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📄 direct3d9.pas

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 * Enumerations for COLOROP and ALPHAOP texture blending operations set in
 * texture processing stage controls in D3DTSS.
 *)
type
  _D3DTEXTUREOP = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
  {$EXTERNALSYM _D3DTEXTUREOP}
  D3DTEXTUREOP = _D3DTEXTUREOP;
  {$EXTERNALSYM D3DTEXTUREOP}
  TD3DTextureOp = _D3DTEXTUREOP;

const
  // Control
  D3DTOP_DISABLE              = 1;      // disables stage
  {$EXTERNALSYM D3DTOP_DISABLE}
  D3DTOP_SELECTARG1           = 2;      // the default
  {$EXTERNALSYM D3DTOP_SELECTARG1}
  D3DTOP_SELECTARG2           = 3;
  {$EXTERNALSYM D3DTOP_SELECTARG2}

  // Modulate
  D3DTOP_MODULATE             = 4;      // multiply args together
  {$EXTERNALSYM D3DTOP_MODULATE}
  D3DTOP_MODULATE2X           = 5;      // multiply and  1 bit
  {$EXTERNALSYM D3DTOP_MODULATE2X}
  D3DTOP_MODULATE4X           = 6;      // multiply and  2 bits
  {$EXTERNALSYM D3DTOP_MODULATE4X}

  // Add
  D3DTOP_ADD                  =  7;   // add arguments together
  {$EXTERNALSYM D3DTOP_ADD}
  D3DTOP_ADDSIGNED            =  8;   // add with -0.5 bias
  {$EXTERNALSYM D3DTOP_ADDSIGNED}
  D3DTOP_ADDSIGNED2X          =  9;   // as above but left  1 bit
  {$EXTERNALSYM D3DTOP_ADDSIGNED2X}
  D3DTOP_SUBTRACT             = 10;   // Arg1 - Arg2, with no saturation
  {$EXTERNALSYM D3DTOP_SUBTRACT}
  D3DTOP_ADDSMOOTH            = 11;   // add 2 args, subtract product
                                      // Arg1 + Arg2 - Arg1*Arg2
                                      // = Arg1 + (1-Arg1)*Arg2
  {$EXTERNALSYM D3DTOP_ADDSMOOTH}

  // Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha)
  D3DTOP_BLENDDIFFUSEALPHA    = 12; // iterated alpha
  {$EXTERNALSYM D3DTOP_BLENDDIFFUSEALPHA}
  D3DTOP_BLENDTEXTUREALPHA    = 13; // texture alpha
  {$EXTERNALSYM D3DTOP_BLENDTEXTUREALPHA}
  D3DTOP_BLENDFACTORALPHA     = 14; // alpha from D3DRS_TEXTUREFACTOR
  {$EXTERNALSYM D3DTOP_BLENDFACTORALPHA}

  // Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha)
  D3DTOP_BLENDTEXTUREALPHAPM  = 15; // texture alpha
  {$EXTERNALSYM D3DTOP_BLENDTEXTUREALPHAPM}
  D3DTOP_BLENDCURRENTALPHA    = 16; // by alpha of current color
  {$EXTERNALSYM D3DTOP_BLENDCURRENTALPHA}

  // Specular mapping
  D3DTOP_PREMODULATE            = 17;     // modulate with next texture before use
  {$EXTERNALSYM D3DTOP_PREMODULATE}
  D3DTOP_MODULATEALPHA_ADDCOLOR = 18;     // Arg1.RGB + Arg1.A*Arg2.RGB
                                          // COLOROP only
  {$EXTERNALSYM D3DTOP_MODULATEALPHA_ADDCOLOR}
  D3DTOP_MODULATECOLOR_ADDALPHA = 19;     // Arg1.RGB*Arg2.RGB + Arg1.A
                                          // COLOROP only
  {$EXTERNALSYM D3DTOP_MODULATECOLOR_ADDALPHA}
  D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20;  // (1-Arg1.A)*Arg2.RGB + Arg1.RGB
                                          // COLOROP only
  {$EXTERNALSYM D3DTOP_MODULATEINVALPHA_ADDCOLOR}
  D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21;  // (1-Arg1.RGB)*Arg2.RGB + Arg1.A
                                          // COLOROP only
  {$EXTERNALSYM D3DTOP_MODULATEINVCOLOR_ADDALPHA}

  // Bump mapping
  D3DTOP_BUMPENVMAP           = 22; // per pixel env map perturbation
  {$EXTERNALSYM D3DTOP_BUMPENVMAP}
  D3DTOP_BUMPENVMAPLUMINANCE  = 23; // with luminance channel
  {$EXTERNALSYM D3DTOP_BUMPENVMAPLUMINANCE}

  // This can do either diffuse or specular bump mapping with correct input.
  // Performs the function (Arg1.R*Arg2.R + Arg1.G*Arg2.G + Arg1.B*Arg2.B)
  // where each component has been scaled and offset to make it signed.
  // The result is replicated into all four (including alpha) channels.
  // This is a valid COLOROP only.
  D3DTOP_DOTPRODUCT3          = 24;
  {$EXTERNALSYM D3DTOP_DOTPRODUCT3}

  // Triadic ops
  D3DTOP_MULTIPLYADD          = 25; // Arg0 + Arg1*Arg2
  {$EXTERNALSYM D3DTOP_MULTIPLYADD}
  D3DTOP_LERP                 = 26; // (Arg0)*Arg1 + (1-Arg0)*Arg2
  {$EXTERNALSYM D3DTOP_LERP}

(*
 * Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG texture blending
 * operations set in texture processing stage controls in D3DRENDERSTATE.
 *)
const
  D3DTA_SELECTMASK        = $0000000f;  // mask for arg selector
  {$EXTERNALSYM D3DTA_SELECTMASK}
  D3DTA_DIFFUSE           = $00000000;  // select diffuse color (read only)
  {$EXTERNALSYM D3DTA_DIFFUSE}
  D3DTA_CURRENT           = $00000001;  // select stage destination register (read/write)
  {$EXTERNALSYM D3DTA_CURRENT}
  D3DTA_TEXTURE           = $00000002;  // select texture color (read only)
  {$EXTERNALSYM D3DTA_TEXTURE}
  D3DTA_TFACTOR           = $00000003;  // select D3DRS_TEXTUREFACTOR (read only)
  {$EXTERNALSYM D3DTA_TFACTOR}
  D3DTA_SPECULAR          = $00000004;  // select specular color (read only)
  {$EXTERNALSYM D3DTA_SPECULAR}
  D3DTA_TEMP              = $00000005;  // select temporary register color (read/write)
  {$EXTERNALSYM D3DTA_TEMP}
  D3DTA_CONSTANT          = $00000006;  // select texture stage constant
  {$EXTERNALSYM D3DTA_CONSTANT}
  D3DTA_COMPLEMENT        = $00000010;  // take 1.0 - x (read modifier)
  {$EXTERNALSYM D3DTA_COMPLEMENT}
  D3DTA_ALPHAREPLICATE    = $00000020;  // replicate alpha to color components (read modifier)
  {$EXTERNALSYM D3DTA_ALPHAREPLICATE}

type
  //
  // Values for D3DSAMP_***FILTER texture stage states
  //
  _D3DTEXTUREFILTERTYPE = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
  {$EXTERNALSYM _D3DTEXTUREFILTERTYPE}
  D3DTEXTUREFILTERTYPE = _D3DTEXTUREFILTERTYPE;
  {$EXTERNALSYM D3DTEXTUREFILTERTYPE}
  TD3DTextureFilterType = _D3DTEXTUREFILTERTYPE;

const
  D3DTEXF_NONE            = 0;    // filtering disabled (valid for mip filter only)
  {$EXTERNALSYM D3DTEXF_NONE}
  D3DTEXF_POINT           = 1;    // nearest
  {$EXTERNALSYM D3DTEXF_POINT}
  D3DTEXF_LINEAR          = 2;    // linear interpolation
  {$EXTERNALSYM D3DTEXF_LINEAR}
  D3DTEXF_ANISOTROPIC     = 3;    // anisotropic
  {$EXTERNALSYM D3DTEXF_ANISOTROPIC}
  D3DTEXF_PYRAMIDALQUAD   = 6;    // 4-sample tent
  {$EXTERNALSYM D3DTEXF_PYRAMIDALQUAD}
  D3DTEXF_GAUSSIANQUAD    = 7;    // 4-sample gaussian
  {$EXTERNALSYM D3DTEXF_GAUSSIANQUAD}

const
  { Bits for Flags in ProcessVertices call }
  D3DPV_DONOTCOPYDATA        = (1 shl 0);
  {$EXTERNALSYM D3DPV_DONOTCOPYDATA}

//-------------------------------------------------------------------

  // Flexible vertex format bits
  //
  D3DFVF_RESERVED0        = $001;
  {$EXTERNALSYM D3DFVF_RESERVED0}
  D3DFVF_POSITION_MASK    = $400E;
  {$EXTERNALSYM D3DFVF_POSITION_MASK}
  D3DFVF_XYZ              = $002;
  {$EXTERNALSYM D3DFVF_XYZ}
  D3DFVF_XYZRHW           = $004;
  {$EXTERNALSYM D3DFVF_XYZRHW}
  D3DFVF_XYZB1            = $006;
  {$EXTERNALSYM D3DFVF_XYZB1}
  D3DFVF_XYZB2            = $008;
  {$EXTERNALSYM D3DFVF_XYZB2}
  D3DFVF_XYZB3            = $00a;
  {$EXTERNALSYM D3DFVF_XYZB3}
  D3DFVF_XYZB4            = $00c;
  {$EXTERNALSYM D3DFVF_XYZB4}
  D3DFVF_XYZB5            = $00e;
  {$EXTERNALSYM D3DFVF_XYZB5}
  D3DFVF_XYZW             = $4002;
  {$EXTERNALSYM D3DFVF_XYZW}

  D3DFVF_NORMAL           = $010;
  {$EXTERNALSYM D3DFVF_NORMAL}
  D3DFVF_PSIZE            = $020;
  {$EXTERNALSYM D3DFVF_PSIZE}
  D3DFVF_DIFFUSE          = $040;
  {$EXTERNALSYM D3DFVF_DIFFUSE}
  D3DFVF_SPECULAR         = $080;
  {$EXTERNALSYM D3DFVF_SPECULAR}

  D3DFVF_TEXCOUNT_MASK    = $f00;
  {$EXTERNALSYM D3DFVF_TEXCOUNT_MASK}
  D3DFVF_TEXCOUNT_SHIFT   = 8;
  {$EXTERNALSYM D3DFVF_TEXCOUNT_SHIFT}
  D3DFVF_TEX0             = $000;
  {$EXTERNALSYM D3DFVF_TEX0}
  D3DFVF_TEX1             = $100;
  {$EXTERNALSYM D3DFVF_TEX1}
  D3DFVF_TEX2             = $200;
  {$EXTERNALSYM D3DFVF_TEX2}
  D3DFVF_TEX3             = $300;
  {$EXTERNALSYM D3DFVF_TEX3}
  D3DFVF_TEX4             = $400;
  {$EXTERNALSYM D3DFVF_TEX4}
  D3DFVF_TEX5             = $500;
  {$EXTERNALSYM D3DFVF_TEX5}
  D3DFVF_TEX6             = $600;
  {$EXTERNALSYM D3DFVF_TEX6}
  D3DFVF_TEX7             = $700;
  {$EXTERNALSYM D3DFVF_TEX7}
  D3DFVF_TEX8             = $800;
  {$EXTERNALSYM D3DFVF_TEX8}

  D3DFVF_LASTBETA_UBYTE4   = $1000;
  {$EXTERNALSYM D3DFVF_LASTBETA_UBYTE4}
  D3DFVF_LASTBETA_D3DCOLOR = $8000;
  {$EXTERNALSYM D3DFVF_LASTBETA_D3DCOLOR}

  D3DFVF_RESERVED2         = $6000;  // 2 reserved bits
  {$EXTERNALSYM D3DFVF_RESERVED2}

//---------------------------------------------------------------------
// Vertex Shaders
//

// Vertex shader declaration

// Forces TD3DDeclUsage, TD3DDeclMethod, TD3DDeclType be 1 byte enums
{$MINENUMSIZE 1}

type
  // Vertex element semantics
  //
  _D3DDECLUSAGE = (
    D3DDECLUSAGE_POSITION,      // = 0
    D3DDECLUSAGE_BLENDWEIGHT,   // 1
    D3DDECLUSAGE_BLENDINDICES,  // 2
    D3DDECLUSAGE_NORMAL,        // 3
    D3DDECLUSAGE_PSIZE,         // 4
    D3DDECLUSAGE_TEXCOORD,      // 5
    D3DDECLUSAGE_TANGENT,       // 6
    D3DDECLUSAGE_BINORMAL,      // 7
    D3DDECLUSAGE_TESSFACTOR,    // 8
    D3DDECLUSAGE_POSITIONT,     // 9
    D3DDECLUSAGE_COLOR,         // 10
    D3DDECLUSAGE_FOG,           // 11
    D3DDECLUSAGE_DEPTH,         // 12
    D3DDECLUSAGE_SAMPLE         // 13
  );
  {$EXTERNALSYM _D3DDECLUSAGE}
  D3DDECLUSAGE = _D3DDECLUSAGE;
  {$EXTERNALSYM D3DDECLUSAGE}
  TD3DDeclUsage = _D3DDECLUSAGE;

const
  MAXD3DDECLUSAGE         = DWORD(D3DDECLUSAGE_SAMPLE);
  {$EXTERNALSYM MAXD3DDECLUSAGE}
  MAXD3DDECLUSAGEINDEX    = 15;
  {$EXTERNALSYM MAXD3DDECLUSAGEINDEX}
  MAXD3DDECLLENGTH        = 64; // does not include "end" marker vertex element
  {$EXTERNALSYM MAXD3DDECLLENGTH}

type
  _D3DDECLMETHOD = (
    D3DDECLMETHOD_DEFAULT,    // = 0,
    D3DDECLMETHOD_PARTIALU,
    D3DDECLMETHOD_PARTIALV,
    D3DDECLMETHOD_CROSSUV,    // Normal
    D3DDECLMETHOD_UV,
    D3DDECLMETHOD_LOOKUP,               // Lookup a displacement map
    D3DDECLMETHOD_LOOKUPPRESAMPLED      // Lookup a pre-sampled displacement map
  );
  {$EXTERNALSYM _D3DDECLMETHOD}
  D3DDECLMETHOD = _D3DDECLMETHOD;
  {$EXTERNALSYM D3DDECLMETHOD}
  TD3DDeclMethod = _D3DDECLMETHOD;

const
  MAXD3DDECLMETHOD = DWORD(D3DDECLMETHOD_LOOKUPPRESAMPLED);
  {$EXTERNALSYM MAXD3DDECLMETHOD}

type
  // Declarations for _Type fields
  //
  _D3DDECLTYPE = (
  {$IFNDEF COMPILER6_UP}
    D3DDECLTYPE_FLOAT1   {=  0}, // 1D float expanded to (value, 0., 0., 1.)
    D3DDECLTYPE_FLOAT2   {=  1}, // 2D float expanded to (value, value, 0., 1.)
    D3DDECLTYPE_FLOAT3   {=  2}, // 3D float expanded to (value, value, value, 1.)
    D3DDECLTYPE_FLOAT4   {=  3}, // 4D float
    D3DDECLTYPE_D3DCOLOR {=  4}, // 4D packed unsigned bytes mapped to 0. to 1. range
                                 // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
    D3DDECLTYPE_UBYTE4   {=  5}, // 4D unsigned byte
    D3DDECLTYPE_SHORT2   {=  6}, // 2D signed short expanded to (value, value, 0., 1.)
    D3DDECLTYPE_SHORT4   {=  7}, // 4D signed short

  // The following types are valid only with vertex shaders >= 2.0


    D3DDECLTYPE_UBYTE4N  {=  8}, // Each of 4 bytes is normalized by dividing to 255.0
    D3DDECLTYPE_SHORT2N  {=  9}, // 2D si

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