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📄 d3drmobj.h

📁 quake的sdl移植
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    STDMETHOD_(D3DRMPROJECTIONTYPE, GetProjection)(THIS) PURE;    STDMETHOD(GetDirect3DViewport)(THIS_ LPDIRECT3DVIEWPORT *) PURE;};#undef INTERFACE#define INTERFACE IDirect3DRMFrameDECLARE_INTERFACE_(IDirect3DRMFrame, IDirect3DRMVisual){    IUNKNOWN_METHODS(PURE);    IDIRECT3DRMOBJECT_METHODS(PURE);    /*     * IDirect3DRMFrame methods     */    STDMETHOD(AddChild)(THIS_ LPDIRECT3DRMFRAME child) PURE;    STDMETHOD(AddLight)(THIS_ LPDIRECT3DRMLIGHT) PURE;    STDMETHOD(AddMoveCallback)(THIS_ D3DRMFRAMEMOVECALLBACK, VOID *arg) PURE;    STDMETHOD(AddTransform)(THIS_ D3DRMCOMBINETYPE, D3DRMMATRIX4D) PURE;    STDMETHOD(AddTranslation)(THIS_ D3DRMCOMBINETYPE, D3DVALUE x, D3DVALUE y, D3DVALUE z) PURE;    STDMETHOD(AddScale)(THIS_ D3DRMCOMBINETYPE, D3DVALUE sx, D3DVALUE sy, D3DVALUE sz) PURE;    STDMETHOD(AddRotation)(THIS_ D3DRMCOMBINETYPE, D3DVALUE x, D3DVALUE y, D3DVALUE z, D3DVALUE theta) PURE;    STDMETHOD(AddVisual)(THIS_ LPDIRECT3DRMVISUAL) PURE;    STDMETHOD(GetChildren)(THIS_ LPDIRECT3DRMFRAMEARRAY *children) PURE;    STDMETHOD_(D3DCOLOR, GetColor)(THIS) PURE;    STDMETHOD(GetLights)(THIS_ LPDIRECT3DRMLIGHTARRAY *lights) PURE;    STDMETHOD_(D3DRMMATERIALMODE, GetMaterialMode)(THIS) PURE;    STDMETHOD(GetParent)(THIS_ LPDIRECT3DRMFRAME *) PURE;    STDMETHOD(GetPosition)(THIS_ LPDIRECT3DRMFRAME reference, LPD3DVECTOR return_position) PURE;    STDMETHOD(GetRotation)(THIS_ LPDIRECT3DRMFRAME reference, LPD3DVECTOR axis, LPD3DVALUE return_theta) PURE;    STDMETHOD(GetScene)(THIS_ LPDIRECT3DRMFRAME *) PURE;    STDMETHOD_(D3DRMSORTMODE, GetSortMode)(THIS) PURE;    STDMETHOD(GetTexture)(THIS_ LPDIRECT3DRMTEXTURE *) PURE;    STDMETHOD(GetTransform)(THIS_ D3DRMMATRIX4D return_matrix) PURE;    STDMETHOD(GetVelocity)(THIS_ LPDIRECT3DRMFRAME reference, LPD3DVECTOR return_velocity, BOOL with_rotation) PURE;    STDMETHOD(GetOrientation)(THIS_ LPDIRECT3DRMFRAME reference, LPD3DVECTOR dir, LPD3DVECTOR up) PURE;    STDMETHOD(GetVisuals)(THIS_ LPDIRECT3DRMVISUALARRAY *visuals) PURE;    STDMETHOD(GetTextureTopology)(THIS_ BOOL *wrap_u, BOOL *wrap_v) PURE;    STDMETHOD(InverseTransform)(THIS_ D3DVECTOR *d, D3DVECTOR *s) PURE;    STDMETHOD(Load)(THIS_ LPVOID filename, LPVOID name, D3DRMLOADOPTIONS loadflags, D3DRMLOADTEXTURECALLBACK, LPVOID lpArg)PURE;    STDMETHOD(LookAt)(THIS_ LPDIRECT3DRMFRAME target, LPDIRECT3DRMFRAME reference, D3DRMFRAMECONSTRAINT) PURE;    STDMETHOD(Move)(THIS_ D3DVALUE delta) PURE;    STDMETHOD(DeleteChild)(THIS_ LPDIRECT3DRMFRAME) PURE;    STDMETHOD(DeleteLight)(THIS_ LPDIRECT3DRMLIGHT) PURE;    STDMETHOD(DeleteMoveCallback)(THIS_ D3DRMFRAMEMOVECALLBACK, VOID *arg) PURE;    STDMETHOD(DeleteVisual)(THIS_ LPDIRECT3DRMVISUAL) PURE;    STDMETHOD_(D3DCOLOR, GetSceneBackground)(THIS) PURE;    STDMETHOD(GetSceneBackgroundDepth)(THIS_ LPDIRECTDRAWSURFACE *) PURE;    STDMETHOD_(D3DCOLOR, GetSceneFogColor)(THIS) PURE;    STDMETHOD_(BOOL, GetSceneFogEnable)(THIS) PURE;    STDMETHOD_(D3DRMFOGMODE, GetSceneFogMode)(THIS) PURE;    STDMETHOD(GetSceneFogParams)(THIS_ D3DVALUE *return_start, D3DVALUE *return_end, D3DVALUE *return_density) PURE;    STDMETHOD(SetSceneBackground)(THIS_ D3DCOLOR) PURE;    STDMETHOD(SetSceneBackgroundRGB)(THIS_ D3DVALUE red, D3DVALUE green, D3DVALUE blue) PURE;    STDMETHOD(SetSceneBackgroundDepth)(THIS_ LPDIRECTDRAWSURFACE) PURE;    STDMETHOD(SetSceneBackgroundImage)(THIS_ LPDIRECT3DRMTEXTURE) PURE;    STDMETHOD(SetSceneFogEnable)(THIS_ BOOL) PURE;    STDMETHOD(SetSceneFogColor)(THIS_ D3DCOLOR) PURE;    STDMETHOD(SetSceneFogMode)(THIS_ D3DRMFOGMODE) PURE;    STDMETHOD(SetSceneFogParams)(THIS_ D3DVALUE start, D3DVALUE end, D3DVALUE density) PURE;    STDMETHOD(SetColor)(THIS_ D3DCOLOR) PURE;    STDMETHOD(SetColorRGB)(THIS_ D3DVALUE red, D3DVALUE green, D3DVALUE blue) PURE;    STDMETHOD_(D3DRMZBUFFERMODE, GetZbufferMode)(THIS) PURE;    STDMETHOD(SetMaterialMode)(THIS_ D3DRMMATERIALMODE) PURE;    STDMETHOD(SetOrientation)    (   THIS_ LPDIRECT3DRMFRAME reference,        D3DVALUE dx, D3DVALUE dy, D3DVALUE dz,        D3DVALUE ux, D3DVALUE uy, D3DVALUE uz    ) PURE;    STDMETHOD(SetPosition)(THIS_ LPDIRECT3DRMFRAME reference, D3DVALUE x, D3DVALUE y, D3DVALUE z) PURE;    STDMETHOD(SetRotation)(THIS_ LPDIRECT3DRMFRAME reference, D3DVALUE x, D3DVALUE y, D3DVALUE z, D3DVALUE theta) PURE;    STDMETHOD(SetSortMode)(THIS_ D3DRMSORTMODE) PURE;    STDMETHOD(SetTexture)(THIS_ LPDIRECT3DRMTEXTURE) PURE;    STDMETHOD(SetTextureTopology)(THIS_ BOOL wrap_u, BOOL wrap_v) PURE;    STDMETHOD(SetVelocity)(THIS_ LPDIRECT3DRMFRAME reference, D3DVALUE x, D3DVALUE y, D3DVALUE z, BOOL with_rotation) PURE;    STDMETHOD(SetZbufferMode)(THIS_ D3DRMZBUFFERMODE) PURE;    STDMETHOD(Transform)(THIS_ D3DVECTOR *d, D3DVECTOR *s) PURE;};#undef INTERFACE#define INTERFACE IDirect3DRMMeshDECLARE_INTERFACE_(IDirect3DRMMesh, IDirect3DRMVisual){    IUNKNOWN_METHODS(PURE);    IDIRECT3DRMOBJECT_METHODS(PURE);    /*     * IDirect3DRMMesh methods     */    STDMETHOD(Scale)(THIS_ D3DVALUE sx, D3DVALUE sy, D3DVALUE sz) PURE;    STDMETHOD(Translate)(THIS_ D3DVALUE tx, D3DVALUE ty, D3DVALUE tz) PURE;    STDMETHOD(GetBox)(THIS_ D3DRMBOX *) PURE;    STDMETHOD(AddGroup)(THIS_ unsigned vCount, unsigned fCount, unsigned vPerFace, unsigned *fData, D3DRMGROUPINDEX *returnId) PURE;    STDMETHOD(SetVertices)(THIS_ D3DRMGROUPINDEX id, unsigned index, unsigned count, D3DRMVERTEX *values) PURE;    STDMETHOD(SetGroupColor)(THIS_ D3DRMGROUPINDEX id, D3DCOLOR value) PURE;    STDMETHOD(SetGroupColorRGB)(THIS_ D3DRMGROUPINDEX id, D3DVALUE red, D3DVALUE green, D3DVALUE blue) PURE;    STDMETHOD(SetGroupMapping)(THIS_ D3DRMGROUPINDEX id, D3DRMMAPPING value) PURE;    STDMETHOD(SetGroupQuality)(THIS_ D3DRMGROUPINDEX id, D3DRMRENDERQUALITY value) PURE;    STDMETHOD(SetGroupMaterial)(THIS_ D3DRMGROUPINDEX id, LPDIRECT3DRMMATERIAL value) PURE;    STDMETHOD(SetGroupTexture)(THIS_ D3DRMGROUPINDEX id, LPDIRECT3DRMTEXTURE value) PURE;    STDMETHOD_(unsigned, GetGroupCount)(THIS) PURE;    STDMETHOD(GetGroup)(THIS_ D3DRMGROUPINDEX id, unsigned *vCount, unsigned *fCount, unsigned *vPerFace, DWORD *fDataSize, unsigned *fData) PURE;    STDMETHOD(GetVertices)(THIS_ D3DRMGROUPINDEX id, DWORD index, DWORD count, D3DRMVERTEX *returnPtr) PURE;    STDMETHOD_(D3DCOLOR, GetGroupColor)(THIS_ D3DRMGROUPINDEX id) PURE;    STDMETHOD_(D3DRMMAPPING, GetGroupMapping)(THIS_ D3DRMGROUPINDEX id) PURE;    STDMETHOD_(D3DRMRENDERQUALITY, GetGroupQuality)(THIS_ D3DRMGROUPINDEX id) PURE;    STDMETHOD(GetGroupMaterial)(THIS_ D3DRMGROUPINDEX id, LPDIRECT3DRMMATERIAL *returnPtr) PURE;    STDMETHOD(GetGroupTexture)(THIS_ D3DRMGROUPINDEX id, LPDIRECT3DRMTEXTURE *returnPtr) PURE;};#undef INTERFACE#define INTERFACE IDirect3DRMShadowDECLARE_INTERFACE_(IDirect3DRMShadow, IDirect3DRMVisual){    IUNKNOWN_METHODS(PURE);    IDIRECT3DRMOBJECT_METHODS(PURE);    /*     * IDirect3DRMShadow methods     */    STDMETHOD(Init)    (   THIS_ LPDIRECT3DRMVISUAL visual, LPDIRECT3DRMLIGHT light,        D3DVALUE px, D3DVALUE py, D3DVALUE pz,        D3DVALUE nx, D3DVALUE ny, D3DVALUE nz    ) PURE;};#undef INTERFACE#define INTERFACE IDirect3DRMFaceDECLARE_INTERFACE_(IDirect3DRMFace, IDirect3DRMObject){    IUNKNOWN_METHODS(PURE);    IDIRECT3DRMOBJECT_METHODS(PURE);    /*     * IDirect3DRMFace methods     */     STDMETHOD(AddVertex)(THIS_ D3DVALUE x, D3DVALUE y, D3DVALUE z) PURE;     STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE;     STDMETHOD(SetColorRGB)(THIS_ D3DVALUE, D3DVALUE, D3DVALUE) PURE;     STDMETHOD(SetColor)(THIS_ D3DCOLOR) PURE;     STDMETHOD(SetTexture)(THIS_ LPDIRECT3DRMTEXTURE) PURE;     STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE;     STDMETHOD(SetMaterial)(THIS_ LPDIRECT3DRMMATERIAL) PURE;     STDMETHOD(SetTextureTopology)(THIS_ BOOL wrap_u, BOOL wrap_v) PURE;     STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE;     STDMETHOD(GetVertices)(THIS_ DWORD *vertex_count, D3DVECTOR *coords, D3DVECTOR *normals);     STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE;     STDMETHOD(GetTextureTopology)(THIS_ BOOL *wrap_u, BOOL *wrap_v) PURE;     STDMETHOD(GetNormal)(THIS_ D3DVECTOR *) PURE;     STDMETHOD(GetTexture)(THIS_ LPDIRECT3DRMTEXTURE *) PURE;     STDMETHOD(GetMaterial)(THIS_ LPDIRECT3DRMMATERIAL *) PURE;     STDMETHOD_(int, GetVertexCount)(THIS) PURE;     STDMETHOD_(int, GetVertexIndex)(THIS_ DWORD which) PURE;     STDMETHOD_(int, GetTextureCoordinateIndex)(THIS_ DWORD which) PURE;     STDMETHOD_(D3DCOLOR, GetColor)(THIS) PURE;};#undef INTERFACE#define INTERFACE IDirect3DRMMeshBuilderDECLARE_INTERFACE_(IDirect3DRMMeshBuilder, IDirect3DRMVisual){    IUNKNOWN_METHODS(PURE);    IDIRECT3DRMOBJECT_METHODS(PURE);    /*     * IDirect3DRMMeshBuilder methods     */    STDMETHOD(Load)(THIS_ LPVOID filename, LPVOID name, D3DRMLOADOPTIONS loadflags, D3DRMLOADTEXTURECALLBACK, LPVOID lpArg) PURE;    STDMETHOD(Save)(THIS_ const char *filename, D3DRMXOFFORMAT, D3DRMSAVEOPTIONS save) PURE;    STDMETHOD(Scale)(THIS_ D3DVALUE sx, D3DVALUE sy, D3DVALUE sz) PURE;    STDMETHOD(Translate)(THIS_ D3DVALUE tx, D3DVALUE ty, D3DVALUE tz) PURE;    STDMETHOD(SetColorSource)(THIS_ D3DRMCOLORSOURCE) PURE;    STDMETHOD(GetBox)(THIS_ D3DRMBOX *) PURE;    STDMETHOD(GenerateNormals)(THIS) PURE;    STDMETHOD_(D3DRMCOLORSOURCE, GetColorSource)(THIS) PURE;    STDMETHOD(AddMesh)(THIS_ LPDIRECT3DRMMESH) PURE;    STDMETHOD(AddMeshBuilder)(THIS_ LPDIRECT3DRMMESHBUILDER) PURE;    STDMETHOD(AddFrame)(THIS_ LPDIRECT3DRMFRAME) PURE;    STDMETHOD(AddFace)(THIS_ LPDIRECT3DRMFACE) PURE;    STDMETHOD(AddFaces)    (   THIS_ DWORD vcount, D3DVECTOR *vertices, DWORD ncount, D3DVECTOR *normals,        DWORD *data, LPDIRECT3DRMFACEARRAY*    ) PURE;    STDMETHOD(ReserveSpace)(THIS_ DWORD vertex_Count, DWORD normal_count, DWORD face_count) PURE;    STDMETHOD(SetColorRGB)(THIS_ D3DVALUE red, D3DVALUE green, D3DVALUE blue) PURE;    STDMETHOD(SetColor)(THIS_ D3DCOLOR) PURE;    STDMETHOD(SetTexture)(THIS_ LPDIRECT3DRMTEXTURE) PURE;    STDMETHOD(SetMaterial)(THIS_ LPDIRECT3DRMMATERIAL) PURE;    STDMETHOD(SetTextureTopology)(THIS_ BOOL wrap_u, BOOL wrap_v) PURE;    STDMETHOD(SetQuality)(THIS_ D3DRMRENDERQUALITY) PURE;    STDMETHOD(SetPerspective)(THIS_ BOOL) PURE;    STDMETHOD(SetVertex)(THIS_ DWORD index, D3DVALUE x, D3DVALUE y, D3DVALUE z) PURE;    STDMETHOD(SetNormal)(THIS_ DWORD index, D3DVALUE x, D3DVALUE y, D3DVALUE z) PURE;    STDMETHOD(SetTextureCoordinates)(THIS_ DWORD index, D3DVALUE u, D3DVALUE v) PURE;    STDMETHOD(SetVertexColor)(THIS_ DWORD index, D3DCOLOR) PURE;    STDMETHOD(SetVertexColorRGB)(THIS_ DWORD index, D3DVALUE red, D3DVALUE green, D3DVALUE blue) PURE;    STDMETHOD(GetFaces)(THIS_ LPDIRECT3DRMFACEARRAY*) PURE;    STDMETHOD(GetVertices)    (   THIS_ DWORD *vcount, D3DVECTOR *vertices, DWORD *ncount, D3DVECTOR *normals, DWORD *face_data_size, DWORD *face_data    ) PURE;    STDMETHOD(GetTextureCoordinates)(THIS_ DWORD index, D3DVALUE *u, D3DVALUE *v) PURE;    STDMETHOD_(int, AddVertex)(THIS_ D3DVALUE x, D3DVALUE y, D3DVALUE z) PURE;    STDMETHOD_(int, AddNormal)(THIS_ D3DVALUE x, D3DVALUE y, D3DVALUE z) PURE;    STDMETHOD(CreateFace)(THIS_ LPDIRECT3DRMFACE*) PURE;    STDMETHOD_(D3DRMRENDERQUALITY, GetQuality)(THIS) PURE;    STDMETHOD_(BOOL, GetPerspective)(THIS) PURE;    STDMETHOD_(int, GetFaceCount)(THIS) PURE;    STDMETHOD_(int, GetVertexCount)(THIS) PURE;    STDMETHOD_(D3DCOLOR, GetVertexColor)(THIS_ DWORD index) PURE;    STDMETHOD(CreateMesh)(THIS_ LPDIRECT3DRMMESH*) PURE;};#undef INTERFACE#define INTERFACE IDirect3DRMLightDECLARE_INTERFACE_(IDirect3DRMLight, IDirect3DRMObject){    IUNKNOWN_METHODS(PURE);    IDIRECT3DRMOBJECT_METHODS(PURE);    /*     * IDirect3DRMLight methods     */    STDMETHOD(SetType)(THIS_ D3DRMLIGHTTYPE) PURE;    STDMETHOD(SetColor)(THIS_ D3DCOLOR) PURE;    STDMETHOD(SetColorRGB)(THIS_ D3DVALUE red, D3DVALUE green, D3DVALUE blue) PURE;    STDMETHOD(SetRange)(THIS_ D3DVALUE) PURE;    STDMETHOD(SetUmbra)(THIS_ D3DVALUE) PURE;    STDMETHOD(SetPenumbra)(THIS_ D3DVALUE) PURE;    STDMETHOD(SetConstantAttenuation)(THIS_ D3DVALUE) PURE;    STDMETHOD(SetLinearAttenuation)(THIS_ D3DVALUE) PURE;

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