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📄 d3dtypes.h

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typedef enum _D3DFOGMODE {
    D3DFOG_NONE                = 0,
    D3DFOG_EXP                 = 1,
    D3DFOG_EXP2                = 2,
    D3DFOG_LINEAR              = 3
} D3DFOGMODE;

/*
 * Amount to add to a state to generate the override for that state.
 */
#define D3DSTATE_OVERRIDE_BIAS          256

/*
 * A state which sets the override flag for the specified state type.
 */
#define D3DSTATE_OVERRIDE(type) ((DWORD) (type) + D3DSTATE_OVERRIDE_BIAS)

typedef enum _D3DTRANSFORMSTATETYPE {
    D3DTRANSFORMSTATE_WORLD           = 1,
    D3DTRANSFORMSTATE_VIEW            = 2,
    D3DTRANSFORMSTATE_PROJECTION      = 3,
} D3DTRANSFORMSTATETYPE;

typedef enum _D3DLIGHTSTATETYPE {
    D3DLIGHTSTATE_MATERIAL            = 1,
    D3DLIGHTSTATE_AMBIENT             = 2,
    D3DLIGHTSTATE_COLORMODEL          = 3,
    D3DLIGHTSTATE_FOGMODE             = 4,
    D3DLIGHTSTATE_FOGSTART            = 5,
    D3DLIGHTSTATE_FOGEND              = 6,
    D3DLIGHTSTATE_FOGDENSITY          = 7,
} D3DLIGHTSTATETYPE;

typedef enum _D3DRENDERSTATETYPE {
    D3DRENDERSTATE_TEXTUREHANDLE      = 1,    /* Texture handle */
    D3DRENDERSTATE_ANTIALIAS          = 2,    /* Antialiasing prim edges */
    D3DRENDERSTATE_TEXTUREADDRESS     = 3,    /* D3DTEXTUREADDRESS      */
    D3DRENDERSTATE_TEXTUREPERSPECTIVE = 4,    /* TRUE for perspective correction */
    D3DRENDERSTATE_WRAPU              = 5,    /* TRUE for wrapping in u */
    D3DRENDERSTATE_WRAPV              = 6,    /* TRUE for wrapping in v */
    D3DRENDERSTATE_ZENABLE            = 7,    /* TRUE to enable z test */
    D3DRENDERSTATE_FILLMODE           = 8,    /* D3DFILL_MODE            */
    D3DRENDERSTATE_SHADEMODE          = 9,    /* D3DSHADEMODE */
    D3DRENDERSTATE_LINEPATTERN        = 10,   /* D3DLINEPATTERN */
    D3DRENDERSTATE_MONOENABLE         = 11,   /* TRUE to enable mono rasterization */
    D3DRENDERSTATE_ROP2               = 12,   /* ROP2 */
    D3DRENDERSTATE_PLANEMASK          = 13,   /* DWORD physical plane mask */
    D3DRENDERSTATE_ZWRITEENABLE       = 14,   /* TRUE to enable z writes */
    D3DRENDERSTATE_ALPHATESTENABLE    = 15,   /* TRUE to enable alpha tests */
    D3DRENDERSTATE_LASTPIXEL          = 16,   /* TRUE for last-pixel on lines */
    D3DRENDERSTATE_TEXTUREMAG         = 17,   /* D3DTEXTUREFILTER */
    D3DRENDERSTATE_TEXTUREMIN         = 18,   /* D3DTEXTUREFILTER */
    D3DRENDERSTATE_SRCBLEND           = 19,   /* D3DBLEND */
    D3DRENDERSTATE_DESTBLEND          = 20,   /* D3DBLEND */
    D3DRENDERSTATE_TEXTUREMAPBLEND    = 21,   /* D3DTEXTUREBLEND */
    D3DRENDERSTATE_CULLMODE           = 22,   /* D3DCULL */
    D3DRENDERSTATE_ZFUNC              = 23,   /* D3DCMPFUNC */
    D3DRENDERSTATE_ALPHAREF           = 24,   /* D3DFIXED */
    D3DRENDERSTATE_ALPHAFUNC          = 25,   /* D3DCMPFUNC */
    D3DRENDERSTATE_DITHERENABLE       = 26,   /* TRUE to enable dithering */
    D3DRENDERSTATE_BLENDENABLE        = 27,   /* TRUE to enable alpha blending */
    D3DRENDERSTATE_FOGENABLE          = 28,   /* TRUE to enable fog */
    D3DRENDERSTATE_SPECULARENABLE     = 29,   /* TRUE to enable specular */
    D3DRENDERSTATE_ZVISIBLE           = 30,   /* TRUE to enable z checking */
    D3DRENDERSTATE_SUBPIXEL           = 31,   /* TRUE to enable subpixel correction */
    D3DRENDERSTATE_SUBPIXELX          = 32,   /* TRUE to enable correction in X only */
    D3DRENDERSTATE_STIPPLEDALPHA      = 33,   /* TRUE to enable stippled alpha */
    D3DRENDERSTATE_FOGCOLOR           = 34,   /* D3DCOLOR */
    D3DRENDERSTATE_FOGTABLEMODE       = 35,   /* D3DFOGMODE */
    D3DRENDERSTATE_FOGTABLESTART      = 36,   /* Fog table start        */
    D3DRENDERSTATE_FOGTABLEEND        = 37,   /* Fog table end          */
    D3DRENDERSTATE_FOGTABLEDENSITY    = 38,   /* Fog table density      */
    D3DRENDERSTATE_STIPPLEENABLE      = 39,   /* TRUE to enable stippling */
    D3DRENDERSTATE_STIPPLEPATTERN00   = 64,   /* Stipple pattern 01...  */      
    D3DRENDERSTATE_STIPPLEPATTERN01   = 65,
    D3DRENDERSTATE_STIPPLEPATTERN02   = 66,
    D3DRENDERSTATE_STIPPLEPATTERN03   = 67,
    D3DRENDERSTATE_STIPPLEPATTERN04   = 68,
    D3DRENDERSTATE_STIPPLEPATTERN05   = 69,
    D3DRENDERSTATE_STIPPLEPATTERN06   = 70,
    D3DRENDERSTATE_STIPPLEPATTERN07   = 71,
    D3DRENDERSTATE_STIPPLEPATTERN08   = 72,
    D3DRENDERSTATE_STIPPLEPATTERN09   = 73,
    D3DRENDERSTATE_STIPPLEPATTERN10   = 74,
    D3DRENDERSTATE_STIPPLEPATTERN11   = 75,
    D3DRENDERSTATE_STIPPLEPATTERN12   = 76,
    D3DRENDERSTATE_STIPPLEPATTERN13   = 77,
    D3DRENDERSTATE_STIPPLEPATTERN14   = 78,
    D3DRENDERSTATE_STIPPLEPATTERN15   = 79,
    D3DRENDERSTATE_STIPPLEPATTERN16   = 80,
    D3DRENDERSTATE_STIPPLEPATTERN17   = 81,
    D3DRENDERSTATE_STIPPLEPATTERN18   = 82,
    D3DRENDERSTATE_STIPPLEPATTERN19   = 83,
    D3DRENDERSTATE_STIPPLEPATTERN20   = 84,
    D3DRENDERSTATE_STIPPLEPATTERN21   = 85,
    D3DRENDERSTATE_STIPPLEPATTERN22   = 86,
    D3DRENDERSTATE_STIPPLEPATTERN23   = 87,
    D3DRENDERSTATE_STIPPLEPATTERN24   = 88,
    D3DRENDERSTATE_STIPPLEPATTERN25   = 89,
    D3DRENDERSTATE_STIPPLEPATTERN26   = 90,
    D3DRENDERSTATE_STIPPLEPATTERN27   = 91,
    D3DRENDERSTATE_STIPPLEPATTERN28   = 92,
    D3DRENDERSTATE_STIPPLEPATTERN29   = 93,
    D3DRENDERSTATE_STIPPLEPATTERN30   = 94,
    D3DRENDERSTATE_STIPPLEPATTERN31   = 95,
} D3DRENDERSTATETYPE;

#define D3DRENDERSTATE_STIPPLEPATTERN(y) (D3DRENDERSTATE_STIPPLEPATTERN00 + (y))

typedef struct _D3DSTATE {
    union {
        D3DTRANSFORMSTATETYPE   dtstTransformStateType;
        D3DLIGHTSTATETYPE       dlstLightStateType;
        D3DRENDERSTATETYPE      drstRenderStateType;
    };
    union {
        DWORD                   dwArg[1];
        D3DVALUE                dvArg[1];
    };
} D3DSTATE, *LPD3DSTATE;

/*
 * Operation used to load matrices
 * hDstMat = hSrcMat
 */
typedef struct _D3DMATRIXLOAD {
    D3DMATRIXHANDLE hDestMatrix;   /* Destination matrix */
    D3DMATRIXHANDLE hSrcMatrix;   /* Source matrix */
} D3DMATRIXLOAD, *LPD3DMATRIXLOAD;

/*
 * Operation used to multiply matrices
 * hDstMat = hSrcMat1 * hSrcMat2
 */
typedef struct _D3DMATRIXMULTIPLY {
    D3DMATRIXHANDLE hDestMatrix;   /* Destination matrix */
    D3DMATRIXHANDLE hSrcMatrix1;  /* First source matrix */
    D3DMATRIXHANDLE hSrcMatrix2;  /* Second source matrix */
} D3DMATRIXMULTIPLY, *LPD3DMATRIXMULTIPLY;

/*
 * Operation used to transform and light vertices.
 */
typedef struct _D3DPROCESSVERTICES {
    DWORD        dwFlags;    /* Do we transform or light or just copy? */
    WORD         wStart;     /* Index to first vertex in source */
    WORD         wDest;      /* Index to first vertex in local buffer */
    DWORD        dwCount;    /* Number of vertices to be processed */
    DWORD        dwReserved; /* Must be zero */
} D3DPROCESSVERTICES, *LPD3DPROCESSVERTICES;

#define D3DPROCESSVERTICES_TRANSFORMLIGHT       0x00000000L
#define D3DPROCESSVERTICES_TRANSFORM            0x00000001L
#define D3DPROCESSVERTICES_COPY                 0x00000002L
#define D3DPROCESSVERTICES_OPMASK               0x00000007L

#define D3DPROCESSVERTICES_UPDATEEXTENTS        0x00000008L
#define D3DPROCESSVERTICES_NOCOLOR              0x00000010L


/*
 * Triangle flags
 */
 
/*
 * Tri strip and fan flags.
 * START loads all three vertices
 * EVEN and ODD load just v3 with even or odd culling
 * START_FLAT contains a count from 0 to 29 that allows the
 * whole strip or fan to be culled in one hit.
 * e.g. for a quad len = 1
 */
#define D3DTRIFLAG_START                        0x00000000L
#define D3DTRIFLAG_STARTFLAT(len) (len)         /* 0 < len < 30 */
#define D3DTRIFLAG_ODD                          0x0000001eL
#define D3DTRIFLAG_EVEN                         0x0000001fL

/*
 * Triangle edge flags
 * enable edges for wireframe or antialiasing
 */
#define D3DTRIFLAG_EDGEENABLE1                  0x00000100L /* v0-v1 edge */
#define D3DTRIFLAG_EDGEENABLE2                  0x00000200L /* v1-v2 edge */
#define D3DTRIFLAG_EDGEENABLE3                  0x00000400L /* v2-v0 edge */
#define D3DTRIFLAG_EDGEENABLETRIANGLE \
        (D3DTRIFLAG_EDGEENABLE1 | D3DTRIFLAG_EDGEENABLE2 | D3DTRIFLAG_EDGEENABLE3)
        
/*
 * Primitive structures and related defines.  Vertex offsets are to types
 * D3DVERTEX, D3DLVERTEX, or D3DTLVERTEX.
 */

/*
 * Triangle list primitive structure
 */
typedef struct _D3DTRIANGLE {
    union {
        WORD    v1;            /* Vertex indices */
        WORD    wV1;
    };
    union {
        WORD    v2;
        WORD    wV2;
    };
    union {
        WORD    v3;
        WORD    wV3;
    };
    WORD        wFlags;       /* Edge (and other) flags */
} D3DTRIANGLE, *LPD3DTRIANGLE;

/*
 * Line strip structure.
 * The instruction count - 1 defines the number of line segments.
 */
typedef struct _D3DLINE {
    union {
        WORD    v1;            /* Vertex indices */
        WORD    wV1;
    };
    union {
        WORD    v2;
        WORD    wV2;
    };
} D3DLINE, *LPD3DLINE;

/*
 * Span structure
 * Spans join a list of points with the same y value.
 * If the y value changes, a new span is started.
 */
typedef struct _D3DSPAN {
    WORD        wCount; /* Number of spans */
    WORD        wFirst; /* Index to first vertex */
} D3DSPAN, *LPD3DSPAN;

/*
 * Point structure
 */
typedef struct _D3DPOINT {
    WORD        wCount;         /* number of points         */
    WORD        wFirst;         /* index to first vertex    */
} D3DPOINT, *LPD3DPOINT;


/*
 * Forward branch structure.
 * Mask is logically anded with the driver status mask
 * if the result equals 'value', the branch is taken.
 */
typedef struct _D3DBRANCH {
    DWORD       dwMask;         /* Bitmask against D3D status */
    DWORD       dwValue;
    BOOL        bNegate;        /* TRUE to negate comparison */
    DWORD       dwOffset;       /* How far to branch forward (0 for exit)*/
} D3DBRANCH, *LPD3DBRANCH;

/*
 * Status used for set status instruction.
 * The D3D status is initialised on device creation
 * and is modified by all execute calls.
 */
typedef struct _D3DSTATUS {
    DWORD       dwFlags;        /* Do we set extents or status */
    DWORD       dwStatus;       /* D3D status */
    D3DRECT     drExtent;
} D3DSTATUS, *LPD3DSTATUS;

#define D3DSETSTATUS_STATUS             0x00000001L
#define D3DSETSTATUS_EXTENTS            0x00000002L
#define D3DSETSTATUS_ALL        (D3DSETSTATUS_STATUS | D3DSETSTATUS_EXTENTS)

/*
 * Statistics structure
 */
typedef struct _D3DSTATS {
    DWORD        dwSize;
    DWORD        dwTrianglesDrawn;
    DWORD        dwLinesDrawn;
    DWORD        dwPointsDrawn;
    DWORD        dwSpansDrawn;
    DWORD        dwVerticesProcessed;
} D3DSTATS, *LPD3DSTATS;

/*
 * Execute options.
 * When calling using D3DEXECUTE_UNCLIPPED all the primitives 
 * inside the buffer must be contained within the viewport.
 */
#define D3DEXECUTE_CLIPPED       0x00000001l
#define D3DEXECUTE_UNCLIPPED     0x00000002l

typedef struct _D3DEXECUTEDATA {
    DWORD       dwSize;
    DWORD       dwVertexOffset;
    DWORD       dwVertexCount;
    DWORD       dwInstructionOffset;
    DWORD       dwInstructionLength;
    DWORD       dwHVertexOffset;
    D3DSTATUS   dsStatus;       /* Status after execute */
} D3DEXECUTEDATA, *LPD3DEXECUTEDATA;

/*
 * Palette flags.
 * This are or'ed with the peFlags in the PALETTEENTRYs passed to DirectDraw.
 */
#define D3DPAL_FREE     0x00    /* Renderer may use this entry freely */
#define D3DPAL_READONLY 0x40    /* Renderer may not set this entry */
#define D3DPAL_RESERVED 0x80    /* Renderer may not use this entry */

#if defined(__cplusplus)
};
#endif

#pragma pack()

#endif /* _D3DTYPES_H_ */

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