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📄 direct3d8.pas

📁 3D GameStudio 的Delphi开发包
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const
  D3DTS_WORLD   =  TD3DTransformStateType(0 + 256); // #define D3DTS_WORLD  D3DTS_WORLDMATRIX(0)
  {$EXTERNALSYM D3DTS_WORLD}
  D3DTS_WORLD1  =  TD3DTransformStateType(1 + 256); // #define D3DTS_WORLD1 D3DTS_WORLDMATRIX(1)
  {$EXTERNALSYM D3DTS_WORLD1}
  D3DTS_WORLD2  =  TD3DTransformStateType(2 + 256); // #define D3DTS_WORLD2 D3DTS_WORLDMATRIX(2)
  {$EXTERNALSYM D3DTS_WORLD2}
  D3DTS_WORLD3  =  TD3DTransformStateType(3 + 256); // #define D3DTS_WORLD3 D3DTS_WORLDMATRIX(3)
  {$EXTERNALSYM D3DTS_WORLD3}

{$IFNDEF SUPPORTS_EXPL_ENUMS_except_BCB6}
type
  _D3DRENDERSTATETYPE = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
  {$EXTERNALSYM _D3DRENDERSTATETYPE}
  D3DRENDERSTATETYPE = _D3DRENDERSTATETYPE;
  {$EXTERNALSYM D3DRENDERSTATETYPE}
  TD3DRenderStateType = _D3DRENDERSTATETYPE;

const
  D3DRS_ZENABLE                   = TD3DRenderStateType(7);    { D3DZBUFFERTYPE (or TRUE/FALSE for legacy) }
  {$EXTERNALSYM D3DRS_ZENABLE}
  D3DRS_FILLMODE                  = TD3DRenderStateType(8);    { D3DFILLMODE }
  {$EXTERNALSYM D3DRS_FILLMODE}
  D3DRS_SHADEMODE                 = TD3DRenderStateType(9);    { D3DSHADEMODE }
  {$EXTERNALSYM D3DRS_SHADEMODE}
  D3DRS_LINEPATTERN               = TD3DRenderStateType(10);   { D3DLINEPATTERN }
  {$EXTERNALSYM D3DRS_LINEPATTERN}
  D3DRS_ZWRITEENABLE              = TD3DRenderStateType(14);   { TRUE to enable z writes }
  {$EXTERNALSYM D3DRS_ZWRITEENABLE}
  D3DRS_ALPHATESTENABLE           = TD3DRenderStateType(15);   { TRUE to enable alpha tests }
  {$EXTERNALSYM D3DRS_ALPHATESTENABLE}
  D3DRS_LASTPIXEL                 = TD3DRenderStateType(16);   { TRUE for last-pixel on lines }
  {$EXTERNALSYM D3DRS_LASTPIXEL}
  D3DRS_SRCBLEND                  = TD3DRenderStateType(19);   { D3DBLEND }
  {$EXTERNALSYM D3DRS_SRCBLEND}
  D3DRS_DESTBLEND                 = TD3DRenderStateType(20);   { D3DBLEND }
  {$EXTERNALSYM D3DRS_DESTBLEND}
  D3DRS_CULLMODE                  = TD3DRenderStateType(22);   { D3DCULL }
  {$EXTERNALSYM D3DRS_CULLMODE}
  D3DRS_ZFUNC                     = TD3DRenderStateType(23);   { D3DCMPFUNC }
  {$EXTERNALSYM D3DRS_ZFUNC}
  D3DRS_ALPHAREF                  = TD3DRenderStateType(24);   { D3DFIXED }
  {$EXTERNALSYM D3DRS_ALPHAREF}
  D3DRS_ALPHAFUNC                 = TD3DRenderStateType(25);   { D3DCMPFUNC }
  {$EXTERNALSYM D3DRS_ALPHAFUNC}
  D3DRS_DITHERENABLE              = TD3DRenderStateType(26);   { TRUE to enable dithering }
  {$EXTERNALSYM D3DRS_DITHERENABLE}
  D3DRS_ALPHABLENDENABLE          = TD3DRenderStateType(27);   { TRUE to enable alpha blending }
  {$EXTERNALSYM D3DRS_ALPHABLENDENABLE}
  D3DRS_FOGENABLE                 = TD3DRenderStateType(28);   { TRUE to enable fog blending }
  {$EXTERNALSYM D3DRS_FOGENABLE}
  D3DRS_SPECULARENABLE            = TD3DRenderStateType(29);   { TRUE to enable specular }
  {$EXTERNALSYM D3DRS_SPECULARENABLE}
  D3DRS_ZVISIBLE                  = TD3DRenderStateType(30);   { TRUE to enable z checking }
  {$EXTERNALSYM D3DRS_ZVISIBLE}
  D3DRS_FOGCOLOR                  = TD3DRenderStateType(34);   { D3DCOLOR }
  {$EXTERNALSYM D3DRS_FOGCOLOR}
  D3DRS_FOGTABLEMODE              = TD3DRenderStateType(35);   { D3DFOGMODE }
  {$EXTERNALSYM D3DRS_FOGTABLEMODE}
  D3DRS_FOGSTART                  = TD3DRenderStateType(36);   { Fog start (for both vertex and pixel fog) }
  {$EXTERNALSYM D3DRS_FOGSTART}
  D3DRS_FOGEND                    = TD3DRenderStateType(37);   { Fog end      }
  {$EXTERNALSYM D3DRS_FOGEND}
  D3DRS_FOGDENSITY                = TD3DRenderStateType(38);   { Fog density  }
  {$EXTERNALSYM D3DRS_FOGDENSITY}
  D3DRS_EDGEANTIALIAS             = TD3DRenderStateType(40);   { TRUE to enable edge antialiasing }
  {$EXTERNALSYM D3DRS_EDGEANTIALIAS}
  D3DRS_ZBIAS                     = TD3DRenderStateType(47);   { LONG Z bias }
  {$EXTERNALSYM D3DRS_ZBIAS}
  D3DRS_RANGEFOGENABLE            = TD3DRenderStateType(48);   { Enables range-based fog }
  {$EXTERNALSYM D3DRS_RANGEFOGENABLE}
  D3DRS_STENCILENABLE             = TD3DRenderStateType(52);   { BOOL enable/disable stenciling }
  {$EXTERNALSYM D3DRS_STENCILENABLE}
  D3DRS_STENCILFAIL               = TD3DRenderStateType(53);   { D3DSTENCILOP to do if stencil test fails }
  {$EXTERNALSYM D3DRS_STENCILFAIL}
  D3DRS_STENCILZFAIL              = TD3DRenderStateType(54);   { D3DSTENCILOP to do if stencil test passes and Z test fails }
  {$EXTERNALSYM D3DRS_STENCILZFAIL}
  D3DRS_STENCILPASS               = TD3DRenderStateType(55);   { D3DSTENCILOP to do if both stencil and Z tests pass }
  {$EXTERNALSYM D3DRS_STENCILPASS}
  D3DRS_STENCILFUNC               = TD3DRenderStateType(56);   { D3DCMPFUNC fn.  Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true }
  {$EXTERNALSYM D3DRS_STENCILFUNC}
  D3DRS_STENCILREF                = TD3DRenderStateType(57);   { Reference value used in stencil test }
  {$EXTERNALSYM D3DRS_STENCILREF}
  D3DRS_STENCILMASK               = TD3DRenderStateType(58);   { Mask value used in stencil test }
  {$EXTERNALSYM D3DRS_STENCILMASK}
  D3DRS_STENCILWRITEMASK          = TD3DRenderStateType(59);   { Write mask applied to values written to stencil buffer }
  {$EXTERNALSYM D3DRS_STENCILWRITEMASK}
  D3DRS_TEXTUREFACTOR             = TD3DRenderStateType(60);   { D3DCOLOR used for multi-texture blend }
  {$EXTERNALSYM D3DRS_TEXTUREFACTOR}
  D3DRS_WRAP0                     = TD3DRenderStateType(128);  { wrap for 1st texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP0}
  D3DRS_WRAP1                     = TD3DRenderStateType(129);  { wrap for 2nd texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP1}
  D3DRS_WRAP2                     = TD3DRenderStateType(130);  { wrap for 3rd texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP2}
  D3DRS_WRAP3                     = TD3DRenderStateType(131);  { wrap for 4th texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP3}
  D3DRS_WRAP4                     = TD3DRenderStateType(132);  { wrap for 5th texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP4}
  D3DRS_WRAP5                     = TD3DRenderStateType(133);  { wrap for 6th texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP5}
  D3DRS_WRAP6                     = TD3DRenderStateType(134);  { wrap for 7th texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP6}
  D3DRS_WRAP7                     = TD3DRenderStateType(135);  { wrap for 8th texture coord. set }
  {$EXTERNALSYM D3DRS_WRAP7}
  D3DRS_CLIPPING                  = TD3DRenderStateType(136);
  {$EXTERNALSYM D3DRS_CLIPPING}
  D3DRS_LIGHTING                  = TD3DRenderStateType(137);
  {$EXTERNALSYM D3DRS_LIGHTING}
  D3DRS_AMBIENT                   = TD3DRenderStateType(139);
  {$EXTERNALSYM D3DRS_AMBIENT}
  D3DRS_FOGVERTEXMODE             = TD3DRenderStateType(140);
  {$EXTERNALSYM D3DRS_FOGVERTEXMODE}
  D3DRS_COLORVERTEX               = TD3DRenderStateType(141);
  {$EXTERNALSYM D3DRS_COLORVERTEX}
  D3DRS_LOCALVIEWER               = TD3DRenderStateType(142);
  {$EXTERNALSYM D3DRS_LOCALVIEWER}
  D3DRS_NORMALIZENORMALS          = TD3DRenderStateType(143);
  {$EXTERNALSYM D3DRS_NORMALIZENORMALS}
  D3DRS_DIFFUSEMATERIALSOURCE     = TD3DRenderStateType(145);
  {$EXTERNALSYM D3DRS_DIFFUSEMATERIALSOURCE}
  D3DRS_SPECULARMATERIALSOURCE    = TD3DRenderStateType(146);
  {$EXTERNALSYM D3DRS_SPECULARMATERIALSOURCE}
  D3DRS_AMBIENTMATERIALSOURCE     = TD3DRenderStateType(147);
  {$EXTERNALSYM D3DRS_AMBIENTMATERIALSOURCE}
  D3DRS_EMISSIVEMATERIALSOURCE    = TD3DRenderStateType(148);
  {$EXTERNALSYM D3DRS_EMISSIVEMATERIALSOURCE}
  D3DRS_VERTEXBLEND               = TD3DRenderStateType(151);
  {$EXTERNALSYM D3DRS_VERTEXBLEND}
  D3DRS_CLIPPLANEENABLE           = TD3DRenderStateType(152);
  {$EXTERNALSYM D3DRS_CLIPPLANEENABLE}
  D3DRS_SOFTWAREVERTEXPROCESSING  = TD3DRenderStateType(153);
  {$EXTERNALSYM D3DRS_SOFTWAREVERTEXPROCESSING}
  D3DRS_POINTSIZE                 = TD3DRenderStateType(154);   { float point size }
  {$EXTERNALSYM D3DRS_POINTSIZE}
  D3DRS_POINTSIZE_MIN             = TD3DRenderStateType(155);   { float point size min threshold }
  {$EXTERNALSYM D3DRS_POINTSIZE_MIN}
  D3DRS_POINTSPRITEENABLE         = TD3DRenderStateType(156);   { BOOL point texture coord control }
  {$EXTERNALSYM D3DRS_POINTSPRITEENABLE}
  D3DRS_POINTSCALEENABLE          = TD3DRenderStateType(157);   { BOOL point size scale enable }
  {$EXTERNALSYM D3DRS_POINTSCALEENABLE}
  D3DRS_POINTSCALE_A              = TD3DRenderStateType(158);   { float point attenuation A value }
  {$EXTERNALSYM D3DRS_POINTSCALE_A}
  D3DRS_POINTSCALE_B              = TD3DRenderStateType(159);   { float point attenuation B value }
  {$EXTERNALSYM D3DRS_POINTSCALE_B}
  D3DRS_POINTSCALE_C              = TD3DRenderStateType(160);   { float point attenuation C value }
  {$EXTERNALSYM D3DRS_POINTSCALE_C}
  D3DRS_MULTISAMPLEANTIALIAS      = TD3DRenderStateType(161);  // BOOL - set to do FSAA with multisample buffer
  {$EXTERNALSYM D3DRS_MULTISAMPLEANTIALIAS}
  D3DRS_MULTISAMPLEMASK           = TD3DRenderStateType(162);  // DWORD - per-sample enable/disable
  {$EXTERNALSYM D3DRS_MULTISAMPLEMASK}
  D3DRS_PATCHEDGESTYLE            = TD3DRenderStateType(163);  // Sets whether patch edges will use float style tessellation
  {$EXTERNALSYM D3DRS_PATCHEDGESTYLE}
  D3DRS_PATCHSEGMENTS             = TD3DRenderStateType(164);  // Number of segments per edge when drawing patches
  {$EXTERNALSYM D3DRS_PATCHSEGMENTS}
  D3DRS_DEBUGMONITORTOKEN         = TD3DRenderStateType(165);  // DEBUG ONLY - token to debug monitor
  {$EXTERNALSYM D3DRS_DEBUGMONITORTOKEN}
  D3DRS_POINTSIZE_MAX             = TD3DRenderStateType(166);   { float point size max threshold }
  {$EXTERNALSYM D3DRS_POINTSIZE_MAX}
  D3DRS_INDEXEDVERTEXBLENDENABLE  = TD3DRenderStateType(167);
  {$EXTERNALSYM D3DRS_INDEXEDVERTEXBLENDENABLE}
  D3DRS_COLORWRITEENABLE          = TD3DRenderStateType(168);  // per-channel write enable
  {$EXTERNALSYM D3DRS_COLORWRITEENABLE}
  D3DRS_TWEENFACTOR               = TD3DRenderStateType(170);   // float tween factor
  {$EXTERNALSYM D3DRS_TWEENFACTOR}
  D3DRS_BLENDOP                   = TD3DRenderStateType(171);   // D3DBLENDOP setting
  {$EXTERNALSYM D3DRS_BLENDOP}
  D3DRS_POSITIONORDER             = TD3DRenderStateType(172);   // NPatch position interpolation order. D3DORDER_LINEAR or D3DORDER_CUBIC (default)
  {$EXTERNALSYM D3DRS_POSITIONORDER}
  D3DRS_NORMALORDER               = TD3DRenderStateType(173);   // NPatch normal interpolation order. D3DORDER_LINEAR (default) or D3DORDER_QUADRATIC
  {$EXTERNALSYM D3DRS_NORMALORDER}

  D3DRS_FORCE_DWORD               = TD3DRenderStateType($7fffffff); { force 32-bit size enum }
  {$EXTERNALSYM D3DRS_FORCE_DWORD}
{$ELSE}
type
  _D3DRENDERSTATETYPE = (
    D3DRS_ZENABLE                   = 7,    (* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) *)
    D3DRS_FILLMODE                  = 8,    (* D3DFILLMODE *)
    D3DRS_SHADEMODE                 = 9,    (* D3DSHADEMODE *)
    D3DRS_LINEPATTERN               = 10,   (* D3DLINEPATTERN *)
    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_ZVISIBLE                  = 30,   (* TRUE to enable z checking *)
    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_EDGEANTIALIAS             = 40,   (* TRUE to enable edge antialiasing *)
    D3DRS_ZBIAS                     = 47,   (* LONG Z bias *)
    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_SOFTWAREVERTEXPROCESSING  = 153,
    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_PATCHSEGMENTS             = 164,  // Number of segments per edge when drawing patches
    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_POSITIONORDER             = 172,   // NPatch position interpolation order. D3DORDER_LINEAR or D3DORDER_CUBIC (default)
    D3DRS_NORMALORDER               = 173,   // NPatch normal interpolation order. D3DORDER_LINEAR (default) or D3DORDER_QUADRATIC

    D3DRS_FORCE_DWORD               = $7fffffff (* force 32-bit size enum *)
  );
  {$EXTERNALSYM _D3DRENDERSTATETYPE}
  D3DRENDERSTATETYPE = _D3DRENDERSTATETYPE;
  {$EXTERNALSYM D3DRENDERSTATETYPE}
  TD3DRenderStateType = _D3DRENDERSTATETYPE;
{$ENDIF}

type
  // Values for material source
  _D3DMATERIALCOLORSOURCE = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
  {$EXTERNALSYM _D3DMATERIALCOLORSOURCE}
  D3DMATERIALCOLORSOURCE = _D3DMATERIALCOLORSOURCE;
  {$EXTERNALSYM D3DMATERIALCOLORSOURCE}
  TD3DMaterialSource = _D3DMATERIALCOLORSOURCE;

const
  D3DMCS_MATERIAL       = TD3DMaterialSource(0);         // Color from material is used
  {$EXTERNALSYM D3DMCS_MATERIAL}
  D3DMCS_COLOR1         = TD3DMaterialSource(1);         // Diffuse vertex color is used
  {$EXTERNALSYM D3DMCS_COLOR1}
  D3DMCS_COLOR2         = TD3DMaterialSource(2);         // Specular vertex color is used
  {$EXTERNALSYM D3DMCS_COLOR2}
  D3DMCS_FORCE_DWORD    = TD3DMaterialSource($7fffffff); // force 32-bit size enum
  {$EXTERNALSYM D3DMCS_FORCE_DWORD}

  // Bias to apply to the texture coordinate set to apply a wrap to.
  D3DRENDERSTATE_WRAPBIAS                = DWORD(128);
  {$EXTERNALSYM D3DRENDERSTATE_WRAPBIAS}

  { Flags to construct the WRAP render states }
  D3DWRAP_U             = $00000001;
  {$EXTERNALSYM D3DWRAP_U}
  D3DWRAP_V             = $00000002;
  {$EXTERNALSYM D3DWRAP_V}
  D3DWRAP_W             = $00000004;
  {$EXTERNALSYM D3DWRAP_W}

  { Flags to construct the WRAP render states for 1D thru 4D texture coordinates }
  D3DWRAPCOORD_0        = $00000001;    // same as D3DWRAP_U
  {$EXTERNALSYM D3DWRAPCOORD_0}
  D3DWRAPCOORD_1        = $00000002;    // same as D3DWRAP_V
  {$EXTERNALSYM D3DWRAPCOORD_1}
  D3DWRAPCOORD_2        = $00000004;    // same as D3DWRAP_W
  {$EXTERNALSYM D3DWRAPCOORD_2}
  D3DWRAPCOORD_3        = $00000008;
  {$EXTERNALSYM D3DWRAPCOORD_3}

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