⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 d3dtypes.h

📁 quake的sdl移植
💻 H
📖 第 1 页 / 共 3 页
字号:
typedef enum _D3DFOGMODE {    D3DFOG_NONE                = 0,    D3DFOG_EXP                 = 1,    D3DFOG_EXP2                = 2,    D3DFOG_LINEAR              = 3} D3DFOGMODE;/* * Amount to add to a state to generate the override for that state. */#define D3DSTATE_OVERRIDE_BIAS          256/* * A state which sets the override flag for the specified state type. */#define D3DSTATE_OVERRIDE(type) ((DWORD) (type) + D3DSTATE_OVERRIDE_BIAS)typedef enum _D3DTRANSFORMSTATETYPE {    D3DTRANSFORMSTATE_WORLD           = 1,    D3DTRANSFORMSTATE_VIEW            = 2,    D3DTRANSFORMSTATE_PROJECTION      = 3,} D3DTRANSFORMSTATETYPE;typedef enum _D3DLIGHTSTATETYPE {    D3DLIGHTSTATE_MATERIAL            = 1,    D3DLIGHTSTATE_AMBIENT             = 2,    D3DLIGHTSTATE_COLORMODEL          = 3,    D3DLIGHTSTATE_FOGMODE             = 4,    D3DLIGHTSTATE_FOGSTART            = 5,    D3DLIGHTSTATE_FOGEND              = 6,    D3DLIGHTSTATE_FOGDENSITY          = 7,} D3DLIGHTSTATETYPE;typedef enum _D3DRENDERSTATETYPE {    D3DRENDERSTATE_TEXTUREHANDLE      = 1,    /* Texture handle */    D3DRENDERSTATE_ANTIALIAS          = 2,    /* Antialiasing prim edges */    D3DRENDERSTATE_TEXTUREADDRESS     = 3,    /* D3DTEXTUREADDRESS      */    D3DRENDERSTATE_TEXTUREPERSPECTIVE = 4,    /* TRUE for perspective correction */    D3DRENDERSTATE_WRAPU              = 5,    /* TRUE for wrapping in u */    D3DRENDERSTATE_WRAPV              = 6,    /* TRUE for wrapping in v */    D3DRENDERSTATE_ZENABLE            = 7,    /* TRUE to enable z test */    D3DRENDERSTATE_FILLMODE           = 8,    /* D3DFILL_MODE            */    D3DRENDERSTATE_SHADEMODE          = 9,    /* D3DSHADEMODE */    D3DRENDERSTATE_LINEPATTERN        = 10,   /* D3DLINEPATTERN */    D3DRENDERSTATE_MONOENABLE         = 11,   /* TRUE to enable mono rasterization */    D3DRENDERSTATE_ROP2               = 12,   /* ROP2 */    D3DRENDERSTATE_PLANEMASK          = 13,   /* DWORD physical plane mask */    D3DRENDERSTATE_ZWRITEENABLE       = 14,   /* TRUE to enable z writes */    D3DRENDERSTATE_ALPHATESTENABLE    = 15,   /* TRUE to enable alpha tests */    D3DRENDERSTATE_LASTPIXEL          = 16,   /* TRUE for last-pixel on lines */    D3DRENDERSTATE_TEXTUREMAG         = 17,   /* D3DTEXTUREFILTER */    D3DRENDERSTATE_TEXTUREMIN         = 18,   /* D3DTEXTUREFILTER */    D3DRENDERSTATE_SRCBLEND           = 19,   /* D3DBLEND */    D3DRENDERSTATE_DESTBLEND          = 20,   /* D3DBLEND */    D3DRENDERSTATE_TEXTUREMAPBLEND    = 21,   /* D3DTEXTUREBLEND */    D3DRENDERSTATE_CULLMODE           = 22,   /* D3DCULL */    D3DRENDERSTATE_ZFUNC              = 23,   /* D3DCMPFUNC */    D3DRENDERSTATE_ALPHAREF           = 24,   /* D3DFIXED */    D3DRENDERSTATE_ALPHAFUNC          = 25,   /* D3DCMPFUNC */    D3DRENDERSTATE_DITHERENABLE       = 26,   /* TRUE to enable dithering */    D3DRENDERSTATE_BLENDENABLE        = 27,   /* TRUE to enable alpha blending */    D3DRENDERSTATE_FOGENABLE          = 28,   /* TRUE to enable fog */    D3DRENDERSTATE_SPECULARENABLE     = 29,   /* TRUE to enable specular */    D3DRENDERSTATE_ZVISIBLE           = 30,   /* TRUE to enable z checking */    D3DRENDERSTATE_SUBPIXEL           = 31,   /* TRUE to enable subpixel correction */    D3DRENDERSTATE_SUBPIXELX          = 32,   /* TRUE to enable correction in X only */    D3DRENDERSTATE_STIPPLEDALPHA      = 33,   /* TRUE to enable stippled alpha */    D3DRENDERSTATE_FOGCOLOR           = 34,   /* D3DCOLOR */    D3DRENDERSTATE_FOGTABLEMODE       = 35,   /* D3DFOGMODE */    D3DRENDERSTATE_FOGTABLESTART      = 36,   /* Fog table start        */    D3DRENDERSTATE_FOGTABLEEND        = 37,   /* Fog table end          */    D3DRENDERSTATE_FOGTABLEDENSITY    = 38,   /* Fog table density      */    D3DRENDERSTATE_STIPPLEENABLE      = 39,   /* TRUE to enable stippling */    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,} D3DRENDERSTATETYPE;#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/* * Triangle flags */ /* * Tri strip and fan flags. * START loads all three vertices * EVEN and ODD load just v3 with even or odd culling * START_FLAT contains a count from 0 to 29 that allows the * whole strip or fan to be culled in one hit. * e.g. for a quad len = 1 */#define D3DTRIFLAG_START                        0x00000000L#define D3DTRIFLAG_STARTFLAT(len) (len)         /* 0 < len < 30 */#define D3DTRIFLAG_ODD                          0x0000001eL#define D3DTRIFLAG_EVEN                         0x0000001fL/* * Triangle edge flags * enable edges for wireframe or antialiasing */#define D3DTRIFLAG_EDGEENABLE1                  0x00000100L /* v0-v1 edge */#define D3DTRIFLAG_EDGEENABLE2                  0x00000200L /* v1-v2 edge */#define D3DTRIFLAG_EDGEENABLE3                  0x00000400L /* v2-v0 edge */#define D3DTRIFLAG_EDGEENABLETRIANGLE \        (D3DTRIFLAG_EDGEENABLE1 | D3DTRIFLAG_EDGEENABLE2 | D3DTRIFLAG_EDGEENABLE3)        /* * Primitive structures and related defines.  Vertex offsets are to types * D3DVERTEX, D3DLVERTEX, or D3DTLVERTEX. *//* * Triangle list primitive structure */typedef struct _D3DTRIANGLE {    union {        WORD    v1;            /* Vertex indices */        WORD    wV1;    };    union {        WORD    v2;        WORD    wV2;    };    union {        WORD    v3;        WORD    wV3;    };    WORD        wFlags;       /* Edge (and other) flags */} D3DTRIANGLE, *LPD3DTRIANGLE;/* * Line strip structure. * The instruction count - 1 defines the number of line segments. */typedef struct _D3DLINE {    union {        WORD    v1;            /* Vertex indices */        WORD    wV1;    };    union {        WORD    v2;        WORD    wV2;    };} D3DLINE, *LPD3DLINE;/* * Span structure * Spans join a list of points with the same y value. * If the y value changes, a new span is started. */typedef struct _D3DSPAN {    WORD        wCount; /* Number of spans */    WORD        wFirst; /* Index to first vertex */} D3DSPAN, *LPD3DSPAN;/* * Point structure */typedef struct _D3DPOINT {    WORD        wCount;         /* number of points         */    WORD        wFirst;         /* index to first vertex    */} D3DPOINT, *LPD3DPOINT;/* * Forward branch structure. * Mask is logically anded with the driver status mask * if the result equals 'value', the branch is taken. */typedef struct _D3DBRANCH {    DWORD       dwMask;         /* Bitmask against D3D status */    DWORD       dwValue;    BOOL        bNegate;        /* TRUE to negate comparison */    DWORD       dwOffset;       /* How far to branch forward (0 for exit)*/} D3DBRANCH, *LPD3DBRANCH;/* * Status used for set status instruction. * The D3D status is initialised on device creation * and is modified by all execute calls. */typedef struct _D3DSTATUS {    DWORD       dwFlags;        /* Do we set extents or status */    DWORD       dwStatus;       /* D3D status */    D3DRECT     drExtent;} D3DSTATUS, *LPD3DSTATUS;#define D3DSETSTATUS_STATUS             0x00000001L#define D3DSETSTATUS_EXTENTS            0x00000002L#define D3DSETSTATUS_ALL        (D3DSETSTATUS_STATUS | D3DSETSTATUS_EXTENTS)/* * Statistics structure */typedef struct _D3DSTATS {    DWORD        dwSize;    DWORD        dwTrianglesDrawn;    DWORD        dwLinesDrawn;    DWORD        dwPointsDrawn;    DWORD        dwSpansDrawn;    DWORD        dwVerticesProcessed;} D3DSTATS, *LPD3DSTATS;/* * Execute options. * When calling using D3DEXECUTE_UNCLIPPED all the primitives  * inside the buffer must be contained within the viewport. */#define D3DEXECUTE_CLIPPED       0x00000001l#define D3DEXECUTE_UNCLIPPED     0x00000002ltypedef struct _D3DEXECUTEDATA {    DWORD       dwSize;    DWORD       dwVertexOffset;    DWORD       dwVertexCount;    DWORD       dwInstructionOffset;    DWORD       dwInstructionLength;    DWORD       dwHVertexOffset;    D3DSTATUS   dsStatus;       /* Status after execute */} D3DEXECUTEDATA, *LPD3DEXECUTEDATA;/* * Palette flags. * This are or'ed with the peFlags in the PALETTEENTRYs passed to DirectDraw. */#define D3DPAL_FREE     0x00    /* Renderer may use this entry freely */#define D3DPAL_READONLY 0x40    /* Renderer may not set this entry */#define D3DPAL_RESERVED 0x80    /* Renderer may not use this entry */#if defined(__cplusplus)};#endif#pragma pack()#endif /* _D3DTYPES_H_ */

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -