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📄 zfx.h

📁 This is a book introduce some tech about Game Engine 3D
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/*******************************************************************
 * ZFXEngine!                                                      *
 * (c)2003 by Stefan Zerbst | www.zfx.info                         *
 *-----------------------------------------------------------------*
 * File: ZFX.h                                                     *
 * defining everything that needs to be globally known             *
 *******************************************************************/

#ifndef ZFX_H
#define ZFX_H

#include <windows.h>
#include "..\zfx3d.h"

// everything went smooth
#define ZFX_OK                        S_OK

// just reports no errors
#define ZFX_CANCELED                  0x82000000

// generell error message
#define ZFX_FAIL                      0x82000001

// specific error messages
#define ZFX_CREATEAPI                 0x82000002
#define ZFX_CREATEDEVICE              0x82000003
#define ZFX_CREATEBUFFER              0x82000004
#define ZFX_INVALIDPARAM              0x82000005
#define ZFX_INVALIDID                 0x82000006
#define ZFX_BUFFERSIZE                0x82000007
#define ZFX_BUFFERLOCK                0x82000008
#define ZFX_NOTCOMPATIBLE             0x82000009
#define ZFX_OUTOFMEMORY               0x8200000a
#define ZFX_FILENOTFOUND              0x8200000b
#define ZFX_INVALIDFILE               0x8200000c
#define ZFX_NOSHADERSUPPORT           0x8200000d
#define ZFX_FAILa               0x8200000c
#define ZFX_FAILb               0x8200000d
#define ZFX_FAILc               0x8200000e
#define ZFX_FAILd               0x8200000f



// VERTEX TYPES:

typedef struct PVERTEX_TYPE {
   float	 x, y, z;
   } PVERTEX;

typedef struct VERTEX_TYPE {
   float	 x, y, z;
	float  vcN[3];
   float  tu, tv;
   } VERTEX;

typedef struct LVERTEX_TYPE {
   float	 x, y, z;
	DWORD  Color;
   float  tu, tv;
   } LVERTEX;

typedef struct CVERTEX_TYPE {
   float	 x, y, z;
	float  vcN[3];
   float  tu, tv;
   float  fBone1, fWeight1; 
   float  fBone2, fWeight2;
   } CVERTEX;

typedef struct VERTEX3T_TYPE {
   float	 x, y, z;
   float  vcN[3];
   float  tu0, tv0;
   float  tu1, tv1;
   float  tu2, tv2;
   } VERTEX3T;

typedef struct TVERTEX_TYPE {
   float	 x, y, z;
	float  vcN[3];
   float  tu, tv;
   float  vcU[3];
   } TVERTEX;

/*----------------------------------------------------------------*/


// ENUMERATED TYPES:

typedef enum ZFXVERTEXID_TYPE {
   VID_PS,       // untransformed position only
   VID_UU,       // untransformed and unlit vertex
   VID_UL,       // untransformed and lit vertex vertex
   VID_CA,       // used for character animation
   VID_3T,       // three texture coord pairs
   VID_TV        // like UU but with tangent vector
   } ZFXVERTEXID;

typedef enum ZFXENGINEMODE_TYPE {
   EMD_PERSPECTIVE,      // perspective projection
   EMD_TWOD,             // world coords equal to screen coords
   EMD_ORTHOGONAL        // orthogonal projection
   } ZFXENGINEMODE;

typedef enum ZFXLIGHTID_TYPE {
   LGT_DIRECTIONAL,  // directional light source
   LGT_POINT,        // point light source
   LGT_SPOT          // spot light source
   } ZFXLIGHTID;

typedef enum ZFXDATATYPE_TYPE {
   DAT_BOOL,          // boolean
   DAT_INT,           // integer
   DAT_FLOAT          // floating point
   } ZFXDATATYPE;

typedef enum ZFXSHADER_TYPE {
   SHT_VERTEX,
   SHT_PIXEL
   } ZFXSHADERTYPE;

typedef enum ZFXRENDERSTATE_TYPE {
   RS_NONE,             // just nothing
   RS_CULL_CW,          // cull clockwise ordered triangles
   RS_CULL_CCW,         // cull counter cw ordered triangles
   RS_CULL_NONE,        // render front- and backsides
   RS_DEPTH_READWRITE,  // read and write depth buffer
   RS_DEPTH_READONLY,   // read but don't write depth buffer
   RS_DEPTH_NONE,       // no read or write with depth buffer
   RS_SHADE_POINTS,     // render just vertices
   RS_SHADE_LINES,      // render two verts as one line
   RS_SHADE_TRIWIRE,    // render triangulated wire
   RS_SHADE_HULLWIRE,   // render poly hull as polyline
   RS_SHADE_SOLID,      // render solid polygons
   RS_TEX_ADDSIGNED,    // texture stage operation
   RS_TEX_MODULATE,     // texture stage operation
   RS_STENCIL_DISABLE,        // stencilbuffer off
   RS_STENCIL_ENABLE,         // stencilbuffer off
   RS_STENCIL_FUNC_ALWAYS,    // stencil pass mode
   RS_STENCIL_FUNC_LESSEQUAL, // stencil pass mode
   RS_STENCIL_MASK,           // stencil mask
   RS_STENCIL_WRITEMASK,      // stencil write mask
   RS_STENCIL_REF,            // reference value
   RS_STENCIL_FAIL_DECR,      // stencil fail decrements
   RS_STENCIL_FAIL_INCR,      // stencil fail increments
   RS_STENCIL_FAIL_KEEP,      // stencil fail keeps
   RS_STENCIL_ZFAIL_DECR,     // stencil pass but z fail decrements
   RS_STENCIL_ZFAIL_INCR,     // stencil pass but z fail increments
   RS_STENCIL_ZFAIL_KEEP,     // stencil pass but z fail keeps
   RS_STENCIL_PASS_DECR,      // stencil and z pass decrements
   RS_STENCIL_PASS_INCR,      // stencil and z pass increments
   RS_STENCIL_PASS_KEEP,      // stencil and z pass keeps
   RS_DEPTHBIAS               // bis value to add to depth value
   } ZFXRENDERSTATE;
/*----------------------------------------------------------------*/


// STRUCTURES:
// plain viewport type
typedef struct ZFXVIEWPORT_TYPE {
   DWORD X;    // position of upper
   DWORD Y;    // ... left corner
   DWORD Width;
   DWORD Height;
   } ZFXVIEWPORT;

// generic skin type
typedef struct ZFXSKIN_TYPE {
   bool  bAlpha;        // needs alphablending enabled
   UINT  nMaterial;     // ID to material in SkinManager
   UINT  nTexture[8];   // ID to up to 8 textures in SkinManager
   } ZFXSKIN;

// generic color type
typedef struct ZFXCOLOR_TYPE {
   union {
      struct {
         float fR;
         float fG;
         float fB;
         float fA;
         };
      float c[4];
      };
   } ZFXCOLOR;

// material type
typedef struct ZFXMATERIAL_TYPE {
   ZFXCOLOR cDiffuse;   // RGBA diffuse light value
   ZFXCOLOR cAmbient;   // RGBA ambient light value
   ZFXCOLOR cSpecular;  // RGBA specular light value
   ZFXCOLOR cEmissive;  // RGBA emissive light value
   float    fPower;     // specular power
   } ZFXMATERIAL;


// texture type
typedef struct ZFXTEXTURE_TYPE {
   float     fAlpha;    // overall transparency value
   char     *chName;    // texture filename
   void     *pData;     // texture data
   ZFXCOLOR *pClrKeys;  // color key array
   DWORD     dwNum;     // number of color keys
   } ZFXTEXTURE;


// light type
typedef struct ZFXLIGHT_TYPE {
   ZFXLIGHTID Type;           // type of light
   ZFXCOLOR   cDiffuse;       // RGBA diffuse light value
   ZFXCOLOR   cSpecular;      // RGBA specular light value
   ZFXCOLOR   cAmbient;       // RGBA ambient light value
   ZFXVector  vcPosition;     // light position
   ZFXVector  vcDirection;    // light direction
   float      fRange;         // range of light
   float      fTheta;         // angle of spot light inner cone
   float      fPhi;           // angle of spot light outer cone
   float      fAttenuation0;  // change of intensity over distance
   float      fAttenuation1;  // change of intensity over distance
   } ZFXLIGHT;
/*----------------------------------------------------------------*/

#endif

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