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📄 directxgraphics.pas.svn-base

📁 这是一段游戏修改工具的源代码.ring3功能由dephi开发,驱动是C开发.希望对大家有帮助
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(*) [------------------------------------------------------------------------------ [  DirectXGraphics 8[.1] Delphi Adaptation (c) by Tim Baumgarten [------------------------------------------------------------------------------ [  Files    : d3d8types.h [             d3d8caps.h [             d3d8.h [  Modified : 10-Nov-2001 [  E-Mail   : Ampaze@gmx.net [  Download : http://www.crazyentertainment.net [------------------------------------------------------------------------------(*)(*) [------------------------------------------------------------------------------ [ History : [---------- [ 10-Nov-2001 (Tim Baumgarten) : Added DX 8.1, and still testing, [                                Define DX8 to make it work with dx8 runtime. [------------------------------------------------------------------------------ [ 05-Nov-2001 (Tim Baumgarten) : Changed the EnumTypes for D6, so you might [                                have to typecast to LongWord in some cases. [------------------------------------------------------------------------------ [ 28-Jul-2001 (Tim Baumgarten) : Changed "var pDestinationSurface : IDirect3DSurface8" to [                                "const pDestinationSurface : IDirect3DSurface8" in [                                IDirect3DDevice8.CopyRects [------------------------------------------------------------------------------ [ 14-Mar-2001 (Tim Baumgarten) : Changed CreateVertexShader as pFunction can [                                be nil. [------------------------------------------------------------------------------ [ 28-Jan-2001 (Tim Baumgarten) : Added TD3DMultiSampleType = TD3DMultiSample_Type; [------------------------------------------------------------------------------ [ 23-Dec-2000 (Tim Baumgarten) : Changed all types that are declared as UInt [                                in C to be Cardinal in Delphi [------------------------------------------------------------------------------ [ 23-Dec-2000 (Tim Baumgarten) : Changed all types that are declared as DWord [                                in C to be LongWord in Delphi [------------------------------------------------------------------------------ [ 14-Dec-2000 (Tim Baumgarten) : Changed some parameters of IDirect3DDevice8.DrawRectPatch [                                and IDirect3DDevice8.DrawTriPatch to Pointers. [------------------------------------------------------------------------------ [ 14-Dec-2000 (Tim Baumgarten) : Added versions without underlines of some structures [------------------------------------------------------------------------------ [ 14-Dec-2000 (Tim Baumgarten) : Added "Pointer to Structure" (PStructure = ^TStructure) [                                to all structures. [------------------------------------------------------------------------------ [ 26-Nov-2000 (Tim Baumgarten) : Returncodes are now typecasted with HResult [------------------------------------------------------------------------------(*)unit DirectXGraphics;{$MINENUMSIZE 4}{$ALIGN ON}//Remove dot to make all enums to be const's{$DEFINE NOENUMS}//Remove dot to revert to dx8{.$DEFINE DX8}//Remove dot to enable static linking, your app will halt with a error message//when the d3d8.dll cannot be found.{$DEFINE STATIC_LINKING}{$IFDEF VER140}  {$DEFINE DELPHI6}{$ENDIF}{$IFDEF DELPHI6}  {$DEFINE DELPHI6_AND_HIGHER}  {$DEFINE D6UP}{$ENDIF}{$IFNDEF DELPHI6_AND_HIGHER}  {$DEFINE NOENUMS}{$ENDIF}interfaceuses  Windows;{$IFNDEF STATIC_LINKING}var D3D8DLL : HMODULE = 0;{$ENDIF}const D3D8DLLName = 'd3d8.dll';(*==========================================================================; * *  Copyright (C) 1995-2000 Microsoft Corporation.  All Rights Reserved. * *  File:       d3d8types.h *  Content:    Direct3D capabilities include file * ***************************************************************************)const DIRECT3D_VERSION = $0800;const iTrue = DWord(True);      iFalse = DWord(False);type TD3DColor = type LongWord;  // maps unsigned 8 bits/channel to D3DCOLOR  function D3DCOLOR_ARGB(a, r, g, b : Cardinal) : TD3DColor; // ((D3DCOLOR)((((a)&= $ff)<<24)|(((r)&= $ff)<<16)|(((g)&= $ff)<<8)|((b)&= $ff)))  function D3DCOLOR_RGBA(r, g, b, a : Cardinal) : TD3DColor; // D3DCOLOR_ARGB(a;r;g;b)  function D3DCOLOR_XRGB(r, g, b : Cardinal) : TD3DColor; //   D3DCOLOR_ARGB(= $ff;r;g;b)// maps floating point channels (0.f to 1.f range) to D3DCOLOR  function D3DCOLOR_COLORVALUE(r, g, b, a : Single) : TD3DColor; // D3DCOLOR_RGBA((DWORD)((r)*255.f);(DWORD)((g)*255.f);(DWORD)((b)*255.f);(DWORD)((a)*255.f))type  PD3DVector = ^TD3DVector;  TD3DVector = packed record    x : Single;    y : Single;    z : Single;  end;  PD3DColorValue = ^TD3DColorValue;  TD3DColorValue = packed record    r : Single;    g : Single;    b : Single;    a : Single;  end;  PD3DRect = ^TD3DRect;  TD3DRect = packed record    x1 : LongInt;    y1 : LongInt;    x2 : LongInt;    y2 : LongInt;  end;  PD3DMatrix = ^TD3DMatrix;  TD3DMatrix = packed record    case Integer of      0 : (_11, _12, _13, _14 : Single;           _21, _22, _23, _24 : Single;           _31, _32, _33, _34 : Single;           _41, _42, _43, _44 : Single);      1 : (m : array [0..3, 0..3] of Single);  end;  PD3DViewport8 = ^TD3DViewport8;  TD3DViewport8 = packed record    X      : LongWord;    Y      : LongWord;  (* Viewport Top left *)    Width  : LongWord;    Height : LongWord;  (* Viewport Dimensions *)    MinZ   : Single;    (* Min/max of clip Volume *)    MaxZ   : Single  end;(* Values for clip fields.*)// Max number of user clipping planes; supported in D3D.const  D3DMAXUSERCLIPPLANES = 32;// These bits could be ORed together to use with D3DRS_CLIPPLANEENABLE  D3DCLIPPLANE0 = 1;   // (1 << 0)  D3DCLIPPLANE1 = 2;   // (1 << 1)  D3DCLIPPLANE2 = 4;   // (1 << 2)  D3DCLIPPLANE3 = 8;   // (1 << 3)  D3DCLIPPLANE4 = 16;  // (1 << 4)  D3DCLIPPLANE5 = 32;  // (1 << 5)// The following bits are used in the ClipUnion and ClipIntersection// members of the D3DCLIPSTATUS8  D3DCS_LEFT        = $00000001;  D3DCS_RIGHT       = $00000002;  D3DCS_TOP         = $00000004;  D3DCS_BOTTOM      = $00000008;  D3DCS_FRONT       = $00000010;  D3DCS_BACK        = $00000020;  D3DCS_PLANE0      = $00000040;  D3DCS_PLANE1      = $00000080;  D3DCS_PLANE2      = $00000100;  D3DCS_PLANE3      = $00000200;  D3DCS_PLANE4      = $00000400;  D3DCS_PLANE5      = $00000800;  D3DCS_ALL = (D3DCS_LEFT or D3DCS_RIGHT or D3DCS_TOP or              D3DCS_BOTTOM or D3DCS_FRONT or D3DCS_BACK or              D3DCS_PLANE0 or D3DCS_PLANE1 or D3DCS_PLANE2 or              D3DCS_PLANE3 or D3DCS_PLANE4 or D3DCS_PLANE5);type  PD3DClipStatus8 = ^TD3DClipStatus8;  TD3DClipStatus8 = packed record    ClipUnion        : LongWord;    ClipIntersection : LongWord;  end;  PD3DMaterial8 = ^TD3DMaterial8;  TD3DMaterial8 = packed record    Diffuse  : TD3DColorValue;  (* Diffuse color RGBA *)    Ambient  : TD3DColorValue;  (* Ambient color RGB *)    Specular : TD3DColorValue;  (* Specular 'shininess' *)    Emissive : TD3DColorValue;  (* Emissive color RGB *)    Power    : Single;          (* Sharpness if specular highlight *)  end;//{$IFDEF D6UP}({$ELSE}LongWord;{$ENDIF}type TD3DLightType = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}       D3DLIGHT_POINT          = 1{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}       D3DLIGHT_SPOT           = 2{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}       D3DLIGHT_DIRECTIONAL    = 3{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}       D3DLIGHT_FORCE_DWORD    = $7fffffff{$IFNDEF NOENUMS}){$ENDIF}; (* force 32-bit size enum *)type  PD3DLight8 = ^TD3DLight8;  TD3DLight8 = packed record    _Type        : TD3DLightType;   (* Type of light source *) //D3DLIGHTTYPE    Diffuse      : TD3DColorValue;  (* Diffuse color of light *)    Specular     : TD3DColorValue;  (* Specular color of light *)    Ambient      : TD3DColorValue;  (* Ambient color of light *)    Position     : TD3DVector;      (* Position in world space *)    Direction    : TD3DVector;      (* Direction in world space *)    Range        : Single;          (* Cutoff range *)    Falloff      : Single;          (* Falloff *)    Attenuation0 : Single;          (* Constant attenuation *)    Attenuation1 : Single;          (* Linear attenuation *)    Attenuation2 : Single;          (* Quadratic attenuation *)    Theta        : Single;          (* Inner angle of spotlight cone *)    Phi          : Single;          (* Outer angle of spotlight cone *)  end;(* Options for clearing *)const  D3DCLEAR_TARGET  = $00000001;  (* Clear target surface *)  D3DCLEAR_ZBUFFER = $00000002;  (* Clear target z buffer *)  D3DCLEAR_STENCIL = $00000004;  (* Clear stencil planes *)(* The following defines the rendering states *)type TD3DShadeMode = {$IFNDEF NOENUMS}({$ELSE}LongWord;{$ENDIF}{$IFDEF NOENUMS}const{$ENDIF}       D3DSHADE_FLAT               = 1{$IFNDEF NOENUMS},{$ELSE};{$ENDIF}

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