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📄 d3dx8.pas

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{******************************************************************************}
{*                                                                            *}
{*  Copyright (C) Microsoft Corporation.  All Rights Reserved.                *}
{*                                                                            *}
{*  File:       d3dx8.h, d3dx8core.h, d3dx8math.h, d3dx8math.inl,             *}
{*              d3dx8effect.h, d3dx8mesh.h, d3dx8shape.h, d3dx8tex.h          *}
{*  Content:    Direct3DX 8.1 headers                                         *}
{*                                                                            *}
{*  Direct3DX 8.1 Delphi adaptation by Alexey Barkovoy                        *}
{*  E-Mail: clootie@reactor.ru                                                *}
{*                                                                            *}
{*  Modified: 27-Apr-2003                                                     *}
{*                                                                            *}
{*  Partly based upon :                                                       *}
{*    Direct3DX 7.0 Delphi adaptation by                                      *}
{*      Arne Sch鋚ers, e-Mail: [look at www.delphi-jedi.org/DelphiGraphics/]  *}
{*                                                                            *}
{*  Latest version can be downloaded from:                                    *}
{*     http://clootie.narod.ru/delphi                                         *}
{*                                                                            *}
{*  This File contains only Direct3DX 8.x Definitions.                        *}
{*  If you want to use D3DX7 version of D3DX use translation by Arne Sch鋚ers *}
{*                                                                            *}
{******************************************************************************)
{                                                                              }
{ Obtained through: Joint Endeavour of Delphi Innovators (Project JEDI)        }
{                                                                              }
{ The contents of this file are used with permission, subject to the Mozilla   }
{ Public License Version 1.1 (the "License"); you may not use this file except }
{ in compliance with the License. You may obtain a copy of the License at      }
{ http://www.mozilla.org/MPL/MPL-1.1.html                                      }
{                                                                              }
{ Software distributed under the License is distributed on an "AS IS" basis,   }
{ WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for }
{ the specific language governing rights and limitations under the License.    }
{                                                                              }
{ Alternatively, the contents of this file may be used under the terms of the  }
{ GNU Lesser General Public License (the  "LGPL License"), in which case the   }
{ provisions of the LGPL License are applicable instead of those above.        }
{ If you wish to allow use of your version of this file only under the terms   }
{ of the LGPL License and not to allow others to use your version of this file }
{ under the MPL, indicate your decision by deleting  the provisions above and  }
{ replace  them with the notice and other provisions required by the LGPL      }
{ License.  If you do not delete the provisions above, a recipient may use     }
{ your version of this file under either the MPL or the LGPL License.          }
{                                                                              }
{ For more information about the LGPL: http://www.gnu.org/copyleft/lesser.html }
{                                                                              }
{******************************************************************************}

// Original source contained in "D3DX8.par"

{$I DirectX.inc}

unit D3DX8;

interface

// Remove "dot" below to link with debug version of D3DX8
// (only in JEDI or TMT pascal version)
{.$DEFINE DEBUG}

// Remove "dot" below to link with DirectXGraphics and Direct3D
{.$DEFINE DXG_COMPAT}

(*$HPPEMIT '#include "d3dx8.h"' *)
(*$HPPEMIT '#include "dxfile.h"' *)

// Do not emit <DXFile.hpp> to C++Builder
(*$NOINCLUDE DXFile *)

(*$HPPEMIT 'namespace D3dx8' *)

(*$HPPEMIT '{' *)

uses
  Windows,
  ActiveX,
  SysUtils,
  {$I UseD3D8.inc},
  DXFile;

const
  //////////// DLL export definitions ///////////////////////////////////////
  d3dx8dll ={$IFDEF DEBUG} 'd3dx8d.dll'{$ELSE} 'D3DX81ab.dll'{$ENDIF};


///////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx8.h
//  Content:    D3DX utility library
//
///////////////////////////////////////////////////////////////////////////

const
  // #define D3DX_DEFAULT ULONG_MAX
  D3DX_DEFAULT          = $FFFFFFFF;
  {$EXTERNALSYM D3DX_DEFAULT}

var
  // #define D3DX_DEFAULT_FLOAT FLT_MAX
  // Forced to define as 'var' cos pascal compiler treats all consts as Double
  D3DX_DEFAULT_FLOAT: Single = 3.402823466e+38;  // max single value
  {$EXTERNALSYM D3DX_DEFAULT_FLOAT}




//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx8math.h
//  Content:    D3DX math types and functions
//
//////////////////////////////////////////////////////////////////////////////

//===========================================================================
//
// General purpose utilities
//
//===========================================================================
const
  D3DX_PI: Single       = 3.141592654;
  {$EXTERNALSYM D3DX_PI}
  D3DX_1BYPI: Single    = 0.318309886;
  {$EXTERNALSYM D3DX_1BYPI}

//#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
function D3DXToRadian(Degree: Single): Single;
{$EXTERNALSYM D3DXToRadian}
//#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
function D3DXToDegree(Radian: Single): Single;
{$EXTERNALSYM D3DXToDegree}


//===========================================================================
//
// Vectors
//
//===========================================================================

//--------------------------
// 2D Vector
//--------------------------
type
  {$HPPEMIT 'typedef D3DXVECTOR2 TD3DXVector2;'}
  {$HPPEMIT 'typedef D3DXVECTOR2 *PD3DXVector2;'}
  PD3DXVector2 = ^TD3DXVector2;
  {$NODEFINE PD3DXVector2}
  TD3DXVector2 = packed record
    x, y: Single;
  end;
  {$NODEFINE TD3DXVector2}

// Some pascal equalents of C++ class functions & operators
const D3DXVector2Zero: TD3DXVector2 = (x:0; y:0);  // (0,0)
function D3DXVector2(_x, _y: Single): TD3DXVector2;
function D3DXVector2Equal(const v1, v2: TD3DXVector2): Boolean;


//--------------------------
// 3D Vector
//--------------------------
type
  {$HPPEMIT 'typedef D3DXVECTOR3 TD3DXVector3;'}
  {$HPPEMIT 'typedef D3DXVECTOR3 *PD3DXVector3;'}
  PD3DXVector3 = ^TD3DXVector3;
  {$NODEFINE PD3DXVector3}
  TD3DXVector3 = TD3DVector;
  {$NODEFINE TD3DXVector3}

// Some pascal equalents of C++ class functions & operators
const D3DXVector3Zero: TD3DXVector3 = (x:0; y:0; z:0);  // (0,0,0)
function D3DXVector3(_x, _y, _z: Single): TD3DXVector3;
function D3DXVector3Equal(const v1, v2: TD3DXVector3): Boolean;


//--------------------------
// 4D Vector
//--------------------------
type
  {$HPPEMIT 'typedef D3DXVECTOR4 TD3DXVector4;'}
  {$HPPEMIT 'typedef D3DXVECTOR4 *PD3DXVector4;'}
  PD3DXVector4 = ^TD3DXVector4;
  {$NODEFINE PD3DXVector4}
  TD3DXVector4 = packed record
    x, y, z, w: Single;
  end;
  {$NODEFINE TD3DXVector4}

// Some pascal equalents of C++ class functions & operators
const D3DXVector4Zero: TD3DXVector4 = (x:0; y:0; z:0; w:0);  // (0,0,0,0)
function D3DXVector4(_x, _y, _z, _w: Single): TD3DXVector4;
function D3DXVector4Equal(const v1, v2: TD3DXVector4): Boolean;

//===========================================================================
//
// Matrices
//
//===========================================================================
type
  {$HPPEMIT 'typedef D3DXMATRIX TD3DXMatrix;'}
  {$HPPEMIT 'typedef D3DXMATRIX *PD3DXMatrix;'}
  PD3DXMatrix = ^TD3DXMatrix;
  {$NODEFINE PD3DXMatrix}
  TD3DXMatrix = TD3DMatrix;
  {$NODEFINE TD3DXMatrix}

// Some pascal equalents of C++ class functions & operators
function D3DXMatrix(
  _m00, _m01, _m02, _m03,
  _m10, _m11, _m12, _m13,
  _m20, _m21, _m22, _m23,
  _m30, _m31, _m32, _m33: Single): TD3DXMatrix;
function D3DXMatrixAdd(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
function D3DXMatrixSubtract(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
function D3DXMatrixMul(out mOut: TD3DXMatrix; const m: TD3DXMatrix; MulBy: Single): PD3DXMatrix;
function D3DXMatrixEqual(const m1, m2: TD3DXMatrix): Boolean;


//===========================================================================
//
// 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.
//
//===========================================================================

// Translator comments: None of current pascal compilers can even align data
// inside records to 16 byte boundary, so we just leave aligned matrix
// declaration equal to standart matrix
type
  PD3DXMatrixA16 = ^TD3DXMatrixA16;
  TD3DXMatrixA16 = TD3DXMatrix;


//===========================================================================
//
//    Quaternions
//
//===========================================================================
type
  PD3DXQuaternion = ^TD3DXQuaternion;
  TD3DXQuaternion = packed record
    x, y, z, w: Single;
  end;
  {$NODEFINE TD3DXQuaternion}
  {$HPPEMIT 'typedef D3DXQUATERNION TD3DXQuaternion;'}

// Some pascal equalents of C++ class functions & operators
function D3DXQuaternion(_x, _y, _z, _w: Single): TD3DXQuaternion;
function D3DXQuaternionAdd(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
function D3DXQuaternionSubtract(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
function D3DXQuaternionEqual(const q1, q2: TD3DXQuaternion): Boolean;
function D3DXQuaternionScale(out qOut: TD3DXQuaternion; const q: TD3DXQuaternion;
  s: Single): PD3DXQuaternion;


//===========================================================================
//
// Planes
//
//===========================================================================
type
  PD3DXPlane = ^TD3DXPlane;
  TD3DXPlane = packed record
    a, b, c, d: Single;
  end;
  {$NODEFINE TD3DXPlane}
  {$HPPEMIT 'typedef D3DXPLANE TD3DXPlane;'}

// Some pascal equalents of C++ class functions & operators
const D3DXPlaneZero: TD3DXPlane = (a:0; b:0; c:0; d:0);  // (0,0,0,0)
function D3DXPlane(_a, _b, _c, _d: Single): TD3DXPlane;
function D3DXPlaneEqual(const p1, p2: TD3DXPlane): Boolean;


//===========================================================================
//
// Colors
//
//===========================================================================
type
  {$HPPEMIT 'typedef D3DXCOLOR TD3DXColor;'}
  {$HPPEMIT 'typedef D3DXCOLOR *PD3DXColor;'}
  PD3DXColor = PD3DColorValue;
  {$NODEFINE PD3DXColor}
  TD3DXColor = TD3DColorValue;
  {$NODEFINE TD3DXColor}

function D3DXColor(_r, _g, _b, _a: Single): TD3DXColor;
function D3DXColorToDWord(c: TD3DXColor): DWord;
function D3DXColorFromDWord(c: DWord): TD3DXColor;
function D3DXColorEqual(const c1, c2: TD3DXColor): Boolean;


//===========================================================================
//
// 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.
//
//===========================================================================

//--------------------------
// 2D Vector
//--------------------------

// inline

function D3DXVec2Length(const v: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2Length}

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