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📄 d3dx8.pas

📁 絮语2007视频聊天软件源程序.仅供参考
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    // Left multiply the current matrix with the computed translation
    // matrix. (transformation is about the local origin of the object)
    function TranslateLocal(x, y, z: Single): HResult; stdcall;

    // Obtain the current matrix at the top of the stack
    function GetTop: PD3DXMatrix; stdcall;
  end;

type
  IID_ID3DXMatrixStack = ID3DXMatrixStack;
  {$EXTERNALSYM IID_ID3DXMatrixStack}

function D3DXCreateMatrixStack(Flags: DWord; out Stack: ID3DXMatrixStack): HResult; stdcall; external d3dx8dll;
{$EXTERNALSYM D3DXCreateMatrixStack}







///////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx8core.h
//  Content:    D3DX core types and functions
//
///////////////////////////////////////////////////////////////////////////

type
///////////////////////////////////////////////////////////////////////////
// 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.
///////////////////////////////////////////////////////////////////////////

  PID3DXBuffer = ^ID3DXBuffer;
  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXBuffer);'}
  {$EXTERNALSYM ID3DXBuffer}
  ID3DXBuffer = interface(IUnknown)
    ['{932E6A7E-C68E-45dd-A7BF-53D19C86DB1F}']
    // ID3DXBuffer
    function GetBufferPointer: Pointer; stdcall;
    function GetBufferSize: DWord; stdcall;
  end;



///////////////////////////////////////////////////////////////////////////
// ID3DXFont:
// ----------
// Font objects contain the textures and resources needed to render
// a specific font on a specific device.
//
// Begin -
//    Prepartes device for drawing text.  This is optional.. if DrawText
//    is called outside of Begin/End, it will call Begin and End for you.
//
// 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.
//
// 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().
//
///////////////////////////////////////////////////////////////////////////

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXFont);'}
  {$EXTERNALSYM ID3DXFont}
  ID3DXFont = interface(IUnknown)
    ['{89FAD6A5-024D-49af-8FE7-F51123B85E25}']
    // ID3DXFont
    function GetDevice(out ppDevice: IDirect3DDevice8): HResult; stdcall;
    function GetLogFont(out pLogFont: TLogFont): HResult; stdcall;

    function _Begin: HResult; stdcall;
    function DrawTextA(pString: PAnsiChar; Count: Integer; const pRect: TRect; Format: DWord; Color: TD3DColor): Integer; stdcall;
    function DrawTextW(pString: PWideChar; Count: Integer; const pRect: TRect; Format: DWord; Color: TD3DColor): Integer; stdcall;
    function _End: HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateFont(pDevice: IDirect3DDevice8; hFont: HFONT;
  out ppFont: ID3DXFont): HResult; stdcall; external d3dx8dll;
{$EXTERNALSYM D3DXCreateFont}

function D3DXCreateFontIndirect(pDevice: IDirect3DDevice8;
  const pLogFont: TLogFont; out ppFont: ID3DXFont): HResult; stdcall; external d3dx8dll;
{$EXTERNALSYM D3DXCreateFontIndirect}



///////////////////////////////////////////////////////////////////////////
// ID3DXSprite:
// ------------
// This object intends to provide an easy way to drawing sprites using D3D.
//
// Begin -
//    Prepares device for drawing sprites
//
// Draw, DrawAffine, DrawTransform -
//    Draws a sprite in screen-space.  Before transformation, the sprite is
//    the size of SrcRect, with its top-left corner at the origin (0,0).
//    The color and alpha channels are modulated by Color.
//
// 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().
///////////////////////////////////////////////////////////////////////////
type

  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXSprite);'}
  {$EXTERNALSYM ID3DXSprite}
  ID3DXSprite = interface(IUnknown)
    ['{13D69D15-F9B0-4e0f-B39E-C91EB33F6CE7}']
    // ID3DXSprite
    function GetDevice(out ppDevice: IDirect3DDevice8): HResult; stdcall;

    function _Begin: HResult; stdcall;

    function Draw(pSrcTexture: IDirect3DTexture8; pSrcRect: PRect;
      pScaling, pRotationCenter: PD3DXVector2; Rotation: Single;
      pTranslation: PD3DXVector2; Color: TD3DColor): HResult; stdcall;

    function DrawTransform(pSrcTexture: IDirect3DTexture8; pSrcRect: PRect;
      const pTransform: TD3DXMatrix; Color: TD3DColor): HResult; stdcall;

    function _End: HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateSprite(ppDevice: IDirect3DDevice8;
  out ppSprite: ID3DXSprite): HResult; stdcall; external d3dx8dll;
{$EXTERNALSYM D3DXCreateSprite}



///////////////////////////////////////////////////////////////////////////
// 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().
///////////////////////////////////////////////////////////////////////////
type

  PD3DXRTSDesc = ^TD3DXRTSDesc;
  _D3DXRTS_DESC = packed record
    Width: LongWord;
    Height: LongWord;
    Format: TD3DFormat;
    DepthStencil: BOOL;
    DepthStencilFormat: TD3DFormat;
  end {_D3DXRTS_DESC};
  {$EXTERNALSYM _D3DXRTS_DESC}
  D3DXRTS_DESC = _D3DXRTS_DESC;
  {$EXTERNALSYM D3DXRTS_DESC}
  TD3DXRTSDesc = _D3DXRTS_DESC;


  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXRenderToSurface);'}
  {$EXTERNALSYM ID3DXRenderToSurface}
  ID3DXRenderToSurface = interface(IUnknown)
    ['{82DF5B90-E34E-496e-AC1C-62117A6A5913}']
    // ID3DXRenderToSurface
    function GetDevice(out ppDevice: IDirect3DDevice8): HResult; stdcall;
    function GetDesc(out pDesc: TD3DXRTSDesc): HResult; stdcall;

    function BeginScene(pSurface: IDirect3DSurface8; pViewport: PD3DViewport8): HResult; stdcall;
    function EndScene: HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateRenderToSurface(ppDevice: IDirect3DDevice8;
  Width: LongWord;
  Height: LongWord;
  Format: TD3DFormat;
  DepthStencil: BOOL;
  DepthStencilFormat: TD3DFormat;
  out ppRenderToSurface: ID3DXRenderToSurface): HResult; stdcall; external d3dx8dll;
{$EXTERNALSYM D3DXCreateRenderToSurface}



///////////////////////////////////////////////////////////////////////////
// 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().
///////////////////////////////////////////////////////////////////////////
type

  PD3DXRTEDesc = ^TD3DXRTEDesc;
  _D3DXRTE_DESC = record
    Size: LongWord;
    Format: TD3DFormat;
    DepthStencil: Bool;
    DepthStencilFormat: TD3DFormat;
  end {_D3DXRTE_DESC};
  {$EXTERNALSYM _D3DXRTE_DESC}
  D3DXRTE_DESC = _D3DXRTE_DESC;
  {$EXTERNALSYM D3DXRTE_DESC}
  TD3DXRTEDesc = _D3DXRTE_DESC;


  {$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXRenderToEnvMap);'}
  {$EXTERNALSYM ID3DXRenderToEnvMap}
  ID3DXRenderToEnvMap = interface(IUnknown)
    ['{4E42C623-9451-44b7-8C86-ABCCDE5D52C8}']
    // ID3DXRenderToEnvMap
    function GetDevice(out ppDevice: IDirect3DDevice8): HResult; stdcall;
    function GetDesc(out pDesc: TD3DXRTEDesc): HResult; stdcall;

    function BeginCube(pCubeTex: IDirect3DCubeTexture8): HResult; stdcall;

    function BeginSphere(pTex: IDirect3DTexture8): HResult; stdcall;

    function BeginHemisphere(pTexZPos, pTexZNeg: IDirect3DTexture8): HResult; stdcall;

    function BeginParabolic(pTexZPos, pTexZNeg: IDirect3DTexture8): HResult; stdcall;

    function Face(Face: TD3DCubemapFaces): HResult; stdcall;
    function _End: HResult; stdcall;

    function OnLostDevice: HResult; stdcall;
    function OnResetDevice: HResult; stdcall;
  end;


function D3DXCreateRenderToEnvMap(ppDevice: IDirect3DDevice8;
  Size: LongWord;
  Format: TD3DFormat;
  DepthStencil: BOOL;
  DepthStencilFormat: TD3DFormat;
  out ppRenderToEnvMap: ID3DXRenderToEnvMap): HResult; stdcall; external d3dx8dll;
{$EXTERNALSYM D3DXCreateRenderToEnvMap}



///////////////////////////////////////////////////////////////////////////
// Shader assemblers:
///////////////////////////////////////////////////////////////////////////

//-------------------------------------------------------------------------
// D3DXASM flags:
// --------------
//
// D3DXASM_DEBUG
//   Generate debug info.
//
// D3DXASM_SKIPVALIDATION
//   Do not validate the generated code against known capabilities and
//   constraints.  This option is only recommended when assembling shaders
//   you KNOW will work.  (ie. have assembled before without this option.)
//-------------------------------------------------------------------------
const
  D3DXASM_DEBUG           = (1 shl 0);
  {$EXTERNALSYM D3DXASM_DEBUG}
  D3DXASM_SKIPVALIDATION  = (1 shl 1);
  {$EXTERNALSYM D3DXASM_SKIPVALIDATION}


//-------------------------------------------------------------------------
// D3DXAssembleShader:
// -------------------
// Assembles an ascii description of a vertex or pixel shader into
// binary form.
//
// Parameters:
//  pSrcFile
//      Source file name
//  hSrcModule

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