-------------------------- + +D3DXINLINE +D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + x = pf[0]; + y = pf[1]; + z = pf[2]; + w = pf[3]; +} + +D3DXINLINE +D3DXQUATERNION::D3DXQUATERNION( CONST D3DXFLOAT16* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat16To32Array(&x, pf, 4); +} + +D3DXINLINE +D3DXQUATERNION::D3DXQUATERNION( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) +{ + x = fx; + y = fy; + z = fz; + w = fw; +} + + +// casting +D3DXINLINE +D3DXQUATERNION::operator FLOAT* () +{ + return (FLOAT *) &x; +} + +D3DXINLINE +D3DXQUATERNION::operator CONST FLOAT* () const +{ + return (CONST FLOAT *) &x; +} + + +// assignment operators +D3DXINLINE D3DXQUATERNION& +D3DXQUATERNION::operator += ( CONST D3DXQUATERNION& q ) +{ + x += q.x; + y += q.y; + z += q.z; + w += q.w; + return *this; +} + +D3DXINLINE D3DXQUATERNION& +D3DXQUATERNION::operator -= ( CONST D3DXQUATERNION& q ) +{ + x -= q.x; + y -= q.y; + z -= q.z; + w -= q.w; + return *this; +} + +D3DXINLINE D3DXQUATERNION& +D3DXQUATERNION::operator *= ( CONST D3DXQUATERNION& q ) +{ + D3DXQuaternionMultiply(this, this, &q); + return *this; +} + +D3DXINLINE D3DXQUATERNION& +D3DXQUATERNION::operator *= ( FLOAT f ) +{ + x *= f; + y *= f; + z *= f; + w *= f; + return *this; +} + +D3DXINLINE D3DXQUATERNION& +D3DXQUATERNION::operator /= ( FLOAT f ) +{ + FLOAT fInv = 1.0f / f; + x *= fInv; + y *= fInv; + z *= fInv; + w *= fInv; + return *this; +} + + +// unary operators +D3DXINLINE D3DXQUATERNION +D3DXQUATERNION::operator + () const +{ + return *this; +} + +D3DXINLINE D3DXQUATERNION +D3DXQUATERNION::operator - () const +{ + return D3DXQUATERNION(-x, -y, -z, -w); +} + + +// binary operators +D3DXINLINE D3DXQUATERNION +D3DXQUATERNION::operator + ( CONST D3DXQUATERNION& q ) const +{ + return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w); +} + +D3DXINLINE D3DXQUATERNION +D3DXQUATERNION::operator - ( CONST D3DXQUATERNION& q ) const +{ + return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w); +} + +D3DXINLINE D3DXQUATERNION +D3DXQUATERNION::operator * ( CONST D3DXQUATERNION& q ) const +{ + D3DXQUATERNION qT; + D3DXQuaternionMultiply(&qT, this, &q); + return qT; +} + +D3DXINLINE D3DXQUATERNION +D3DXQUATERNION::operator * ( FLOAT f ) const +{ + return D3DXQUATERNION(x * f, y * f, z * f, w * f); +} + +D3DXINLINE D3DXQUATERNION +D3DXQUATERNION::operator / ( FLOAT f ) const +{ + FLOAT fInv = 1.0f / f; + return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv); +} + + +D3DXINLINE D3DXQUATERNION +operator * (FLOAT f, CONST D3DXQUATERNION& q ) +{ + return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w); +} + + +D3DXINLINE BOOL +D3DXQUATERNION::operator == ( CONST D3DXQUATERNION& q ) const +{ + return x == q.x && y == q.y && z == q.z && w == q.w; +} + +D3DXINLINE BOOL +D3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const +{ + return x != q.x || y != q.y || z != q.z || w != q.w; +} + + + +//-------------------------- +// Plane +//-------------------------- + +D3DXINLINE +D3DXPLANE::D3DXPLANE( CONST FLOAT* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + a = pf[0]; + b = pf[1]; + c = pf[2]; + d = pf[3]; +} + +D3DXINLINE +D3DXPLANE::D3DXPLANE( CONST D3DXFLOAT16* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat16To32Array(&a, pf, 4); +} + +D3DXINLINE +D3DXPLANE::D3DXPLANE( FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd ) +{ + a = fa; + b = fb; + c = fc; + d = fd; +} + + +// casting +D3DXINLINE +D3DXPLANE::operator FLOAT* () +{ + return (FLOAT *) &a; +} + +D3DXINLINE +D3DXPLANE::operator CONST FLOAT* () const +{ + return (CONST FLOAT *) &a; +} + + +// assignment operators +D3DXINLINE D3DXPLANE& +D3DXPLANE::operator *= ( FLOAT f ) +{ + a *= f; + b *= f; + c *= f; + d *= f; + return *this; +} + +D3DXINLINE D3DXPLANE& +D3DXPLANE::operator /= ( FLOAT f ) +{ + FLOAT fInv = 1.0f / f; + a *= fInv; + b *= fInv; + c *= fInv; + d *= fInv; + return *this; +} + + +// unary operators +D3DXINLINE D3DXPLANE +D3DXPLANE::operator + () const +{ + return *this; +} + +D3DXINLINE D3DXPLANE +D3DXPLANE::operator - () const +{ + return D3DXPLANE(-a, -b, -c, -d); +} + + +// binary operators +D3DXINLINE D3DXPLANE +D3DXPLANE::operator * ( FLOAT f ) const +{ + return D3DXPLANE(a * f, b * f, c * f, d * f); +} + +D3DXINLINE D3DXPLANE +D3DXPLANE::operator / ( FLOAT f ) const +{ + FLOAT fInv = 1.0f / f; + return D3DXPLANE(a * fInv, b * fInv, c * fInv, d * fInv); +} + +D3DXINLINE D3DXPLANE +operator * (FLOAT f, CONST D3DXPLANE& p ) +{ + return D3DXPLANE(f * p.a, f * p.b, f * p.c, f * p.d); +} + +D3DXINLINE BOOL +D3DXPLANE::operator == ( CONST D3DXPLANE& p ) const +{ + return a == p.a && b == p.b && c == p.c && d == p.d; +} + +D3DXINLINE BOOL +D3DXPLANE::operator != ( CONST D3DXPLANE& p ) const +{ + return a != p.a || b != p.b || c != p.c || d != p.d; +} + + + + +//-------------------------- +// Color +//-------------------------- + +D3DXINLINE +D3DXCOLOR::D3DXCOLOR( DWORD dw ) +{ + CONST FLOAT f = 1.0f / 255.0f; + r = f * (FLOAT) (unsigned char) (dw >> 16); + g = f * (FLOAT) (unsigned char) (dw >> 8); + b = f * (FLOAT) (unsigned char) (dw >> 0); + a = f * (FLOAT) (unsigned char) (dw >> 24); +} + +D3DXINLINE +D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + r = pf[0]; + g = pf[1]; + b = pf[2]; + a = pf[3]; +} + +D3DXINLINE +D3DXCOLOR::D3DXCOLOR( CONST D3DXFLOAT16* pf ) +{ +#ifdef D3DX_DEBUG + if(!pf) + return; +#endif + + D3DXFloat16To32Array(&r, pf, 4); +} + +D3DXINLINE +D3DXCOLOR::D3DXCOLOR( CONST D3DCOLORVALUE& c ) +{ + r = c.r; + g = c.g; + b = c.b; + a = c.a; +} + +D3DXINLINE +D3DXCOLOR::D3DXCOLOR( FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa ) +{ + r = fr; + g = fg; + b = fb; + a = fa; +} + + +// casting +D3DXINLINE +D3DXCOLOR::operator DWORD () const +{ + DWORD dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD) (r * 255.0f + 0.5f); + DWORD dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD) (g * 255.0f + 0.5f); + DWORD dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD) (b * 255.0f + 0.5f); + DWORD dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD) (a * 255.0f + 0.5f); + + return (dwA << 24) | (dwR << 16) | (dwG << 8) | dwB; +} + + +D3DXINLINE +D3DXCOLOR::operator FLOAT * () +{ + return (FLOAT *) &r; +} + +D3DXINLINE +D3DXCOLOR::operator CONST FLOAT * () const +{ + return (CONST FLOAT *) &r; +} + + +D3DXINLINE +D3DXCOLOR::operator D3DCOLORVALUE * () +{ + return (D3DCOLORVALUE *) &r; +} + +D3DXINLINE +D3DXCOLOR::operator CONST D3DCOLORVALUE * () const +{ + return (CONST D3DCOLORVALUE *) &r; +} + + +D3DXINLINE +D3DXCOLOR::operator D3DCOLORVALUE& () +{ + return *((D3DCOLORVALUE *) &r); +} + +D3DXINLINE +D3DXCOLOR::operator CONST D3DCOLORVALUE& () const +{ + return *((CONST D3DCOLORVALUE *) &r); +} + + +// assignment operators +D3DXINLINE D3DXCOLOR& +D3DXCOLOR::operator += ( CONST D3DXCOLOR& c ) +{ + r += c.r; + g += c.g; + b += c.b; + a += c.a; + return *this; +} + +D3DXINLINE D3DXCOLOR& +D3DXCOLOR::operator -= ( CONST D3DXCOLOR& c ) +{ + r -= c.r; + g -= c.g; + b -= c.b; + a -= c.a; + return *this; +} + +D3DXINLINE D3DXCOLOR& +D3DXCOLOR::operator *= ( FLOAT f ) +{ + r *= f; + g *= f; + b *= f; + a *= f; + return *this; +} + +D3DXINLINE D3DXCOLOR& +D3DXCOLOR::operator /= ( FLOAT f ) +{ + FLOAT fInv = 1.0f / f; + r *= fInv; + g *= fInv; + b *= fInv; + a *= fInv; + return *this; +} + + +// unary operators +D3DXINLINE D3DXCOLOR +D3DXCOLOR::operator + () const +{ + return *this; +} + +D3DXINLINE D3DXCOLOR +D3DXCOLOR::operator - () const +{ + return D3DXCOLOR(-r, -g, -b, -a); +} + + +// binary operators +D3DXINLINE D3DXCOLOR +D3DXCOLOR::operator + ( CONST D3DXCOLOR& c ) const +{ + return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a); +} + +D3DXINLINE D3DXCOLOR +D3DXCOLOR::operator - ( CONST D3DXCOLOR& c ) const +{ + return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a); +} + +D3DXINLINE D3DXCOLOR +D3DXCOLOR::operator * ( FLOAT f ) const +{ + return D3DXCOLOR(r * f, g * f, b * f, a * f); +} + +D3DXINLINE D3DXCOLOR +D3DXCOLOR::operator / ( FLOAT f ) const +{ + FLOAT fInv = 1.0f / f; + return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv); +} + + +D3DXINLINE D3DXCOLOR +operator * (FLOAT f, CONST D3DXCOLOR& c ) +{ + return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a); +} + + +D3DXINLINE BOOL +D3DXCOLOR::operator == ( CONST D3DXCOLOR& c ) const +{ + return r == c.r && g == c.g && b == c.b && a == c.a; +} + +D3DXINLINE BOOL +D3DXCOLOR::operator != ( CONST D3DXCOLOR& c ) const +{ + return r != c.r || g != c.g || b != c.b || a != c.a; +} + + +#endif //__cplusplus + + + +//=========================================================================== +// +// Inline functions +// +//=========================================================================== + + +//-------------------------- +// 2D Vector +//-------------------------- + +D3DXINLINE FLOAT D3DXVec2Length + ( CONST D3DXVECTOR2 *pV ) +{ +#ifdef D3DX_DEBUG + if(!pV) + return 0.0f; +#endif + +#ifdef __cplusplus + return sqrtf(pV->x * pV->x + pV->y * pV->y); +#else + return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y); +#endif +} + +D3DXINLINE FLOAT D3DXVec2LengthSq + ( CONST D3DXVECTOR2 *pV ) +{ +#ifdef D3DX_DEBUG + if(!pV) + return 0.0f; +#endif + + return pV->x * pV->x + pV->y * pV->y; +} + +D3DXINLINE FLOAT D3DXVec2Dot + ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pV1 || !pV2) + return 0.0f; +#endif + + return pV1->x * pV2->x + pV1->y * pV2->y; +} + +D3DXINLINE FLOAT D3DXVec2CCW + ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pV1 || !pV2) + return 0.0f; +#endif + + return pV1->x * pV2->y - pV1->y * pV2->x; +} + +D3DXINLINE D3DXVECTOR2* D3DXVec2Add + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x + pV2->x; + pOut->y = pV1->y + pV2->y; + return pOut; +} + +D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x - pV2->x; + pOut->y = pV1->y - pV2->y; + return pOut; +} + +D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; + pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; + return pOut; +} + +D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; + pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; + return pOut; +} + +D3DXINLINE D3DXVECTOR2* D3DXVec2Scale + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV) + return NULL; +#endif + + pOut->x = pV->x * s; + pOut->y = pV->y * s; + return pOut; +} + +D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp + ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, + FLOAT s ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x + s * (pV2->x - pV1->x); + pOut->y = pV1->y + s * (pV2->y - pV1->y); + return pOut; +} + + +//-------------------------- +// 3D Vector +//-------------------------- + +D3DXINLINE FLOAT D3DXVec3Length + ( CONST D3DXVECTOR3 *pV ) +{ +#ifdef D3DX_DEBUG + if(!pV) + return 0.0f; +#endif + +#ifdef __cplusplus + return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); +#else + return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); +#endif +} + +D3DXINLINE FLOAT D3DXVec3LengthSq + ( CONST D3DXVECTOR3 *pV ) +{ +#ifdef D3DX_DEBUG + if(!pV) + return 0.0f; +#endif + + return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z; +} + +D3DXINLINE FLOAT D3DXVec3Dot + ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pV1 || !pV2) + return 0.0f; +#endif + + return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z; +} + +D3DXINLINE D3DXVECTOR3* D3DXVec3Cross + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ + D3DXVECTOR3 v; + +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + v.x = pV1->y * pV2->z - pV1->z * pV2->y; + v.y = pV1->z * pV2->x - pV1->x * pV2->z; + v.z = pV1->x * pV2->y - pV1->y * pV2->x; + + *pOut = v; + return pOut; +} + +D3DXINLINE D3DXVECTOR3* D3DXVec3Add + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x + pV2->x; + pOut->y = pV1->y + pV2->y; + pOut->z = pV1->z + pV2->z; + return pOut; +} + +D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x - pV2->x; + pOut->y = pV1->y - pV2->y; + pOut->z = pV1->z - pV2->z; + return pOut; +} + +D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; + pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; + pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; + return pOut; +} + +D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; + pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; + pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; + return pOut; +} + +D3DXINLINE D3DXVECTOR3* D3DXVec3Scale + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV) + return NULL; +#endif + + pOut->x = pV->x * s; + pOut->y = pV->y * s; + pOut->z = pV->z * s; + return pOut; +} + +D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp + ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, + FLOAT s ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x + s * (pV2->x - pV1->x); + pOut->y = pV1->y + s * (pV2->y - pV1->y); + pOut->z = pV1->z + s * (pV2->z - pV1->z); + return pOut; +} + + +//-------------------------- +// 4D Vector +//-------------------------- + +D3DXINLINE FLOAT D3DXVec4Length + ( CONST D3DXVECTOR4 *pV ) +{ +#ifdef D3DX_DEBUG + if(!pV) + return 0.0f; +#endif + +#ifdef __cplusplus + return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); +#else + return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); +#endif +} + +D3DXINLINE FLOAT D3DXVec4LengthSq + ( CONST D3DXVECTOR4 *pV ) +{ +#ifdef D3DX_DEBUG + if(!pV) + return 0.0f; +#endif + + return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w; +} + +D3DXINLINE FLOAT D3DXVec4Dot + ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ) +{ +#ifdef D3DX_DEBUG + if(!pV1 || !pV2) + return 0.0f; +#endif + + return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w; +} + +D3DXINLINE D3DXVECTOR4* D3DXVec4Add + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x + pV2->x; + pOut->y = pV1->y + pV2->y; + pOut->z = pV1->z + pV2->z; + pOut->w = pV1->w + pV2->w; + return pOut; +} + +D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x - pV2->x; + pOut->y = pV1->y - pV2->y; + pOut->z = pV1->z - pV2->z; + pOut->w = pV1->w - pV2->w; + return pOut; +} + +D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; + pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; + pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; + pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w; + return pOut; +} + +D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; + pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; + pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; + pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w; + return pOut; +} + +D3DXINLINE D3DXVECTOR4* D3DXVec4Scale + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV) + return NULL; +#endif + + pOut->x = pV->x * s; + pOut->y = pV->y * s; + pOut->z = pV->z * s; + pOut->w = pV->w * s; + return pOut; +} + +D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp + ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, + FLOAT s ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pV1 || !pV2) + return NULL; +#endif + + pOut->x = pV1->x + s * (pV2->x - pV1->x); + pOut->y = pV1->y + s * (pV2->y - pV1->y); + pOut->z = pV1->z + s * (pV2->z - pV1->z); + pOut->w = pV1->w + s * (pV2->w - pV1->w); + return pOut; +} + + +//-------------------------- +// 4D Matrix +//-------------------------- + +D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity + ( D3DXMATRIX *pOut ) +{ +#ifdef D3DX_DEBUG + if(!pOut) + return NULL; +#endif + + pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] = + pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] = + pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] = + pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f; + + pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f; + return pOut; +} + + +D3DXINLINE BOOL D3DXMatrixIsIdentity + ( CONST D3DXMATRIX *pM ) +{ +#ifdef D3DX_DEBUG + if(!pM) + return FALSE; +#endif + + return pM->m[0][0] == 1.0f && pM->m[0][1] == 0.0f && pM->m[0][2] == 0.0f && pM->m[0][3] == 0.0f && + pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f && + pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f && + pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f; +} + + +//-------------------------- +// Quaternion +//-------------------------- + +D3DXINLINE FLOAT D3DXQuaternionLength + ( CONST D3DXQUATERNION *pQ ) +{ +#ifdef D3DX_DEBUG + if(!pQ) + return 0.0f; +#endif + +#ifdef __cplusplus + return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); +#else + return (FLOAT) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); +#endif +} + +D3DXINLINE FLOAT D3DXQuaternionLengthSq + ( CONST D3DXQUATERNION *pQ ) +{ +#ifdef D3DX_DEBUG + if(!pQ) + return 0.0f; +#endif + + return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w; +} + +D3DXINLINE FLOAT D3DXQuaternionDot + ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ) +{ +#ifdef D3DX_DEBUG + if(!pQ1 || !pQ2) + return 0.0f; +#endif + + return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w; +} + + +D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity + ( D3DXQUATERNION *pOut ) +{ +#ifdef D3DX_DEBUG + if(!pOut) + return NULL; +#endif + + pOut->x = pOut->y = pOut->z = 0.0f; + pOut->w = 1.0f; + return pOut; +} + +D3DXINLINE BOOL D3DXQuaternionIsIdentity + ( CONST D3DXQUATERNION *pQ ) +{ +#ifdef D3DX_DEBUG + if(!pQ) + return FALSE; +#endif + + return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f; +} + + +D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate + ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pQ) + return NULL; +#endif + + pOut->x = -pQ->x; + pOut->y = -pQ->y; + pOut->z = -pQ->z; + pOut->w = pQ->w; + return pOut; +} + + +//-------------------------- +// Plane +//-------------------------- + +D3DXINLINE FLOAT D3DXPlaneDot + ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV) +{ +#ifdef D3DX_DEBUG + if(!pP || !pV) + return 0.0f; +#endif + + return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w; +} + +D3DXINLINE FLOAT D3DXPlaneDotCoord + ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) +{ +#ifdef D3DX_DEBUG + if(!pP || !pV) + return 0.0f; +#endif + + return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d; +} + +D3DXINLINE FLOAT D3DXPlaneDotNormal + ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) +{ +#ifdef D3DX_DEBUG + if(!pP || !pV) + return 0.0f; +#endif + + return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z; +} + +D3DXINLINE D3DXPLANE* D3DXPlaneScale + (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pP) + return NULL; +#endif + + pOut->a = pP->a * s; + pOut->b = pP->b * s; + pOut->c = pP->c * s; + pOut->d = pP->d * s; + return pOut; +} + + +//-------------------------- +// Color +//-------------------------- + +D3DXINLINE D3DXCOLOR* D3DXColorNegative + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pC) + return NULL; +#endif + + pOut->r = 1.0f - pC->r; + pOut->g = 1.0f - pC->g; + pOut->b = 1.0f - pC->b; + pOut->a = pC->a; + return pOut; +} + +D3DXINLINE D3DXCOLOR* D3DXColorAdd + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pC1 || !pC2) + return NULL; +#endif + + pOut->r = pC1->r + pC2->r; + pOut->g = pC1->g + pC2->g; + pOut->b = pC1->b + pC2->b; + pOut->a = pC1->a + pC2->a; + return pOut; +} + +D3DXINLINE D3DXCOLOR* D3DXColorSubtract + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pC1 || !pC2) + return NULL; +#endif + + pOut->r = pC1->r - pC2->r; + pOut->g = pC1->g - pC2->g; + pOut->b = pC1->b - pC2->b; + pOut->a = pC1->a - pC2->a; + return pOut; +} + +D3DXINLINE D3DXCOLOR* D3DXColorScale + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pC) + return NULL; +#endif + + pOut->r = pC->r * s; + pOut->g = pC->g * s; + pOut->b = pC->b * s; + pOut->a = pC->a * s; + return pOut; +} + +D3DXINLINE D3DXCOLOR* D3DXColorModulate + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pC1 || !pC2) + return NULL; +#endif + + pOut->r = pC1->r * pC2->r; + pOut->g = pC1->g * pC2->g; + pOut->b = pC1->b * pC2->b; + pOut->a = pC1->a * pC2->a; + return pOut; +} + +D3DXINLINE D3DXCOLOR* D3DXColorLerp + (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s) +{ +#ifdef D3DX_DEBUG + if(!pOut || !pC1 || !pC2) + return NULL; +#endif + + pOut->r = pC1->r + s * (pC2->r - pC1->r); + pOut->g = pC1->g + s * (pC2->g - pC1->g); + pOut->b = pC1->b + s * (pC2->b - pC1->b); + pOut->a = pC1->a + s * (pC2->a - pC1->a); + return pOut; +} + + +#endif // __D3DX9MATH_INL__ + diff --git a/src/dep/include/DXSDK/include/d3dx9mesh.h b/src/dep/include/DXSDK/include/d3dx9mesh.h new file mode 100644 index 0000000..5df9139 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9mesh.h @@ -0,0 +1,2992 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9mesh.h +// Content: D3DX mesh types and functions +// +////////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#ifndef __D3DX9MESH_H__ +#define __D3DX9MESH_H__ + +// {7ED943DD-52E8-40b5-A8D8-76685C406330} +DEFINE_GUID(IID_ID3DXBaseMesh, +0x7ed943dd, 0x52e8, 0x40b5, 0xa8, 0xd8, 0x76, 0x68, 0x5c, 0x40, 0x63, 0x30); + +// {4020E5C2-1403-4929-883F-E2E849FAC195} +DEFINE_GUID(IID_ID3DXMesh, +0x4020e5c2, 0x1403, 0x4929, 0x88, 0x3f, 0xe2, 0xe8, 0x49, 0xfa, 0xc1, 0x95); + +// {8875769A-D579-4088-AAEB-534D1AD84E96} +DEFINE_GUID(IID_ID3DXPMesh, +0x8875769a, 0xd579, 0x4088, 0xaa, 0xeb, 0x53, 0x4d, 0x1a, 0xd8, 0x4e, 0x96); + +// {667EA4C7-F1CD-4386-B523-7C0290B83CC5} +DEFINE_GUID(IID_ID3DXSPMesh, +0x667ea4c7, 0xf1cd, 0x4386, 0xb5, 0x23, 0x7c, 0x2, 0x90, 0xb8, 0x3c, 0xc5); + +// {11EAA540-F9A6-4d49-AE6A-E19221F70CC4} +DEFINE_GUID(IID_ID3DXSkinInfo, +0x11eaa540, 0xf9a6, 0x4d49, 0xae, 0x6a, 0xe1, 0x92, 0x21, 0xf7, 0xc, 0xc4); + +// {3CE6CC22-DBF2-44f4-894D-F9C34A337139} +DEFINE_GUID(IID_ID3DXPatchMesh, +0x3ce6cc22, 0xdbf2, 0x44f4, 0x89, 0x4d, 0xf9, 0xc3, 0x4a, 0x33, 0x71, 0x39); + +//patch mesh can be quads or tris +typedef enum _D3DXPATCHMESHTYPE { + D3DXPATCHMESH_RECT = 0x001, + D3DXPATCHMESH_TRI = 0x002, + D3DXPATCHMESH_NPATCH = 0x003, + + D3DXPATCHMESH_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ +} D3DXPATCHMESHTYPE; + +// Mesh options - lower 3 bytes only, upper byte used by _D3DXMESHOPT option flags +enum _D3DXMESH { + D3DXMESH_32BIT = 0x001, // If set, then use 32 bit indices, if not set use 16 bit indices. + D3DXMESH_DONOTCLIP = 0x002, // Use D3DUSAGE_DONOTCLIP for VB & IB. + D3DXMESH_POINTS = 0x004, // Use D3DUSAGE_POINTS for VB & IB. + D3DXMESH_RTPATCHES = 0x008, // Use D3DUSAGE_RTPATCHES for VB & IB. + D3DXMESH_NPATCHES = 0x4000,// Use D3DUSAGE_NPATCHES for VB & IB. + D3DXMESH_VB_SYSTEMMEM = 0x010, // Use D3DPOOL_SYSTEMMEM for VB. Overrides D3DXMESH_MANAGEDVERTEXBUFFER + D3DXMESH_VB_MANAGED = 0x020, // Use D3DPOOL_MANAGED for VB. + D3DXMESH_VB_WRITEONLY = 0x040, // Use D3DUSAGE_WRITEONLY for VB. + D3DXMESH_VB_DYNAMIC = 0x080, // Use D3DUSAGE_DYNAMIC for VB. + D3DXMESH_VB_SOFTWAREPROCESSING = 0x8000, // Use D3DUSAGE_SOFTWAREPROCESSING for VB. + D3DXMESH_IB_SYSTEMMEM = 0x100, // Use D3DPOOL_SYSTEMMEM for IB. Overrides D3DXMESH_MANAGEDINDEXBUFFER + D3DXMESH_IB_MANAGED = 0x200, // Use D3DPOOL_MANAGED for IB. + D3DXMESH_IB_WRITEONLY = 0x400, // Use D3DUSAGE_WRITEONLY for IB. + D3DXMESH_IB_DYNAMIC = 0x800, // Use D3DUSAGE_DYNAMIC for IB. + D3DXMESH_IB_SOFTWAREPROCESSING= 0x10000, // Use D3DUSAGE_SOFTWAREPROCESSING for IB. + + D3DXMESH_VB_SHARE = 0x1000, // Valid for Clone* calls only, forces cloned mesh/pmesh to share vertex buffer + + D3DXMESH_USEHWONLY = 0x2000, // Valid for ID3DXSkinInfo::ConvertToBlendedMesh + + // Helper options + D3DXMESH_SYSTEMMEM = 0x110, // D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM + D3DXMESH_MANAGED = 0x220, // D3DXMESH_VB_MANAGED | D3DXMESH_IB_MANAGED + D3DXMESH_WRITEONLY = 0x440, // D3DXMESH_VB_WRITEONLY | D3DXMESH_IB_WRITEONLY + D3DXMESH_DYNAMIC = 0x880, // D3DXMESH_VB_DYNAMIC | D3DXMESH_IB_DYNAMIC + D3DXMESH_SOFTWAREPROCESSING = 0x18000, // D3DXMESH_VB_SOFTWAREPROCESSING | D3DXMESH_IB_SOFTWAREPROCESSING + +}; + +//patch mesh options +enum _D3DXPATCHMESH { + D3DXPATCHMESH_DEFAULT = 000, +}; +// option field values for specifying min value in D3DXGeneratePMesh and D3DXSimplifyMesh +enum _D3DXMESHSIMP +{ + D3DXMESHSIMP_VERTEX = 0x1, + D3DXMESHSIMP_FACE = 0x2, + +}; + +typedef enum _D3DXCLEANTYPE { + D3DXCLEAN_BACKFACING = 0x00000001, + D3DXCLEAN_BOWTIES = 0x00000002, + + // Helper options + D3DXCLEAN_SKINNING = D3DXCLEAN_BACKFACING, // Bowtie cleaning modifies geometry and breaks skinning + D3DXCLEAN_OPTIMIZATION = D3DXCLEAN_BACKFACING, + D3DXCLEAN_SIMPLIFICATION= D3DXCLEAN_BACKFACING | D3DXCLEAN_BOWTIES, +} D3DXCLEANTYPE; + +enum _MAX_FVF_DECL_SIZE +{ + MAX_FVF_DECL_SIZE = MAXD3DDECLLENGTH + 1 // +1 for END +}; + +typedef enum _D3DXTANGENT +{ + D3DXTANGENT_WRAP_U = 0x01, + D3DXTANGENT_WRAP_V = 0x02, + D3DXTANGENT_WRAP_UV = 0x03, + D3DXTANGENT_DONT_NORMALIZE_PARTIALS = 0x04, + D3DXTANGENT_DONT_ORTHOGONALIZE = 0x08, + D3DXTANGENT_ORTHOGONALIZE_FROM_V = 0x010, + D3DXTANGENT_ORTHOGONALIZE_FROM_U = 0x020, + D3DXTANGENT_WEIGHT_BY_AREA = 0x040, + D3DXTANGENT_WEIGHT_EQUAL = 0x080, + D3DXTANGENT_WIND_CW = 0x0100, + D3DXTANGENT_CALCULATE_NORMALS = 0x0200, + D3DXTANGENT_GENERATE_IN_PLACE = 0x0400, +} D3DXTANGENT; + +// D3DXIMT_WRAP_U means the texture wraps in the U direction +// D3DXIMT_WRAP_V means the texture wraps in the V direction +// D3DXIMT_WRAP_UV means the texture wraps in both directions +typedef enum _D3DXIMT +{ + D3DXIMT_WRAP_U = 0x01, + D3DXIMT_WRAP_V = 0x02, + D3DXIMT_WRAP_UV = 0x03, +} D3DXIMT; + + +typedef struct ID3DXBaseMesh *LPD3DXBASEMESH; +typedef struct ID3DXMesh *LPD3DXMESH; +typedef struct ID3DXPMesh *LPD3DXPMESH; +typedef struct ID3DXSPMesh *LPD3DXSPMESH; +typedef struct ID3DXSkinInfo *LPD3DXSKININFO; +typedef struct ID3DXPatchMesh *LPD3DXPATCHMESH; +typedef interface ID3DXTextureGutterHelper *LPD3DXTEXTUREGUTTERHELPER; +typedef interface ID3DXPRTBuffer *LPD3DXPRTBUFFER; + + +typedef struct _D3DXATTRIBUTERANGE +{ + DWORD AttribId; + DWORD FaceStart; + DWORD FaceCount; + DWORD VertexStart; + DWORD VertexCount; +} D3DXATTRIBUTERANGE; + +typedef D3DXATTRIBUTERANGE* LPD3DXATTRIBUTERANGE; + +typedef struct _D3DXMATERIAL +{ + D3DMATERIAL9 MatD3D; + LPSTR pTextureFilename; +} D3DXMATERIAL; +typedef D3DXMATERIAL *LPD3DXMATERIAL; + +typedef enum _D3DXEFFECTDEFAULTTYPE +{ + D3DXEDT_STRING = 0x1, // pValue points to a null terminated ASCII string + D3DXEDT_FLOATS = 0x2, // pValue points to an array of floats - number of floats is NumBytes / sizeof(float) + D3DXEDT_DWORD = 0x3, // pValue points to a DWORD + + D3DXEDT_FORCEDWORD = 0x7fffffff +} D3DXEFFECTDEFAULTTYPE; + +typedef struct _D3DXEFFECTDEFAULT +{ + LPSTR pParamName; + D3DXEFFECTDEFAULTTYPE Type; // type of the data pointed to by pValue + DWORD NumBytes; // size in bytes of the data pointed to by pValue + LPVOID pValue; // data for the default of the effect +} D3DXEFFECTDEFAULT, *LPD3DXEFFECTDEFAULT; + +typedef struct _D3DXEFFECTINSTANCE +{ + LPSTR pEffectFilename; + DWORD NumDefaults; + LPD3DXEFFECTDEFAULT pDefaults; +} D3DXEFFECTINSTANCE, *LPD3DXEFFECTINSTANCE; + +typedef struct _D3DXATTRIBUTEWEIGHTS +{ + FLOAT Position; + FLOAT Boundary; + FLOAT Normal; + FLOAT Diffuse; + FLOAT Specular; + FLOAT Texcoord[8]; + FLOAT Tangent; + FLOAT Binormal; +} D3DXATTRIBUTEWEIGHTS, *LPD3DXATTRIBUTEWEIGHTS; + +enum _D3DXWELDEPSILONSFLAGS +{ + D3DXWELDEPSILONS_WELDALL = 0x1, // weld all vertices marked by adjacency as being overlapping + + D3DXWELDEPSILONS_WELDPARTIALMATCHES = 0x2, // if a given vertex component is within epsilon, modify partial matched + // vertices so that both components identical AND if all components "equal" + // remove one of the vertices + D3DXWELDEPSILONS_DONOTREMOVEVERTICES = 0x4, // instructs weld to only allow modifications to vertices and not removal + // ONLY valid if D3DXWELDEPSILONS_WELDPARTIALMATCHES is set + // useful to modify vertices to be equal, but not allow vertices to be removed + + D3DXWELDEPSILONS_DONOTSPLIT = 0x8, // instructs weld to specify the D3DXMESHOPT_DONOTSPLIT flag when doing an Optimize(ATTR_SORT) + // if this flag is not set, all vertices that are in separate attribute groups + // will remain split and not welded. Setting this flag can slow down software vertex processing + +}; + +typedef struct _D3DXWELDEPSILONS +{ + FLOAT Position; // NOTE: This does NOT replace the epsilon in GenerateAdjacency + // in general, it should be the same value or greater than the one passed to GeneratedAdjacency + FLOAT BlendWeights; + FLOAT Normal; + FLOAT PSize; + FLOAT Specular; + FLOAT Diffuse; + FLOAT Texcoord[8]; + FLOAT Tangent; + FLOAT Binormal; + FLOAT TessFactor; +} D3DXWELDEPSILONS; + +typedef D3DXWELDEPSILONS* LPD3DXWELDEPSILONS; + + +#undef INTERFACE +#define INTERFACE ID3DXBaseMesh + +DECLARE_INTERFACE_(ID3DXBaseMesh, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXBaseMesh + STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE; + STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE; + STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE; + STDMETHOD_(DWORD, GetFVF)(THIS) PURE; + STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE; + STDMETHOD_(DWORD, GetOptions)(THIS) PURE; + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options, + DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(CloneMesh)(THIS_ DWORD Options, + CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE; + STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE; + STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockVertexBuffer)(THIS) PURE; + STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockIndexBuffer)(THIS) PURE; + STDMETHOD(GetAttributeTable)( + THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE; + + STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ CONST DWORD* pPRep, DWORD* pAdjacency) PURE; + STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ CONST DWORD* pAdjacency, DWORD* pPRep) PURE; + STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, DWORD* pAdjacency) PURE; + + STDMETHOD(UpdateSemantics)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; +}; + + +#undef INTERFACE +#define INTERFACE ID3DXMesh + +DECLARE_INTERFACE_(ID3DXMesh, ID3DXBaseMesh) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXBaseMesh + STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE; + STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE; + STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE; + STDMETHOD_(DWORD, GetFVF)(THIS) PURE; + STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE; + STDMETHOD_(DWORD, GetOptions)(THIS) PURE; + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options, + DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(CloneMesh)(THIS_ DWORD Options, + CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE; + STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE; + STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockVertexBuffer)(THIS) PURE; + STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockIndexBuffer)(THIS) PURE; + STDMETHOD(GetAttributeTable)( + THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE; + + STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ CONST DWORD* pPRep, DWORD* pAdjacency) PURE; + STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ CONST DWORD* pAdjacency, DWORD* pPRep) PURE; + STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, DWORD* pAdjacency) PURE; + + STDMETHOD(UpdateSemantics)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + + // ID3DXMesh + STDMETHOD(LockAttributeBuffer)(THIS_ DWORD Flags, DWORD** ppData) PURE; + STDMETHOD(UnlockAttributeBuffer)(THIS) PURE; + STDMETHOD(Optimize)(THIS_ DWORD Flags, CONST DWORD* pAdjacencyIn, DWORD* pAdjacencyOut, + DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap, + LPD3DXMESH* ppOptMesh) PURE; + STDMETHOD(OptimizeInplace)(THIS_ DWORD Flags, CONST DWORD* pAdjacencyIn, DWORD* pAdjacencyOut, + DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap) PURE; + STDMETHOD(SetAttributeTable)(THIS_ CONST D3DXATTRIBUTERANGE *pAttribTable, DWORD cAttribTableSize) PURE; +}; + + +#undef INTERFACE +#define INTERFACE ID3DXPMesh + +DECLARE_INTERFACE_(ID3DXPMesh, ID3DXBaseMesh) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXBaseMesh + STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE; + STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE; + STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE; + STDMETHOD_(DWORD, GetFVF)(THIS) PURE; + STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE; + STDMETHOD_(DWORD, GetOptions)(THIS) PURE; + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options, + DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(CloneMesh)(THIS_ DWORD Options, + CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE; + STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE; + STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockVertexBuffer)(THIS) PURE; + STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockIndexBuffer)(THIS) PURE; + STDMETHOD(GetAttributeTable)( + THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE; + + STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ CONST DWORD* pPRep, DWORD* pAdjacency) PURE; + STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ CONST DWORD* pAdjacency, DWORD* pPRep) PURE; + STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, DWORD* pAdjacency) PURE; + + STDMETHOD(UpdateSemantics)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + + // ID3DXPMesh + STDMETHOD(ClonePMeshFVF)(THIS_ DWORD Options, + DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXPMESH* ppCloneMesh) PURE; + STDMETHOD(ClonePMesh)(THIS_ DWORD Options, + CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXPMESH* ppCloneMesh) PURE; + STDMETHOD(SetNumFaces)(THIS_ DWORD Faces) PURE; + STDMETHOD(SetNumVertices)(THIS_ DWORD Vertices) PURE; + STDMETHOD_(DWORD, GetMaxFaces)(THIS) PURE; + STDMETHOD_(DWORD, GetMinFaces)(THIS) PURE; + STDMETHOD_(DWORD, GetMaxVertices)(THIS) PURE; + STDMETHOD_(DWORD, GetMinVertices)(THIS) PURE; + STDMETHOD(Save)(THIS_ IStream *pStream, CONST D3DXMATERIAL* pMaterials, CONST D3DXEFFECTINSTANCE* pEffectInstances, DWORD NumMaterials) PURE; + + STDMETHOD(Optimize)(THIS_ DWORD Flags, DWORD* pAdjacencyOut, + DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap, + LPD3DXMESH* ppOptMesh) PURE; + + STDMETHOD(OptimizeBaseLOD)(THIS_ DWORD Flags, DWORD* pFaceRemap) PURE; + STDMETHOD(TrimByFaces)(THIS_ DWORD NewFacesMin, DWORD NewFacesMax, DWORD *rgiFaceRemap, DWORD *rgiVertRemap) PURE; + STDMETHOD(TrimByVertices)(THIS_ DWORD NewVerticesMin, DWORD NewVerticesMax, DWORD *rgiFaceRemap, DWORD *rgiVertRemap) PURE; + + STDMETHOD(GetAdjacency)(THIS_ DWORD* pAdjacency) PURE; + + // Used to generate the immediate "ancestor" for each vertex when it is removed by a vsplit. Allows generation of geomorphs + // Vertex buffer must be equal to or greater than the maximum number of vertices in the pmesh + STDMETHOD(GenerateVertexHistory)(THIS_ DWORD* pVertexHistory) PURE; +}; + + +#undef INTERFACE +#define INTERFACE ID3DXSPMesh + +DECLARE_INTERFACE_(ID3DXSPMesh, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXSPMesh + STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE; + STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE; + STDMETHOD_(DWORD, GetFVF)(THIS) PURE; + STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + STDMETHOD_(DWORD, GetOptions)(THIS) PURE; + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options, + DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pAdjacencyOut, DWORD *pVertexRemapOut, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(CloneMesh)(THIS_ DWORD Options, + CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pAdjacencyOut, DWORD *pVertexRemapOut, LPD3DXMESH* ppCloneMesh) PURE; + STDMETHOD(ClonePMeshFVF)(THIS_ DWORD Options, + DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pVertexRemapOut, FLOAT *pErrorsByFace, LPD3DXPMESH* ppCloneMesh) PURE; + STDMETHOD(ClonePMesh)(THIS_ DWORD Options, + CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pVertexRemapOut, FLOAT *pErrorsbyFace, LPD3DXPMESH* ppCloneMesh) PURE; + STDMETHOD(ReduceFaces)(THIS_ DWORD Faces) PURE; + STDMETHOD(ReduceVertices)(THIS_ DWORD Vertices) PURE; + STDMETHOD_(DWORD, GetMaxFaces)(THIS) PURE; + STDMETHOD_(DWORD, GetMaxVertices)(THIS) PURE; + STDMETHOD(GetVertexAttributeWeights)(THIS_ LPD3DXATTRIBUTEWEIGHTS pVertexAttributeWeights) PURE; + STDMETHOD(GetVertexWeights)(THIS_ FLOAT *pVertexWeights) PURE; +}; + +#define UNUSED16 (0xffff) +#define UNUSED32 (0xffffffff) + +// ID3DXMesh::Optimize options - upper byte only, lower 3 bytes used from _D3DXMESH option flags +enum _D3DXMESHOPT { + D3DXMESHOPT_COMPACT = 0x01000000, + D3DXMESHOPT_ATTRSORT = 0x02000000, + D3DXMESHOPT_VERTEXCACHE = 0x04000000, + D3DXMESHOPT_STRIPREORDER = 0x08000000, + D3DXMESHOPT_IGNOREVERTS = 0x10000000, // optimize faces only, don't touch vertices + D3DXMESHOPT_DONOTSPLIT = 0x20000000, // do not split vertices shared between attribute groups when attribute sorting + D3DXMESHOPT_DEVICEINDEPENDENT = 0x00400000, // Only affects VCache. uses a static known good cache size for all cards + + // D3DXMESHOPT_SHAREVB has been removed, please use D3DXMESH_VB_SHARE instead + +}; + +// Subset of the mesh that has the same attribute and bone combination. +// This subset can be rendered in a single draw call +typedef struct _D3DXBONECOMBINATION +{ + DWORD AttribId; + DWORD FaceStart; + DWORD FaceCount; + DWORD VertexStart; + DWORD VertexCount; + DWORD* BoneId; +} D3DXBONECOMBINATION, *LPD3DXBONECOMBINATION; + +// The following types of patch combinations are supported: +// Patch type Basis Degree +// Rect Bezier 2,3,5 +// Rect B-Spline 2,3,5 +// Rect Catmull-Rom 3 +// Tri Bezier 2,3,5 +// N-Patch N/A 3 + +typedef struct _D3DXPATCHINFO +{ + D3DXPATCHMESHTYPE PatchType; + D3DDEGREETYPE Degree; + D3DBASISTYPE Basis; +} D3DXPATCHINFO, *LPD3DXPATCHINFO; + +#undef INTERFACE +#define INTERFACE ID3DXPatchMesh + +DECLARE_INTERFACE_(ID3DXPatchMesh, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXPatchMesh + + // Return creation parameters + STDMETHOD_(DWORD, GetNumPatches)(THIS) PURE; + STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE; + STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + STDMETHOD_(DWORD, GetControlVerticesPerPatch)(THIS) PURE; + STDMETHOD_(DWORD, GetOptions)(THIS) PURE; + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9 *ppDevice) PURE; + STDMETHOD(GetPatchInfo)(THIS_ LPD3DXPATCHINFO PatchInfo) PURE; + + // Control mesh access + STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE; + STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE; + STDMETHOD(LockVertexBuffer)(THIS_ DWORD flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockVertexBuffer)(THIS) PURE; + STDMETHOD(LockIndexBuffer)(THIS_ DWORD flags, LPVOID *ppData) PURE; + STDMETHOD(UnlockIndexBuffer)(THIS) PURE; + STDMETHOD(LockAttributeBuffer)(THIS_ DWORD flags, DWORD** ppData) PURE; + STDMETHOD(UnlockAttributeBuffer)(THIS) PURE; + + // This function returns the size of the tessellated mesh given a tessellation level. + // This assumes uniform tessellation. For adaptive tessellation the Adaptive parameter must + // be set to TRUE and TessellationLevel should be the max tessellation. + // This will result in the max mesh size necessary for adaptive tessellation. + STDMETHOD(GetTessSize)(THIS_ FLOAT fTessLevel,DWORD Adaptive, DWORD *NumTriangles,DWORD *NumVertices) PURE; + + //GenerateAdjacency determines which patches are adjacent with provided tolerance + //this information is used internally to optimize tessellation + STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Tolerance) PURE; + + //CloneMesh Creates a new patchmesh with the specified decl, and converts the vertex buffer + //to the new decl. Entries in the new decl which are new are set to 0. If the current mesh + //has adjacency, the new mesh will also have adjacency + STDMETHOD(CloneMesh)(THIS_ DWORD Options, CONST D3DVERTEXELEMENT9 *pDecl, LPD3DXPATCHMESH *pMesh) PURE; + + // Optimizes the patchmesh for efficient tessellation. This function is designed + // to perform one time optimization for patch meshes that need to be tessellated + // repeatedly by calling the Tessellate() method. The optimization performed is + // independent of the actual tessellation level used. + // Currently Flags is unused. + // If vertices are changed, Optimize must be called again + STDMETHOD(Optimize)(THIS_ DWORD flags) PURE; + + //gets and sets displacement parameters + //displacement maps can only be 2D textures MIP-MAPPING is ignored for non adapative tessellation + STDMETHOD(SetDisplaceParam)(THIS_ LPDIRECT3DBASETEXTURE9 Texture, + D3DTEXTUREFILTERTYPE MinFilter, + D3DTEXTUREFILTERTYPE MagFilter, + D3DTEXTUREFILTERTYPE MipFilter, + D3DTEXTUREADDRESS Wrap, + DWORD dwLODBias) PURE; + + STDMETHOD(GetDisplaceParam)(THIS_ LPDIRECT3DBASETEXTURE9 *Texture, + D3DTEXTUREFILTERTYPE *MinFilter, + D3DTEXTUREFILTERTYPE *MagFilter, + D3DTEXTUREFILTERTYPE *MipFilter, + D3DTEXTUREADDRESS *Wrap, + DWORD *dwLODBias) PURE; + + // Performs the uniform tessellation based on the tessellation level. + // This function will perform more efficiently if the patch mesh has been optimized using the Optimize() call. + STDMETHOD(Tessellate)(THIS_ FLOAT fTessLevel,LPD3DXMESH pMesh) PURE; + + // Performs adaptive tessellation based on the Z based adaptive tessellation criterion. + // pTrans specifies a 4D vector that is dotted with the vertices to get the per vertex + // adaptive tessellation amount. Each edge is tessellated to the average of the criterion + // at the 2 vertices it connects. + // MaxTessLevel specifies the upper limit for adaptive tesselation. + // This function will perform more efficiently if the patch mesh has been optimized using the Optimize() call. + STDMETHOD(TessellateAdaptive)(THIS_ + CONST D3DXVECTOR4 *pTrans, + DWORD dwMaxTessLevel, + DWORD dwMinTessLevel, + LPD3DXMESH pMesh) PURE; + +}; + +#undef INTERFACE +#define INTERFACE ID3DXSkinInfo + +DECLARE_INTERFACE_(ID3DXSkinInfo, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Specify the which vertices do each bones influence and by how much + STDMETHOD(SetBoneInfluence)(THIS_ DWORD bone, DWORD numInfluences, CONST DWORD* vertices, CONST FLOAT* weights) PURE; + STDMETHOD(SetBoneVertexInfluence)(THIS_ DWORD boneNum, DWORD influenceNum, float weight) PURE; + STDMETHOD_(DWORD, GetNumBoneInfluences)(THIS_ DWORD bone) PURE; + STDMETHOD(GetBoneInfluence)(THIS_ DWORD bone, DWORD* vertices, FLOAT* weights) PURE; + STDMETHOD(GetBoneVertexInfluence)(THIS_ DWORD boneNum, DWORD influenceNum, float *pWeight, DWORD *pVertexNum) PURE; + STDMETHOD(GetMaxVertexInfluences)(THIS_ DWORD* maxVertexInfluences) PURE; + STDMETHOD_(DWORD, GetNumBones)(THIS) PURE; + STDMETHOD(FindBoneVertexInfluenceIndex)(THIS_ DWORD boneNum, DWORD vertexNum, DWORD *pInfluenceIndex) PURE; + + // This gets the max face influences based on a triangle mesh with the specified index buffer + STDMETHOD(GetMaxFaceInfluences)(THIS_ LPDIRECT3DINDEXBUFFER9 pIB, DWORD NumFaces, DWORD* maxFaceInfluences) PURE; + + // Set min bone influence. Bone influences that are smaller than this are ignored + STDMETHOD(SetMinBoneInfluence)(THIS_ FLOAT MinInfl) PURE; + // Get min bone influence. + STDMETHOD_(FLOAT, GetMinBoneInfluence)(THIS) PURE; + + // Bone names are returned by D3DXLoadSkinMeshFromXof. They are not used by any other method of this object + STDMETHOD(SetBoneName)(THIS_ DWORD Bone, LPCSTR pName) PURE; // pName is copied to an internal string buffer + STDMETHOD_(LPCSTR, GetBoneName)(THIS_ DWORD Bone) PURE; // A pointer to an internal string buffer is returned. Do not free this. + + // Bone offset matrices are returned by D3DXLoadSkinMeshFromXof. They are not used by any other method of this object + STDMETHOD(SetBoneOffsetMatrix)(THIS_ DWORD Bone, CONST D3DXMATRIX *pBoneTransform) PURE; // pBoneTransform is copied to an internal buffer + STDMETHOD_(LPD3DXMATRIX, GetBoneOffsetMatrix)(THIS_ DWORD Bone) PURE; // A pointer to an internal matrix is returned. Do not free this. + + // Clone a skin info object + STDMETHOD(Clone)(THIS_ LPD3DXSKININFO* ppSkinInfo) PURE; + + // Update bone influence information to match vertices after they are reordered. This should be called + // if the target vertex buffer has been reordered externally. + STDMETHOD(Remap)(THIS_ DWORD NumVertices, DWORD* pVertexRemap) PURE; + + // These methods enable the modification of the vertex layout of the vertices that will be skinned + STDMETHOD(SetFVF)(THIS_ DWORD FVF) PURE; + STDMETHOD(SetDeclaration)(THIS_ CONST D3DVERTEXELEMENT9 *pDeclaration) PURE; + STDMETHOD_(DWORD, GetFVF)(THIS) PURE; + STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE; + + // Apply SW skinning based on current pose matrices to the target vertices. + STDMETHOD(UpdateSkinnedMesh)(THIS_ + CONST D3DXMATRIX* pBoneTransforms, + CONST D3DXMATRIX* pBoneInvTransposeTransforms, + LPCVOID pVerticesSrc, + PVOID pVerticesDst) PURE; + + // Takes a mesh and returns a new mesh with per vertex blend weights and a bone combination + // table that describes which bones affect which subsets of the mesh + STDMETHOD(ConvertToBlendedMesh)(THIS_ + LPD3DXMESH pMesh, + DWORD Options, + CONST DWORD *pAdjacencyIn, + LPDWORD pAdjacencyOut, + DWORD* pFaceRemap, + LPD3DXBUFFER *ppVertexRemap, + DWORD* pMaxFaceInfl, + DWORD* pNumBoneCombinations, + LPD3DXBUFFER* ppBoneCombinationTable, + LPD3DXMESH* ppMesh) PURE; + + // Takes a mesh and returns a new mesh with per vertex blend weights and indices + // and a bone combination table that describes which bones palettes affect which subsets of the mesh + STDMETHOD(ConvertToIndexedBlendedMesh)(THIS_ + LPD3DXMESH pMesh, + DWORD Options, + DWORD paletteSize, + CONST DWORD *pAdjacencyIn, + LPDWORD pAdjacencyOut, + DWORD* pFaceRemap, + LPD3DXBUFFER *ppVertexRemap, + DWORD* pMaxVertexInfl, + DWORD* pNumBoneCombinations, + LPD3DXBUFFER* ppBoneCombinationTable, + LPD3DXMESH* ppMesh) PURE; +}; + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + + +HRESULT WINAPI + D3DXCreateMesh( + DWORD NumFaces, + DWORD NumVertices, + DWORD Options, + CONST D3DVERTEXELEMENT9 *pDeclaration, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXMESH* ppMesh); + +HRESULT WINAPI + D3DXCreateMeshFVF( + DWORD NumFaces, + DWORD NumVertices, + DWORD Options, + DWORD FVF, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXMESH* ppMesh); + +HRESULT WINAPI + D3DXCreateSPMesh( + LPD3DXMESH pMesh, + CONST DWORD* pAdjacency, + CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights, + CONST FLOAT *pVertexWeights, + LPD3DXSPMESH* ppSMesh); + +// clean a mesh up for simplification, try to make manifold +HRESULT WINAPI + D3DXCleanMesh( + D3DXCLEANTYPE CleanType, + LPD3DXMESH pMeshIn, + CONST DWORD* pAdjacencyIn, + LPD3DXMESH* ppMeshOut, + DWORD* pAdjacencyOut, + LPD3DXBUFFER* ppErrorsAndWarnings); + +HRESULT WINAPI + D3DXValidMesh( + LPD3DXMESH pMeshIn, + CONST DWORD* pAdjacency, + LPD3DXBUFFER* ppErrorsAndWarnings); + +HRESULT WINAPI + D3DXGeneratePMesh( + LPD3DXMESH pMesh, + CONST DWORD* pAdjacency, + CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights, + CONST FLOAT *pVertexWeights, + DWORD MinValue, + DWORD Options, + LPD3DXPMESH* ppPMesh); + +HRESULT WINAPI + D3DXSimplifyMesh( + LPD3DXMESH pMesh, + CONST DWORD* pAdjacency, + CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights, + CONST FLOAT *pVertexWeights, + DWORD MinValue, + DWORD Options, + LPD3DXMESH* ppMesh); + +HRESULT WINAPI + D3DXComputeBoundingSphere( + CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position + DWORD NumVertices, + DWORD dwStride, // count in bytes to subsequent position vectors + D3DXVECTOR3 *pCenter, + FLOAT *pRadius); + +HRESULT WINAPI + D3DXComputeBoundingBox( + CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position + DWORD NumVertices, + DWORD dwStride, // count in bytes to subsequent position vectors + D3DXVECTOR3 *pMin, + D3DXVECTOR3 *pMax); + +HRESULT WINAPI + D3DXComputeNormals( + LPD3DXBASEMESH pMesh, + CONST DWORD *pAdjacency); + +HRESULT WINAPI + D3DXCreateBuffer( + DWORD NumBytes, + LPD3DXBUFFER *ppBuffer); + + +HRESULT WINAPI + D3DXLoadMeshFromXA( + LPCSTR pFilename, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER *ppAdjacency, + LPD3DXBUFFER *ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + DWORD *pNumMaterials, + LPD3DXMESH *ppMesh); + +HRESULT WINAPI + D3DXLoadMeshFromXW( + LPCWSTR pFilename, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER *ppAdjacency, + LPD3DXBUFFER *ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + DWORD *pNumMaterials, + LPD3DXMESH *ppMesh); + +#ifdef UNICODE +#define D3DXLoadMeshFromX D3DXLoadMeshFromXW +#else +#define D3DXLoadMeshFromX D3DXLoadMeshFromXA +#endif + +HRESULT WINAPI + D3DXLoadMeshFromXInMemory( + LPCVOID Memory, + DWORD SizeOfMemory, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER *ppAdjacency, + LPD3DXBUFFER *ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + DWORD *pNumMaterials, + LPD3DXMESH *ppMesh); + +HRESULT WINAPI + D3DXLoadMeshFromXResource( + HMODULE Module, + LPCSTR Name, + LPCSTR Type, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER *ppAdjacency, + LPD3DXBUFFER *ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + DWORD *pNumMaterials, + LPD3DXMESH *ppMesh); + +HRESULT WINAPI + D3DXSaveMeshToXA( + LPCSTR pFilename, + LPD3DXMESH pMesh, + CONST DWORD* pAdjacency, + CONST D3DXMATERIAL* pMaterials, + CONST D3DXEFFECTINSTANCE* pEffectInstances, + DWORD NumMaterials, + DWORD Format + ); + +HRESULT WINAPI + D3DXSaveMeshToXW( + LPCWSTR pFilename, + LPD3DXMESH pMesh, + CONST DWORD* pAdjacency, + CONST D3DXMATERIAL* pMaterials, + CONST D3DXEFFECTINSTANCE* pEffectInstances, + DWORD NumMaterials, + DWORD Format + ); + +#ifdef UNICODE +#define D3DXSaveMeshToX D3DXSaveMeshToXW +#else +#define D3DXSaveMeshToX D3DXSaveMeshToXA +#endif + + +HRESULT WINAPI + D3DXCreatePMeshFromStream( + IStream *pStream, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER *ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + DWORD* pNumMaterials, + LPD3DXPMESH *ppPMesh); + +// Creates a skin info object based on the number of vertices, number of bones, and a declaration describing the vertex layout of the target vertices +// The bone names and initial bone transforms are not filled in the skin info object by this method. +HRESULT WINAPI + D3DXCreateSkinInfo( + DWORD NumVertices, + CONST D3DVERTEXELEMENT9 *pDeclaration, + DWORD NumBones, + LPD3DXSKININFO* ppSkinInfo); + +// Creates a skin info object based on the number of vertices, number of bones, and a FVF describing the vertex layout of the target vertices +// The bone names and initial bone transforms are not filled in the skin info object by this method. +HRESULT WINAPI + D3DXCreateSkinInfoFVF( + DWORD NumVertices, + DWORD FVF, + DWORD NumBones, + LPD3DXSKININFO* ppSkinInfo); + +#ifdef __cplusplus +} + +extern "C" { +#endif //__cplusplus + +HRESULT WINAPI + D3DXLoadMeshFromXof( + LPD3DXFILEDATA pxofMesh, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER *ppAdjacency, + LPD3DXBUFFER *ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + DWORD *pNumMaterials, + LPD3DXMESH *ppMesh); + +// This similar to D3DXLoadMeshFromXof, except also returns skinning info if present in the file +// If skinning info is not present, ppSkinInfo will be NULL +HRESULT WINAPI + D3DXLoadSkinMeshFromXof( + LPD3DXFILEDATA pxofMesh, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER* ppAdjacency, + LPD3DXBUFFER* ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + DWORD *pMatOut, + LPD3DXSKININFO* ppSkinInfo, + LPD3DXMESH* ppMesh); + + +// The inverse of D3DXConvertTo{Indexed}BlendedMesh() functions. It figures out the skinning info from +// the mesh and the bone combination table and populates a skin info object with that data. The bone +// names and initial bone transforms are not filled in the skin info object by this method. This works +// with either a non-indexed or indexed blended mesh. It examines the FVF or declarator of the mesh to +// determine what type it is. +HRESULT WINAPI + D3DXCreateSkinInfoFromBlendedMesh( + LPD3DXBASEMESH pMesh, + DWORD NumBones, + CONST D3DXBONECOMBINATION *pBoneCombinationTable, + LPD3DXSKININFO* ppSkinInfo); + +HRESULT WINAPI + D3DXTessellateNPatches( + LPD3DXMESH pMeshIn, + CONST DWORD* pAdjacencyIn, + FLOAT NumSegs, + BOOL QuadraticInterpNormals, // if false use linear intrep for normals, if true use quadratic + LPD3DXMESH *ppMeshOut, + LPD3DXBUFFER *ppAdjacencyOut); + + +//generates implied outputdecl from input decl +//the decl generated from this should be used to generate the output decl for +//the tessellator subroutines. + +HRESULT WINAPI + D3DXGenerateOutputDecl( + D3DVERTEXELEMENT9 *pOutput, + CONST D3DVERTEXELEMENT9 *pInput); + +//loads patches from an XFileData +//since an X file can have up to 6 different patch meshes in it, +//returns them in an array - pNumPatches will contain the number of +//meshes in the actual file. +HRESULT WINAPI + D3DXLoadPatchMeshFromXof( + LPD3DXFILEDATA pXofObjMesh, + DWORD Options, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXBUFFER *ppMaterials, + LPD3DXBUFFER *ppEffectInstances, + PDWORD pNumMaterials, + LPD3DXPATCHMESH *ppMesh); + +//computes the size a single rect patch. +HRESULT WINAPI + D3DXRectPatchSize( + CONST FLOAT *pfNumSegs, //segments for each edge (4) + DWORD *pdwTriangles, //output number of triangles + DWORD *pdwVertices); //output number of vertices + +//computes the size of a single triangle patch +HRESULT WINAPI + D3DXTriPatchSize( + CONST FLOAT *pfNumSegs, //segments for each edge (3) + DWORD *pdwTriangles, //output number of triangles + DWORD *pdwVertices); //output number of vertices + + +//tessellates a patch into a created mesh +//similar to D3D RT patch +HRESULT WINAPI + D3DXTessellateRectPatch( + LPDIRECT3DVERTEXBUFFER9 pVB, + CONST FLOAT *pNumSegs, + CONST D3DVERTEXELEMENT9 *pdwInDecl, + CONST D3DRECTPATCH_INFO *pRectPatchInfo, + LPD3DXMESH pMesh); + + +HRESULT WINAPI + D3DXTessellateTriPatch( + LPDIRECT3DVERTEXBUFFER9 pVB, + CONST FLOAT *pNumSegs, + CONST D3DVERTEXELEMENT9 *pInDecl, + CONST D3DTRIPATCH_INFO *pTriPatchInfo, + LPD3DXMESH pMesh); + + + +//creates an NPatch PatchMesh from a D3DXMESH +HRESULT WINAPI + D3DXCreateNPatchMesh( + LPD3DXMESH pMeshSysMem, + LPD3DXPATCHMESH *pPatchMesh); + + +//creates a patch mesh +HRESULT WINAPI + D3DXCreatePatchMesh( + CONST D3DXPATCHINFO *pInfo, //patch type + DWORD dwNumPatches, //number of patches + DWORD dwNumVertices, //number of control vertices + DWORD dwOptions, //options + CONST D3DVERTEXELEMENT9 *pDecl, //format of control vertices + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXPATCHMESH *pPatchMesh); + + +//returns the number of degenerates in a patch mesh - +//text output put in string. +HRESULT WINAPI + D3DXValidPatchMesh(LPD3DXPATCHMESH pMesh, + DWORD *dwcDegenerateVertices, + DWORD *dwcDegeneratePatches, + LPD3DXBUFFER *ppErrorsAndWarnings); + +UINT WINAPI + D3DXGetFVFVertexSize(DWORD FVF); + +UINT WINAPI + D3DXGetDeclVertexSize(CONST D3DVERTEXELEMENT9 *pDecl,DWORD Stream); + +UINT WINAPI + D3DXGetDeclLength(CONST D3DVERTEXELEMENT9 *pDecl); + +HRESULT WINAPI + D3DXDeclaratorFromFVF( + DWORD FVF, + D3DVERTEXELEMENT9 pDeclarator[MAX_FVF_DECL_SIZE]); + +HRESULT WINAPI + D3DXFVFFromDeclarator( + CONST D3DVERTEXELEMENT9 *pDeclarator, + DWORD *pFVF); + +HRESULT WINAPI + D3DXWeldVertices( + LPD3DXMESH pMesh, + DWORD Flags, + CONST D3DXWELDEPSILONS *pEpsilons, + CONST DWORD *pAdjacencyIn, + DWORD *pAdjacencyOut, + DWORD *pFaceRemap, + LPD3DXBUFFER *ppVertexRemap); + +typedef struct _D3DXINTERSECTINFO +{ + DWORD FaceIndex; // index of face intersected + FLOAT U; // Barycentric Hit Coordinates + FLOAT V; // Barycentric Hit Coordinates + FLOAT Dist; // Ray-Intersection Parameter Distance +} D3DXINTERSECTINFO, *LPD3DXINTERSECTINFO; + + +HRESULT WINAPI + D3DXIntersect( + LPD3DXBASEMESH pMesh, + CONST D3DXVECTOR3 *pRayPos, + CONST D3DXVECTOR3 *pRayDir, + BOOL *pHit, // True if any faces were intersected + DWORD *pFaceIndex, // index of closest face intersected + FLOAT *pU, // Barycentric Hit Coordinates + FLOAT *pV, // Barycentric Hit Coordinates + FLOAT *pDist, // Ray-Intersection Parameter Distance + LPD3DXBUFFER *ppAllHits, // Array of D3DXINTERSECTINFOs for all hits (not just closest) + DWORD *pCountOfHits); // Number of entries in AllHits array + +HRESULT WINAPI + D3DXIntersectSubset( + LPD3DXBASEMESH pMesh, + DWORD AttribId, + CONST D3DXVECTOR3 *pRayPos, + CONST D3DXVECTOR3 *pRayDir, + BOOL *pHit, // True if any faces were intersected + DWORD *pFaceIndex, // index of closest face intersected + FLOAT *pU, // Barycentric Hit Coordinates + FLOAT *pV, // Barycentric Hit Coordinates + FLOAT *pDist, // Ray-Intersection Parameter Distance + LPD3DXBUFFER *ppAllHits, // Array of D3DXINTERSECTINFOs for all hits (not just closest) + DWORD *pCountOfHits); // Number of entries in AllHits array + + +HRESULT WINAPI D3DXSplitMesh + ( + LPD3DXMESH pMeshIn, + CONST DWORD *pAdjacencyIn, + CONST DWORD MaxSize, + CONST DWORD Options, + DWORD *pMeshesOut, + LPD3DXBUFFER *ppMeshArrayOut, + LPD3DXBUFFER *ppAdjacencyArrayOut, + LPD3DXBUFFER *ppFaceRemapArrayOut, + LPD3DXBUFFER *ppVertRemapArrayOut + ); + +BOOL WINAPI D3DXIntersectTri +( + CONST D3DXVECTOR3 *p0, // Triangle vertex 0 position + CONST D3DXVECTOR3 *p1, // Triangle vertex 1 position + CONST D3DXVECTOR3 *p2, // Triangle vertex 2 position + CONST D3DXVECTOR3 *pRayPos, // Ray origin + CONST D3DXVECTOR3 *pRayDir, // Ray direction + FLOAT *pU, // Barycentric Hit Coordinates + FLOAT *pV, // Barycentric Hit Coordinates + FLOAT *pDist); // Ray-Intersection Parameter Distance + +BOOL WINAPI + D3DXSphereBoundProbe( + CONST D3DXVECTOR3 *pCenter, + FLOAT Radius, + CONST D3DXVECTOR3 *pRayPosition, + CONST D3DXVECTOR3 *pRayDirection); + +BOOL WINAPI + D3DXBoxBoundProbe( + CONST D3DXVECTOR3 *pMin, + CONST D3DXVECTOR3 *pMax, + CONST D3DXVECTOR3 *pRayPosition, + CONST D3DXVECTOR3 *pRayDirection); + + +HRESULT WINAPI D3DXComputeTangentFrame(ID3DXMesh *pMesh, + DWORD dwOptions); + +HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *pMesh, + DWORD dwTextureInSemantic, + DWORD dwTextureInIndex, + DWORD dwUPartialOutSemantic, + DWORD dwUPartialOutIndex, + DWORD dwVPartialOutSemantic, + DWORD dwVPartialOutIndex, + DWORD dwNormalOutSemantic, + DWORD dwNormalOutIndex, + DWORD dwOptions, + CONST DWORD *pdwAdjacency, + FLOAT fPartialEdgeThreshold, + FLOAT fSingularPointThreshold, + FLOAT fNormalEdgeThreshold, + ID3DXMesh **ppMeshOut, + ID3DXBuffer **ppVertexMapping); + + +//D3DXComputeTangent +// +//Computes the Tangent vectors for the TexStage texture coordinates +//and places the results in the TANGENT[TangentIndex] specified in the meshes' DECL +//puts the binorm in BINORM[BinormIndex] also specified in the decl. +// +//If neither the binorm or the tangnet are in the meshes declaration, +//the function will fail. +// +//If a tangent or Binorm field is in the Decl, but the user does not +//wish D3DXComputeTangent to replace them, then D3DX_DEFAULT specified +//in the TangentIndex or BinormIndex will cause it to ignore the specified +//semantic. +// +//Wrap should be specified if the texture coordinates wrap. + +HRESULT WINAPI D3DXComputeTangent(LPD3DXMESH Mesh, + DWORD TexStage, + DWORD TangentIndex, + DWORD BinormIndex, + DWORD Wrap, + CONST DWORD *pAdjacency); + +//============================================================================ +// +// UVAtlas apis +// +//============================================================================ +typedef HRESULT (WINAPI *LPD3DXUVATLASCB)(FLOAT fPercentDone, LPVOID lpUserContext); + +// This function creates atlases for meshes. There are two modes of operation, +// either based on the number of charts, or the maximum allowed stretch. If the +// maximum allowed stretch is 0, then each triangle will likely be in its own +// chart. + +// +// The parameters are as follows: +// pMesh - Input mesh to calculate an atlas for. This must have a position +// channel and at least a 2-d texture channel. +// uMaxChartNumber - The maximum number of charts required for the atlas. +// If this is 0, it will be parameterized based solely on +// stretch. +// fMaxStretch - The maximum amount of stretch, if 0, no stretching is allowed, +// if 1, then any amount of stretching is allowed. +// uWidth - The width of the texture the atlas will be used on. +// uHeight - The height of the texture the atlas will be used on. +// fGutter - The minimum distance, in texels between two charts on the atlas. +// this gets scaled by the width, so if fGutter is 2.5, and it is +// used on a 512x512 texture, then the minimum distance will be +// 2.5 / 512 in u-v space. +// dwTextureIndex - Specifies which texture coordinate to write to in the +// output mesh (which is cloned from the input mesh). Useful +// if your vertex has multiple texture coordinates. +// pdwAdjacency - a pointer to an array with 3 DWORDs per face, indicating +// which triangles are adjacent to each other. +// pdwFalseEdgeAdjacency - a pointer to an array with 3 DWORDS per face, indicating +// at each face, whether an edge is a false edge or not (using +// the same ordering as the adjacency data structure). If this +// is NULL, then it is assumed that there are no false edges. If +// not NULL, then a non-false edge is indicated by -1 and a false +// edge is indicated by any other value (it is not required, but +// it may be useful for the caller to use the original adjacency +// value). This allows you to parameterize a mesh of quads, and +// the edges down the middle of each quad will not be cut when +// parameterizing the mesh. +// pfIMTArray - a pointer to an array with 3 FLOATs per face, describing the +// integrated metric tensor for that face. This lets you control +// the way this triangle may be stretched in the atlas. The IMT +// passed in will be 3 floats (a,b,c) and specify a symmetric +// matrix (a b) that, given a vector (s,t), specifies the +// (b c) +// distance between a vector v1 and a vector v2 = v1 + (s,t) as +// sqrt((s, t) * M * (s, t)^T). +// In other words, this lets one specify the magnitude of the +// stretch in an arbitrary direction in u-v space. For example +// if a = b = c = 1, then this scales the vector (1,1) by 2, and +// the vector (1,-1) by 0. Note that this is multiplying the edge +// length by the square of the matrix, so if you want the face to +// stretch to twice its +// size with no shearing, the IMT value should be (2, 0, 2), which +// is just the identity matrix times 2. +// Note that this assumes you have an orientation for the triangle +// in some 2-D space. For D3DXUVAtlas, this space is created by +// letting S be the direction from the first to the second +// vertex, and T be the cross product between the normal and S. +// +// pStatusCallback - Since the atlas creation process can be very CPU intensive, +// this allows the programmer to specify a function to be called +// periodically, similarly to how it is done in the PRT simulation +// engine. +// fCallbackFrequency - This lets you specify how often the callback will be +// called. A decent default should be 0.0001f. +// pUserContext - a void pointer to be passed back to the callback function +// ppMeshOut - A pointer to a location to store a pointer for the newly created +// mesh. +// ppFacePartitioning - A pointer to a location to store a pointer for an array, +// one DWORD per face, giving the final partitioning +// created by the atlasing algorithm. +// ppVertexRemapArray - A pointer to a location to store a pointer for an array, +// one DWORD per vertex, giving the vertex it was copied +// from, if any vertices needed to be split. +// pfMaxStretchOut - A location to store the maximum stretch resulting from the +// atlasing algorithm. +// puNumChartsOut - A location to store the number of charts created, or if the +// maximum number of charts was too low, this gives the minimum +// number of charts needed to create an atlas. + +HRESULT WINAPI D3DXUVAtlasCreate(LPD3DXMESH pMesh, + UINT uMaxChartNumber, + FLOAT fMaxStretch, + UINT uWidth, + UINT uHeight, + FLOAT fGutter, + DWORD dwTextureIndex, + CONST DWORD *pdwAdjacency, + CONST DWORD *pdwFalseEdgeAdjacency, + CONST FLOAT *pfIMTArray, + LPD3DXUVATLASCB pStatusCallback, + FLOAT fCallbackFrequency, + LPVOID pUserContext, + LPD3DXMESH *ppMeshOut, + LPD3DXBUFFER *ppFacePartitioning, + LPD3DXBUFFER *ppVertexRemapArray, + FLOAT *pfMaxStretchOut, + UINT *puNumChartsOut); + +// This has the same exact arguments as Create, except that it does not perform the +// final packing step. This method allows one to get a partitioning out, and possibly +// modify it before sending it to be repacked. Note that if you change the +// partitioning, you'll also need to calculate new texture coordinates for any faces +// that have switched charts. +// +// The partition result adjacency output parameter is meant to be passed to the +// UVAtlasPack function, this adjacency cuts edges that are between adjacent +// charts, and also can include cuts inside of a chart in order to make it +// equivalent to a disc. For example: +// +// _______ +// | ___ | +// | |_| | +// |_____| +// +// In order to make this equivalent to a disc, we would need to add a cut, and it +// Would end up looking like: +// _______ +// | ___ | +// | |_|_| +// |_____| +// +// The resulting partition adjacency parameter cannot be NULL, because it is +// required for the packing step. + + + +HRESULT WINAPI D3DXUVAtlasPartition(LPD3DXMESH pMesh, + UINT uMaxChartNumber, + FLOAT fMaxStretch, + DWORD dwTextureIndex, + CONST DWORD *pdwAdjacency, + CONST DWORD *pdwFalseEdgeAdjacency, + CONST FLOAT *pfIMTArray, + LPD3DXUVATLASCB pStatusCallback, + FLOAT fCallbackFrequency, + LPVOID pUserContext, + LPD3DXMESH *ppMeshOut, + LPD3DXBUFFER *ppFacePartitioning, + LPD3DXBUFFER *ppVertexRemapArray, + LPD3DXBUFFER *ppPartitionResultAdjacency, + FLOAT *pfMaxStretchOut, + UINT *puNumChartsOut); + +// This takes the face partitioning result from Partition and packs it into an +// atlas of the given size. pdwPartitionResultAdjacency should be derived from +// the adjacency returned from the partition step. This value cannot be NULL +// because Pack needs to know where charts were cut in the partition step in +// order to find the edges of each chart. +HRESULT WINAPI D3DXUVAtlasPack(ID3DXMesh *pMesh, + UINT uWidth, + UINT uHeight, + FLOAT fGutter, + DWORD dwTextureIndex, + CONST DWORD *pdwPartitionResultAdjacency, + LPD3DXUVATLASCB pStatusCallback, + FLOAT fCallbackFrequency, + LPVOID pUserContext, + LPD3DXBUFFER pFacePartitioning); + + +//============================================================================ +// +// IMT Calculation apis +// +// These functions all compute the Integrated Metric Tensor for use in the +// UVAtlas API. They all calculate the IMT with respect to the canonical +// triangle, where the coordinate system is set up so that the u axis goes +// from vertex 0 to 1 and the v axis is N x u. So, for example, the second +// vertex's canonical uv coordinates are (d,0) where d is the distance between +// vertices 0 and 1. This way the IMT does not depend on the parameterization +// of the mesh, and if the signal over the surface doesn't change, then +// the IMT doesn't need to be recalculated. +//============================================================================ + +// This callback is used by D3DXComputeIMTFromSignal. +// +// uv - The texture coordinate for the vertex. +// uPrimitiveID - Face ID of the triangle on which to compute the signal. +// uSignalDimension - The number of floats to store in pfSignalOut. +// pUserData - The pUserData pointer passed in to ComputeIMTFromSignal. +// pfSignalOut - A pointer to where to store the signal data. +typedef HRESULT (WINAPI* LPD3DXIMTSIGNALCALLBACK) + (CONST D3DXVECTOR2 *uv, + UINT uPrimitiveID, + UINT uSignalDimension, + VOID *pUserData, + FLOAT *pfSignalOut); + +// This function is used to calculate the IMT from per vertex data. It sets +// up a linear system over the triangle, solves for the jacobian J, then +// constructs the IMT from that (J^TJ). +// This function allows you to calculate the IMT based off of any value in a +// mesh (color, normal, etc) by specifying the correct stride of the array. +// The IMT computed will cause areas of the mesh that have similar values to +// take up less space in the texture. +// +// pMesh - The mesh to calculate the IMT for. +// pVertexSignal - A float array of size uSignalStride * v, where v is the +// number of vertices in the mesh. +// uSignalDimension - How many floats per vertex to use in calculating the IMT. +// uSignalStride - The number of bytes per vertex in the array. This must be +// a multiple of sizeof(float) +// ppIMTData - Where to store the buffer holding the IMT data + +HRESULT WINAPI D3DXComputeIMTFromPerVertexSignal ( + LPD3DXMESH pMesh, + CONST FLOAT *pfVertexSignal, // uSignalDimension floats per vertex + UINT uSignalDimension, + UINT uSignalStride, // stride of signal in bytes + DWORD dwOptions, // reserved for future use + LPD3DXUVATLASCB pStatusCallback, + LPVOID pUserContext, + LPD3DXBUFFER *ppIMTData); + +// This function is used to calculate the IMT from data that varies over the +// surface of the mesh (generally at a higher frequency than vertex data). +// This function requires the mesh to already be parameterized (so it already +// has texture coordinates). It allows the user to define a signal arbitrarily +// over the surface of the mesh. +// +// pMesh - The mesh to calculate the IMT for. +// dwTextureIndex - This describes which set of texture coordinates in the +// mesh to use. +// uSignalDimension - How many components there are in the signal. +// fMaxUVDistance - The subdivision will continue until the distance between +// all vertices is at most fMaxUVDistance. +// dwOptions - reserved for future use +// pSignalCallback - The callback to use to get the signal. +// pUserData - A pointer that will be passed in to the callback. +// ppIMTData - Where to store the buffer holding the IMT data +HRESULT WINAPI D3DXComputeIMTFromSignal( + LPD3DXMESH pMesh, + DWORD dwTextureIndex, + UINT uSignalDimension, + FLOAT fMaxUVDistance, + DWORD dwOptions, // reserved for future use + LPD3DXIMTSIGNALCALLBACK pSignalCallback, + VOID *pUserData, + LPD3DXUVATLASCB pStatusCallback, + LPVOID pUserContext, + LPD3DXBUFFER *ppIMTData); + +// This function is used to calculate the IMT from texture data. Given a texture +// that maps over the surface of the mesh, the algorithm computes the IMT for +// each face. This will cause large areas that are very similar to take up less +// room when parameterized with UVAtlas. The texture is assumed to be +// interpolated over the mesh bilinearly. +// +// pMesh - The mesh to calculate the IMT for. +// pTexture - The texture to load data from. +// dwTextureIndex - This describes which set of texture coordinates in the +// mesh to use. +// dwOptions - Combination of one or more D3DXIMT flags. +// ppIMTData - Where to store the buffer holding the IMT data +HRESULT WINAPI D3DXComputeIMTFromTexture ( + LPD3DXMESH pMesh, + LPDIRECT3DTEXTURE9 pTexture, + DWORD dwTextureIndex, + DWORD dwOptions, + LPD3DXUVATLASCB pStatusCallback, + LPVOID pUserContext, + LPD3DXBUFFER *ppIMTData); + +// This function is very similar to ComputeIMTFromTexture, but it uses a +// float array to pass in the data, and it can calculate higher dimensional +// values than 4. +// +// pMesh - The mesh to calculate the IMT for. +// dwTextureIndex - This describes which set of texture coordinates in the +// mesh to use. +// pfFloatArray - a pointer to a float array of size +// uWidth*uHeight*uComponents +// uWidth - The width of the texture +// uHeight - The height of the texture +// uSignalDimension - The number of floats per texel in the signal +// uComponents - The number of floats in each texel +// dwOptions - Combination of one or more D3DXIMT flags +// ppIMTData - Where to store the buffer holding the IMT data +HRESULT WINAPI D3DXComputeIMTFromPerTexelSignal( + LPD3DXMESH pMesh, + DWORD dwTextureIndex, + FLOAT *pfTexelSignal, + UINT uWidth, + UINT uHeight, + UINT uSignalDimension, + UINT uComponents, + DWORD dwOptions, + LPD3DXUVATLASCB pStatusCallback, + LPVOID pUserContext, + LPD3DXBUFFER *ppIMTData); + +HRESULT WINAPI + D3DXConvertMeshSubsetToSingleStrip( + LPD3DXBASEMESH MeshIn, + DWORD AttribId, + DWORD IBOptions, + LPDIRECT3DINDEXBUFFER9 *ppIndexBuffer, + DWORD *pNumIndices); + +HRESULT WINAPI + D3DXConvertMeshSubsetToStrips( + LPD3DXBASEMESH MeshIn, + DWORD AttribId, + DWORD IBOptions, + LPDIRECT3DINDEXBUFFER9 *ppIndexBuffer, + DWORD *pNumIndices, + LPD3DXBUFFER *ppStripLengths, + DWORD *pNumStrips); + + +//============================================================================ +// +// D3DXOptimizeFaces: +// -------------------- +// Generate a face remapping for a triangle list that more effectively utilizes +// vertex caches. This optimization is identical to the one provided +// by ID3DXMesh::Optimize with the hardware independent option enabled. +// +// Parameters: +// pbIndices +// Triangle list indices to use for generating a vertex ordering +// NumFaces +// Number of faces in the triangle list +// NumVertices +// Number of vertices referenced by the triangle list +// b32BitIndices +// TRUE if indices are 32 bit, FALSE if indices are 16 bit +// pFaceRemap +// Destination buffer to store face ordering +// The number stored for a given element is where in the new ordering +// the face will have come from. See ID3DXMesh::Optimize for more info. +// +//============================================================================ +HRESULT WINAPI + D3DXOptimizeFaces( + LPCVOID pbIndices, + UINT cFaces, + UINT cVertices, + BOOL b32BitIndices, + DWORD* pFaceRemap); + +//============================================================================ +// +// D3DXOptimizeVertices: +// -------------------- +// Generate a vertex remapping to optimize for in order use of vertices for +// a given set of indices. This is commonly used after applying the face +// remap generated by D3DXOptimizeFaces +// +// Parameters: +// pbIndices +// Triangle list indices to use for generating a vertex ordering +// NumFaces +// Number of faces in the triangle list +// NumVertices +// Number of vertices referenced by the triangle list +// b32BitIndices +// TRUE if indices are 32 bit, FALSE if indices are 16 bit +// pVertexRemap +// Destination buffer to store vertex ordering +// The number stored for a given element is where in the new ordering +// the vertex will have come from. See ID3DXMesh::Optimize for more info. +// +//============================================================================ +HRESULT WINAPI + D3DXOptimizeVertices( + LPCVOID pbIndices, + UINT cFaces, + UINT cVertices, + BOOL b32BitIndices, + DWORD* pVertexRemap); + +#ifdef __cplusplus +} +#endif //__cplusplus + + +//=========================================================================== +// +// Data structures for Spherical Harmonic Precomputation +// +// +//============================================================================ + +typedef enum _D3DXSHCOMPRESSQUALITYTYPE { + D3DXSHCQUAL_FASTLOWQUALITY = 1, + D3DXSHCQUAL_SLOWHIGHQUALITY = 2, + D3DXSHCQUAL_FORCE_DWORD = 0x7fffffff +} D3DXSHCOMPRESSQUALITYTYPE; + +typedef enum _D3DXSHGPUSIMOPT { + D3DXSHGPUSIMOPT_SHADOWRES256 = 1, + D3DXSHGPUSIMOPT_SHADOWRES512 = 0, + D3DXSHGPUSIMOPT_SHADOWRES1024 = 2, + D3DXSHGPUSIMOPT_SHADOWRES2048 = 3, + + D3DXSHGPUSIMOPT_HIGHQUALITY = 4, + + D3DXSHGPUSIMOPT_FORCE_DWORD = 0x7fffffff +} D3DXSHGPUSIMOPT; + +// for all properties that are colors the luminance is computed +// if the simulator is run with a single channel using the following +// formula: R * 0.2125 + G * 0.7154 + B * 0.0721 + +typedef struct _D3DXSHMATERIAL { + D3DCOLORVALUE Diffuse; // Diffuse albedo of the surface. (Ignored if object is a Mirror) + BOOL bMirror; // Must be set to FALSE. bMirror == TRUE not currently supported + BOOL bSubSurf; // true if the object does subsurface scattering - can't do this and be a mirror + + // subsurface scattering parameters + FLOAT RelativeIndexOfRefraction; + D3DCOLORVALUE Absorption; + D3DCOLORVALUE ReducedScattering; + +} D3DXSHMATERIAL; + +// allocated in D3DXSHPRTCompSplitMeshSC +// vertices are duplicated into multiple super clusters but +// only have a valid status in one super cluster (fill in the rest) + +typedef struct _D3DXSHPRTSPLITMESHVERTDATA { + UINT uVertRemap; // vertex in original mesh this corresponds to + UINT uSubCluster; // cluster index relative to super cluster + UCHAR ucVertStatus; // 1 if vertex has valid data, 0 if it is "fill" +} D3DXSHPRTSPLITMESHVERTDATA; + +// used in D3DXSHPRTCompSplitMeshSC +// information for each super cluster that maps into face/vert arrays + +typedef struct _D3DXSHPRTSPLITMESHCLUSTERDATA { + UINT uVertStart; // initial index into remapped vertex array + UINT uVertLength; // number of vertices in this super cluster + + UINT uFaceStart; // initial index into face array + UINT uFaceLength; // number of faces in this super cluster + + UINT uClusterStart; // initial index into cluster array + UINT uClusterLength; // number of clusters in this super cluster +} D3DXSHPRTSPLITMESHCLUSTERDATA; + +// call back function for simulator +// return S_OK to keep running the simulator - anything else represents +// failure and the simulator will abort. + +typedef HRESULT (WINAPI *LPD3DXSHPRTSIMCB)(float fPercentDone, LPVOID lpUserContext); + +// interfaces for PRT buffers/simulator + +// GUIDs +// {F1827E47-00A8-49cd-908C-9D11955F8728} +DEFINE_GUID(IID_ID3DXPRTBuffer, +0xf1827e47, 0xa8, 0x49cd, 0x90, 0x8c, 0x9d, 0x11, 0x95, 0x5f, 0x87, 0x28); + +// {A758D465-FE8D-45ad-9CF0-D01E56266A07} +DEFINE_GUID(IID_ID3DXPRTCompBuffer, +0xa758d465, 0xfe8d, 0x45ad, 0x9c, 0xf0, 0xd0, 0x1e, 0x56, 0x26, 0x6a, 0x7); + +// {838F01EC-9729-4527-AADB-DF70ADE7FEA9} +DEFINE_GUID(IID_ID3DXTextureGutterHelper, +0x838f01ec, 0x9729, 0x4527, 0xaa, 0xdb, 0xdf, 0x70, 0xad, 0xe7, 0xfe, 0xa9); + +// {683A4278-CD5F-4d24-90AD-C4E1B6855D53} +DEFINE_GUID(IID_ID3DXPRTEngine, +0x683a4278, 0xcd5f, 0x4d24, 0x90, 0xad, 0xc4, 0xe1, 0xb6, 0x85, 0x5d, 0x53); + +// interface defenitions + +typedef interface ID3DXTextureGutterHelper ID3DXTextureGutterHelper; +typedef interface ID3DXPRTBuffer ID3DXPRTBuffer; + +#undef INTERFACE +#define INTERFACE ID3DXPRTBuffer + +// Buffer interface - contains "NumSamples" samples +// each sample in memory is stored as NumCoeffs scalars per channel (1 or 3) +// Same interface is used for both Vertex and Pixel PRT buffers + +DECLARE_INTERFACE_(ID3DXPRTBuffer, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXPRTBuffer + STDMETHOD_(UINT, GetNumSamples)(THIS) PURE; + STDMETHOD_(UINT, GetNumCoeffs)(THIS) PURE; + STDMETHOD_(UINT, GetNumChannels)(THIS) PURE; + + STDMETHOD_(BOOL, IsTexture)(THIS) PURE; + STDMETHOD_(UINT, GetWidth)(THIS) PURE; + STDMETHOD_(UINT, GetHeight)(THIS) PURE; + + // changes the number of samples allocated in the buffer + STDMETHOD(Resize)(THIS_ UINT NewSize) PURE; + + // ppData will point to the memory location where sample Start begins + // pointer is valid for at least NumSamples samples + STDMETHOD(LockBuffer)(THIS_ UINT Start, UINT NumSamples, FLOAT **ppData) PURE; + STDMETHOD(UnlockBuffer)(THIS) PURE; + + // every scalar in buffer is multiplied by Scale + STDMETHOD(ScaleBuffer)(THIS_ FLOAT Scale) PURE; + + // every scalar contains the sum of this and pBuffers values + // pBuffer must have the same storage class/dimensions + STDMETHOD(AddBuffer)(THIS_ LPD3DXPRTBUFFER pBuffer) PURE; + + // GutterHelper (described below) will fill in the gutter + // regions of a texture by interpolating "internal" values + STDMETHOD(AttachGH)(THIS_ LPD3DXTEXTUREGUTTERHELPER) PURE; + STDMETHOD(ReleaseGH)(THIS) PURE; + + // Evaluates attached gutter helper on the contents of this buffer + STDMETHOD(EvalGH)(THIS) PURE; + + // extracts a given channel into texture pTexture + // NumCoefficients starting from StartCoefficient are copied + STDMETHOD(ExtractTexture)(THIS_ UINT Channel, UINT StartCoefficient, + UINT NumCoefficients, LPDIRECT3DTEXTURE9 pTexture) PURE; + + // extracts NumCoefficients coefficients into mesh - only applicable on single channel + // buffers, otherwise just lockbuffer and copy data. With SHPRT data NumCoefficients + // should be Order^2 + STDMETHOD(ExtractToMesh)(THIS_ UINT NumCoefficients, D3DDECLUSAGE Usage, UINT UsageIndexStart, + LPD3DXMESH pScene) PURE; + +}; + +typedef interface ID3DXPRTCompBuffer ID3DXPRTCompBuffer; +typedef interface ID3DXPRTCompBuffer *LPD3DXPRTCOMPBUFFER; + +#undef INTERFACE +#define INTERFACE ID3DXPRTCompBuffer + +// compressed buffers stored a compressed version of a PRTBuffer + +DECLARE_INTERFACE_(ID3DXPRTCompBuffer, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DPRTCompBuffer + + // NumCoeffs and NumChannels are properties of input buffer + STDMETHOD_(UINT, GetNumSamples)(THIS) PURE; + STDMETHOD_(UINT, GetNumCoeffs)(THIS) PURE; + STDMETHOD_(UINT, GetNumChannels)(THIS) PURE; + + STDMETHOD_(BOOL, IsTexture)(THIS) PURE; + STDMETHOD_(UINT, GetWidth)(THIS) PURE; + STDMETHOD_(UINT, GetHeight)(THIS) PURE; + + // number of clusters, and PCA vectors per-cluster + STDMETHOD_(UINT, GetNumClusters)(THIS) PURE; + STDMETHOD_(UINT, GetNumPCA)(THIS) PURE; + + // normalizes PCA weights so that they are between [-1,1] + // basis vectors are modified to reflect this + STDMETHOD(NormalizeData)(THIS) PURE; + + // copies basis vectors for cluster "Cluster" into pClusterBasis + // (NumPCA+1)*NumCoeffs*NumChannels floats + STDMETHOD(ExtractBasis)(THIS_ UINT Cluster, FLOAT *pClusterBasis) PURE; + + // UINT per sample - which cluster it belongs to + STDMETHOD(ExtractClusterIDs)(THIS_ UINT *pClusterIDs) PURE; + + // copies NumExtract PCA projection coefficients starting at StartPCA + // into pPCACoefficients - NumSamples*NumExtract floats copied + STDMETHOD(ExtractPCA)(THIS_ UINT StartPCA, UINT NumExtract, FLOAT *pPCACoefficients) PURE; + + // copies NumPCA projection coefficients starting at StartPCA + // into pTexture - should be able to cope with signed formats + STDMETHOD(ExtractTexture)(THIS_ UINT StartPCA, UINT NumpPCA, + LPDIRECT3DTEXTURE9 pTexture) PURE; + + // copies NumPCA projection coefficients into mesh pScene + // Usage is D3DDECLUSAGE where coefficients are to be stored + // UsageIndexStart is starting index + STDMETHOD(ExtractToMesh)(THIS_ UINT NumPCA, D3DDECLUSAGE Usage, UINT UsageIndexStart, + LPD3DXMESH pScene) PURE; +}; + + +#undef INTERFACE +#define INTERFACE ID3DXTextureGutterHelper + +// ID3DXTextureGutterHelper will build and manage +// "gutter" regions in a texture - this will allow for +// bi-linear interpolation to not have artifacts when rendering +// It generates a map (in texture space) where each texel +// is in one of 3 states: +// 0 Invalid - not used at all +// 1 Inside triangle +// 2 Gutter texel +// 4 represents a gutter texel that will be computed during PRT +// For each Inside/Gutter texel it stores the face it +// belongs to and barycentric coordinates for the 1st two +// vertices of that face. Gutter vertices are assigned to +// the closest edge in texture space. +// +// When used with PRT this requires a unique parameterization +// of the model - every texel must correspond to a single point +// on the surface of the model and vice versa + +DECLARE_INTERFACE_(ID3DXTextureGutterHelper, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXTextureGutterHelper + + // dimensions of texture this is bound too + STDMETHOD_(UINT, GetWidth)(THIS) PURE; + STDMETHOD_(UINT, GetHeight)(THIS) PURE; + + + // Applying gutters recomputes all of the gutter texels of class "2" + // based on texels of class "1" or "4" + + // Applies gutters to a raw float buffer - each texel is NumCoeffs floats + // Width and Height must match GutterHelper + STDMETHOD(ApplyGuttersFloat)(THIS_ FLOAT *pDataIn, UINT NumCoeffs, UINT Width, UINT Height); + + // Applies gutters to pTexture + // Dimensions must match GutterHelper + STDMETHOD(ApplyGuttersTex)(THIS_ LPDIRECT3DTEXTURE9 pTexture); + + // Applies gutters to a D3DXPRTBuffer + // Dimensions must match GutterHelper + STDMETHOD(ApplyGuttersPRT)(THIS_ LPD3DXPRTBUFFER pBuffer); + + // Resamples a texture from a mesh onto this gutterhelpers + // parameterization. It is assumed that the UV coordinates + // for this gutter helper are in TEXTURE 0 (usage/usage index) + // and the texture coordinates should all be within [0,1] for + // both sets. + // + // pTextureIn - texture represented using parameterization in pMeshIn + // pMeshIn - Mesh with texture coordinates that represent pTextureIn + // pTextureOut texture coordinates are assumed to be in + // TEXTURE 0 + // Usage - field in DECL for pMeshIn that stores texture coordinates + // for pTextureIn + // UsageIndex - which index for Usage above for pTextureIn + // pTextureOut- Resampled texture + // + // Usage would generally be D3DDECLUSAGE_TEXCOORD and UsageIndex other than zero + STDMETHOD(ResampleTex)(THIS_ LPDIRECT3DTEXTURE9 pTextureIn, + LPD3DXMESH pMeshIn, + D3DDECLUSAGE Usage, UINT UsageIndex, + LPDIRECT3DTEXTURE9 pTextureOut); + + // the routines below provide access to the data structures + // used by the Apply functions + + // face map is a UINT per texel that represents the + // face of the mesh that texel belongs too - + // only valid if same texel is valid in pGutterData + // pFaceData must be allocated by the user + STDMETHOD(GetFaceMap)(THIS_ UINT *pFaceData) PURE; + + // BaryMap is a D3DXVECTOR2 per texel + // the 1st two barycentric coordinates for the corresponding + // face (3rd weight is always 1-sum of first two) + // only valid if same texel is valid in pGutterData + // pBaryData must be allocated by the user + STDMETHOD(GetBaryMap)(THIS_ D3DXVECTOR2 *pBaryData) PURE; + + // TexelMap is a D3DXVECTOR2 per texel that + // stores the location in pixel coordinates where the + // corresponding texel is mapped + // pTexelData must be allocated by the user + STDMETHOD(GetTexelMap)(THIS_ D3DXVECTOR2 *pTexelData) PURE; + + // GutterMap is a BYTE per texel + // 0/1/2 for Invalid/Internal/Gutter texels + // 4 represents a gutter texel that will be computed + // during PRT + // pGutterData must be allocated by the user + STDMETHOD(GetGutterMap)(THIS_ BYTE *pGutterData) PURE; + + // face map is a UINT per texel that represents the + // face of the mesh that texel belongs too - + // only valid if same texel is valid in pGutterData + STDMETHOD(SetFaceMap)(THIS_ UINT *pFaceData) PURE; + + // BaryMap is a D3DXVECTOR2 per texel + // the 1st two barycentric coordinates for the corresponding + // face (3rd weight is always 1-sum of first two) + // only valid if same texel is valid in pGutterData + STDMETHOD(SetBaryMap)(THIS_ D3DXVECTOR2 *pBaryData) PURE; + + // TexelMap is a D3DXVECTOR2 per texel that + // stores the location in pixel coordinates where the + // corresponding texel is mapped + STDMETHOD(SetTexelMap)(THIS_ D3DXVECTOR2 *pTexelData) PURE; + + // GutterMap is a BYTE per texel + // 0/1/2 for Invalid/Internal/Gutter texels + // 4 represents a gutter texel that will be computed + // during PRT + STDMETHOD(SetGutterMap)(THIS_ BYTE *pGutterData) PURE; +}; + + +typedef interface ID3DXPRTEngine ID3DXPRTEngine; +typedef interface ID3DXPRTEngine *LPD3DXPRTENGINE; + +#undef INTERFACE +#define INTERFACE ID3DXPRTEngine + +// ID3DXPRTEngine is used to compute a PRT simulation +// Use the following steps to compute PRT for SH +// (1) create an interface (which includes a scene) +// (2) call SetSamplingInfo +// (3) [optional] Set MeshMaterials/albedo's (required if doing bounces) +// (4) call ComputeDirectLightingSH +// (5) [optional] call ComputeBounce +// repeat step 5 for as many bounces as wanted. +// if you want to model subsurface scattering you +// need to call ComputeSS after direct lighting and +// each bounce. +// If you want to bake the albedo into the PRT signal, you +// must call MutliplyAlbedo, otherwise the user has to multiply +// the albedo themselves. Not multiplying the albedo allows you +// to model albedo variation at a finer scale then illumination, and +// can result in better compression results. +// Luminance values are computed from RGB values using the following +// formula: R * 0.2125 + G * 0.7154 + B * 0.0721 + +DECLARE_INTERFACE_(ID3DXPRTEngine, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXPRTEngine + + // This sets a material per attribute in the scene mesh and it is + // the only way to specify subsurface scattering parameters. if + // bSetAlbedo is FALSE, NumChannels must match the current + // configuration of the PRTEngine. If you intend to change + // NumChannels (through some other SetAlbedo function) it must + // happen before SetMeshMaterials is called. + // + // NumChannels 1 implies "grayscale" materials, set this to 3 to enable + // color bleeding effects + // bSetAlbedo sets albedo from material if TRUE - which clobbers per texel/vertex + // albedo that might have been set before. FALSE won't clobber. + // fLengthScale is used for subsurface scattering - scene is mapped into a 1mm unit cube + // and scaled by this amount + STDMETHOD(SetMeshMaterials)(THIS_ CONST D3DXSHMATERIAL **ppMaterials, UINT NumMeshes, + UINT NumChannels, BOOL bSetAlbedo, FLOAT fLengthScale) PURE; + + // setting albedo per-vertex or per-texel over rides the albedos stored per mesh + // but it does not over ride any other settings + + // sets an albedo to be used per vertex - the albedo is represented as a float + // pDataIn input pointer (pointint to albedo of 1st sample) + // NumChannels 1 implies "grayscale" materials, set this to 3 to enable + // color bleeding effects + // Stride - stride in bytes to get to next samples albedo + STDMETHOD(SetPerVertexAlbedo)(THIS_ CONST VOID *pDataIn, UINT NumChannels, UINT Stride) PURE; + + // represents the albedo per-texel instead of per-vertex (even if per-vertex PRT is used) + // pAlbedoTexture - texture that stores the albedo (dimension arbitrary) + // NumChannels 1 implies "grayscale" materials, set this to 3 to enable + // color bleeding effects + // pGH - optional gutter helper, otherwise one is constructed in computation routines and + // destroyed (if not attached to buffers) + STDMETHOD(SetPerTexelAlbedo)(THIS_ LPDIRECT3DTEXTURE9 pAlbedoTexture, + UINT NumChannels, + LPD3DXTEXTUREGUTTERHELPER pGH) PURE; + + // gets the per-vertex albedo + STDMETHOD(GetVertexAlbedo)(THIS_ D3DXCOLOR *pVertColors, UINT NumVerts) PURE; + + // If pixel PRT is being computed normals default to ones that are interpolated + // from the vertex normals. This specifies a texture that stores an object + // space normal map instead (must use a texture format that can represent signed values) + // pNormalTexture - normal map, must be same dimensions as PRTBuffers, signed + STDMETHOD(SetPerTexelNormal)(THIS_ LPDIRECT3DTEXTURE9 pNormalTexture) PURE; + + // Copies per-vertex albedo from mesh + // pMesh - mesh that represents the scene. It must have the same + // properties as the mesh used to create the PRTEngine + // Usage - D3DDECLUSAGE to extract albedos from + // NumChannels 1 implies "grayscale" materials, set this to 3 to enable + // color bleeding effects + STDMETHOD(ExtractPerVertexAlbedo)(THIS_ LPD3DXMESH pMesh, + D3DDECLUSAGE Usage, + UINT NumChannels) PURE; + + // Resamples the input buffer into the output buffer + // can be used to move between per-vertex and per-texel buffers. This can also be used + // to convert single channel buffers to 3-channel buffers and vice-versa. + STDMETHOD(ResampleBuffer)(THIS_ LPD3DXPRTBUFFER pBufferIn, LPD3DXPRTBUFFER pBufferOut) PURE; + + // Returns the scene mesh - including modifications from adaptive spatial sampling + // The returned mesh only has positions, normals and texture coordinates (if defined) + // pD3DDevice - d3d device that will be used to allocate the mesh + // pFaceRemap - each face has a pointer back to the face on the original mesh that it comes from + // if the face hasn't been subdivided this will be an identity mapping + // pVertRemap - each vertex contains 3 vertices that this is a linear combination of + // pVertWeights - weights for each of above indices (sum to 1.0f) + // ppMesh - mesh that will be allocated and filled + STDMETHOD(GetAdaptedMesh)(THIS_ LPDIRECT3DDEVICE9 pD3DDevice,UINT *pFaceRemap, UINT *pVertRemap, FLOAT *pfVertWeights, LPD3DXMESH *ppMesh) PURE; + + // Number of vertices currently allocated (includes new vertices from adaptive sampling) + STDMETHOD_(UINT, GetNumVerts)(THIS) PURE; + // Number of faces currently allocated (includes new faces) + STDMETHOD_(UINT, GetNumFaces)(THIS) PURE; + + // Sets the Minimum/Maximum intersection distances, this can be used to control + // maximum distance that objects can shadow/reflect light, and help with "bad" + // art that might have near features that you don't want to shadow. This does not + // apply for GPU simulations. + // fMin - minimum intersection distance, must be positive and less than fMax + // fMax - maximum intersection distance, if 0.0f use the previous value, otherwise + // must be strictly greater than fMin + STDMETHOD(SetMinMaxIntersection)(THIS_ FLOAT fMin, FLOAT fMax) PURE; + + // This will subdivide faces on a mesh so that adaptively simulations can + // use a more conservative threshold (it won't miss features.) + // MinEdgeLength - minimum edge length that will be generated, if 0.0f a + // reasonable default will be used + // MaxSubdiv - maximum level of subdivision, if 0 is specified a default + // value will be used (5) + STDMETHOD(RobustMeshRefine)(THIS_ FLOAT MinEdgeLength, UINT MaxSubdiv) PURE; + + // This sets to sampling information used by the simulator. Adaptive sampling + // parameters are currently ignored. + // NumRays - number of rays to shoot per sample + // UseSphere - if TRUE uses spherical samples, otherwise samples over + // the hemisphere. Should only be used with GPU and Vol computations + // UseCosine - if TRUE uses a cosine weighting - not used for Vol computations + // or if only the visiblity function is desired + // Adaptive - if TRUE adaptive sampling (angular) is used + // AdaptiveThresh - threshold used to terminate adaptive angular sampling + // ignored if adaptive sampling is not set + STDMETHOD(SetSamplingInfo)(THIS_ UINT NumRays, + BOOL UseSphere, + BOOL UseCosine, + BOOL Adaptive, + FLOAT AdaptiveThresh) PURE; + + // Methods that compute the direct lighting contribution for objects + // always represente light using spherical harmonics (SH) + // the albedo is not multiplied by the signal - it just integrates + // incoming light. If NumChannels is not 1 the vector is replicated + // + // SHOrder - order of SH to use + // pDataOut - PRT buffer that is generated. Can be single channel + STDMETHOD(ComputeDirectLightingSH)(THIS_ UINT SHOrder, + LPD3DXPRTBUFFER pDataOut) PURE; + + // Adaptive variant of above function. This will refine the mesh + // generating new vertices/faces to approximate the PRT signal + // more faithfully. + // SHOrder - order of SH to use + // AdaptiveThresh - threshold for adaptive subdivision (in PRT vector error) + // if value is less then 1e-6f, 1e-6f is specified + // MinEdgeLength - minimum edge length that will be generated + // if value is too small a fairly conservative model dependent value + // is used + // MaxSubdiv - maximum subdivision level, if 0 is specified it + // will default to 4 + // pDataOut - PRT buffer that is generated. Can be single channel. + STDMETHOD(ComputeDirectLightingSHAdaptive)(THIS_ UINT SHOrder, + FLOAT AdaptiveThresh, + FLOAT MinEdgeLength, + UINT MaxSubdiv, + LPD3DXPRTBUFFER pDataOut) PURE; + + // Function that computes the direct lighting contribution for objects + // light is always represented using spherical harmonics (SH) + // This is done on the GPU and is much faster then using the CPU. + // The albedo is not multiplied by the signal - it just integrates + // incoming light. If NumChannels is not 1 the vector is replicated. + // ZBias/ZAngleBias are akin to parameters used with shadow zbuffers. + // A reasonable default for both values is 0.005, but the user should + // experiment (ZAngleBias can be zero, ZBias should not be.) + // Callbacks should not use the Direct3D9Device the simulator is using. + // SetSamplingInfo must be called with TRUE for UseSphere and + // FALSE for UseCosine before this method is called. + // + // pD3DDevice - device used to run GPU simulator - must support PS2.0 + // and FP render targets + // Flags - parameters for the GPU simulator, combination of one or more + // D3DXSHGPUSIMOPT flags. Only one SHADOWRES setting should be set and + // the defaults is 512 + // SHOrder - order of SH to use + // ZBias - bias in normal direction (for depth test) + // ZAngleBias - scaled by one minus cosine of angle with light (offset in depth) + // pDataOut - PRT buffer that is filled in. Can be single channel + STDMETHOD(ComputeDirectLightingSHGPU)(THIS_ LPDIRECT3DDEVICE9 pD3DDevice, + UINT Flags, + UINT SHOrder, + FLOAT ZBias, + FLOAT ZAngleBias, + LPD3DXPRTBUFFER pDataOut) PURE; + + + // Functions that computes subsurface scattering (using material properties) + // Albedo is not multiplied by result. This only works for per-vertex data + // use ResampleBuffer to move per-vertex data into a texture and back. + // + // pDataIn - input data (previous bounce) + // pDataOut - result of subsurface scattering simulation + // pDataTotal - [optional] results can be summed into this buffer + STDMETHOD(ComputeSS)(THIS_ LPD3DXPRTBUFFER pDataIn, + LPD3DXPRTBUFFER pDataOut, LPD3DXPRTBUFFER pDataTotal) PURE; + + // Adaptive version of ComputeSS. + // + // pDataIn - input data (previous bounce) + // AdaptiveThresh - threshold for adaptive subdivision (in PRT vector error) + // if value is less then 1e-6f, 1e-6f is specified + // MinEdgeLength - minimum edge length that will be generated + // if value is too small a fairly conservative model dependent value + // is used + // MaxSubdiv - maximum subdivision level, if 0 is specified it + // will default to 4 + // pDataOut - result of subsurface scattering simulation + // pDataTotal - [optional] results can be summed into this buffer + STDMETHOD(ComputeSSAdaptive)(THIS_ LPD3DXPRTBUFFER pDataIn, + FLOAT AdaptiveThresh, + FLOAT MinEdgeLength, + UINT MaxSubdiv, + LPD3DXPRTBUFFER pDataOut, LPD3DXPRTBUFFER pDataTotal) PURE; + + // computes a single bounce of inter-reflected light + // works for SH based PRT or generic lighting + // Albedo is not multiplied by result + // + // pDataIn - previous bounces data + // pDataOut - PRT buffer that is generated + // pDataTotal - [optional] can be used to keep a running sum + STDMETHOD(ComputeBounce)(THIS_ LPD3DXPRTBUFFER pDataIn, + LPD3DXPRTBUFFER pDataOut, + LPD3DXPRTBUFFER pDataTotal) PURE; + + // Adaptive version of above function. + // + // pDataIn - previous bounces data, can be single channel + // AdaptiveThresh - threshold for adaptive subdivision (in PRT vector error) + // if value is less then 1e-6f, 1e-6f is specified + // MinEdgeLength - minimum edge length that will be generated + // if value is too small a fairly conservative model dependent value + // is used + // MaxSubdiv - maximum subdivision level, if 0 is specified it + // will default to 4 + // pDataOut - PRT buffer that is generated + // pDataTotal - [optional] can be used to keep a running sum + STDMETHOD(ComputeBounceAdaptive)(THIS_ LPD3DXPRTBUFFER pDataIn, + FLOAT AdaptiveThresh, + FLOAT MinEdgeLength, + UINT MaxSubdiv, + LPD3DXPRTBUFFER pDataOut, + LPD3DXPRTBUFFER pDataTotal) PURE; + + // Computes projection of distant SH radiance into a local SH radiance + // function. This models how direct lighting is attenuated by the + // scene and is a form of "neighborhood transfer." The result is + // a linear operator (matrix) at every sample point, if you multiply + // this matrix by the distant SH lighting coefficients you get an + // approximation of the local incident radiance function from + // direct lighting. These resulting lighting coefficients can + // than be projected into another basis or used with any rendering + // technique that uses spherical harmonics as input. + // SetSamplingInfo must be called with TRUE for UseSphere and + // FALSE for UseCosine before this method is called. + // Generates SHOrderIn*SHOrderIn*SHOrderOut*SHOrderOut scalars + // per channel at each sample location. + // + // SHOrderIn - Order of the SH representation of distant lighting + // SHOrderOut - Order of the SH representation of local lighting + // NumVolSamples - Number of sample locations + // pSampleLocs - position of sample locations + // pDataOut - PRT Buffer that will store output results + STDMETHOD(ComputeVolumeSamplesDirectSH)(THIS_ UINT SHOrderIn, + UINT SHOrderOut, + UINT NumVolSamples, + CONST D3DXVECTOR3 *pSampleLocs, + LPD3DXPRTBUFFER pDataOut) PURE; + + // At each sample location computes a linear operator (matrix) that maps + // the representation of source radiance (NumCoeffs in pSurfDataIn) + // into a local incident radiance function approximated with spherical + // harmonics. For example if a light map data is specified in pSurfDataIn + // the result is an SH representation of the flow of light at each sample + // point. If PRT data for an outdoor scene is used, each sample point + // contains a matrix that models how distant lighting bounces of the objects + // in the scene and arrives at the given sample point. Combined with + // ComputeVolumeSamplesDirectSH this gives the complete representation for + // how light arrives at each sample point parameterized by distant lighting. + // SetSamplingInfo must be called with TRUE for UseSphere and + // FALSE for UseCosine before this method is called. + // Generates pSurfDataIn->NumCoeffs()*SHOrder*SHOrder scalars + // per channel at each sample location. + // + // pSurfDataIn - previous bounce data + // SHOrder - order of SH to generate projection with + // NumVolSamples - Number of sample locations + // pSampleLocs - position of sample locations + // pDataOut - PRT Buffer that will store output results + STDMETHOD(ComputeVolumeSamples)(THIS_ LPD3DXPRTBUFFER pSurfDataIn, + UINT SHOrder, + UINT NumVolSamples, + CONST D3DXVECTOR3 *pSampleLocs, + LPD3DXPRTBUFFER pDataOut) PURE; + + // Computes direct lighting (SH) for a point not on the mesh + // with a given normal - cannot use texture buffers. + // + // SHOrder - order of SH to use + // NumSamples - number of sample locations + // pSampleLocs - position for each sample + // pSampleNorms - normal for each sample + // pDataOut - PRT Buffer that will store output results + STDMETHOD(ComputeSurfSamplesDirectSH)(THIS_ UINT SHOrder, + UINT NumSamples, + CONST D3DXVECTOR3 *pSampleLocs, + CONST D3DXVECTOR3 *pSampleNorms, + LPD3DXPRTBUFFER pDataOut) PURE; + + + // given the solution for PRT or light maps, computes transfer vector at arbitrary + // position/normal pairs in space + // + // pSurfDataIn - input data + // NumSamples - number of sample locations + // pSampleLocs - position for each sample + // pSampleNorms - normal for each sample + // pDataOut - PRT Buffer that will store output results + // pDataTotal - optional buffer to sum results into - can be NULL + STDMETHOD(ComputeSurfSamplesBounce)(THIS_ LPD3DXPRTBUFFER pSurfDataIn, + UINT NumSamples, + CONST D3DXVECTOR3 *pSampleLocs, + CONST D3DXVECTOR3 *pSampleNorms, + LPD3DXPRTBUFFER pDataOut, + LPD3DXPRTBUFFER pDataTotal) PURE; + + // Frees temporary data structures that can be created for subsurface scattering + // this data is freed when the PRTComputeEngine is freed and is lazily created + STDMETHOD(FreeSSData)(THIS) PURE; + + // Frees temporary data structures that can be created for bounce simulations + // this data is freed when the PRTComputeEngine is freed and is lazily created + STDMETHOD(FreeBounceData)(THIS) PURE; + + // This computes the Local Deformable PRT (LDPRT) coefficients relative to the + // per sample normals that minimize error in a least squares sense with respect + // to the input PRT data set. These coefficients can be used with skinned/transformed + // normals to model global effects with dynamic objects. Shading normals can + // optionally be solved for - these normals (along with the LDPRT coefficients) can + // more accurately represent the PRT signal. The coefficients are for zonal + // harmonics oriented in the normal/shading normal direction. + // + // pDataIn - SH PRT dataset that is input + // SHOrder - Order of SH to compute conv coefficients for + // pNormOut - Optional array of vectors (passed in) that will be filled with + // "shading normals", LDPRT coefficients are optimized for + // these normals. This array must be the same size as the number of + // samples in pDataIn + // pDataOut - Output buffer (SHOrder zonal harmonic coefficients per channel per sample) + STDMETHOD(ComputeLDPRTCoeffs)(THIS_ LPD3DXPRTBUFFER pDataIn, + UINT SHOrder, + D3DXVECTOR3 *pNormOut, + LPD3DXPRTBUFFER pDataOut) PURE; + + // scales all the samples associated with a given sub mesh + // can be useful when using subsurface scattering + // fScale - value to scale each vector in submesh by + STDMETHOD(ScaleMeshChunk)(THIS_ UINT uMeshChunk, FLOAT fScale, LPD3DXPRTBUFFER pDataOut) PURE; + + // mutliplies each PRT vector by the albedo - can be used if you want to have the albedo + // burned into the dataset, often better not to do this. If this is not done the user + // must mutliply the albedo themselves when rendering - just multiply the albedo times + // the result of the PRT dot product. + // If pDataOut is a texture simulation result and there is an albedo texture it + // must be represented at the same resolution as the simulation buffer. You can use + // LoadSurfaceFromSurface and set a new albedo texture if this is an issue - but must + // be careful about how the gutters are handled. + // + // pDataOut - dataset that will get albedo pushed into it + STDMETHOD(MultiplyAlbedo)(THIS_ LPD3DXPRTBUFFER pDataOut) PURE; + + // Sets a pointer to an optional call back function that reports back to the + // user percentage done and gives them the option of quitting + // pCB - pointer to call back function, return S_OK for the simulation + // to continue + // Frequency - 1/Frequency is roughly the number of times the call back + // will be invoked + // lpUserContext - will be passed back to the users call back + STDMETHOD(SetCallBack)(THIS_ LPD3DXSHPRTSIMCB pCB, FLOAT Frequency, LPVOID lpUserContext) PURE; + + // Returns TRUE if the ray intersects the mesh, FALSE if it does not. This function + // takes into account settings from SetMinMaxIntersection. If the closest intersection + // is not needed this function is more efficient compared to the ClosestRayIntersection + // method. + // pRayPos - origin of ray + // pRayDir - normalized ray direction (normalization required for SetMinMax to be meaningful) + + STDMETHOD_(BOOL, ShadowRayIntersects)(THIS_ CONST D3DXVECTOR3 *pRayPos, CONST D3DXVECTOR3 *pRayDir) PURE; + + // Returns TRUE if the ray intersects the mesh, FALSE if it does not. If there is an + // intersection the closest face that was intersected and its first two barycentric coordinates + // are returned. This function takes into account settings from SetMinMaxIntersection. + // This is a slower function compared to ShadowRayIntersects and should only be used where + // needed. The third vertices barycentric coordinates will be 1 - pU - pV. + // pRayPos - origin of ray + // pRayDir - normalized ray direction (normalization required for SetMinMax to be meaningful) + // pFaceIndex - Closest face that intersects. This index is based on stacking the pBlockerMesh + // faces before the faces from pMesh + // pU - Barycentric coordinate for vertex 0 + // pV - Barycentric coordinate for vertex 1 + // pDist - Distance along ray where the intersection occured + + STDMETHOD_(BOOL, ClosestRayIntersects)(THIS_ CONST D3DXVECTOR3 *pRayPos, CONST D3DXVECTOR3 *pRayDir, + DWORD *pFaceIndex, FLOAT *pU, FLOAT *pV, FLOAT *pDist) PURE; +}; + + +// API functions for creating interfaces + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + +//============================================================================ +// +// D3DXCreatePRTBuffer: +// -------------------- +// Generates a PRT Buffer that can be compressed or filled by a simulator +// This function should be used to create per-vertex or volume buffers. +// When buffers are created all values are initialized to zero. +// +// Parameters: +// NumSamples +// Number of sample locations represented +// NumCoeffs +// Number of coefficients per sample location (order^2 for SH) +// NumChannels +// Number of color channels to represent (1 or 3) +// ppBuffer +// Buffer that will be allocated +// +//============================================================================ + +HRESULT WINAPI + D3DXCreatePRTBuffer( + UINT NumSamples, + UINT NumCoeffs, + UINT NumChannels, + LPD3DXPRTBUFFER* ppBuffer); + +//============================================================================ +// +// D3DXCreatePRTBufferTex: +// -------------------- +// Generates a PRT Buffer that can be compressed or filled by a simulator +// This function should be used to create per-pixel buffers. +// When buffers are created all values are initialized to zero. +// +// Parameters: +// Width +// Width of texture +// Height +// Height of texture +// NumCoeffs +// Number of coefficients per sample location (order^2 for SH) +// NumChannels +// Number of color channels to represent (1 or 3) +// ppBuffer +// Buffer that will be allocated +// +//============================================================================ + +HRESULT WINAPI + D3DXCreatePRTBufferTex( + UINT Width, + UINT Height, + UINT NumCoeffs, + UINT NumChannels, + LPD3DXPRTBUFFER* ppBuffer); + +//============================================================================ +// +// D3DXLoadPRTBufferFromFile: +// -------------------- +// Loads a PRT buffer that has been saved to disk. +// +// Parameters: +// pFilename +// Name of the file to load +// ppBuffer +// Buffer that will be allocated +// +//============================================================================ + +HRESULT WINAPI + D3DXLoadPRTBufferFromFileA( + LPCSTR pFilename, + LPD3DXPRTBUFFER* ppBuffer); + +HRESULT WINAPI + D3DXLoadPRTBufferFromFileW( + LPCWSTR pFilename, + LPD3DXPRTBUFFER* ppBuffer); + +#ifdef UNICODE +#define D3DXLoadPRTBufferFromFile D3DXLoadPRTBufferFromFileW +#else +#define D3DXLoadPRTBufferFromFile D3DXLoadPRTBufferFromFileA +#endif + + +//============================================================================ +// +// D3DXSavePRTBufferToFile: +// -------------------- +// Saves a PRTBuffer to disk. +// +// Parameters: +// pFilename +// Name of the file to save +// pBuffer +// Buffer that will be saved +// +//============================================================================ + +HRESULT WINAPI + D3DXSavePRTBufferToFileA( + LPCSTR pFileName, + LPD3DXPRTBUFFER pBuffer); + +HRESULT WINAPI + D3DXSavePRTBufferToFileW( + LPCWSTR pFileName, + LPD3DXPRTBUFFER pBuffer); + +#ifdef UNICODE +#define D3DXSavePRTBufferToFile D3DXSavePRTBufferToFileW +#else +#define D3DXSavePRTBufferToFile D3DXSavePRTBufferToFileA +#endif + + +//============================================================================ +// +// D3DXLoadPRTCompBufferFromFile: +// -------------------- +// Loads a PRTComp buffer that has been saved to disk. +// +// Parameters: +// pFilename +// Name of the file to load +// ppBuffer +// Buffer that will be allocated +// +//============================================================================ + +HRESULT WINAPI + D3DXLoadPRTCompBufferFromFileA( + LPCSTR pFilename, + LPD3DXPRTCOMPBUFFER* ppBuffer); + +HRESULT WINAPI + D3DXLoadPRTCompBufferFromFileW( + LPCWSTR pFilename, + LPD3DXPRTCOMPBUFFER* ppBuffer); + +#ifdef UNICODE +#define D3DXLoadPRTCompBufferFromFile D3DXLoadPRTCompBufferFromFileW +#else +#define D3DXLoadPRTCompBufferFromFile D3DXLoadPRTCompBufferFromFileA +#endif + +//============================================================================ +// +// D3DXSavePRTCompBufferToFile: +// -------------------- +// Saves a PRTCompBuffer to disk. +// +// Parameters: +// pFilename +// Name of the file to save +// pBuffer +// Buffer that will be saved +// +//============================================================================ + +HRESULT WINAPI + D3DXSavePRTCompBufferToFileA( + LPCSTR pFileName, + LPD3DXPRTCOMPBUFFER pBuffer); + +HRESULT WINAPI + D3DXSavePRTCompBufferToFileW( + LPCWSTR pFileName, + LPD3DXPRTCOMPBUFFER pBuffer); + +#ifdef UNICODE +#define D3DXSavePRTCompBufferToFile D3DXSavePRTCompBufferToFileW +#else +#define D3DXSavePRTCompBufferToFile D3DXSavePRTCompBufferToFileA +#endif + +//============================================================================ +// +// D3DXCreatePRTCompBuffer: +// -------------------- +// Compresses a PRT buffer (vertex or texel) +// +// Parameters: +// D3DXSHCOMPRESSQUALITYTYPE +// Quality of compression - low is faster (computes PCA per voronoi cluster) +// high is slower but better quality (clusters based on distance to affine subspace) +// NumClusters +// Number of clusters to compute +// NumPCA +// Number of basis vectors to compute +// pCB +// Optional Callback function +// lpUserContext +// Optional user context +// pBufferIn +// Buffer that will be compressed +// ppBufferOut +// Compressed buffer that will be created +// +//============================================================================ + + +HRESULT WINAPI + D3DXCreatePRTCompBuffer( + D3DXSHCOMPRESSQUALITYTYPE Quality, + UINT NumClusters, + UINT NumPCA, + LPD3DXSHPRTSIMCB pCB, + LPVOID lpUserContext, + LPD3DXPRTBUFFER pBufferIn, + LPD3DXPRTCOMPBUFFER *ppBufferOut + ); + +//============================================================================ +// +// D3DXCreateTextureGutterHelper: +// -------------------- +// Generates a "GutterHelper" for a given set of meshes and texture +// resolution +// +// Parameters: +// Width +// Width of texture +// Height +// Height of texture +// pMesh +// Mesh that represents the scene +// GutterSize +// Number of texels to over rasterize in texture space +// this should be at least 1.0 +// ppBuffer +// GutterHelper that will be created +// +//============================================================================ + + +HRESULT WINAPI + D3DXCreateTextureGutterHelper( + UINT Width, + UINT Height, + LPD3DXMESH pMesh, + FLOAT GutterSize, + LPD3DXTEXTUREGUTTERHELPER* ppBuffer); + + +//============================================================================ +// +// D3DXCreatePRTEngine: +// -------------------- +// Computes a PRTEngine which can efficiently generate PRT simulations +// of a scene +// +// Parameters: +// pMesh +// Mesh that represents the scene - must have an AttributeTable +// where vertices are in a unique attribute. +// pAdjacency +// Optional adjacency information +// ExtractUVs +// Set this to true if textures are going to be used for albedos +// or to store PRT vectors +// pBlockerMesh +// Optional mesh that just blocks the scene +// ppEngine +// PRTEngine that will be created +// +//============================================================================ + + +HRESULT WINAPI + D3DXCreatePRTEngine( + LPD3DXMESH pMesh, + DWORD *pAdjacency, + BOOL ExtractUVs, + LPD3DXMESH pBlockerMesh, + LPD3DXPRTENGINE* ppEngine); + +//============================================================================ +// +// D3DXConcatenateMeshes: +// -------------------- +// Concatenates a group of meshes into one common mesh. This can optionaly transform +// each sub mesh or its texture coordinates. If no DECL is given it will +// generate a union of all of the DECL's of the sub meshes, promoting channels +// and types if neccesary. It will create an AttributeTable if possible, one can +// call OptimizeMesh with attribute sort and compacting enabled to ensure this. +// +// Parameters: +// ppMeshes +// Array of pointers to meshes that can store PRT vectors +// NumMeshes +// Number of meshes +// Options +// Passed through to D3DXCreateMesh +// pGeomXForms +// [optional] Each sub mesh is transformed by the corresponding +// matrix if this array is supplied +// pTextureXForms +// [optional] UV coordinates for each sub mesh are transformed +// by corresponding matrix if supplied +// pDecl +// [optional] Only information in this DECL is used when merging +// data +// pD3DDevice +// D3D device that is used to create the new mesh +// ppMeshOut +// Mesh that will be created +// +//============================================================================ + + +HRESULT WINAPI + D3DXConcatenateMeshes( + LPD3DXMESH *ppMeshes, + UINT NumMeshes, + DWORD Options, + CONST D3DXMATRIX *pGeomXForms, + CONST D3DXMATRIX *pTextureXForms, + CONST D3DVERTEXELEMENT9 *pDecl, + LPDIRECT3DDEVICE9 pD3DDevice, + LPD3DXMESH *ppMeshOut); + +//============================================================================ +// +// D3DXSHPRTCompSuperCluster: +// -------------------------- +// Used with compressed results of D3DXSHPRTSimulation. +// Generates "super clusters" - groups of clusters that can be drawn in +// the same draw call. A greedy algorithm that minimizes overdraw is used +// to group the clusters. +// +// Parameters: +// pClusterIDs +// NumVerts cluster ID's (extracted from a compressed buffer) +// pScene +// Mesh that represents composite scene passed to the simulator +// MaxNumClusters +// Maximum number of clusters allocated per super cluster +// NumClusters +// Number of clusters computed in the simulator +// pSuperClusterIDs +// Array of length NumClusters, contains index of super cluster +// that corresponding cluster was assigned to +// pNumSuperClusters +// Returns the number of super clusters allocated +// +//============================================================================ + +HRESULT WINAPI + D3DXSHPRTCompSuperCluster( + UINT *pClusterIDs, + LPD3DXMESH pScene, + UINT MaxNumClusters, + UINT NumClusters, + UINT *pSuperClusterIDs, + UINT *pNumSuperClusters); + +//============================================================================ +// +// D3DXSHPRTCompSplitMeshSC: +// ------------------------- +// Used with compressed results of the vertex version of the PRT simulator. +// After D3DXSHRTCompSuperCluster has been called this function can be used +// to split the mesh into a group of faces/vertices per super cluster. +// Each super cluster contains all of the faces that contain any vertex +// classified in one of its clusters. All of the vertices connected to this +// set of faces are also included with the returned array ppVertStatus +// indicating whether or not the vertex belongs to the supercluster. +// +// Parameters: +// pClusterIDs +// NumVerts cluster ID's (extracted from a compressed buffer) +// NumVertices +// Number of vertices in original mesh +// NumClusters +// Number of clusters (input parameter to compression) +// pSuperClusterIDs +// Array of size NumClusters that will contain super cluster ID's (from +// D3DXSHCompSuerCluster) +// NumSuperClusters +// Number of superclusters allocated in D3DXSHCompSuerCluster +// pInputIB +// Raw index buffer for mesh - format depends on bInputIBIs32Bit +// InputIBIs32Bit +// Indicates whether the input index buffer is 32-bit (otherwise 16-bit +// is assumed) +// NumFaces +// Number of faces in the original mesh (pInputIB is 3 times this length) +// ppIBData +// LPD3DXBUFFER holds raw index buffer that will contain the resulting split faces. +// Format determined by bIBIs32Bit. Allocated by function +// pIBDataLength +// Length of ppIBData, assigned in function +// OutputIBIs32Bit +// Indicates whether the output index buffer is to be 32-bit (otherwise +// 16-bit is assumed) +// ppFaceRemap +// LPD3DXBUFFER mapping of each face in ppIBData to original faces. Length is +// *pIBDataLength/3. Optional paramter, allocated in function +// ppVertData +// LPD3DXBUFFER contains new vertex data structure. Size of pVertDataLength +// pVertDataLength +// Number of new vertices in split mesh. Assigned in function +// pSCClusterList +// Array of length NumClusters which pSCData indexes into (Cluster* fields) +// for each SC, contains clusters sorted by super cluster +// pSCData +// Structure per super cluster - contains indices into ppIBData, +// pSCClusterList and ppVertData +// +//============================================================================ + +HRESULT WINAPI + D3DXSHPRTCompSplitMeshSC( + UINT *pClusterIDs, + UINT NumVertices, + UINT NumClusters, + UINT *pSuperClusterIDs, + UINT NumSuperClusters, + LPVOID pInputIB, + BOOL InputIBIs32Bit, + UINT NumFaces, + LPD3DXBUFFER *ppIBData, + UINT *pIBDataLength, + BOOL OutputIBIs32Bit, + LPD3DXBUFFER *ppFaceRemap, + LPD3DXBUFFER *ppVertData, + UINT *pVertDataLength, + UINT *pSCClusterList, + D3DXSHPRTSPLITMESHCLUSTERDATA *pSCData); + + +#ifdef __cplusplus +} +#endif //__cplusplus + +////////////////////////////////////////////////////////////////////////////// +// +// Definitions of .X file templates used by mesh load/save functions +// that are not RM standard +// +////////////////////////////////////////////////////////////////////////////// + +// {3CF169CE-FF7C-44ab-93C0-F78F62D172E2} +DEFINE_GUID(DXFILEOBJ_XSkinMeshHeader, +0x3cf169ce, 0xff7c, 0x44ab, 0x93, 0xc0, 0xf7, 0x8f, 0x62, 0xd1, 0x72, 0xe2); + +// {B8D65549-D7C9-4995-89CF-53A9A8B031E3} +DEFINE_GUID(DXFILEOBJ_VertexDuplicationIndices, +0xb8d65549, 0xd7c9, 0x4995, 0x89, 0xcf, 0x53, 0xa9, 0xa8, 0xb0, 0x31, 0xe3); + +// {A64C844A-E282-4756-8B80-250CDE04398C} +DEFINE_GUID(DXFILEOBJ_FaceAdjacency, +0xa64c844a, 0xe282, 0x4756, 0x8b, 0x80, 0x25, 0xc, 0xde, 0x4, 0x39, 0x8c); + +// {6F0D123B-BAD2-4167-A0D0-80224F25FABB} +DEFINE_GUID(DXFILEOBJ_SkinWeights, +0x6f0d123b, 0xbad2, 0x4167, 0xa0, 0xd0, 0x80, 0x22, 0x4f, 0x25, 0xfa, 0xbb); + +// {A3EB5D44-FC22-429d-9AFB-3221CB9719A6} +DEFINE_GUID(DXFILEOBJ_Patch, +0xa3eb5d44, 0xfc22, 0x429d, 0x9a, 0xfb, 0x32, 0x21, 0xcb, 0x97, 0x19, 0xa6); + +// {D02C95CC-EDBA-4305-9B5D-1820D7704BBF} +DEFINE_GUID(DXFILEOBJ_PatchMesh, +0xd02c95cc, 0xedba, 0x4305, 0x9b, 0x5d, 0x18, 0x20, 0xd7, 0x70, 0x4b, 0xbf); + +// {B9EC94E1-B9A6-4251-BA18-94893F02C0EA} +DEFINE_GUID(DXFILEOBJ_PatchMesh9, +0xb9ec94e1, 0xb9a6, 0x4251, 0xba, 0x18, 0x94, 0x89, 0x3f, 0x2, 0xc0, 0xea); + +// {B6C3E656-EC8B-4b92-9B62-681659522947} +DEFINE_GUID(DXFILEOBJ_PMInfo, +0xb6c3e656, 0xec8b, 0x4b92, 0x9b, 0x62, 0x68, 0x16, 0x59, 0x52, 0x29, 0x47); + +// {917E0427-C61E-4a14-9C64-AFE65F9E9844} +DEFINE_GUID(DXFILEOBJ_PMAttributeRange, +0x917e0427, 0xc61e, 0x4a14, 0x9c, 0x64, 0xaf, 0xe6, 0x5f, 0x9e, 0x98, 0x44); + +// {574CCC14-F0B3-4333-822D-93E8A8A08E4C} +DEFINE_GUID(DXFILEOBJ_PMVSplitRecord, +0x574ccc14, 0xf0b3, 0x4333, 0x82, 0x2d, 0x93, 0xe8, 0xa8, 0xa0, 0x8e, 0x4c); + +// {B6E70A0E-8EF9-4e83-94AD-ECC8B0C04897} +DEFINE_GUID(DXFILEOBJ_FVFData, +0xb6e70a0e, 0x8ef9, 0x4e83, 0x94, 0xad, 0xec, 0xc8, 0xb0, 0xc0, 0x48, 0x97); + +// {F752461C-1E23-48f6-B9F8-8350850F336F} +DEFINE_GUID(DXFILEOBJ_VertexElement, +0xf752461c, 0x1e23, 0x48f6, 0xb9, 0xf8, 0x83, 0x50, 0x85, 0xf, 0x33, 0x6f); + +// {BF22E553-292C-4781-9FEA-62BD554BDD93} +DEFINE_GUID(DXFILEOBJ_DeclData, +0xbf22e553, 0x292c, 0x4781, 0x9f, 0xea, 0x62, 0xbd, 0x55, 0x4b, 0xdd, 0x93); + +// {F1CFE2B3-0DE3-4e28-AFA1-155A750A282D} +DEFINE_GUID(DXFILEOBJ_EffectFloats, +0xf1cfe2b3, 0xde3, 0x4e28, 0xaf, 0xa1, 0x15, 0x5a, 0x75, 0xa, 0x28, 0x2d); + +// {D55B097E-BDB6-4c52-B03D-6051C89D0E42} +DEFINE_GUID(DXFILEOBJ_EffectString, +0xd55b097e, 0xbdb6, 0x4c52, 0xb0, 0x3d, 0x60, 0x51, 0xc8, 0x9d, 0xe, 0x42); + +// {622C0ED0-956E-4da9-908A-2AF94F3CE716} +DEFINE_GUID(DXFILEOBJ_EffectDWord, +0x622c0ed0, 0x956e, 0x4da9, 0x90, 0x8a, 0x2a, 0xf9, 0x4f, 0x3c, 0xe7, 0x16); + +// {3014B9A0-62F5-478c-9B86-E4AC9F4E418B} +DEFINE_GUID(DXFILEOBJ_EffectParamFloats, +0x3014b9a0, 0x62f5, 0x478c, 0x9b, 0x86, 0xe4, 0xac, 0x9f, 0x4e, 0x41, 0x8b); + +// {1DBC4C88-94C1-46ee-9076-2C28818C9481} +DEFINE_GUID(DXFILEOBJ_EffectParamString, +0x1dbc4c88, 0x94c1, 0x46ee, 0x90, 0x76, 0x2c, 0x28, 0x81, 0x8c, 0x94, 0x81); + +// {E13963BC-AE51-4c5d-B00F-CFA3A9D97CE5} +DEFINE_GUID(DXFILEOBJ_EffectParamDWord, +0xe13963bc, 0xae51, 0x4c5d, 0xb0, 0xf, 0xcf, 0xa3, 0xa9, 0xd9, 0x7c, 0xe5); + +// {E331F7E4-0559-4cc2-8E99-1CEC1657928F} +DEFINE_GUID(DXFILEOBJ_EffectInstance, +0xe331f7e4, 0x559, 0x4cc2, 0x8e, 0x99, 0x1c, 0xec, 0x16, 0x57, 0x92, 0x8f); + +// {9E415A43-7BA6-4a73-8743-B73D47E88476} +DEFINE_GUID(DXFILEOBJ_AnimTicksPerSecond, +0x9e415a43, 0x7ba6, 0x4a73, 0x87, 0x43, 0xb7, 0x3d, 0x47, 0xe8, 0x84, 0x76); + +// {7F9B00B3-F125-4890-876E-1CFFBF697C4D} +DEFINE_GUID(DXFILEOBJ_CompressedAnimationSet, +0x7f9b00b3, 0xf125, 0x4890, 0x87, 0x6e, 0x1c, 0x42, 0xbf, 0x69, 0x7c, 0x4d); + +#pragma pack(push, 1) +typedef struct _XFILECOMPRESSEDANIMATIONSET +{ + DWORD CompressedBlockSize; + FLOAT TicksPerSec; + DWORD PlaybackType; + DWORD BufferLength; +} XFILECOMPRESSEDANIMATIONSET; +#pragma pack(pop) + +#define XSKINEXP_TEMPLATES \ + "xof 0303txt 0032\ + template XSkinMeshHeader \ + { \ + <3CF169CE-FF7C-44ab-93C0-F78F62D172E2> \ + WORD nMaxSkinWeightsPerVertex; \ + WORD nMaxSkinWeightsPerFace; \ + WORD nBones; \ + } \ + template VertexDuplicationIndices \ + { \ + \ + DWORD nIndices; \ + DWORD nOriginalVertices; \ + array DWORD indices[nIndices]; \ + } \ + template FaceAdjacency \ + { \ + \ + DWORD nIndices; \ + array DWORD indices[nIndices]; \ + } \ + template SkinWeights \ + { \ + <6F0D123B-BAD2-4167-A0D0-80224F25FABB> \ + STRING transformNodeName; \ + DWORD nWeights; \ + array DWORD vertexIndices[nWeights]; \ + array float weights[nWeights]; \ + Matrix4x4 matrixOffset; \ + } \ + template Patch \ + { \ + \ + DWORD nControlIndices; \ + array DWORD controlIndices[nControlIndices]; \ + } \ + template PatchMesh \ + { \ + \ + DWORD nVertices; \ + array Vector vertices[nVertices]; \ + DWORD nPatches; \ + array Patch patches[nPatches]; \ + [ ... ] \ + } \ + template PatchMesh9 \ + { \ + \ + DWORD Type; \ + DWORD Degree; \ + DWORD Basis; \ + DWORD nVertices; \ + array Vector vertices[nVertices]; \ + DWORD nPatches; \ + array Patch patches[nPatches]; \ + [ ... ] \ + } " \ + "template EffectFloats \ + { \ + \ + DWORD nFloats; \ + array float Floats[nFloats]; \ + } \ + template EffectString \ + { \ + \ + STRING Value; \ + } \ + template EffectDWord \ + { \ + <622C0ED0-956E-4da9-908A-2AF94F3CE716> \ + DWORD Value; \ + } " \ + "template EffectParamFloats \ + { \ + <3014B9A0-62F5-478c-9B86-E4AC9F4E418B> \ + STRING ParamName; \ + DWORD nFloats; \ + array float Floats[nFloats]; \ + } " \ + "template EffectParamString \ + { \ + <1DBC4C88-94C1-46ee-9076-2C28818C9481> \ + STRING ParamName; \ + STRING Value; \ + } \ + template EffectParamDWord \ + { \ + \ + STRING ParamName; \ + DWORD Value; \ + } \ + template EffectInstance \ + { \ + \ + STRING EffectFilename; \ + [ ... ] \ + } " \ + "template AnimTicksPerSecond \ + { \ + <9E415A43-7BA6-4a73-8743-B73D47E88476> \ + DWORD AnimTicksPerSecond; \ + } \ + template CompressedAnimationSet \ + { \ + <7F9B00B3-F125-4890-876E-1C42BF697C4D> \ + DWORD CompressedBlockSize; \ + FLOAT TicksPerSec; \ + DWORD PlaybackType; \ + DWORD BufferLength; \ + array DWORD CompressedData[BufferLength]; \ + } " + +#define XEXTENSIONS_TEMPLATES \ + "xof 0303txt 0032\ + template FVFData \ + { \ + \ + DWORD dwFVF; \ + DWORD nDWords; \ + array DWORD data[nDWords]; \ + } \ + template VertexElement \ + { \ + \ + DWORD Type; \ + DWORD Method; \ + DWORD Usage; \ + DWORD UsageIndex; \ + } \ + template DeclData \ + { \ + \ + DWORD nElements; \ + array VertexElement Elements[nElements]; \ + DWORD nDWords; \ + array DWORD data[nDWords]; \ + } \ + template PMAttributeRange \ + { \ + <917E0427-C61E-4a14-9C64-AFE65F9E9844> \ + DWORD iFaceOffset; \ + DWORD nFacesMin; \ + DWORD nFacesMax; \ + DWORD iVertexOffset; \ + DWORD nVerticesMin; \ + DWORD nVerticesMax; \ + } \ + template PMVSplitRecord \ + { \ + <574CCC14-F0B3-4333-822D-93E8A8A08E4C> \ + DWORD iFaceCLW; \ + DWORD iVlrOffset; \ + DWORD iCode; \ + } \ + template PMInfo \ + { \ + \ + DWORD nAttributes; \ + array PMAttributeRange attributeRanges[nAttributes]; \ + DWORD nMaxValence; \ + DWORD nMinLogicalVertices; \ + DWORD nMaxLogicalVertices; \ + DWORD nVSplits; \ + array PMVSplitRecord splitRecords[nVSplits]; \ + DWORD nAttributeMispredicts; \ + array DWORD attributeMispredicts[nAttributeMispredicts]; \ + } " + +#endif //__D3DX9MESH_H__ + + diff --git a/src/dep/include/DXSDK/include/d3dx9shader.h b/src/dep/include/DXSDK/include/d3dx9shader.h new file mode 100644 index 0000000..c57cd23 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9shader.h @@ -0,0 +1,1161 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (c) Microsoft Corporation. All rights reserved. +// +// File: d3dx9shader.h +// Content: D3DX Shader APIs +// +////////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#ifndef __D3DX9SHADER_H__ +#define __D3DX9SHADER_H__ + + +//--------------------------------------------------------------------------- +// D3DXTX_VERSION: +// -------------- +// Version token used to create a procedural texture filler in effects +// Used by D3DXFill[]TX functions +//--------------------------------------------------------------------------- +#define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor)) + + + +//---------------------------------------------------------------------------- +// D3DXSHADER flags: +// ----------------- +// D3DXSHADER_DEBUG +// Insert debug file/line/type/symbol information. +// +// D3DXSHADER_SKIPVALIDATION +// Do not validate the generated code against known capabilities and +// constraints. This option is only recommended when compiling shaders +// you KNOW will work. (ie. have compiled before without this option.) +// Shaders are always validated by D3D before they are set to the device. +// +// D3DXSHADER_SKIPOPTIMIZATION +// Instructs the compiler to skip optimization steps during code generation. +// Unless you are trying to isolate a problem in your code using this option +// is not recommended. +// +// D3DXSHADER_PACKMATRIX_ROWMAJOR +// Unless explicitly specified, matrices will be packed in row-major order +// on input and output from the shader. +// +// D3DXSHADER_PACKMATRIX_COLUMNMAJOR +// Unless explicitly specified, matrices will be packed in column-major +// order on input and output from the shader. This is generally more +// efficient, since it allows vector-matrix multiplication to be performed +// using a series of dot-products. +// +// D3DXSHADER_PARTIALPRECISION +// Force all computations in resulting shader to occur at partial precision. +// This may result in faster evaluation of shaders on some hardware. +// +// D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT +// Force compiler to compile against the next highest available software +// target for vertex shaders. This flag also turns optimizations off, +// and debugging on. +// +// D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT +// Force compiler to compile against the next highest available software +// target for pixel shaders. This flag also turns optimizations off, +// and debugging on. +// +// D3DXSHADER_NO_PRESHADER +// Disables Preshaders. Using this flag will cause the compiler to not +// pull out static expression for evaluation on the host cpu +// +// D3DXSHADER_AVOID_FLOW_CONTROL +// Hint compiler to avoid flow-control constructs where possible. +// +// D3DXSHADER_PREFER_FLOW_CONTROL +// Hint compiler to prefer flow-control constructs where possible. +// +//---------------------------------------------------------------------------- + +#define D3DXSHADER_DEBUG (1 << 0) +#define D3DXSHADER_SKIPVALIDATION (1 << 1) +#define D3DXSHADER_SKIPOPTIMIZATION (1 << 2) +#define D3DXSHADER_PACKMATRIX_ROWMAJOR (1 << 3) +#define D3DXSHADER_PACKMATRIX_COLUMNMAJOR (1 << 4) +#define D3DXSHADER_PARTIALPRECISION (1 << 5) +#define D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT (1 << 6) +#define D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT (1 << 7) +#define D3DXSHADER_NO_PRESHADER (1 << 8) +#define D3DXSHADER_AVOID_FLOW_CONTROL (1 << 9) +#define D3DXSHADER_PREFER_FLOW_CONTROL (1 << 10) + + + +//---------------------------------------------------------------------------- +// D3DXHANDLE: +// ----------- +// Handle values used to efficiently reference shader and effect parameters. +// Strings can be used as handles. However, handles are not always strings. +//---------------------------------------------------------------------------- + +typedef LPCSTR D3DXHANDLE; +typedef D3DXHANDLE *LPD3DXHANDLE; + + +//---------------------------------------------------------------------------- +// D3DXMACRO: +// ---------- +// Preprocessor macro definition. The application pass in a NULL-terminated +// array of this structure to various D3DX APIs. This enables the application +// to #define tokens at runtime, before the file is parsed. +//---------------------------------------------------------------------------- + +typedef struct _D3DXMACRO +{ + LPCSTR Name; + LPCSTR Definition; + +} D3DXMACRO, *LPD3DXMACRO; + + +//---------------------------------------------------------------------------- +// D3DXSEMANTIC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXSEMANTIC +{ + UINT Usage; + UINT UsageIndex; + +} D3DXSEMANTIC, *LPD3DXSEMANTIC; + + + +//---------------------------------------------------------------------------- +// D3DXFRAGMENT_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXFRAGMENT_DESC +{ + LPCSTR Name; + DWORD Target; + +} D3DXFRAGMENT_DESC, *LPD3DXFRAGMENT_DESC; + + +//---------------------------------------------------------------------------- +// D3DXREGISTER_SET: +//---------------------------------------------------------------------------- + +typedef enum _D3DXREGISTER_SET +{ + D3DXRS_BOOL, + D3DXRS_INT4, + D3DXRS_FLOAT4, + D3DXRS_SAMPLER, + + // force 32-bit size enum + D3DXRS_FORCE_DWORD = 0x7fffffff + +} D3DXREGISTER_SET, *LPD3DXREGISTER_SET; + + +//---------------------------------------------------------------------------- +// D3DXPARAMETER_CLASS: +//---------------------------------------------------------------------------- + +typedef enum _D3DXPARAMETER_CLASS +{ + D3DXPC_SCALAR, + D3DXPC_VECTOR, + D3DXPC_MATRIX_ROWS, + D3DXPC_MATRIX_COLUMNS, + D3DXPC_OBJECT, + D3DXPC_STRUCT, + + // force 32-bit size enum + D3DXPC_FORCE_DWORD = 0x7fffffff + +} D3DXPARAMETER_CLASS, *LPD3DXPARAMETER_CLASS; + + +//---------------------------------------------------------------------------- +// D3DXPARAMETER_TYPE: +//---------------------------------------------------------------------------- + +typedef enum _D3DXPARAMETER_TYPE +{ + D3DXPT_VOID, + D3DXPT_BOOL, + D3DXPT_INT, + D3DXPT_FLOAT, + D3DXPT_STRING, + D3DXPT_TEXTURE, + D3DXPT_TEXTURE1D, + D3DXPT_TEXTURE2D, + D3DXPT_TEXTURE3D, + D3DXPT_TEXTURECUBE, + D3DXPT_SAMPLER, + D3DXPT_SAMPLER1D, + D3DXPT_SAMPLER2D, + D3DXPT_SAMPLER3D, + D3DXPT_SAMPLERCUBE, + D3DXPT_PIXELSHADER, + D3DXPT_VERTEXSHADER, + D3DXPT_PIXELFRAGMENT, + D3DXPT_VERTEXFRAGMENT, + + // force 32-bit size enum + D3DXPT_FORCE_DWORD = 0x7fffffff + +} D3DXPARAMETER_TYPE, *LPD3DXPARAMETER_TYPE; + + +//---------------------------------------------------------------------------- +// D3DXCONSTANTTABLE_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXCONSTANTTABLE_DESC +{ + LPCSTR Creator; // Creator string + DWORD Version; // Shader version + UINT Constants; // Number of constants + +} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC; + + +//---------------------------------------------------------------------------- +// D3DXCONSTANT_DESC: +//---------------------------------------------------------------------------- + +typedef struct _D3DXCONSTANT_DESC +{ + LPCSTR Name; // Constant name + + D3DXREGISTER_SET RegisterSet; // Register set + UINT RegisterIndex; // Register index + UINT RegisterCount; // Number of registers occupied + + D3DXPARAMETER_CLASS Class; // Class + D3DXPARAMETER_TYPE Type; // Component type + + UINT Rows; // Number of rows + UINT Columns; // Number of columns + UINT Elements; // Number of array elements + UINT StructMembers; // Number of structure member sub-parameters + + UINT Bytes; // Data size, in bytes + LPCVOID DefaultValue; // Pointer to default value + +} D3DXCONSTANT_DESC, *LPD3DXCONSTANT_DESC; + + + +//---------------------------------------------------------------------------- +// ID3DXConstantTable: +//---------------------------------------------------------------------------- + +typedef interface ID3DXConstantTable ID3DXConstantTable; +typedef interface ID3DXConstantTable *LPD3DXCONSTANTTABLE; + +// {AB3C758F-093E-4356-B762-4DB18F1B3A01} +DEFINE_GUID(IID_ID3DXConstantTable, +0xab3c758f, 0x93e, 0x4356, 0xb7, 0x62, 0x4d, 0xb1, 0x8f, 0x1b, 0x3a, 0x1); + + +#undef INTERFACE +#define INTERFACE ID3DXConstantTable + +DECLARE_INTERFACE_(ID3DXConstantTable, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Buffer + STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE; + STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE; + + // Descs + STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE; + STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE; + STDMETHOD_(UINT, GetSamplerIndex)(THIS_ D3DXHANDLE hConstant) PURE; + + // Handle operations + STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; + + // Set Constants + STDMETHOD(SetDefaults)(THIS_ LPDIRECT3DDEVICE9 pDevice) PURE; + STDMETHOD(SetValue)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE; + STDMETHOD(SetBool)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, BOOL b) PURE; + STDMETHOD(SetBoolArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE; + STDMETHOD(SetInt)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, INT n) PURE; + STDMETHOD(SetIntArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE; + STDMETHOD(SetFloat)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, FLOAT f) PURE; + STDMETHOD(SetFloatArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE; + STDMETHOD(SetVector)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE; + STDMETHOD(SetVectorArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(SetMatrix)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixPointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTranspose)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixTransposeArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTransposePointerArray)(THIS_ LPDIRECT3DDEVICE9 pDevice, D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; +}; + + +//---------------------------------------------------------------------------- +// ID3DXTextureShader: +//---------------------------------------------------------------------------- + +typedef interface ID3DXTextureShader ID3DXTextureShader; +typedef interface ID3DXTextureShader *LPD3DXTEXTURESHADER; + +// {3E3D67F8-AA7A-405d-A857-BA01D4758426} +DEFINE_GUID(IID_ID3DXTextureShader, +0x3e3d67f8, 0xaa7a, 0x405d, 0xa8, 0x57, 0xba, 0x1, 0xd4, 0x75, 0x84, 0x26); + +#undef INTERFACE +#define INTERFACE ID3DXTextureShader + +DECLARE_INTERFACE_(ID3DXTextureShader, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // Gets + STDMETHOD(GetFunction)(THIS_ LPD3DXBUFFER *ppFunction) PURE; + STDMETHOD(GetConstantBuffer)(THIS_ LPD3DXBUFFER *ppConstantBuffer) PURE; + + // Descs + STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE; + STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE; + + // Handle operations + STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE; + STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE; + + // Set Constants + STDMETHOD(SetDefaults)(THIS) PURE; + STDMETHOD(SetValue)(THIS_ D3DXHANDLE hConstant, LPCVOID pData, UINT Bytes) PURE; + STDMETHOD(SetBool)(THIS_ D3DXHANDLE hConstant, BOOL b) PURE; + STDMETHOD(SetBoolArray)(THIS_ D3DXHANDLE hConstant, CONST BOOL* pb, UINT Count) PURE; + STDMETHOD(SetInt)(THIS_ D3DXHANDLE hConstant, INT n) PURE; + STDMETHOD(SetIntArray)(THIS_ D3DXHANDLE hConstant, CONST INT* pn, UINT Count) PURE; + STDMETHOD(SetFloat)(THIS_ D3DXHANDLE hConstant, FLOAT f) PURE; + STDMETHOD(SetFloatArray)(THIS_ D3DXHANDLE hConstant, CONST FLOAT* pf, UINT Count) PURE; + STDMETHOD(SetVector)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector) PURE; + STDMETHOD(SetVectorArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXVECTOR4* pVector, UINT Count) PURE; + STDMETHOD(SetMatrix)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixPointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTranspose)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix) PURE; + STDMETHOD(SetMatrixTransposeArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX* pMatrix, UINT Count) PURE; + STDMETHOD(SetMatrixTransposePointerArray)(THIS_ D3DXHANDLE hConstant, CONST D3DXMATRIX** ppMatrix, UINT Count) PURE; +}; + + + +//---------------------------------------------------------------------------- +// ID3DXFragmentLinker +//---------------------------------------------------------------------------- + +typedef interface ID3DXFragmentLinker ID3DXFragmentLinker; +typedef interface ID3DXFragmentLinker *LPD3DXFRAGMENTLINKER; + +// {1A2C0CC2-E5B6-4ebc-9E8D-390E057811B6} +DEFINE_GUID(IID_ID3DXFragmentLinker, +0x1a2c0cc2, 0xe5b6, 0x4ebc, 0x9e, 0x8d, 0x39, 0xe, 0x5, 0x78, 0x11, 0xb6); + +#undef INTERFACE +#define INTERFACE ID3DXFragmentLinker + +DECLARE_INTERFACE_(ID3DXFragmentLinker, IUnknown) +{ + // IUnknown + STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; + STDMETHOD_(ULONG, AddRef)(THIS) PURE; + STDMETHOD_(ULONG, Release)(THIS) PURE; + + // ID3DXFragmentLinker + + // fragment access and information retrieval functions + STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; + STDMETHOD_(UINT, GetNumberOfFragments)(THIS) PURE; + + STDMETHOD_(D3DXHANDLE, GetFragmentHandleByIndex)(THIS_ UINT Index) PURE; + STDMETHOD_(D3DXHANDLE, GetFragmentHandleByName)(THIS_ LPCSTR Name) PURE; + STDMETHOD(GetFragmentDesc)(THIS_ D3DXHANDLE Name, LPD3DXFRAGMENT_DESC FragDesc) PURE; + + // add the fragments in the buffer to the linker + STDMETHOD(AddFragments)(THIS_ CONST DWORD *Fragments) PURE; + + // Create a buffer containing the fragments. Suitable for saving to disk + STDMETHOD(GetAllFragments)(THIS_ LPD3DXBUFFER *ppBuffer) PURE; + STDMETHOD(GetFragment)(THIS_ D3DXHANDLE Name, LPD3DXBUFFER *ppBuffer) PURE; + + STDMETHOD(LinkShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPD3DXBUFFER *ppBuffer, LPD3DXBUFFER *ppErrorMsgs) PURE; + STDMETHOD(LinkVertexShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPDIRECT3DVERTEXSHADER9 *pVShader, LPD3DXBUFFER *ppErrorMsgs) PURE; + STDMETHOD(LinkPixelShader)(THIS_ LPCSTR pProfile, DWORD Flags, CONST D3DXHANDLE *rgFragmentHandles, UINT cFragments, LPDIRECT3DPIXELSHADER9 *pPShader, LPD3DXBUFFER *ppErrorMsgs) PURE; + + STDMETHOD(ClearCache)(THIS) PURE; +}; + + +//---------------------------------------------------------------------------- +// D3DXINCLUDE_TYPE: +//---------------------------------------------------------------------------- + +typedef enum _D3DXINCLUDE_TYPE +{ + D3DXINC_LOCAL, + D3DXINC_SYSTEM, + + // force 32-bit size enum + D3DXINC_FORCE_DWORD = 0x7fffffff + +} D3DXINCLUDE_TYPE, *LPD3DXINCLUDE_TYPE; + + +//---------------------------------------------------------------------------- +// ID3DXInclude: +// ------------- +// This interface is intended to be implemented by the application, and can +// be used by various D3DX APIs. This enables application-specific handling +// of #include directives in source files. +// +// Open() +// Opens an include file. If successful, it should fill in ppData and +// pBytes. The data pointer returned must remain valid until Close is +// subsequently called. +// Close() +// Closes an include file. If Open was successful, Close is guaranteed +// to be called before the API using this interface returns. +//---------------------------------------------------------------------------- + +typedef interface ID3DXInclude ID3DXInclude; +typedef interface ID3DXInclude *LPD3DXINCLUDE; + +#undef INTERFACE +#define INTERFACE ID3DXInclude + +DECLARE_INTERFACE(ID3DXInclude) +{ + STDMETHOD(Open)(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE; + STDMETHOD(Close)(THIS_ LPCVOID pData) PURE; +}; + + +////////////////////////////////////////////////////////////////////////////// +// APIs ////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + + +//---------------------------------------------------------------------------- +// D3DXAssembleShader: +// ------------------- +// Assembles a shader. +// +// Parameters: +// pSrcFile +// Source file name +// hSrcModule +// Module handle. if NULL, current module will be used +// pSrcResource +// Resource name in module +// pSrcData +// Pointer to source code +// SrcDataLen +// Size of source code, in bytes +// pDefines +// Optional NULL-terminated array of preprocessor macro definitions. +// pInclude +// Optional interface pointer to use for handling #include directives. +// If this parameter is NULL, #includes will be honored when assembling +// from file, and will error when assembling from resource or memory. +// Flags +// See D3DXSHADER_xxx flags +// ppShader +// Returns a buffer containing the created shader. This buffer contains +// the assembled shader code, as well as any embedded debug info. +// ppErrorMsgs +// Returns a buffer containing a listing of errors and warnings that were +// encountered during assembly. If you are running in a debugger, +// these are the same messages you will see in your debug output. +//---------------------------------------------------------------------------- + + +HRESULT WINAPI + D3DXAssembleShaderFromFileA( + LPCSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +HRESULT WINAPI + D3DXAssembleShaderFromFileW( + LPCWSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +#ifdef UNICODE +#define D3DXAssembleShaderFromFile D3DXAssembleShaderFromFileW +#else +#define D3DXAssembleShaderFromFile D3DXAssembleShaderFromFileA +#endif + + +HRESULT WINAPI + D3DXAssembleShaderFromResourceA( + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +HRESULT WINAPI + D3DXAssembleShaderFromResourceW( + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +#ifdef UNICODE +#define D3DXAssembleShaderFromResource D3DXAssembleShaderFromResourceW +#else +#define D3DXAssembleShaderFromResource D3DXAssembleShaderFromResourceA +#endif + + +HRESULT WINAPI + D3DXAssembleShader( + LPCSTR pSrcData, + UINT SrcDataLen, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + + + +//---------------------------------------------------------------------------- +// D3DXCompileShader: +// ------------------ +// Compiles a shader. +// +// Parameters: +// pSrcFile +// Source file name. +// hSrcModule +// Module handle. if NULL, current module will be used. +// pSrcResource +// Resource name in module. +// pSrcData +// Pointer to source code. +// SrcDataLen +// Size of source code, in bytes. +// pDefines +// Optional NULL-terminated array of preprocessor macro definitions. +// pInclude +// Optional interface pointer to use for handling #include directives. +// If this parameter is NULL, #includes will be honored when compiling +// from file, and will error when compiling from resource or memory. +// pFunctionName +// Name of the entrypoint function where execution should begin. +// pProfile +// Instruction set to be used when generating code. Currently supported +// profiles are "vs_1_1", "vs_2_0", "vs_2_a", "vs_2_sw", "ps_1_1", +// "ps_1_2", "ps_1_3", "ps_1_4", "ps_2_0", "ps_2_a", "ps_2_sw", "tx_1_0" +// Flags +// See D3DXSHADER_xxx flags. +// ppShader +// Returns a buffer containing the created shader. This buffer contains +// the compiled shader code, as well as any embedded debug and symbol +// table info. (See D3DXGetShaderConstantTable) +// ppErrorMsgs +// Returns a buffer containing a listing of errors and warnings that were +// encountered during the compile. If you are running in a debugger, +// these are the same messages you will see in your debug output. +// ppConstantTable +// Returns a ID3DXConstantTable object which can be used to set +// shader constants to the device. Alternatively, an application can +// parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within +// the shader. +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCompileShaderFromFileA( + LPCSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pFunctionName, + LPCSTR pProfile, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs, + LPD3DXCONSTANTTABLE* ppConstantTable); + +HRESULT WINAPI + D3DXCompileShaderFromFileW( + LPCWSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pFunctionName, + LPCSTR pProfile, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs, + LPD3DXCONSTANTTABLE* ppConstantTable); + +#ifdef UNICODE +#define D3DXCompileShaderFromFile D3DXCompileShaderFromFileW +#else +#define D3DXCompileShaderFromFile D3DXCompileShaderFromFileA +#endif + + +HRESULT WINAPI + D3DXCompileShaderFromResourceA( + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pFunctionName, + LPCSTR pProfile, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs, + LPD3DXCONSTANTTABLE* ppConstantTable); + +HRESULT WINAPI + D3DXCompileShaderFromResourceW( + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pFunctionName, + LPCSTR pProfile, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs, + LPD3DXCONSTANTTABLE* ppConstantTable); + +#ifdef UNICODE +#define D3DXCompileShaderFromResource D3DXCompileShaderFromResourceW +#else +#define D3DXCompileShaderFromResource D3DXCompileShaderFromResourceA +#endif + + +HRESULT WINAPI + D3DXCompileShader( + LPCSTR pSrcData, + UINT SrcDataLen, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPCSTR pFunctionName, + LPCSTR pProfile, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs, + LPD3DXCONSTANTTABLE* ppConstantTable); + + +//---------------------------------------------------------------------------- +// D3DXDisassembleShader: +// ---------------------- +// Takes a binary shader, and returns a buffer containing text assembly. +// +// Parameters: +// pShader +// Pointer to the shader byte code. +// ShaderSizeInBytes +// Size of the shader byte code in bytes. +// EnableColorCode +// Emit HTML tags for color coding the output? +// pComments +// Pointer to a comment string to include at the top of the shader. +// ppDisassembly +// Returns a buffer containing the disassembled shader. +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXDisassembleShader( + CONST DWORD* pShader, + BOOL EnableColorCode, + LPCSTR pComments, + LPD3DXBUFFER* ppDisassembly); + + +//---------------------------------------------------------------------------- +// D3DXGetPixelShaderProfile/D3DXGetVertexShaderProfile: +// ----------------------------------------------------- +// Returns the name of the HLSL profile best suited to a given device. +// +// Parameters: +// pDevice +// Pointer to the device in question +//---------------------------------------------------------------------------- + +LPCSTR WINAPI + D3DXGetPixelShaderProfile( + LPDIRECT3DDEVICE9 pDevice); + +LPCSTR WINAPI + D3DXGetVertexShaderProfile( + LPDIRECT3DDEVICE9 pDevice); + + +//---------------------------------------------------------------------------- +// D3DXFindShaderComment: +// ---------------------- +// Searches through a shader for a particular comment, denoted by a FourCC in +// the first DWORD of the comment. If the comment is not found, and no other +// error has occurred, S_FALSE is returned. +// +// Parameters: +// pFunction +// Pointer to the function DWORD stream +// FourCC +// FourCC used to identify the desired comment block. +// ppData +// Returns a pointer to the comment data (not including comment token +// and FourCC). Can be NULL. +// pSizeInBytes +// Returns the size of the comment data in bytes. Can be NULL. +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXFindShaderComment( + CONST DWORD* pFunction, + DWORD FourCC, + LPCVOID* ppData, + UINT* pSizeInBytes); + + +//---------------------------------------------------------------------------- +// D3DXGetShaderSize: +// ------------------ +// Returns the size of the shader byte-code, in bytes. +// +// Parameters: +// pFunction +// Pointer to the function DWORD stream +//---------------------------------------------------------------------------- + +UINT WINAPI + D3DXGetShaderSize( + CONST DWORD* pFunction); + + +//---------------------------------------------------------------------------- +// D3DXGetShaderVersion: +// ----------------------- +// Returns the shader version of a given shader. Returns zero if the shader +// function is NULL. +// +// Parameters: +// pFunction +// Pointer to the function DWORD stream +//---------------------------------------------------------------------------- + +DWORD WINAPI + D3DXGetShaderVersion( + CONST DWORD* pFunction); + +//---------------------------------------------------------------------------- +// D3DXGetShaderSemantics: +// ----------------------- +// Gets semantics for all input elements referenced inside a given shader. +// +// Parameters: +// pFunction +// Pointer to the function DWORD stream +// pSemantics +// Pointer to an array of D3DXSEMANTIC structures. The function will +// fill this array with the semantics for each input element referenced +// inside the shader. This array is assumed to contain at least +// MAXD3DDECLLENGTH elements. +// pCount +// Returns the number of elements referenced by the shader +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXGetShaderInputSemantics( + CONST DWORD* pFunction, + D3DXSEMANTIC* pSemantics, + UINT* pCount); + +HRESULT WINAPI + D3DXGetShaderOutputSemantics( + CONST DWORD* pFunction, + D3DXSEMANTIC* pSemantics, + UINT* pCount); + + +//---------------------------------------------------------------------------- +// D3DXGetShaderSamplers: +// ---------------------- +// Gets semantics for all input elements referenced inside a given shader. +// +// pFunction +// Pointer to the function DWORD stream +// pSamplers +// Pointer to an array of LPCSTRs. The function will fill this array +// with pointers to the sampler names contained within pFunction, for +// each sampler referenced inside the shader. This array is assumed to +// contain at least 16 elements. +// pCount +// Returns the number of samplers referenced by the shader +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXGetShaderSamplers( + CONST DWORD* pFunction, + LPCSTR* pSamplers, + UINT* pCount); + + +//---------------------------------------------------------------------------- +// D3DXGetShaderConstantTable: +// --------------------------- +// Gets shader constant table embedded inside shader. A constant table is +// generated by D3DXAssembleShader and D3DXCompileShader, and is embedded in +// the body of the shader. +// +// Parameters: +// pFunction +// Pointer to the function DWORD stream +// ppConstantTable +// Returns a ID3DXConstantTable object which can be used to set +// shader constants to the device. Alternatively, an application can +// parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within +// the shader. +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXGetShaderConstantTable( + CONST DWORD* pFunction, + LPD3DXCONSTANTTABLE* ppConstantTable); + + + +//---------------------------------------------------------------------------- +// D3DXCreateTextureShader: +// ------------------------ +// Creates a texture shader object, given the compiled shader. +// +// Parameters +// pFunction +// Pointer to the function DWORD stream +// ppTextureShader +// Returns a ID3DXTextureShader object which can be used to procedurally +// fill the contents of a texture using the D3DXFillTextureTX functions. +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCreateTextureShader( + CONST DWORD* pFunction, + LPD3DXTEXTURESHADER* ppTextureShader); + + + +//---------------------------------------------------------------------------- +// D3DXGatherFragments: +// ------------------- +// Assembles shader fragments into a buffer to be passed to a fragment linker. +// will generate shader fragments for all fragments in the file +// +// Parameters: +// pSrcFile +// Source file name +// hSrcModule +// Module handle. if NULL, current module will be used +// pSrcResource +// Resource name in module +// pSrcData +// Pointer to source code +// SrcDataLen +// Size of source code, in bytes +// pDefines +// Optional NULL-terminated array of preprocessor macro definitions. +// pInclude +// Optional interface pointer to use for handling #include directives. +// If this parameter is NULL, #includes will be honored when assembling +// from file, and will error when assembling from resource or memory. +// Flags +// See D3DXSHADER_xxx flags +// ppShader +// Returns a buffer containing the created shader fragments. This buffer contains +// the assembled shader code, as well as any embedded debug info. +// ppErrorMsgs +// Returns a buffer containing a listing of errors and warnings that were +// encountered during assembly. If you are running in a debugger, +// these are the same messages you will see in your debug output. +//---------------------------------------------------------------------------- + + +HRESULT WINAPI +D3DXGatherFragmentsFromFileA( + LPCSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +HRESULT WINAPI +D3DXGatherFragmentsFromFileW( + LPCWSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +#ifdef UNICODE +#define D3DXGatherFragmentsFromFile D3DXGatherFragmentsFromFileW +#else +#define D3DXGatherFragmentsFromFile D3DXGatherFragmentsFromFileA +#endif + + +HRESULT WINAPI + D3DXGatherFragmentsFromResourceA( + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +HRESULT WINAPI + D3DXGatherFragmentsFromResourceW( + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + +#ifdef UNICODE +#define D3DXGatherFragmentsFromResource D3DXGatherFragmentsFromResourceW +#else +#define D3DXGatherFragmentsFromResource D3DXGatherFragmentsFromResourceA +#endif + + +HRESULT WINAPI + D3DXGatherFragments( + LPCSTR pSrcData, + UINT SrcDataLen, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + DWORD Flags, + LPD3DXBUFFER* ppShader, + LPD3DXBUFFER* ppErrorMsgs); + + + +//---------------------------------------------------------------------------- +// D3DXCreateFragmentLinker: +// ------------------------- +// Creates a fragment linker with a given cache size. The interface returned +// can be used to link together shader fragments. (both HLSL & ASM fragements) +// +// Parameters: +// pDevice +// Pointer to the device on which to create the shaders +// ShaderCacheSize +// Size of the shader cache +// ppFragmentLinker +// pointer to a memory location to put the created interface pointer +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCreateFragmentLinker( + LPDIRECT3DDEVICE9 pDevice, + UINT ShaderCacheSize, + LPD3DXFRAGMENTLINKER* ppFragmentLinker); + + +//---------------------------------------------------------------------------- +// D3DXPreprocessShader: +// --------------------- +// Runs the preprocessor on the specified shader or effect, but does +// not actually compile it. This is useful for evaluating the #includes +// and #defines in a shader and then emitting a reformatted token stream +// for debugging purposes or for generating a self-contained shader. +// +// Parameters: +// pSrcFile +// Source file name +// hSrcModule +// Module handle. if NULL, current module will be used +// pSrcResource +// Resource name in module +// pSrcData +// Pointer to source code +// SrcDataLen +// Size of source code, in bytes +// pDefines +// Optional NULL-terminated array of preprocessor macro definitions. +// pInclude +// Optional interface pointer to use for handling #include directives. +// If this parameter is NULL, #includes will be honored when assembling +// from file, and will error when assembling from resource or memory. +// ppShaderText +// Returns a buffer containing a single large string that represents +// the resulting formatted token stream +// ppErrorMsgs +// Returns a buffer containing a listing of errors and warnings that were +// encountered during assembly. If you are running in a debugger, +// these are the same messages you will see in your debug output. +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXPreprocessShaderFromFileA( + LPCSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPD3DXBUFFER* ppShaderText, + LPD3DXBUFFER* ppErrorMsgs); + +HRESULT WINAPI + D3DXPreprocessShaderFromFileW( + LPCWSTR pSrcFile, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPD3DXBUFFER* ppShaderText, + LPD3DXBUFFER* ppErrorMsgs); + +#ifdef UNICODE +#define D3DXPreprocessShaderFromFile D3DXPreprocessShaderFromFileW +#else +#define D3DXPreprocessShaderFromFile D3DXPreprocessShaderFromFileA +#endif + +HRESULT WINAPI + D3DXPreprocessShaderFromResourceA( + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPD3DXBUFFER* ppShaderText, + LPD3DXBUFFER* ppErrorMsgs); + +HRESULT WINAPI + D3DXPreprocessShaderFromResourceW( + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPD3DXBUFFER* ppShaderText, + LPD3DXBUFFER* ppErrorMsgs); + +#ifdef UNICODE +#define D3DXPreprocessShaderFromResource D3DXPreprocessShaderFromResourceW +#else +#define D3DXPreprocessShaderFromResource D3DXPreprocessShaderFromResourceA +#endif + +HRESULT WINAPI + D3DXPreprocessShader( + LPCSTR pSrcData, + UINT SrcDataSize, + CONST D3DXMACRO* pDefines, + LPD3DXINCLUDE pInclude, + LPD3DXBUFFER* ppShaderText, + LPD3DXBUFFER* ppErrorMsgs); + + +#ifdef __cplusplus +} +#endif //__cplusplus + + +////////////////////////////////////////////////////////////////////////////// +// Shader comment block layouts ////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +//---------------------------------------------------------------------------- +// D3DXSHADER_CONSTANTTABLE: +// ------------------------- +// Shader constant information; included as an CTAB comment block inside +// shaders. All offsets are BYTE offsets from start of CONSTANTTABLE struct. +// Entries in the table are sorted by Name in ascending order. +//---------------------------------------------------------------------------- + +typedef struct _D3DXSHADER_CONSTANTTABLE +{ + DWORD Size; // sizeof(D3DXSHADER_CONSTANTTABLE) + DWORD Creator; // LPCSTR offset + DWORD Version; // shader version + DWORD Constants; // number of constants + DWORD ConstantInfo; // D3DXSHADER_CONSTANTINFO[Constants] offset + DWORD Flags; // flags shader was compiled with + DWORD Target; // LPCSTR offset + +} D3DXSHADER_CONSTANTTABLE, *LPD3DXSHADER_CONSTANTTABLE; + + +typedef struct _D3DXSHADER_CONSTANTINFO +{ + DWORD Name; // LPCSTR offset + WORD RegisterSet; // D3DXREGISTER_SET + WORD RegisterIndex; // register number + WORD RegisterCount; // number of registers + WORD Reserved; // reserved + DWORD TypeInfo; // D3DXSHADER_TYPEINFO offset + DWORD DefaultValue; // offset of default value + +} D3DXSHADER_CONSTANTINFO, *LPD3DXSHADER_CONSTANTINFO; + + +typedef struct _D3DXSHADER_TYPEINFO +{ + WORD Class; // D3DXPARAMETER_CLASS + WORD Type; // D3DXPARAMETER_TYPE + WORD Rows; // number of rows (matrices) + WORD Columns; // number of columns (vectors and matrices) + WORD Elements; // array dimension + WORD StructMembers; // number of struct members + DWORD StructMemberInfo; // D3DXSHADER_STRUCTMEMBERINFO[Members] offset + +} D3DXSHADER_TYPEINFO, *LPD3DXSHADER_TYPEINFO; + + +typedef struct _D3DXSHADER_STRUCTMEMBERINFO +{ + DWORD Name; // LPCSTR offset + DWORD TypeInfo; // D3DXSHADER_TYPEINFO offset + +} D3DXSHADER_STRUCTMEMBERINFO, *LPD3DXSHADER_STRUCTMEMBERINFO; + + + +#endif //__D3DX9SHADER_H__ + diff --git a/src/dep/include/DXSDK/include/d3dx9shape.h b/src/dep/include/DXSDK/include/d3dx9shape.h new file mode 100644 index 0000000..82908fe --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9shape.h @@ -0,0 +1,221 @@ +/////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9shapes.h +// Content: D3DX simple shapes +// +/////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#ifndef __D3DX9SHAPES_H__ +#define __D3DX9SHAPES_H__ + +/////////////////////////////////////////////////////////////////////////// +// Functions: +/////////////////////////////////////////////////////////////////////////// + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + + +//------------------------------------------------------------------------- +// D3DXCreatePolygon: +// ------------------ +// Creates a mesh containing an n-sided polygon. The polygon is centered +// at the origin. +// +// Parameters: +// +// pDevice The D3D device with which the mesh is going to be used. +// Length Length of each side. +// Sides Number of sides the polygon has. (Must be >= 3) +// ppMesh The mesh object which will be created +// ppAdjacency Returns a buffer containing adjacency info. Can be NULL. +//------------------------------------------------------------------------- +HRESULT WINAPI + D3DXCreatePolygon( + LPDIRECT3DDEVICE9 pDevice, + FLOAT Length, + UINT Sides, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency); + + +//------------------------------------------------------------------------- +// D3DXCreateBox: +// -------------- +// Creates a mesh containing an axis-aligned box. The box is centered at +// the origin. +// +// Parameters: +// +// pDevice The D3D device with which the mesh is going to be used. +// Width Width of box (along X-axis) +// Height Height of box (along Y-axis) +// Depth Depth of box (along Z-axis) +// ppMesh The mesh object which will be created +// ppAdjacency Returns a buffer containing adjacency info. Can be NULL. +//------------------------------------------------------------------------- +HRESULT WINAPI + D3DXCreateBox( + LPDIRECT3DDEVICE9 pDevice, + FLOAT Width, + FLOAT Height, + FLOAT Depth, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency); + + +//------------------------------------------------------------------------- +// D3DXCreateCylinder: +// ------------------- +// Creates a mesh containing a cylinder. The generated cylinder is +// centered at the origin, and its axis is aligned with the Z-axis. +// +// Parameters: +// +// pDevice The D3D device with which the mesh is going to be used. +// Radius1 Radius at -Z end (should be >= 0.0f) +// Radius2 Radius at +Z end (should be >= 0.0f) +// Length Length of cylinder (along Z-axis) +// Slices Number of slices about the main axis +// Stacks Number of stacks along the main axis +// ppMesh The mesh object which will be created +// ppAdjacency Returns a buffer containing adjacency info. Can be NULL. +//------------------------------------------------------------------------- +HRESULT WINAPI + D3DXCreateCylinder( + LPDIRECT3DDEVICE9 pDevice, + FLOAT Radius1, + FLOAT Radius2, + FLOAT Length, + UINT Slices, + UINT Stacks, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency); + + +//------------------------------------------------------------------------- +// D3DXCreateSphere: +// ----------------- +// Creates a mesh containing a sphere. The sphere is centered at the +// origin. +// +// Parameters: +// +// pDevice The D3D device with which the mesh is going to be used. +// Radius Radius of the sphere (should be >= 0.0f) +// Slices Number of slices about the main axis +// Stacks Number of stacks along the main axis +// ppMesh The mesh object which will be created +// ppAdjacency Returns a buffer containing adjacency info. Can be NULL. +//------------------------------------------------------------------------- +HRESULT WINAPI + D3DXCreateSphere( + LPDIRECT3DDEVICE9 pDevice, + FLOAT Radius, + UINT Slices, + UINT Stacks, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency); + + +//------------------------------------------------------------------------- +// D3DXCreateTorus: +// ---------------- +// Creates a mesh containing a torus. The generated torus is centered at +// the origin, and its axis is aligned with the Z-axis. +// +// Parameters: +// +// pDevice The D3D device with which the mesh is going to be used. +// InnerRadius Inner radius of the torus (should be >= 0.0f) +// OuterRadius Outer radius of the torue (should be >= 0.0f) +// Sides Number of sides in a cross-section (must be >= 3) +// Rings Number of rings making up the torus (must be >= 3) +// ppMesh The mesh object which will be created +// ppAdjacency Returns a buffer containing adjacency info. Can be NULL. +//------------------------------------------------------------------------- +HRESULT WINAPI + D3DXCreateTorus( + LPDIRECT3DDEVICE9 pDevice, + FLOAT InnerRadius, + FLOAT OuterRadius, + UINT Sides, + UINT Rings, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency); + + +//------------------------------------------------------------------------- +// D3DXCreateTeapot: +// ----------------- +// Creates a mesh containing a teapot. +// +// Parameters: +// +// pDevice The D3D device with which the mesh is going to be used. +// ppMesh The mesh object which will be created +// ppAdjacency Returns a buffer containing adjacency info. Can be NULL. +//------------------------------------------------------------------------- +HRESULT WINAPI + D3DXCreateTeapot( + LPDIRECT3DDEVICE9 pDevice, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency); + + +//------------------------------------------------------------------------- +// D3DXCreateText: +// --------------- +// Creates a mesh containing the specified text using the font associated +// with the device context. +// +// Parameters: +// +// pDevice The D3D device with which the mesh is going to be used. +// hDC Device context, with desired font selected +// pText Text to generate +// Deviation Maximum chordal deviation from true font outlines +// Extrusion Amount to extrude text in -Z direction +// ppMesh The mesh object which will be created +// pGlyphMetrics Address of buffer to receive glyph metric data (or NULL) +//------------------------------------------------------------------------- +HRESULT WINAPI + D3DXCreateTextA( + LPDIRECT3DDEVICE9 pDevice, + HDC hDC, + LPCSTR pText, + FLOAT Deviation, + FLOAT Extrusion, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency, + LPGLYPHMETRICSFLOAT pGlyphMetrics); + +HRESULT WINAPI + D3DXCreateTextW( + LPDIRECT3DDEVICE9 pDevice, + HDC hDC, + LPCWSTR pText, + FLOAT Deviation, + FLOAT Extrusion, + LPD3DXMESH* ppMesh, + LPD3DXBUFFER* ppAdjacency, + LPGLYPHMETRICSFLOAT pGlyphMetrics); + +#ifdef UNICODE +#define D3DXCreateText D3DXCreateTextW +#else +#define D3DXCreateText D3DXCreateTextA +#endif + + +#ifdef __cplusplus +} +#endif //__cplusplus + +#endif //__D3DX9SHAPES_H__ + diff --git a/src/dep/include/DXSDK/include/d3dx9tex.h b/src/dep/include/DXSDK/include/d3dx9tex.h new file mode 100644 index 0000000..84c632c --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9tex.h @@ -0,0 +1,1735 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9tex.h +// Content: D3DX texturing APIs +// +////////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#ifndef __D3DX9TEX_H__ +#define __D3DX9TEX_H__ + + +//---------------------------------------------------------------------------- +// D3DX_FILTER flags: +// ------------------ +// +// A valid filter must contain one of these values: +// +// D3DX_FILTER_NONE +// No scaling or filtering will take place. Pixels outside the bounds +// of the source image are assumed to be transparent black. +// D3DX_FILTER_POINT +// Each destination pixel is computed by sampling the nearest pixel +// from the source image. +// D3DX_FILTER_LINEAR +// Each destination pixel is computed by linearly interpolating between +// the nearest pixels in the source image. This filter works best +// when the scale on each axis is less than 2. +// D3DX_FILTER_TRIANGLE +// Every pixel in the source image contributes equally to the +// destination image. This is the slowest of all the filters. +// D3DX_FILTER_BOX +// Each pixel is computed by averaging a 2x2(x2) box pixels from +// the source image. Only works when the dimensions of the +// destination are half those of the source. (as with mip maps) +// +// And can be OR'd with any of these optional flags: +// +// D3DX_FILTER_MIRROR_U +// Indicates that pixels off the edge of the texture on the U-axis +// should be mirrored, not wraped. +// D3DX_FILTER_MIRROR_V +// Indicates that pixels off the edge of the texture on the V-axis +// should be mirrored, not wraped. +// D3DX_FILTER_MIRROR_W +// Indicates that pixels off the edge of the texture on the W-axis +// should be mirrored, not wraped. +// D3DX_FILTER_MIRROR +// Same as specifying D3DX_FILTER_MIRROR_U | D3DX_FILTER_MIRROR_V | +// D3DX_FILTER_MIRROR_V +// D3DX_FILTER_DITHER +// Dithers the resulting image using a 4x4 order dither pattern. +// D3DX_FILTER_SRGB_IN +// Denotes that the input data is in sRGB (gamma 2.2) colorspace. +// D3DX_FILTER_SRGB_OUT +// Denotes that the output data is in sRGB (gamma 2.2) colorspace. +// D3DX_FILTER_SRGB +// Same as specifying D3DX_FILTER_SRGB_IN | D3DX_FILTER_SRGB_OUT +// +//---------------------------------------------------------------------------- + +#define D3DX_FILTER_NONE (1 << 0) +#define D3DX_FILTER_POINT (2 << 0) +#define D3DX_FILTER_LINEAR (3 << 0) +#define D3DX_FILTER_TRIANGLE (4 << 0) +#define D3DX_FILTER_BOX (5 << 0) + +#define D3DX_FILTER_MIRROR_U (1 << 16) +#define D3DX_FILTER_MIRROR_V (2 << 16) +#define D3DX_FILTER_MIRROR_W (4 << 16) +#define D3DX_FILTER_MIRROR (7 << 16) + +#define D3DX_FILTER_DITHER (1 << 19) +#define D3DX_FILTER_DITHER_DIFFUSION (2 << 19) + +#define D3DX_FILTER_SRGB_IN (1 << 21) +#define D3DX_FILTER_SRGB_OUT (2 << 21) +#define D3DX_FILTER_SRGB (3 << 21) + + +//----------------------------------------------------------------------------- +// D3DX_SKIP_DDS_MIP_LEVELS is used to skip mip levels when loading a DDS file: +//----------------------------------------------------------------------------- + +#define D3DX_SKIP_DDS_MIP_LEVELS_MASK 0x1F +#define D3DX_SKIP_DDS_MIP_LEVELS_SHIFT 26 +#define D3DX_SKIP_DDS_MIP_LEVELS(levels, filter) ((((levels) & D3DX_SKIP_DDS_MIP_LEVELS_MASK) << D3DX_SKIP_DDS_MIP_LEVELS_SHIFT) | (filter)) + + + + +//---------------------------------------------------------------------------- +// D3DX_NORMALMAP flags: +// --------------------- +// These flags are used to control how D3DXComputeNormalMap generates normal +// maps. Any number of these flags may be OR'd together in any combination. +// +// D3DX_NORMALMAP_MIRROR_U +// Indicates that pixels off the edge of the texture on the U-axis +// should be mirrored, not wraped. +// D3DX_NORMALMAP_MIRROR_V +// Indicates that pixels off the edge of the texture on the V-axis +// should be mirrored, not wraped. +// D3DX_NORMALMAP_MIRROR +// Same as specifying D3DX_NORMALMAP_MIRROR_U | D3DX_NORMALMAP_MIRROR_V +// D3DX_NORMALMAP_INVERTSIGN +// Inverts the direction of each normal +// D3DX_NORMALMAP_COMPUTE_OCCLUSION +// Compute the per pixel Occlusion term and encodes it into the alpha. +// An Alpha of 1 means that the pixel is not obscured in anyway, and +// an alpha of 0 would mean that the pixel is completly obscured. +// +//---------------------------------------------------------------------------- + +//---------------------------------------------------------------------------- + +#define D3DX_NORMALMAP_MIRROR_U (1 << 16) +#define D3DX_NORMALMAP_MIRROR_V (2 << 16) +#define D3DX_NORMALMAP_MIRROR (3 << 16) +#define D3DX_NORMALMAP_INVERTSIGN (8 << 16) +#define D3DX_NORMALMAP_COMPUTE_OCCLUSION (16 << 16) + + + + +//---------------------------------------------------------------------------- +// D3DX_CHANNEL flags: +// ------------------- +// These flags are used by functions which operate on or more channels +// in a texture. +// +// D3DX_CHANNEL_RED +// Indicates the red channel should be used +// D3DX_CHANNEL_BLUE +// Indicates the blue channel should be used +// D3DX_CHANNEL_GREEN +// Indicates the green channel should be used +// D3DX_CHANNEL_ALPHA +// Indicates the alpha channel should be used +// D3DX_CHANNEL_LUMINANCE +// Indicates the luminaces of the red green and blue channels should be +// used. +// +//---------------------------------------------------------------------------- + +#define D3DX_CHANNEL_RED (1 << 0) +#define D3DX_CHANNEL_BLUE (1 << 1) +#define D3DX_CHANNEL_GREEN (1 << 2) +#define D3DX_CHANNEL_ALPHA (1 << 3) +#define D3DX_CHANNEL_LUMINANCE (1 << 4) + + + + +//---------------------------------------------------------------------------- +// D3DXIMAGE_FILEFORMAT: +// --------------------- +// This enum is used to describe supported image file formats. +// +//---------------------------------------------------------------------------- + +typedef enum _D3DXIMAGE_FILEFORMAT +{ + D3DXIFF_BMP = 0, + D3DXIFF_JPG = 1, + D3DXIFF_TGA = 2, + D3DXIFF_PNG = 3, + D3DXIFF_DDS = 4, + D3DXIFF_PPM = 5, + D3DXIFF_DIB = 6, + D3DXIFF_HDR = 7, //high dynamic range formats + D3DXIFF_PFM = 8, // + D3DXIFF_FORCE_DWORD = 0x7fffffff + +} D3DXIMAGE_FILEFORMAT; + + +//---------------------------------------------------------------------------- +// LPD3DXFILL2D and LPD3DXFILL3D: +// ------------------------------ +// Function types used by the texture fill functions. +// +// Parameters: +// pOut +// Pointer to a vector which the function uses to return its result. +// X,Y,Z,W will be mapped to R,G,B,A respectivly. +// pTexCoord +// Pointer to a vector containing the coordinates of the texel currently +// being evaluated. Textures and VolumeTexture texcoord components +// range from 0 to 1. CubeTexture texcoord component range from -1 to 1. +// pTexelSize +// Pointer to a vector containing the dimensions of the current texel. +// pData +// Pointer to user data. +// +//---------------------------------------------------------------------------- + +typedef VOID (WINAPI *LPD3DXFILL2D)(D3DXVECTOR4 *pOut, + CONST D3DXVECTOR2 *pTexCoord, CONST D3DXVECTOR2 *pTexelSize, LPVOID pData); + +typedef VOID (WINAPI *LPD3DXFILL3D)(D3DXVECTOR4 *pOut, + CONST D3DXVECTOR3 *pTexCoord, CONST D3DXVECTOR3 *pTexelSize, LPVOID pData); + + + +//---------------------------------------------------------------------------- +// D3DXIMAGE_INFO: +// --------------- +// This structure is used to return a rough description of what the +// the original contents of an image file looked like. +// +// Width +// Width of original image in pixels +// Height +// Height of original image in pixels +// Depth +// Depth of original image in pixels +// MipLevels +// Number of mip levels in original image +// Format +// D3D format which most closely describes the data in original image +// ResourceType +// D3DRESOURCETYPE representing the type of texture stored in the file. +// D3DRTYPE_TEXTURE, D3DRTYPE_VOLUMETEXTURE, or D3DRTYPE_CUBETEXTURE. +// ImageFileFormat +// D3DXIMAGE_FILEFORMAT representing the format of the image file. +// +//---------------------------------------------------------------------------- + +typedef struct _D3DXIMAGE_INFO +{ + UINT Width; + UINT Height; + UINT Depth; + UINT MipLevels; + D3DFORMAT Format; + D3DRESOURCETYPE ResourceType; + D3DXIMAGE_FILEFORMAT ImageFileFormat; + +} D3DXIMAGE_INFO; + + + + + +#ifdef __cplusplus +extern "C" { +#endif //__cplusplus + + + +////////////////////////////////////////////////////////////////////////////// +// Image File APIs /////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +; +//---------------------------------------------------------------------------- +// GetImageInfoFromFile/Resource: +// ------------------------------ +// Fills in a D3DXIMAGE_INFO struct with information about an image file. +// +// Parameters: +// pSrcFile +// File name of the source image. +// pSrcModule +// Module where resource is located, or NULL for module associated +// with image the os used to create the current process. +// pSrcResource +// Resource name +// pSrcData +// Pointer to file in memory. +// SrcDataSize +// Size in bytes of file in memory. +// pSrcInfo +// Pointer to a D3DXIMAGE_INFO structure to be filled in with the +// description of the data in the source image file. +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXGetImageInfoFromFileA( + LPCSTR pSrcFile, + D3DXIMAGE_INFO* pSrcInfo); + +HRESULT WINAPI + D3DXGetImageInfoFromFileW( + LPCWSTR pSrcFile, + D3DXIMAGE_INFO* pSrcInfo); + +#ifdef UNICODE +#define D3DXGetImageInfoFromFile D3DXGetImageInfoFromFileW +#else +#define D3DXGetImageInfoFromFile D3DXGetImageInfoFromFileA +#endif + + +HRESULT WINAPI + D3DXGetImageInfoFromResourceA( + HMODULE hSrcModule, + LPCSTR pSrcResource, + D3DXIMAGE_INFO* pSrcInfo); + +HRESULT WINAPI + D3DXGetImageInfoFromResourceW( + HMODULE hSrcModule, + LPCWSTR pSrcResource, + D3DXIMAGE_INFO* pSrcInfo); + +#ifdef UNICODE +#define D3DXGetImageInfoFromResource D3DXGetImageInfoFromResourceW +#else +#define D3DXGetImageInfoFromResource D3DXGetImageInfoFromResourceA +#endif + + +HRESULT WINAPI + D3DXGetImageInfoFromFileInMemory( + LPCVOID pSrcData, + UINT SrcDataSize, + D3DXIMAGE_INFO* pSrcInfo); + + + + +////////////////////////////////////////////////////////////////////////////// +// Load/Save Surface APIs //////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +//---------------------------------------------------------------------------- +// D3DXLoadSurfaceFromFile/Resource: +// --------------------------------- +// Load surface from a file or resource +// +// Parameters: +// pDestSurface +// Destination surface, which will receive the image. +// pDestPalette +// Destination palette of 256 colors, or NULL +// pDestRect +// Destination rectangle, or NULL for entire surface +// pSrcFile +// File name of the source image. +// pSrcModule +// Module where resource is located, or NULL for module associated +// with image the os used to create the current process. +// pSrcResource +// Resource name +// pSrcData +// Pointer to file in memory. +// SrcDataSize +// Size in bytes of file in memory. +// pSrcRect +// Source rectangle, or NULL for entire image +// Filter +// D3DX_FILTER flags controlling how the image is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE. +// ColorKey +// Color to replace with transparent black, or 0 to disable colorkey. +// This is always a 32-bit ARGB color, independent of the source image +// format. Alpha is significant, and should usually be set to FF for +// opaque colorkeys. (ex. Opaque black == 0xff000000) +// pSrcInfo +// Pointer to a D3DXIMAGE_INFO structure to be filled in with the +// description of the data in the source image file, or NULL. +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXLoadSurfaceFromFileA( + LPDIRECT3DSURFACE9 pDestSurface, + CONST PALETTEENTRY* pDestPalette, + CONST RECT* pDestRect, + LPCSTR pSrcFile, + CONST RECT* pSrcRect, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + +HRESULT WINAPI + D3DXLoadSurfaceFromFileW( + LPDIRECT3DSURFACE9 pDestSurface, + CONST PALETTEENTRY* pDestPalette, + CONST RECT* pDestRect, + LPCWSTR pSrcFile, + CONST RECT* pSrcRect, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + +#ifdef UNICODE +#define D3DXLoadSurfaceFromFile D3DXLoadSurfaceFromFileW +#else +#define D3DXLoadSurfaceFromFile D3DXLoadSurfaceFromFileA +#endif + + + +HRESULT WINAPI + D3DXLoadSurfaceFromResourceA( + LPDIRECT3DSURFACE9 pDestSurface, + CONST PALETTEENTRY* pDestPalette, + CONST RECT* pDestRect, + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST RECT* pSrcRect, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + +HRESULT WINAPI + D3DXLoadSurfaceFromResourceW( + LPDIRECT3DSURFACE9 pDestSurface, + CONST PALETTEENTRY* pDestPalette, + CONST RECT* pDestRect, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST RECT* pSrcRect, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + + +#ifdef UNICODE +#define D3DXLoadSurfaceFromResource D3DXLoadSurfaceFromResourceW +#else +#define D3DXLoadSurfaceFromResource D3DXLoadSurfaceFromResourceA +#endif + + + +HRESULT WINAPI + D3DXLoadSurfaceFromFileInMemory( + LPDIRECT3DSURFACE9 pDestSurface, + CONST PALETTEENTRY* pDestPalette, + CONST RECT* pDestRect, + LPCVOID pSrcData, + UINT SrcDataSize, + CONST RECT* pSrcRect, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + + + +//---------------------------------------------------------------------------- +// D3DXLoadSurfaceFromSurface: +// --------------------------- +// Load surface from another surface (with color conversion) +// +// Parameters: +// pDestSurface +// Destination surface, which will receive the image. +// pDestPalette +// Destination palette of 256 colors, or NULL +// pDestRect +// Destination rectangle, or NULL for entire surface +// pSrcSurface +// Source surface +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcRect +// Source rectangle, or NULL for entire surface +// Filter +// D3DX_FILTER flags controlling how the image is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE. +// ColorKey +// Color to replace with transparent black, or 0 to disable colorkey. +// This is always a 32-bit ARGB color, independent of the source image +// format. Alpha is significant, and should usually be set to FF for +// opaque colorkeys. (ex. Opaque black == 0xff000000) +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXLoadSurfaceFromSurface( + LPDIRECT3DSURFACE9 pDestSurface, + CONST PALETTEENTRY* pDestPalette, + CONST RECT* pDestRect, + LPDIRECT3DSURFACE9 pSrcSurface, + CONST PALETTEENTRY* pSrcPalette, + CONST RECT* pSrcRect, + DWORD Filter, + D3DCOLOR ColorKey); + + +//---------------------------------------------------------------------------- +// D3DXLoadSurfaceFromMemory: +// -------------------------- +// Load surface from memory. +// +// Parameters: +// pDestSurface +// Destination surface, which will receive the image. +// pDestPalette +// Destination palette of 256 colors, or NULL +// pDestRect +// Destination rectangle, or NULL for entire surface +// pSrcMemory +// Pointer to the top-left corner of the source image in memory +// SrcFormat +// Pixel format of the source image. +// SrcPitch +// Pitch of source image, in bytes. For DXT formats, this number +// should represent the width of one row of cells, in bytes. +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcRect +// Source rectangle. +// Filter +// D3DX_FILTER flags controlling how the image is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE. +// ColorKey +// Color to replace with transparent black, or 0 to disable colorkey. +// This is always a 32-bit ARGB color, independent of the source image +// format. Alpha is significant, and should usually be set to FF for +// opaque colorkeys. (ex. Opaque black == 0xff000000) +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXLoadSurfaceFromMemory( + LPDIRECT3DSURFACE9 pDestSurface, + CONST PALETTEENTRY* pDestPalette, + CONST RECT* pDestRect, + LPCVOID pSrcMemory, + D3DFORMAT SrcFormat, + UINT SrcPitch, + CONST PALETTEENTRY* pSrcPalette, + CONST RECT* pSrcRect, + DWORD Filter, + D3DCOLOR ColorKey); + + +//---------------------------------------------------------------------------- +// D3DXSaveSurfaceToFile: +// ---------------------- +// Save a surface to a image file. +// +// Parameters: +// pDestFile +// File name of the destination file +// DestFormat +// D3DXIMAGE_FILEFORMAT specifying file format to use when saving. +// pSrcSurface +// Source surface, containing the image to be saved +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcRect +// Source rectangle, or NULL for the entire image +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXSaveSurfaceToFileA( + LPCSTR pDestFile, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DSURFACE9 pSrcSurface, + CONST PALETTEENTRY* pSrcPalette, + CONST RECT* pSrcRect); + +HRESULT WINAPI + D3DXSaveSurfaceToFileW( + LPCWSTR pDestFile, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DSURFACE9 pSrcSurface, + CONST PALETTEENTRY* pSrcPalette, + CONST RECT* pSrcRect); + +#ifdef UNICODE +#define D3DXSaveSurfaceToFile D3DXSaveSurfaceToFileW +#else +#define D3DXSaveSurfaceToFile D3DXSaveSurfaceToFileA +#endif + +//---------------------------------------------------------------------------- +// D3DXSaveSurfaceToFileInMemory: +// ---------------------- +// Save a surface to a image file. +// +// Parameters: +// ppDestBuf +// address of pointer to d3dxbuffer for returning data bits +// DestFormat +// D3DXIMAGE_FILEFORMAT specifying file format to use when saving. +// pSrcSurface +// Source surface, containing the image to be saved +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcRect +// Source rectangle, or NULL for the entire image +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXSaveSurfaceToFileInMemory( + LPD3DXBUFFER* ppDestBuf, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DSURFACE9 pSrcSurface, + CONST PALETTEENTRY* pSrcPalette, + CONST RECT* pSrcRect); + + +////////////////////////////////////////////////////////////////////////////// +// Load/Save Volume APIs ///////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +//---------------------------------------------------------------------------- +// D3DXLoadVolumeFromFile/Resource: +// -------------------------------- +// Load volume from a file or resource +// +// Parameters: +// pDestVolume +// Destination volume, which will receive the image. +// pDestPalette +// Destination palette of 256 colors, or NULL +// pDestBox +// Destination box, or NULL for entire volume +// pSrcFile +// File name of the source image. +// pSrcModule +// Module where resource is located, or NULL for module associated +// with image the os used to create the current process. +// pSrcResource +// Resource name +// pSrcData +// Pointer to file in memory. +// SrcDataSize +// Size in bytes of file in memory. +// pSrcBox +// Source box, or NULL for entire image +// Filter +// D3DX_FILTER flags controlling how the image is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE. +// ColorKey +// Color to replace with transparent black, or 0 to disable colorkey. +// This is always a 32-bit ARGB color, independent of the source image +// format. Alpha is significant, and should usually be set to FF for +// opaque colorkeys. (ex. Opaque black == 0xff000000) +// pSrcInfo +// Pointer to a D3DXIMAGE_INFO structure to be filled in with the +// description of the data in the source image file, or NULL. +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXLoadVolumeFromFileA( + LPDIRECT3DVOLUME9 pDestVolume, + CONST PALETTEENTRY* pDestPalette, + CONST D3DBOX* pDestBox, + LPCSTR pSrcFile, + CONST D3DBOX* pSrcBox, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + +HRESULT WINAPI + D3DXLoadVolumeFromFileW( + LPDIRECT3DVOLUME9 pDestVolume, + CONST PALETTEENTRY* pDestPalette, + CONST D3DBOX* pDestBox, + LPCWSTR pSrcFile, + CONST D3DBOX* pSrcBox, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + +#ifdef UNICODE +#define D3DXLoadVolumeFromFile D3DXLoadVolumeFromFileW +#else +#define D3DXLoadVolumeFromFile D3DXLoadVolumeFromFileA +#endif + + +HRESULT WINAPI + D3DXLoadVolumeFromResourceA( + LPDIRECT3DVOLUME9 pDestVolume, + CONST PALETTEENTRY* pDestPalette, + CONST D3DBOX* pDestBox, + HMODULE hSrcModule, + LPCSTR pSrcResource, + CONST D3DBOX* pSrcBox, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + +HRESULT WINAPI + D3DXLoadVolumeFromResourceW( + LPDIRECT3DVOLUME9 pDestVolume, + CONST PALETTEENTRY* pDestPalette, + CONST D3DBOX* pDestBox, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + CONST D3DBOX* pSrcBox, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + +#ifdef UNICODE +#define D3DXLoadVolumeFromResource D3DXLoadVolumeFromResourceW +#else +#define D3DXLoadVolumeFromResource D3DXLoadVolumeFromResourceA +#endif + + + +HRESULT WINAPI + D3DXLoadVolumeFromFileInMemory( + LPDIRECT3DVOLUME9 pDestVolume, + CONST PALETTEENTRY* pDestPalette, + CONST D3DBOX* pDestBox, + LPCVOID pSrcData, + UINT SrcDataSize, + CONST D3DBOX* pSrcBox, + DWORD Filter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo); + + + +//---------------------------------------------------------------------------- +// D3DXLoadVolumeFromVolume: +// ------------------------- +// Load volume from another volume (with color conversion) +// +// Parameters: +// pDestVolume +// Destination volume, which will receive the image. +// pDestPalette +// Destination palette of 256 colors, or NULL +// pDestBox +// Destination box, or NULL for entire volume +// pSrcVolume +// Source volume +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcBox +// Source box, or NULL for entire volume +// Filter +// D3DX_FILTER flags controlling how the image is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE. +// ColorKey +// Color to replace with transparent black, or 0 to disable colorkey. +// This is always a 32-bit ARGB color, independent of the source image +// format. Alpha is significant, and should usually be set to FF for +// opaque colorkeys. (ex. Opaque black == 0xff000000) +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXLoadVolumeFromVolume( + LPDIRECT3DVOLUME9 pDestVolume, + CONST PALETTEENTRY* pDestPalette, + CONST D3DBOX* pDestBox, + LPDIRECT3DVOLUME9 pSrcVolume, + CONST PALETTEENTRY* pSrcPalette, + CONST D3DBOX* pSrcBox, + DWORD Filter, + D3DCOLOR ColorKey); + + + +//---------------------------------------------------------------------------- +// D3DXLoadVolumeFromMemory: +// ------------------------- +// Load volume from memory. +// +// Parameters: +// pDestVolume +// Destination volume, which will receive the image. +// pDestPalette +// Destination palette of 256 colors, or NULL +// pDestBox +// Destination box, or NULL for entire volume +// pSrcMemory +// Pointer to the top-left corner of the source volume in memory +// SrcFormat +// Pixel format of the source volume. +// SrcRowPitch +// Pitch of source image, in bytes. For DXT formats, this number +// should represent the size of one row of cells, in bytes. +// SrcSlicePitch +// Pitch of source image, in bytes. For DXT formats, this number +// should represent the size of one slice of cells, in bytes. +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcBox +// Source box. +// Filter +// D3DX_FILTER flags controlling how the image is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE. +// ColorKey +// Color to replace with transparent black, or 0 to disable colorkey. +// This is always a 32-bit ARGB color, independent of the source image +// format. Alpha is significant, and should usually be set to FF for +// opaque colorkeys. (ex. Opaque black == 0xff000000) +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXLoadVolumeFromMemory( + LPDIRECT3DVOLUME9 pDestVolume, + CONST PALETTEENTRY* pDestPalette, + CONST D3DBOX* pDestBox, + LPCVOID pSrcMemory, + D3DFORMAT SrcFormat, + UINT SrcRowPitch, + UINT SrcSlicePitch, + CONST PALETTEENTRY* pSrcPalette, + CONST D3DBOX* pSrcBox, + DWORD Filter, + D3DCOLOR ColorKey); + + + +//---------------------------------------------------------------------------- +// D3DXSaveVolumeToFile: +// --------------------- +// Save a volume to a image file. +// +// Parameters: +// pDestFile +// File name of the destination file +// DestFormat +// D3DXIMAGE_FILEFORMAT specifying file format to use when saving. +// pSrcVolume +// Source volume, containing the image to be saved +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcBox +// Source box, or NULL for the entire volume +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXSaveVolumeToFileA( + LPCSTR pDestFile, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DVOLUME9 pSrcVolume, + CONST PALETTEENTRY* pSrcPalette, + CONST D3DBOX* pSrcBox); + +HRESULT WINAPI + D3DXSaveVolumeToFileW( + LPCWSTR pDestFile, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DVOLUME9 pSrcVolume, + CONST PALETTEENTRY* pSrcPalette, + CONST D3DBOX* pSrcBox); + +#ifdef UNICODE +#define D3DXSaveVolumeToFile D3DXSaveVolumeToFileW +#else +#define D3DXSaveVolumeToFile D3DXSaveVolumeToFileA +#endif + + +//---------------------------------------------------------------------------- +// D3DXSaveVolumeToFileInMemory: +// --------------------- +// Save a volume to a image file. +// +// Parameters: +// pDestFile +// File name of the destination file +// DestFormat +// D3DXIMAGE_FILEFORMAT specifying file format to use when saving. +// pSrcVolume +// Source volume, containing the image to be saved +// pSrcPalette +// Source palette of 256 colors, or NULL +// pSrcBox +// Source box, or NULL for the entire volume +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXSaveVolumeToFileInMemory( + LPD3DXBUFFER* ppDestBuf, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DVOLUME9 pSrcVolume, + CONST PALETTEENTRY* pSrcPalette, + CONST D3DBOX* pSrcBox); + +////////////////////////////////////////////////////////////////////////////// +// Create/Save Texture APIs ////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +//---------------------------------------------------------------------------- +// D3DXCheckTextureRequirements: +// ----------------------------- +// Checks texture creation parameters. If parameters are invalid, this +// function returns corrected parameters. +// +// Parameters: +// +// pDevice +// The D3D device to be used +// pWidth, pHeight, pDepth, pSize +// Desired size in pixels, or NULL. Returns corrected size. +// pNumMipLevels +// Number of desired mipmap levels, or NULL. Returns corrected number. +// Usage +// Texture usage flags +// pFormat +// Desired pixel format, or NULL. Returns corrected format. +// Pool +// Memory pool to be used to create texture +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCheckTextureRequirements( + LPDIRECT3DDEVICE9 pDevice, + UINT* pWidth, + UINT* pHeight, + UINT* pNumMipLevels, + DWORD Usage, + D3DFORMAT* pFormat, + D3DPOOL Pool); + +HRESULT WINAPI + D3DXCheckCubeTextureRequirements( + LPDIRECT3DDEVICE9 pDevice, + UINT* pSize, + UINT* pNumMipLevels, + DWORD Usage, + D3DFORMAT* pFormat, + D3DPOOL Pool); + +HRESULT WINAPI + D3DXCheckVolumeTextureRequirements( + LPDIRECT3DDEVICE9 pDevice, + UINT* pWidth, + UINT* pHeight, + UINT* pDepth, + UINT* pNumMipLevels, + DWORD Usage, + D3DFORMAT* pFormat, + D3DPOOL Pool); + + +//---------------------------------------------------------------------------- +// D3DXCreateTexture: +// ------------------ +// Create an empty texture +// +// Parameters: +// +// pDevice +// The D3D device with which the texture is going to be used. +// Width, Height, Depth, Size +// size in pixels. these must be non-zero +// MipLevels +// number of mip levels desired. if zero or D3DX_DEFAULT, a complete +// mipmap chain will be created. +// Usage +// Texture usage flags +// Format +// Pixel format. +// Pool +// Memory pool to be used to create texture +// ppTexture, ppCubeTexture, ppVolumeTexture +// The texture object that will be created +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXCreateTexture( + LPDIRECT3DDEVICE9 pDevice, + UINT Width, + UINT Height, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + LPDIRECT3DTEXTURE9* ppTexture); + +HRESULT WINAPI + D3DXCreateCubeTexture( + LPDIRECT3DDEVICE9 pDevice, + UINT Size, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +HRESULT WINAPI + D3DXCreateVolumeTexture( + LPDIRECT3DDEVICE9 pDevice, + UINT Width, + UINT Height, + UINT Depth, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + + + +//---------------------------------------------------------------------------- +// D3DXCreateTextureFromFile/Resource: +// ----------------------------------- +// Create a texture object from a file or resource. +// +// Parameters: +// +// pDevice +// The D3D device with which the texture is going to be used. +// pSrcFile +// File name. +// hSrcModule +// Module handle. if NULL, current module will be used. +// pSrcResource +// Resource name in module +// pvSrcData +// Pointer to file in memory. +// SrcDataSize +// Size in bytes of file in memory. +// Width, Height, Depth, Size +// Size in pixels. If zero or D3DX_DEFAULT, the size will be taken from +// the file and rounded up to a power of two. If D3DX_DEFAULT_NONPOW2, +// and the device supports NONPOW2 textures, the size will not be rounded. +// If D3DX_FROM_FILE, the size will be taken exactly as it is in the file, +// and the call will fail if this violates device capabilities. +// MipLevels +// Number of mip levels. If zero or D3DX_DEFAULT, a complete mipmap +// chain will be created. If D3DX_FROM_FILE, the size will be taken +// exactly as it is in the file, and the call will fail if this violates +// device capabilities. +// Usage +// Texture usage flags +// Format +// Desired pixel format. If D3DFMT_UNKNOWN, the format will be +// taken from the file. If D3DFMT_FROM_FILE, the format will be taken +// exactly as it is in the file, and the call will fail if the device does +// not support the given format. +// Pool +// Memory pool to be used to create texture +// Filter +// D3DX_FILTER flags controlling how the image is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE. +// MipFilter +// D3DX_FILTER flags controlling how each miplevel is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_BOX. +// Use the D3DX_SKIP_DDS_MIP_LEVELS macro to specify both a filter and the +// number of mip levels to skip when loading DDS files. +// ColorKey +// Color to replace with transparent black, or 0 to disable colorkey. +// This is always a 32-bit ARGB color, independent of the source image +// format. Alpha is significant, and should usually be set to FF for +// opaque colorkeys. (ex. Opaque black == 0xff000000) +// pSrcInfo +// Pointer to a D3DXIMAGE_INFO structure to be filled in with the +// description of the data in the source image file, or NULL. +// pPalette +// 256 color palette to be filled in, or NULL +// ppTexture, ppCubeTexture, ppVolumeTexture +// The texture object that will be created +// +//---------------------------------------------------------------------------- + +// FromFile + +HRESULT WINAPI + D3DXCreateTextureFromFileA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + LPDIRECT3DTEXTURE9* ppTexture); + +HRESULT WINAPI + D3DXCreateTextureFromFileW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + LPDIRECT3DTEXTURE9* ppTexture); + +#ifdef UNICODE +#define D3DXCreateTextureFromFile D3DXCreateTextureFromFileW +#else +#define D3DXCreateTextureFromFile D3DXCreateTextureFromFileA +#endif + + +HRESULT WINAPI + D3DXCreateCubeTextureFromFileA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +HRESULT WINAPI + D3DXCreateCubeTextureFromFileW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +#ifdef UNICODE +#define D3DXCreateCubeTextureFromFile D3DXCreateCubeTextureFromFileW +#else +#define D3DXCreateCubeTextureFromFile D3DXCreateCubeTextureFromFileA +#endif + + +HRESULT WINAPI + D3DXCreateVolumeTextureFromFileA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +HRESULT WINAPI + D3DXCreateVolumeTextureFromFileW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +#ifdef UNICODE +#define D3DXCreateVolumeTextureFromFile D3DXCreateVolumeTextureFromFileW +#else +#define D3DXCreateVolumeTextureFromFile D3DXCreateVolumeTextureFromFileA +#endif + + +// FromResource + +HRESULT WINAPI + D3DXCreateTextureFromResourceA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + LPDIRECT3DTEXTURE9* ppTexture); + +HRESULT WINAPI + D3DXCreateTextureFromResourceW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + LPDIRECT3DTEXTURE9* ppTexture); + +#ifdef UNICODE +#define D3DXCreateTextureFromResource D3DXCreateTextureFromResourceW +#else +#define D3DXCreateTextureFromResource D3DXCreateTextureFromResourceA +#endif + + +HRESULT WINAPI + D3DXCreateCubeTextureFromResourceA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +HRESULT WINAPI + D3DXCreateCubeTextureFromResourceW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +#ifdef UNICODE +#define D3DXCreateCubeTextureFromResource D3DXCreateCubeTextureFromResourceW +#else +#define D3DXCreateCubeTextureFromResource D3DXCreateCubeTextureFromResourceA +#endif + + +HRESULT WINAPI + D3DXCreateVolumeTextureFromResourceA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +HRESULT WINAPI + D3DXCreateVolumeTextureFromResourceW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +#ifdef UNICODE +#define D3DXCreateVolumeTextureFromResource D3DXCreateVolumeTextureFromResourceW +#else +#define D3DXCreateVolumeTextureFromResource D3DXCreateVolumeTextureFromResourceA +#endif + + +// FromFileEx + +HRESULT WINAPI + D3DXCreateTextureFromFileExA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + UINT Width, + UINT Height, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DTEXTURE9* ppTexture); + +HRESULT WINAPI + D3DXCreateTextureFromFileExW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + UINT Width, + UINT Height, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DTEXTURE9* ppTexture); + +#ifdef UNICODE +#define D3DXCreateTextureFromFileEx D3DXCreateTextureFromFileExW +#else +#define D3DXCreateTextureFromFileEx D3DXCreateTextureFromFileExA +#endif + + +HRESULT WINAPI + D3DXCreateCubeTextureFromFileExA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + UINT Size, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +HRESULT WINAPI + D3DXCreateCubeTextureFromFileExW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + UINT Size, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +#ifdef UNICODE +#define D3DXCreateCubeTextureFromFileEx D3DXCreateCubeTextureFromFileExW +#else +#define D3DXCreateCubeTextureFromFileEx D3DXCreateCubeTextureFromFileExA +#endif + + +HRESULT WINAPI + D3DXCreateVolumeTextureFromFileExA( + LPDIRECT3DDEVICE9 pDevice, + LPCSTR pSrcFile, + UINT Width, + UINT Height, + UINT Depth, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +HRESULT WINAPI + D3DXCreateVolumeTextureFromFileExW( + LPDIRECT3DDEVICE9 pDevice, + LPCWSTR pSrcFile, + UINT Width, + UINT Height, + UINT Depth, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +#ifdef UNICODE +#define D3DXCreateVolumeTextureFromFileEx D3DXCreateVolumeTextureFromFileExW +#else +#define D3DXCreateVolumeTextureFromFileEx D3DXCreateVolumeTextureFromFileExA +#endif + + +// FromResourceEx + +HRESULT WINAPI + D3DXCreateTextureFromResourceExA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + UINT Width, + UINT Height, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DTEXTURE9* ppTexture); + +HRESULT WINAPI + D3DXCreateTextureFromResourceExW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + UINT Width, + UINT Height, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DTEXTURE9* ppTexture); + +#ifdef UNICODE +#define D3DXCreateTextureFromResourceEx D3DXCreateTextureFromResourceExW +#else +#define D3DXCreateTextureFromResourceEx D3DXCreateTextureFromResourceExA +#endif + + +HRESULT WINAPI + D3DXCreateCubeTextureFromResourceExA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + UINT Size, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +HRESULT WINAPI + D3DXCreateCubeTextureFromResourceExW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + UINT Size, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +#ifdef UNICODE +#define D3DXCreateCubeTextureFromResourceEx D3DXCreateCubeTextureFromResourceExW +#else +#define D3DXCreateCubeTextureFromResourceEx D3DXCreateCubeTextureFromResourceExA +#endif + + +HRESULT WINAPI + D3DXCreateVolumeTextureFromResourceExA( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCSTR pSrcResource, + UINT Width, + UINT Height, + UINT Depth, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +HRESULT WINAPI + D3DXCreateVolumeTextureFromResourceExW( + LPDIRECT3DDEVICE9 pDevice, + HMODULE hSrcModule, + LPCWSTR pSrcResource, + UINT Width, + UINT Height, + UINT Depth, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + +#ifdef UNICODE +#define D3DXCreateVolumeTextureFromResourceEx D3DXCreateVolumeTextureFromResourceExW +#else +#define D3DXCreateVolumeTextureFromResourceEx D3DXCreateVolumeTextureFromResourceExA +#endif + + +// FromFileInMemory + +HRESULT WINAPI + D3DXCreateTextureFromFileInMemory( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataSize, + LPDIRECT3DTEXTURE9* ppTexture); + +HRESULT WINAPI + D3DXCreateCubeTextureFromFileInMemory( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataSize, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +HRESULT WINAPI + D3DXCreateVolumeTextureFromFileInMemory( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataSize, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + + +// FromFileInMemoryEx + +HRESULT WINAPI + D3DXCreateTextureFromFileInMemoryEx( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataSize, + UINT Width, + UINT Height, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DTEXTURE9* ppTexture); + +HRESULT WINAPI + D3DXCreateCubeTextureFromFileInMemoryEx( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataSize, + UINT Size, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DCUBETEXTURE9* ppCubeTexture); + +HRESULT WINAPI + D3DXCreateVolumeTextureFromFileInMemoryEx( + LPDIRECT3DDEVICE9 pDevice, + LPCVOID pSrcData, + UINT SrcDataSize, + UINT Width, + UINT Height, + UINT Depth, + UINT MipLevels, + DWORD Usage, + D3DFORMAT Format, + D3DPOOL Pool, + DWORD Filter, + DWORD MipFilter, + D3DCOLOR ColorKey, + D3DXIMAGE_INFO* pSrcInfo, + PALETTEENTRY* pPalette, + LPDIRECT3DVOLUMETEXTURE9* ppVolumeTexture); + + + +//---------------------------------------------------------------------------- +// D3DXSaveTextureToFile: +// ---------------------- +// Save a texture to a file. +// +// Parameters: +// pDestFile +// File name of the destination file +// DestFormat +// D3DXIMAGE_FILEFORMAT specifying file format to use when saving. +// pSrcTexture +// Source texture, containing the image to be saved +// pSrcPalette +// Source palette of 256 colors, or NULL +// +//---------------------------------------------------------------------------- + + +HRESULT WINAPI + D3DXSaveTextureToFileA( + LPCSTR pDestFile, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DBASETEXTURE9 pSrcTexture, + CONST PALETTEENTRY* pSrcPalette); + +HRESULT WINAPI + D3DXSaveTextureToFileW( + LPCWSTR pDestFile, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DBASETEXTURE9 pSrcTexture, + CONST PALETTEENTRY* pSrcPalette); + +#ifdef UNICODE +#define D3DXSaveTextureToFile D3DXSaveTextureToFileW +#else +#define D3DXSaveTextureToFile D3DXSaveTextureToFileA +#endif + + +//---------------------------------------------------------------------------- +// D3DXSaveTextureToFileInMemory: +// ---------------------- +// Save a texture to a file. +// +// Parameters: +// ppDestBuf +// address of a d3dxbuffer pointer to return the image data +// DestFormat +// D3DXIMAGE_FILEFORMAT specifying file format to use when saving. +// pSrcTexture +// Source texture, containing the image to be saved +// pSrcPalette +// Source palette of 256 colors, or NULL +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXSaveTextureToFileInMemory( + LPD3DXBUFFER* ppDestBuf, + D3DXIMAGE_FILEFORMAT DestFormat, + LPDIRECT3DBASETEXTURE9 pSrcTexture, + CONST PALETTEENTRY* pSrcPalette); + + + + +////////////////////////////////////////////////////////////////////////////// +// Misc Texture APIs ///////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +//---------------------------------------------------------------------------- +// D3DXFilterTexture: +// ------------------ +// Filters mipmaps levels of a texture. +// +// Parameters: +// pBaseTexture +// The texture object to be filtered +// pPalette +// 256 color palette to be used, or NULL for non-palettized formats +// SrcLevel +// The level whose image is used to generate the subsequent levels. +// Filter +// D3DX_FILTER flags controlling how each miplevel is filtered. +// Or D3DX_DEFAULT for D3DX_FILTER_BOX, +// +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXFilterTexture( + LPDIRECT3DBASETEXTURE9 pBaseTexture, + CONST PALETTEENTRY* pPalette, + UINT SrcLevel, + DWORD Filter); + +#define D3DXFilterCubeTexture D3DXFilterTexture +#define D3DXFilterVolumeTexture D3DXFilterTexture + + + +//---------------------------------------------------------------------------- +// D3DXFillTexture: +// ---------------- +// Uses a user provided function to fill each texel of each mip level of a +// given texture. +// +// Paramters: +// pTexture, pCubeTexture, pVolumeTexture +// Pointer to the texture to be filled. +// pFunction +// Pointer to user provided evalutor function which will be used to +// compute the value of each texel. +// pData +// Pointer to an arbitrary block of user defined data. This pointer +// will be passed to the function provided in pFunction +//----------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXFillTexture( + LPDIRECT3DTEXTURE9 pTexture, + LPD3DXFILL2D pFunction, + LPVOID pData); + +HRESULT WINAPI + D3DXFillCubeTexture( + LPDIRECT3DCUBETEXTURE9 pCubeTexture, + LPD3DXFILL3D pFunction, + LPVOID pData); + +HRESULT WINAPI + D3DXFillVolumeTexture( + LPDIRECT3DVOLUMETEXTURE9 pVolumeTexture, + LPD3DXFILL3D pFunction, + LPVOID pData); + +//--------------------------------------------------------------------------- +// D3DXFillTextureTX: +// ------------------ +// Uses a TX Shader target to function to fill each texel of each mip level +// of a given texture. The TX Shader target should be a compiled function +// taking 2 paramters and returning a float4 color. +// +// Paramters: +// pTexture, pCubeTexture, pVolumeTexture +// Pointer to the texture to be filled. +// pTextureShader +// Pointer to the texture shader to be used to fill in the texture +//---------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXFillTextureTX( + LPDIRECT3DTEXTURE9 pTexture, + LPD3DXTEXTURESHADER pTextureShader); + + +HRESULT WINAPI + D3DXFillCubeTextureTX( + LPDIRECT3DCUBETEXTURE9 pCubeTexture, + LPD3DXTEXTURESHADER pTextureShader); + + +HRESULT WINAPI + D3DXFillVolumeTextureTX( + LPDIRECT3DVOLUMETEXTURE9 pVolumeTexture, + LPD3DXTEXTURESHADER pTextureShader); + + + +//---------------------------------------------------------------------------- +// D3DXComputeNormalMap: +// --------------------- +// Converts a height map into a normal map. The (x,y,z) components of each +// normal are mapped to the (r,g,b) channels of the output texture. +// +// Parameters +// pTexture +// Pointer to the destination texture +// pSrcTexture +// Pointer to the source heightmap texture +// pSrcPalette +// Source palette of 256 colors, or NULL +// Flags +// D3DX_NORMALMAP flags +// Channel +// D3DX_CHANNEL specifying source of height information +// Amplitude +// The constant value which the height information is multiplied by. +//--------------------------------------------------------------------------- + +HRESULT WINAPI + D3DXComputeNormalMap( + LPDIRECT3DTEXTURE9 pTexture, + LPDIRECT3DTEXTURE9 pSrcTexture, + CONST PALETTEENTRY* pSrcPalette, + DWORD Flags, + DWORD Channel, + FLOAT Amplitude); + + + + +#ifdef __cplusplus +} +#endif //__cplusplus + +#endif //__D3DX9TEX_H__ + diff --git a/src/dep/include/DXSDK/include/d3dx9xof.h b/src/dep/include/DXSDK/include/d3dx9xof.h new file mode 100644 index 0000000..6edb926 --- /dev/null +++ b/src/dep/include/DXSDK/include/d3dx9xof.h @@ -0,0 +1,299 @@ +/////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dx9xof.h +// Content: D3DX .X File types and functions +// +/////////////////////////////////////////////////////////////////////////// + +#include "d3dx9.h" + +#if !defined( __D3DX9XOF_H__ ) +#define __D3DX9XOF_H__ + +#if defined( __cplusplus ) +extern "C" { +#endif // defined( __cplusplus ) + +//---------------------------------------------------------------------------- +// D3DXF_FILEFORMAT +// This flag is used to specify what file type to use when saving to disk. +// _BINARY, and _TEXT are mutually exclusive, while +// _COMPRESSED is an optional setting that works with all file types. +//---------------------------------------------------------------------------- +typedef DWORD D3DXF_FILEFORMAT; + +#define D3DXF_FILEFORMAT_BINARY 0 +#define D3DXF_FILEFORMAT_TEXT 1 +#define D3DXF_FILEFORMAT_COMPRESSED 2 + +//---------------------------------------------------------------------------- +// D3DXF_FILESAVEOPTIONS +// This flag is used to specify where to save the file to. Each flag is +// mutually exclusive, indicates the data location of the file, and also +// chooses which additional data will specify the location. +// _TOFILE is paired with a filename (LPCSTR) +// _TOWFILE is paired with a filename (LPWSTR) +//---------------------------------------------------------------------------- +typedef DWORD D3DXF_FILESAVEOPTIONS; + +#define D3DXF_FILESAVE_TOFILE 0x00L +#define D3DXF_FILESAVE_TOWFILE 0x01L + +//---------------------------------------------------------------------------- +// D3DXF_FILELOADOPTIONS +// This flag is used to specify where to load the file from. Each flag is +// mutually exclusive, indicates the data location of the file, and also +// chooses which additional data will specify the location. +// _FROMFILE is paired with a filename (LPCSTR) +// _FROMWFILE is paired with a filename (LPWSTR) +// _FROMRESOURCE is paired with a (D3DXF_FILELOADRESOUCE*) description. +// _FROMMEMORY is paired with a (D3DXF_FILELOADMEMORY*) description. +//---------------------------------------------------------------------------- +typedef DWORD D3DXF_FILELOADOPTIONS; + +#define D3DXF_FILELOAD_FROMFILE 0x00L +#define D3DXF_FILELOAD_FROMWFILE 0x01L +#define D3DXF_FILELOAD_FROMRESOURCE 0x02L +#define D3DXF_FILELOAD_FROMMEMORY 0x03L + +//---------------------------------------------------------------------------- +// D3DXF_FILELOADRESOURCE: +//---------------------------------------------------------------------------- + +typedef struct _D3DXF_FILELOADRESOURCE +{ + HMODULE hModule; // Desc + LPCSTR lpName; // Desc + LPCSTR lpType; // Desc +} D3DXF_FILELOADRESOURCE; + +//---------------------------------------------------------------------------- +// D3DXF_FILELOADMEMORY: +//---------------------------------------------------------------------------- + +typedef struct _D3DXF_FILELOADMEMORY +{ + LPCVOID lpMemory; // Desc + SIZE_T dSize; // Desc +} D3DXF_FILELOADMEMORY; + +#if defined( _WIN32 ) && !defined( _NO_COM ) + +// {cef08cf9-7b4f-4429-9624-2a690a933201} +DEFINE_GUID( IID_ID3DXFile, +0xcef08cf9, 0x7b4f, 0x4429, 0x96, 0x24, 0x2a, 0x69, 0x0a, 0x93, 0x32, 0x01 ); + +// {cef08cfa-7b4f-4429-9624-2a690a933201} +DEFINE_GUID( IID_ID3DXFileSaveObject, +0xcef08cfa, 0x7b4f, 0x4429, 0x96, 0x24, 0x2a, 0x69, 0x0a, 0x93, 0x32, 0x01 ); + +// {cef08cfb-7b4f-4429-9624-2a690a933201} +DEFINE_GUID( IID_ID3DXFileSaveData, +0xcef08cfb, 0x7b4f, 0x4429, 0x96, 0x24, 0x2a, 0x69, 0x0a, 0x93, 0x32, 0x01 ); + +// {cef08cfc-7b4f-4429-9624-2a690a933201} +DEFINE_GUID( IID_ID3DXFileEnumObject, +0xcef08cfc, 0x7b4f, 0x4429, 0x96, 0x24, 0x2a, 0x69, 0x0a, 0x93, 0x32, 0x01 ); + +// {cef08cfd-7b4f-4429-9624-2a690a933201} +DEFINE_GUID( IID_ID3DXFileData, +0xcef08cfd, 0x7b4f, 0x4429, 0x96, 0x24, 0x2a, 0x69, 0x0a, 0x93, 0x32, 0x01 ); + +#endif // defined( _WIN32 ) && !defined( _NO_COM ) + +#if defined( __cplusplus ) +#if !defined( DECLSPEC_UUID ) +#if _MSC_VER >= 1100 +#define DECLSPEC_UUID( x ) __declspec( uuid( x ) ) +#else // !( _MSC_VER >= 1100 ) +#define DECLSPEC_UUID( x ) +#endif // !( _MSC_VER >= 1100 ) +#endif // !defined( DECLSPEC_UUID ) + +interface DECLSPEC_UUID( "cef08cf9-7b4f-4429-9624-2a690a933201" ) + ID3DXFile; +interface DECLSPEC_UUID( "cef08cfa-7b4f-4429-9624-2a690a933201" ) + ID3DXFileSaveObject; +interface DECLSPEC_UUID( "cef08cfb-7b4f-4429-9624-2a690a933201" ) + ID3DXFileSaveData; +interface DECLSPEC_UUID( "cef08cfc-7b4f-4429-9624-2a690a933201" ) + ID3DXFileEnumObject; +interface DECLSPEC_UUID( "cef08cfd-7b4f-4429-9624-2a690a933201" ) + ID3DXFileData; + +#if defined( _COM_SMARTPTR_TYPEDEF ) +_COM_SMARTPTR_TYPEDEF( ID3DXFile, + __uuidof( ID3DXFile ) ); +_COM_SMARTPTR_TYPEDEF( ID3DXFileSaveObject, + __uuidof( ID3DXFileSaveObject ) ); +_COM_SMARTPTR_TYPEDEF( ID3DXFileSaveData, + __uuidof( ID3DXFileSaveData ) ); +_COM_SMARTPTR_TYPEDEF( ID3DXFileEnumObject, + __uuidof( ID3DXFileEnumObject ) ); +_COM_SMARTPTR_TYPEDEF( ID3DXFileData, + __uuidof( ID3DXFileData ) ); +#endif // defined( _COM_SMARTPTR_TYPEDEF ) +#endif // defined( __cplusplus ) + +typedef interface ID3DXFile ID3DXFile; +typedef interface ID3DXFileSaveObject ID3DXFileSaveObject; +typedef interface ID3DXFileSaveData ID3DXFileSaveData; +typedef interface ID3DXFileEnumObject ID3DXFileEnumObject; +typedef interface ID3DXFileData ID3DXFileData; + +////////////////////////////////////////////////////////////////////////////// +// ID3DXFile ///////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +#undef INTERFACE +#define INTERFACE ID3DXFile + +DECLARE_INTERFACE_( ID3DXFile, IUnknown ) +{ + STDMETHOD( QueryInterface )( THIS_ REFIID, LPVOID* ) PURE; + STDMETHOD_( ULONG, AddRef )( THIS ) PURE; + STDMETHOD_( ULONG, Release )( THIS ) PURE; + + STDMETHOD( CreateEnumObject )( THIS_ LPCVOID, D3DXF_FILELOADOPTIONS, + ID3DXFileEnumObject** ) PURE; + STDMETHOD( CreateSaveObject )( THIS_ LPCVOID, D3DXF_FILESAVEOPTIONS, + D3DXF_FILEFORMAT, ID3DXFileSaveObject** ) PURE; + STDMETHOD( RegisterTemplates )( THIS_ LPCVOID, SIZE_T ) PURE; + STDMETHOD( RegisterEnumTemplates )( THIS_ ID3DXFileEnumObject* ) PURE; +}; + +////////////////////////////////////////////////////////////////////////////// +// ID3DXFileSaveObject /////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +#undef INTERFACE +#define INTERFACE ID3DXFileSaveObject + +DECLARE_INTERFACE_( ID3DXFileSaveObject, IUnknown ) +{ + STDMETHOD( QueryInterface )( THIS_ REFIID, LPVOID* ) PURE; + STDMETHOD_( ULONG, AddRef )( THIS ) PURE; + STDMETHOD_( ULONG, Release )( THIS ) PURE; + + STDMETHOD( GetFile )( THIS_ ID3DXFile** ) PURE; + STDMETHOD( AddDataObject )( THIS_ REFGUID, LPCSTR, CONST GUID*, + SIZE_T, LPCVOID, ID3DXFileSaveData** ) PURE; + STDMETHOD( Save )( THIS ) PURE; +}; + +////////////////////////////////////////////////////////////////////////////// +// ID3DXFileSaveData ///////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +#undef INTERFACE +#define INTERFACE ID3DXFileSaveData + +DECLARE_INTERFACE_( ID3DXFileSaveData, IUnknown ) +{ + STDMETHOD( QueryInterface )( THIS_ REFIID, LPVOID* ) PURE; + STDMETHOD_( ULONG, AddRef )( THIS ) PURE; + STDMETHOD_( ULONG, Release )( THIS ) PURE; + + STDMETHOD( GetSave )( THIS_ ID3DXFileSaveObject** ) PURE; + STDMETHOD( GetName )( THIS_ LPSTR, SIZE_T* ) PURE; + STDMETHOD( GetId )( THIS_ LPGUID ) PURE; + STDMETHOD( GetType )( THIS_ GUID* ) PURE; + STDMETHOD( AddDataObject )( THIS_ REFGUID, LPCSTR, CONST GUID*, + SIZE_T, LPCVOID, ID3DXFileSaveData** ) PURE; + STDMETHOD( AddDataReference )( THIS_ LPCSTR, CONST GUID* ) PURE; +}; + +////////////////////////////////////////////////////////////////////////////// +// ID3DXFileEnumObject /////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +#undef INTERFACE +#define INTERFACE ID3DXFileEnumObject + +DECLARE_INTERFACE_( ID3DXFileEnumObject, IUnknown ) +{ + STDMETHOD( QueryInterface )( THIS_ REFIID, LPVOID* ) PURE; + STDMETHOD_( ULONG, AddRef )( THIS ) PURE; + STDMETHOD_( ULONG, Release )( THIS ) PURE; + + STDMETHOD( GetFile )( THIS_ ID3DXFile** ) PURE; + STDMETHOD( GetChildren )( THIS_ SIZE_T* ) PURE; + STDMETHOD( GetChild )( THIS_ SIZE_T, ID3DXFileData** ) PURE; + STDMETHOD( GetDataObjectById )( THIS_ REFGUID, ID3DXFileData** ) PURE; + STDMETHOD( GetDataObjectByName )( THIS_ LPCSTR, ID3DXFileData** ) PURE; +}; + +////////////////////////////////////////////////////////////////////////////// +// ID3DXFileData ///////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// + +#undef INTERFACE +#define INTERFACE ID3DXFileData + +DECLARE_INTERFACE_( ID3DXFileData, IUnknown ) +{ + STDMETHOD( QueryInterface )( THIS_ REFIID, LPVOID* ) PURE; + STDMETHOD_( ULONG, AddRef )( THIS ) PURE; + STDMETHOD_( ULONG, Release )( THIS ) PURE; + + STDMETHOD( GetEnum )( THIS_ ID3DXFileEnumObject** ) PURE; + STDMETHOD( GetName )( THIS_ LPSTR, SIZE_T* ) PURE; + STDMETHOD( GetId )( THIS_ LPGUID ) PURE; + STDMETHOD( Lock )( THIS_ SIZE_T*, LPCVOID* ) PURE; + STDMETHOD( Unlock )( THIS ) PURE; + STDMETHOD( GetType )( THIS_ GUID* ) PURE; + STDMETHOD_( BOOL, IsReference )( THIS ) PURE; + STDMETHOD( GetChildren )( THIS_ SIZE_T* ) PURE; + STDMETHOD( GetChild )( THIS_ SIZE_T, ID3DXFileData** ) PURE; +}; + +STDAPI D3DXFileCreate( ID3DXFile** lplpDirectXFile ); + +/* + * DirectX File errors. + */ + +#define _FACD3DXF 0x876 + +#define D3DXFERR_BADOBJECT MAKE_HRESULT( 1, _FACD3DXF, 900 ) +#define D3DXFERR_BADVALUE MAKE_HRESULT( 1, _FACD3DXF, 901 ) +#define D3DXFERR_BADTYPE MAKE_HRESULT( 1, _FACD3DXF, 902 ) +#define D3DXFERR_NOTFOUND MAKE_HRESULT( 1, _FACD3DXF, 903 ) +#define D3DXFERR_NOTDONEYET MAKE_HRESULT( 1, _FACD3DXF, 904 ) +#define D3DXFERR_FILENOTFOUND MAKE_HRESULT( 1, _FACD3DXF, 905 ) +#define D3DXFERR_RESOURCENOTFOUND MAKE_HRESULT( 1, _FACD3DXF, 906 ) +#define D3DXFERR_BADRESOURCE MAKE_HRESULT( 1, _FACD3DXF, 907 ) +#define D3DXFERR_BADFILETYPE MAKE_HRESULT( 1, _FACD3DXF, 908 ) +#define D3DXFERR_BADFILEVERSION MAKE_HRESULT( 1, _FACD3DXF, 909 ) +#define D3DXFERR_BADFILEFLOATSIZE MAKE_HRESULT( 1, _FACD3DXF, 910 ) +#define D3DXFERR_BADFILE MAKE_HRESULT( 1, _FACD3DXF, 911 ) +#define D3DXFERR_PARSEERROR MAKE_HRESULT( 1, _FACD3DXF, 912 ) +#define D3DXFERR_BADARRAYSIZE MAKE_HRESULT( 1, _FACD3DXF, 913 ) +#define D3DXFERR_BADDATAREFERENCE MAKE_HRESULT( 1, _FACD3DXF, 914 ) +#define D3DXFERR_NOMOREOBJECTS MAKE_HRESULT( 1, _FACD3DXF, 915 ) +#define D3DXFERR_NOMOREDATA MAKE_HRESULT( 1, _FACD3DXF, 916 ) +#define D3DXFERR_BADCACHEFILE MAKE_HRESULT( 1, _FACD3DXF, 917 ) + +/* + * DirectX File object types. + */ + +#ifndef WIN_TYPES +#define WIN_TYPES(itype, ptype) typedef interface itype *LP##ptype, **LPLP##ptype +#endif + +WIN_TYPES(ID3DXFile, D3DXFILE); +WIN_TYPES(ID3DXFileEnumObject, D3DXFILEENUMOBJECT); +WIN_TYPES(ID3DXFileSaveObject, D3DXFILESAVEOBJECT); +WIN_TYPES(ID3DXFileData, D3DXFILEDATA); +WIN_TYPES(ID3DXFileSaveData, D3DXFILESAVEDATA); + +#if defined( __cplusplus ) +} // extern "C" +#endif // defined( __cplusplus ) + +#endif // !defined( __D3DX9XOF_H__ ) + + diff --git a/src/dep/src/irrlicht/Irrlicht7.1.vcproj b/src/dep/src/irrlicht/Irrlicht7.1.vcproj index dd0107b..38d2e07 100644 --- a/src/dep/src/irrlicht/Irrlicht7.1.vcproj +++ b/src/dep/src/irrlicht/Irrlicht7.1.vcproj @@ -23,7 +23,7 @@