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📄 d3dtypes.h

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    D3DRENDERSTATE_ALPHATESTENABLE    = 15,   /* TRUE to enable alpha tests */
    D3DRENDERSTATE_LASTPIXEL          = 16,   /* TRUE for last-pixel on lines */
    D3DRENDERSTATE_SRCBLEND           = 19,   /* D3DBLEND */
    D3DRENDERSTATE_DESTBLEND          = 20,   /* D3DBLEND */
    D3DRENDERSTATE_CULLMODE           = 22,   /* D3DCULL */
    D3DRENDERSTATE_ZFUNC              = 23,   /* D3DCMPFUNC */
    D3DRENDERSTATE_ALPHAREF           = 24,   /* D3DFIXED */
    D3DRENDERSTATE_ALPHAFUNC          = 25,   /* D3DCMPFUNC */
    D3DRENDERSTATE_DITHERENABLE       = 26,   /* TRUE to enable dithering */
#if(DIRECT3D_VERSION >= 0x0500)
    D3DRENDERSTATE_ALPHABLENDENABLE   = 27,   /* TRUE to enable alpha blending */
#endif /* DIRECT3D_VERSION >= 0x0500 */
    D3DRENDERSTATE_FOGENABLE          = 28,   /* TRUE to enable fog blending */
    D3DRENDERSTATE_SPECULARENABLE     = 29,   /* TRUE to enable specular */
    D3DRENDERSTATE_ZVISIBLE           = 30,   /* TRUE to enable z checking */
    D3DRENDERSTATE_STIPPLEDALPHA      = 33,   /* TRUE to enable stippled alpha (RGB device only) */
    D3DRENDERSTATE_FOGCOLOR           = 34,   /* D3DCOLOR */
    D3DRENDERSTATE_FOGTABLEMODE       = 35,   /* D3DFOGMODE */
#if(DIRECT3D_VERSION >= 0x0700)
    D3DRENDERSTATE_FOGSTART           = 36,   /* Fog start (for both vertex and pixel fog) */
    D3DRENDERSTATE_FOGEND             = 37,   /* Fog end      */
    D3DRENDERSTATE_FOGDENSITY         = 38,   /* Fog density  */
#endif /* DIRECT3D_VERSION >= 0x0700 */
#if(DIRECT3D_VERSION >= 0x0500)
    D3DRENDERSTATE_EDGEANTIALIAS      = 40,   /* TRUE to enable edge antialiasing */
    D3DRENDERSTATE_COLORKEYENABLE     = 41,   /* TRUE to enable source colorkeyed textures */
    D3DRENDERSTATE_ZBIAS              = 47,   /* LONG Z bias */
    D3DRENDERSTATE_RANGEFOGENABLE     = 48,   /* Enables range-based fog */
#endif /* DIRECT3D_VERSION >= 0x0500 */

#if(DIRECT3D_VERSION >= 0x0600)
    D3DRENDERSTATE_STENCILENABLE      = 52,   /* BOOL enable/disable stenciling */
    D3DRENDERSTATE_STENCILFAIL        = 53,   /* D3DSTENCILOP to do if stencil test fails */
    D3DRENDERSTATE_STENCILZFAIL       = 54,   /* D3DSTENCILOP to do if stencil test passes and Z test fails */
    D3DRENDERSTATE_STENCILPASS        = 55,   /* D3DSTENCILOP to do if both stencil and Z tests pass */
    D3DRENDERSTATE_STENCILFUNC        = 56,   /* D3DCMPFUNC fn.  Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */
    D3DRENDERSTATE_STENCILREF         = 57,   /* Reference value used in stencil test */
    D3DRENDERSTATE_STENCILMASK        = 58,   /* Mask value used in stencil test */
    D3DRENDERSTATE_STENCILWRITEMASK   = 59,   /* Write mask applied to values written to stencil buffer */
    D3DRENDERSTATE_TEXTUREFACTOR      = 60,   /* D3DCOLOR used for multi-texture blend */
#endif /* DIRECT3D_VERSION >= 0x0600 */

#if(DIRECT3D_VERSION >= 0x0600)

    /*
     * 128 values [128, 255] are reserved for texture coordinate wrap flags.
     * These are constructed with the D3DWRAP_U and D3DWRAP_V macros. Using
     * a flags word preserves forward compatibility with texture coordinates
     * that are >2D.
     */
    D3DRENDERSTATE_WRAP0              = 128,  /* wrap for 1st texture coord. set */
    D3DRENDERSTATE_WRAP1              = 129,  /* wrap for 2nd texture coord. set */
    D3DRENDERSTATE_WRAP2              = 130,  /* wrap for 3rd texture coord. set */
    D3DRENDERSTATE_WRAP3              = 131,  /* wrap for 4th texture coord. set */
    D3DRENDERSTATE_WRAP4              = 132,  /* wrap for 5th texture coord. set */
    D3DRENDERSTATE_WRAP5              = 133,  /* wrap for 6th texture coord. set */
    D3DRENDERSTATE_WRAP6              = 134,  /* wrap for 7th texture coord. set */
    D3DRENDERSTATE_WRAP7              = 135,  /* wrap for 8th texture coord. set */
#endif /* DIRECT3D_VERSION >= 0x0600 */
#if(DIRECT3D_VERSION >= 0x0700)
    D3DRENDERSTATE_CLIPPING            = 136,
    D3DRENDERSTATE_LIGHTING            = 137,
    D3DRENDERSTATE_EXTENTS             = 138,
    D3DRENDERSTATE_AMBIENT             = 139,
    D3DRENDERSTATE_FOGVERTEXMODE       = 140,
    D3DRENDERSTATE_COLORVERTEX         = 141,
    D3DRENDERSTATE_LOCALVIEWER         = 142,
    D3DRENDERSTATE_NORMALIZENORMALS    = 143,
    D3DRENDERSTATE_COLORKEYBLENDENABLE = 144,
    D3DRENDERSTATE_DIFFUSEMATERIALSOURCE    = 145,
    D3DRENDERSTATE_SPECULARMATERIALSOURCE   = 146,
    D3DRENDERSTATE_AMBIENTMATERIALSOURCE    = 147,
    D3DRENDERSTATE_EMISSIVEMATERIALSOURCE   = 148,
    D3DRENDERSTATE_VERTEXBLEND              = 151,
    D3DRENDERSTATE_CLIPPLANEENABLE          = 152,

#endif /* DIRECT3D_VERSION >= 0x0700 */

//
// retired renderstates - not supported for DX7 interfaces
//
    D3DRENDERSTATE_TEXTUREHANDLE      = 1,    /* Texture handle for legacy interfaces (Texture,Texture2) */
    D3DRENDERSTATE_TEXTUREADDRESS     = 3,    /* D3DTEXTUREADDRESS  */
    D3DRENDERSTATE_WRAPU              = 5,    /* TRUE for wrapping in u */
    D3DRENDERSTATE_WRAPV              = 6,    /* TRUE for wrapping in v */
    D3DRENDERSTATE_MONOENABLE         = 11,   /* TRUE to enable mono rasterization */
    D3DRENDERSTATE_ROP2               = 12,   /* ROP2 */
    D3DRENDERSTATE_PLANEMASK          = 13,   /* DWORD physical plane mask */
    D3DRENDERSTATE_TEXTUREMAG         = 17,   /* D3DTEXTUREFILTER */
    D3DRENDERSTATE_TEXTUREMIN         = 18,   /* D3DTEXTUREFILTER */
    D3DRENDERSTATE_TEXTUREMAPBLEND    = 21,   /* D3DTEXTUREBLEND */
    D3DRENDERSTATE_SUBPIXEL           = 31,   /* TRUE to enable subpixel correction */
    D3DRENDERSTATE_SUBPIXELX          = 32,   /* TRUE to enable correction in X only */
    D3DRENDERSTATE_STIPPLEENABLE      = 39,   /* TRUE to enable stippling */
#if(DIRECT3D_VERSION >= 0x0500)
    D3DRENDERSTATE_BORDERCOLOR        = 43,   /* Border color for texturing w/border */
    D3DRENDERSTATE_TEXTUREADDRESSU    = 44,   /* Texture addressing mode for U coordinate */
    D3DRENDERSTATE_TEXTUREADDRESSV    = 45,   /* Texture addressing mode for V coordinate */
    D3DRENDERSTATE_MIPMAPLODBIAS      = 46,   /* D3DVALUE Mipmap LOD bias */
    D3DRENDERSTATE_ANISOTROPY         = 49,   /* Max. anisotropy. 1 = no anisotropy */
#endif /* DIRECT3D_VERSION >= 0x0500 */
    D3DRENDERSTATE_FLUSHBATCH         = 50,   /* Explicit flush for DP batching (DX5 Only) */
#if(DIRECT3D_VERSION >= 0x0600)
    D3DRENDERSTATE_TRANSLUCENTSORTINDEPENDENT=51, /* BOOL enable sort-independent transparency */
#endif /* DIRECT3D_VERSION >= 0x0600 */
    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,

//
// retired renderstate names - the values are still used under new naming conventions
//
    D3DRENDERSTATE_FOGTABLESTART      = 36,   /* Fog table start    */
    D3DRENDERSTATE_FOGTABLEEND        = 37,   /* Fog table end      */
    D3DRENDERSTATE_FOGTABLEDENSITY    = 38,   /* Fog table density  */

#if(DIRECT3D_VERSION >= 0x0500)
    D3DRENDERSTATE_FORCE_DWORD        = 0x7fffffff, /* force 32-bit size enum */
#endif /* DIRECT3D_VERSION >= 0x0500 */
} D3DRENDERSTATETYPE;

// 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;


#if(DIRECT3D_VERSION >= 0x0500)
// For back-compatibility with legacy compilations
#define D3DRENDERSTATE_BLENDENABLE      D3DRENDERSTATE_ALPHABLENDENABLE
#endif /* DIRECT3D_VERSION >= 0x0500 */

#if(DIRECT3D_VERSION >= 0x0600)

// 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

#endif /* DIRECT3D_VERSION >= 0x0600 */

#if(DIRECT3D_VERSION >= 0x0700)

/* 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
#define D3DWRAPCOORD_3   0x00000008L

#endif /* DIRECT3D_VERSION >= 0x0700 */

#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


#if(DIRECT3D_VERSION >= 0x0600)


/*
 * State enumerants for per-stage texture processing.
 */
typedef enum _D3DTEXTURESTAGESTATETYPE
{
    D3DTSS_COLOROP        =  1, /* D3DTEXTUREOP - per-stage blending controls for color channels */
    D3DTSS_COLORARG1      =  2, /* D3DTA_* (texture arg) */
    D3DTSS_COLORARG2      =  3, /* D3DTA_* (texture arg) */
    D3DTSS_ALPHAOP        =  4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */
    D3DTSS_ALPHAARG1      =  5, /* D3DTA_* (texture arg) */
    D3DTSS_ALPHAARG2      =  6, /* D3DTA_* (texture arg) */
    D3DTSS_BUMPENVMAT00   =  7, /* D3DVALUE (bump mapping matrix) */
    D3DTSS_BUMPENVMAT01   =  8, /* D3DVALUE (bump mapping matrix) */
    D3DTSS_BUMPENVMAT10   =  9, /* D3DVALUE (bump mapping matrix) */
    D3DTSS_BUMPENVMAT11   = 10, /* D3DVALUE (bump mapping matrix) */
    D3DTSS_TEXCOORDINDEX  = 11, /* identifies which set of texture coordinates index this texture */
    D3DTSS_ADDRESS        = 12, /* D3DTEXTUREADDRESS for both coordinates */
    D3DTSS_ADDRESSU       = 13, /* D3DTEXTUREADDRESS for U coordinate */
    D3DTSS_ADDRESSV       = 14, /* D3DTEXTUREADDRESS for V coordinate */
    D3DTSS_BORDERCOLOR    = 15, /* D3DCOLOR */
    D3DTSS_MAGFILTER      = 16, /* D3DTEXTUREMAGFILTER filter to use for magnification */
    D3DTSS_MINFILTER      = 17, /* D3DTEXTUREMINFILTER filter to use for minification */
    D3DTSS_MIPFILTER      = 18, /* D3DTEXTUREMIPFILTER filter to use between mipmaps during minification */
    D3DTSS_MIPMAPLODBIAS  = 19, /* D3DVALUE Mipmap LOD bias */
    D3DTSS_MAXMIPLEVEL    = 20, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */
    D3DTSS_MAXANISOTROPY  = 21, /* DWORD maximum anisotropy */
    D3DTSS_BUMPENVLSCALE  = 22, /* D3DVALUE scale for bump map luminance */
    D3DTSS_BUMPENVLOFFSET = 23, /* D3DVALUE offset for bump map luminance */
#if(DIRECT3D_VERSION >= 0x0700)
    D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */
#endif /* DIRECT3D_VERSION >= 0x0700 */
    D3DTSS_FORCE_DWORD   = 0x7fffffff, /* force 32-bit size enum */
} D3DTEXTURESTAGESTATETYPE;

#if(DIRECT3D_VERSION >= 0x0700)
// 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
#endif /* DIRECT3D_VERSION >= 0x0700 */

/*
 * Enumerations for COLOROP and ALPHAOP texture blending operations set in
 * texture processing stage controls in D3DRENDERSTATE.
 */
typedef enum _D3DTEXTUREOP
{
// Control
    D3DTOP_DISABLE    = 1,      // disables stage
    D3DTOP_SELECTARG1 = 2,      // the default
    D3DTOP_SELECTARG2 = 3,

// Modulate
    D3DTOP_MODULATE   = 4,      // multiply args together
    D3DTOP_MODULATE2X = 5,      // multiply and  1 bit
    D3DTOP_MODULATE4X = 6,      // multiply and  2 bits

// Add
    D3DTOP_ADD          =  7,   // add arguments together
    D3DTOP_ADDSIGNED    =  8,   // add with -0.5 bias
    D3DTOP_ADDSIGNED2X  =  9,   // as above but left  1 bit
    D3DTOP_SUBTRACT     = 10,   // Arg1 - Arg2, with no saturation
    D3DTOP_ADDSMOOTH    = 11,   // add 2 args, subtract product
                                // Arg1 + Arg2 - Arg1*Arg2
                                // = Arg1 + (1-Arg1)*Arg2

// Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
    D3DTOP_BLENDDIFFUSEALPHA    = 12, // iterated alpha
    D3DTOP_BLENDTEXTUREALPHA    = 13, // texture alpha
    D3DTOP_BLENDFACTORALPHA     = 14, // alpha from D3DRENDERSTATE_TEXTUREFACTOR
    // Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
    D3DTOP_BLENDTEXTUREALPHAPM  = 15, // texture alpha
    D3DTOP_BLENDCURRENTALPHA    = 16, // by alpha of current color

// Specular mapping
    D3DTOP_PREMODULATE            = 17,     // modulate with next texture before use
    D3DTOP_MODULATEALPHA_ADDCOLOR = 18,     // Arg1.RGB + Arg1.A*Arg2.RGB
                                            // COLOROP only
    D3DTOP_MODULATECOLOR_ADDALPHA = 19,     // Arg1.RGB*Arg2.RGB + Arg1.A
                                            // COLOROP only
    D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20,  // (1-Arg1.A)*Arg2.RGB + Arg1.RGB
                                            // COLOROP only
    D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21,  // (1-Arg1.RGB)*Arg2.RGB + Arg1.A
                                            // COLOROP only

// Bump mapping
    D3DTOP_BUMPENVMAP           = 22, // per pixel env map perturbation
    D3DTOP_BUMPENVMAPLUMINANCE  = 23, // with luminance channel
    // This can do either diffuse or specular bump mapping with correct input.
    // Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B)
    // where each component has been scaled and offset to make it signed.
    // The result is replicated into all four (including alpha) channels.
    // This is a valid COLOROP only.
    D3DTOP_DOTPRODUCT3          = 24,

    D3DTOP_FORCE_DWORD = 0x7fffffff,
} D3DTEXTUREOP;

/*
 * Values for COLORARG1,2 and ALPHAARG1,2 texture blending operations
 * set in texture processing stage controls in D3DRENDERSTATE.
 */
#define D3DTA_SELECTMASK        0x0000000f  // mask for arg selector
#define D3DTA_DIFFUSE           0x00000000  // select diffuse color
#define D3DTA_CURRENT           0x00000001  // select result of previous stage
#define D3DTA_TEXTURE           0x00000002  // select texture color
#define D3DTA_TFACTOR           0x00000003  // select RENDERSTATE_TEXTUREFACTOR
#if(DIRECT3D_VERSION >= 0x0700)
#define D3DTA_SPECULAR          0x00000004  // select specular color
#endif /* DIRECT3D_VERSION >= 0x0700 */
#define D3DTA_COMPLEMENT        0x00000010  // take 1.0 - x
#define D3DTA_ALPHAREPLICATE    0x00000020  // replicate alpha to color components

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