mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
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696 lines
23 KiB
C
696 lines
23 KiB
C
/*==========================================================================;
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*
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* Copyright (c) Microsoft Corporation. All rights reserved.
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*
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* File: d3drm.h
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* Content: Direct3DRM include file
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*
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***************************************************************************/
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#ifndef __D3DRMDEFS_H__
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#define __D3DRMDEFS_H__
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#include <stddef.h>
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#include "d3dtypes.h"
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#ifdef WIN32
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#define D3DRMAPI __stdcall
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#else
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#define D3DRMAPI
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#endif
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#if defined(__cplusplus)
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extern "C" {
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#endif
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#ifndef TRUE
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#define FALSE 0
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#define TRUE 1
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#endif
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typedef struct _D3DRMVECTOR4D
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{ D3DVALUE x, y, z, w;
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} D3DRMVECTOR4D, *LPD3DRMVECTOR4D;
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typedef D3DVALUE D3DRMMATRIX4D[4][4];
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typedef struct _D3DRMQUATERNION
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{ D3DVALUE s;
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D3DVECTOR v;
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} D3DRMQUATERNION, *LPD3DRMQUATERNION;
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typedef struct _D3DRMRAY
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{ D3DVECTOR dvDir;
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D3DVECTOR dvPos;
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} D3DRMRAY, *LPD3DRMRAY;
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typedef struct _D3DRMBOX
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{ D3DVECTOR min, max;
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} D3DRMBOX, *LPD3DRMBOX;
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typedef void (*D3DRMWRAPCALLBACK)
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(LPD3DVECTOR, int* u, int* v, LPD3DVECTOR a, LPD3DVECTOR b, LPVOID);
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typedef enum _D3DRMLIGHTTYPE
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{ D3DRMLIGHT_AMBIENT,
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D3DRMLIGHT_POINT,
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D3DRMLIGHT_SPOT,
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D3DRMLIGHT_DIRECTIONAL,
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D3DRMLIGHT_PARALLELPOINT
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} D3DRMLIGHTTYPE, *LPD3DRMLIGHTTYPE;
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typedef enum _D3DRMSHADEMODE {
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D3DRMSHADE_FLAT = 0,
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D3DRMSHADE_GOURAUD = 1,
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D3DRMSHADE_PHONG = 2,
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D3DRMSHADE_MASK = 7,
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D3DRMSHADE_MAX = 8
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} D3DRMSHADEMODE, *LPD3DRMSHADEMODE;
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typedef enum _D3DRMLIGHTMODE {
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D3DRMLIGHT_OFF = 0 * D3DRMSHADE_MAX,
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D3DRMLIGHT_ON = 1 * D3DRMSHADE_MAX,
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D3DRMLIGHT_MASK = 7 * D3DRMSHADE_MAX,
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D3DRMLIGHT_MAX = 8 * D3DRMSHADE_MAX
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} D3DRMLIGHTMODE, *LPD3DRMLIGHTMODE;
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typedef enum _D3DRMFILLMODE {
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D3DRMFILL_POINTS = 0 * D3DRMLIGHT_MAX,
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D3DRMFILL_WIREFRAME = 1 * D3DRMLIGHT_MAX,
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D3DRMFILL_SOLID = 2 * D3DRMLIGHT_MAX,
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D3DRMFILL_MASK = 7 * D3DRMLIGHT_MAX,
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D3DRMFILL_MAX = 8 * D3DRMLIGHT_MAX
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} D3DRMFILLMODE, *LPD3DRMFILLMODE;
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typedef DWORD D3DRMRENDERQUALITY, *LPD3DRMRENDERQUALITY;
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#define D3DRMRENDER_WIREFRAME (D3DRMSHADE_FLAT+D3DRMLIGHT_OFF+D3DRMFILL_WIREFRAME)
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#define D3DRMRENDER_UNLITFLAT (D3DRMSHADE_FLAT+D3DRMLIGHT_OFF+D3DRMFILL_SOLID)
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#define D3DRMRENDER_FLAT (D3DRMSHADE_FLAT+D3DRMLIGHT_ON+D3DRMFILL_SOLID)
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#define D3DRMRENDER_GOURAUD (D3DRMSHADE_GOURAUD+D3DRMLIGHT_ON+D3DRMFILL_SOLID)
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#define D3DRMRENDER_PHONG (D3DRMSHADE_PHONG+D3DRMLIGHT_ON+D3DRMFILL_SOLID)
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#define D3DRMRENDERMODE_BLENDEDTRANSPARENCY 1
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#define D3DRMRENDERMODE_SORTEDTRANSPARENCY 2
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#define D3DRMRENDERMODE_LIGHTINMODELSPACE 8
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#define D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR 16
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#define D3DRMRENDERMODE_DISABLESORTEDALPHAZWRITE 32
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typedef enum _D3DRMTEXTUREQUALITY
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{ D3DRMTEXTURE_NEAREST, /* choose nearest texel */
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D3DRMTEXTURE_LINEAR, /* interpolate 4 texels */
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D3DRMTEXTURE_MIPNEAREST, /* nearest texel in nearest mipmap */
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D3DRMTEXTURE_MIPLINEAR, /* interpolate 2 texels from 2 mipmaps */
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D3DRMTEXTURE_LINEARMIPNEAREST, /* interpolate 4 texels in nearest mipmap */
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D3DRMTEXTURE_LINEARMIPLINEAR /* interpolate 8 texels from 2 mipmaps */
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} D3DRMTEXTUREQUALITY, *LPD3DRMTEXTUREQUALITY;
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/*
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* Texture flags
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*/
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#define D3DRMTEXTURE_FORCERESIDENT 0x00000001 /* texture should be kept in video memory */
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#define D3DRMTEXTURE_STATIC 0x00000002 /* texture will not change */
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#define D3DRMTEXTURE_DOWNSAMPLEPOINT 0x00000004 /* point filtering should be used when downsampling */
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#define D3DRMTEXTURE_DOWNSAMPLEBILINEAR 0x00000008 /* bilinear filtering should be used when downsampling */
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#define D3DRMTEXTURE_DOWNSAMPLEREDUCEDEPTH 0x00000010 /* reduce bit depth when downsampling */
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#define D3DRMTEXTURE_DOWNSAMPLENONE 0x00000020 /* texture should never be downsampled */
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#define D3DRMTEXTURE_CHANGEDPIXELS 0x00000040 /* pixels have changed */
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#define D3DRMTEXTURE_CHANGEDPALETTE 0x00000080 /* palette has changed */
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#define D3DRMTEXTURE_INVALIDATEONLY 0x00000100 /* dirty regions are invalid */
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/*
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* Shadow flags
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*/
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#define D3DRMSHADOW_TRUEALPHA 0x00000001 /* shadow should render without artifacts when true alpha is on */
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typedef enum _D3DRMCOMBINETYPE
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{ D3DRMCOMBINE_REPLACE,
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D3DRMCOMBINE_BEFORE,
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D3DRMCOMBINE_AFTER
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} D3DRMCOMBINETYPE, *LPD3DRMCOMBINETYPE;
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typedef D3DCOLORMODEL D3DRMCOLORMODEL, *LPD3DRMCOLORMODEL;
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typedef enum _D3DRMPALETTEFLAGS
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{ D3DRMPALETTE_FREE, /* renderer may use this entry freely */
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D3DRMPALETTE_READONLY, /* fixed but may be used by renderer */
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D3DRMPALETTE_RESERVED /* may not be used by renderer */
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} D3DRMPALETTEFLAGS, *LPD3DRMPALETTEFLAGS;
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typedef struct _D3DRMPALETTEENTRY
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{ unsigned char red; /* 0 .. 255 */
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unsigned char green; /* 0 .. 255 */
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unsigned char blue; /* 0 .. 255 */
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unsigned char flags; /* one of D3DRMPALETTEFLAGS */
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} D3DRMPALETTEENTRY, *LPD3DRMPALETTEENTRY;
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typedef struct _D3DRMIMAGE
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{ int width, height; /* width and height in pixels */
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int aspectx, aspecty; /* aspect ratio for non-square pixels */
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int depth; /* bits per pixel */
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int rgb; /* if false, pixels are indices into a
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palette otherwise, pixels encode
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RGB values. */
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int bytes_per_line; /* number of bytes of memory for a
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scanline. This must be a multiple
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of 4. */
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void* buffer1; /* memory to render into (first buffer). */
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void* buffer2; /* second rendering buffer for double
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buffering, set to NULL for single
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buffering. */
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unsigned long red_mask;
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unsigned long green_mask;
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unsigned long blue_mask;
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unsigned long alpha_mask; /* if rgb is true, these are masks for
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the red, green and blue parts of a
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pixel. Otherwise, these are masks
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for the significant bits of the
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red, green and blue elements in the
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palette. For instance, most SVGA
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displays use 64 intensities of red,
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green and blue, so the masks should
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all be set to 0xfc. */
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int palette_size; /* number of entries in palette */
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D3DRMPALETTEENTRY* palette; /* description of the palette (only if
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rgb is false). Must be (1<<depth)
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elements. */
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} D3DRMIMAGE, *LPD3DRMIMAGE;
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typedef enum _D3DRMWRAPTYPE
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{ D3DRMWRAP_FLAT,
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D3DRMWRAP_CYLINDER,
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D3DRMWRAP_SPHERE,
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D3DRMWRAP_CHROME,
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D3DRMWRAP_SHEET,
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D3DRMWRAP_BOX
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} D3DRMWRAPTYPE, *LPD3DRMWRAPTYPE;
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#define D3DRMWIREFRAME_CULL 1 /* cull backfaces */
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#define D3DRMWIREFRAME_HIDDENLINE 2 /* lines are obscured by closer objects */
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/*
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* Do not use righthanded perspective in Viewport2::SetProjection().
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* Set up righthanded mode by using IDirect3DRM3::SetOptions().
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*/
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typedef enum _D3DRMPROJECTIONTYPE
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{ D3DRMPROJECT_PERSPECTIVE,
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D3DRMPROJECT_ORTHOGRAPHIC,
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D3DRMPROJECT_RIGHTHANDPERSPECTIVE, /* Only valid pre-DX6 */
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D3DRMPROJECT_RIGHTHANDORTHOGRAPHIC /* Only valid pre-DX6 */
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} D3DRMPROJECTIONTYPE, *LPD3DRMPROJECTIONTYPE;
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#define D3DRMOPTIONS_LEFTHANDED 0x00000001L /* Default */
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#define D3DRMOPTIONS_RIGHTHANDED 0x00000002L
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typedef enum _D3DRMXOFFORMAT
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{ D3DRMXOF_BINARY,
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D3DRMXOF_COMPRESSED,
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D3DRMXOF_TEXT
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} D3DRMXOFFORMAT, *LPD3DRMXOFFORMAT;
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typedef DWORD D3DRMSAVEOPTIONS;
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#define D3DRMXOFSAVE_NORMALS 1
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#define D3DRMXOFSAVE_TEXTURECOORDINATES 2
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#define D3DRMXOFSAVE_MATERIALS 4
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#define D3DRMXOFSAVE_TEXTURENAMES 8
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#define D3DRMXOFSAVE_ALL 15
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#define D3DRMXOFSAVE_TEMPLATES 16
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#define D3DRMXOFSAVE_TEXTURETOPOLOGY 32
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typedef enum _D3DRMCOLORSOURCE
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{ D3DRMCOLOR_FROMFACE,
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D3DRMCOLOR_FROMVERTEX
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} D3DRMCOLORSOURCE, *LPD3DRMCOLORSOURCE;
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typedef enum _D3DRMFRAMECONSTRAINT
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{ D3DRMCONSTRAIN_Z, /* use only X and Y rotations */
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D3DRMCONSTRAIN_Y, /* use only X and Z rotations */
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D3DRMCONSTRAIN_X /* use only Y and Z rotations */
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} D3DRMFRAMECONSTRAINT, *LPD3DRMFRAMECONSTRAINT;
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typedef enum _D3DRMMATERIALMODE
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{ D3DRMMATERIAL_FROMMESH,
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D3DRMMATERIAL_FROMPARENT,
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D3DRMMATERIAL_FROMFRAME
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} D3DRMMATERIALMODE, *LPD3DRMMATERIALMODE;
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typedef enum _D3DRMFOGMODE
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{ D3DRMFOG_LINEAR, /* linear between start and end */
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D3DRMFOG_EXPONENTIAL, /* density * exp(-distance) */
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D3DRMFOG_EXPONENTIALSQUARED /* density * exp(-distance*distance) */
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} D3DRMFOGMODE, *LPD3DRMFOGMODE;
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typedef enum _D3DRMZBUFFERMODE {
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D3DRMZBUFFER_FROMPARENT, /* default */
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D3DRMZBUFFER_ENABLE, /* enable zbuffering */
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D3DRMZBUFFER_DISABLE /* disable zbuffering */
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} D3DRMZBUFFERMODE, *LPD3DRMZBUFFERMODE;
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typedef enum _D3DRMSORTMODE {
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D3DRMSORT_FROMPARENT, /* default */
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D3DRMSORT_NONE, /* don't sort child frames */
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D3DRMSORT_FRONTTOBACK, /* sort child frames front-to-back */
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D3DRMSORT_BACKTOFRONT /* sort child frames back-to-front */
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} D3DRMSORTMODE, *LPD3DRMSORTMODE;
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typedef struct _D3DRMMATERIALOVERRIDE
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{
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DWORD dwSize; /* Size of this structure */
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DWORD dwFlags; /* Indicate which fields are valid */
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D3DCOLORVALUE dcDiffuse; /* RGBA */
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D3DCOLORVALUE dcAmbient; /* RGB */
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D3DCOLORVALUE dcEmissive; /* RGB */
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D3DCOLORVALUE dcSpecular; /* RGB */
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D3DVALUE dvPower;
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LPUNKNOWN lpD3DRMTex;
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} D3DRMMATERIALOVERRIDE, *LPD3DRMMATERIALOVERRIDE;
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#define D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAONLY 0x00000001L
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#define D3DRMMATERIALOVERRIDE_DIFFUSE_RGBONLY 0x00000002L
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#define D3DRMMATERIALOVERRIDE_DIFFUSE 0x00000003L
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#define D3DRMMATERIALOVERRIDE_AMBIENT 0x00000004L
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#define D3DRMMATERIALOVERRIDE_EMISSIVE 0x00000008L
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#define D3DRMMATERIALOVERRIDE_SPECULAR 0x00000010L
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#define D3DRMMATERIALOVERRIDE_POWER 0x00000020L
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#define D3DRMMATERIALOVERRIDE_TEXTURE 0x00000040L
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#define D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAMULTIPLY 0x00000080L
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#define D3DRMMATERIALOVERRIDE_ALL 0x000000FFL
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#define D3DRMFPTF_ALPHA 0x00000001L
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#define D3DRMFPTF_NOALPHA 0x00000002L
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#define D3DRMFPTF_PALETTIZED 0x00000004L
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#define D3DRMFPTF_NOTPALETTIZED 0x00000008L
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#define D3DRMSTATECHANGE_UPDATEONLY 0x000000001L
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#define D3DRMSTATECHANGE_VOLATILE 0x000000002L
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#define D3DRMSTATECHANGE_NONVOLATILE 0x000000004L
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#define D3DRMSTATECHANGE_RENDER 0x000000020L
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#define D3DRMSTATECHANGE_LIGHT 0x000000040L
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/*
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* Values for flags in RM3::CreateDeviceFromSurface
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*/
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#define D3DRMDEVICE_NOZBUFFER 0x00000001L
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/*
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* Values for flags in Object2::SetClientData
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*/
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#define D3DRMCLIENTDATA_NONE 0x00000001L
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#define D3DRMCLIENTDATA_LOCALFREE 0x00000002L
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#define D3DRMCLIENTDATA_IUNKNOWN 0x00000004L
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/*
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* Values for flags in Frame2::AddMoveCallback.
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*/
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#define D3DRMCALLBACK_PREORDER 0
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#define D3DRMCALLBACK_POSTORDER 1
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/*
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* Values for flags in MeshBuilder2::RayPick.
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*/
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#define D3DRMRAYPICK_ONLYBOUNDINGBOXES 1
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#define D3DRMRAYPICK_IGNOREFURTHERPRIMITIVES 2
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#define D3DRMRAYPICK_INTERPOLATEUV 4
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#define D3DRMRAYPICK_INTERPOLATECOLOR 8
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#define D3DRMRAYPICK_INTERPOLATENORMAL 0x10
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/*
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* Values for flags in MeshBuilder3::AddFacesIndexed.
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*/
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#define D3DRMADDFACES_VERTICESONLY 1
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/*
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* Values for flags in MeshBuilder2::GenerateNormals.
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*/
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#define D3DRMGENERATENORMALS_PRECOMPACT 1
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#define D3DRMGENERATENORMALS_USECREASEANGLE 2
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/*
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* Values for MeshBuilder3::GetParentMesh
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*/
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#define D3DRMMESHBUILDER_DIRECTPARENT 1
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#define D3DRMMESHBUILDER_ROOTMESH 2
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/*
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* Flags for MeshBuilder3::Enable
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*/
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#define D3DRMMESHBUILDER_RENDERENABLE 0x00000001L
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#define D3DRMMESHBUILDER_PICKENABLE 0x00000002L
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/*
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* Flags for MeshBuilder3::AddMeshBuilder
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*/
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#define D3DRMADDMESHBUILDER_DONTCOPYAPPDATA 1
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#define D3DRMADDMESHBUILDER_FLATTENSUBMESHES 2
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#define D3DRMADDMESHBUILDER_NOSUBMESHES 4
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/*
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* Flags for Object2::GetAge when used with MeshBuilders
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*/
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#define D3DRMMESHBUILDERAGE_GEOMETRY 0x00000001L
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#define D3DRMMESHBUILDERAGE_MATERIALS 0x00000002L
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#define D3DRMMESHBUILDERAGE_TEXTURES 0x00000004L
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/*
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* Format flags for MeshBuilder3::AddTriangles.
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*/
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#define D3DRMFVF_TYPE 0x00000001L
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#define D3DRMFVF_NORMAL 0x00000002L
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#define D3DRMFVF_COLOR 0x00000004L
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#define D3DRMFVF_TEXTURECOORDS 0x00000008L
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#define D3DRMVERTEX_STRIP 0x00000001L
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#define D3DRMVERTEX_FAN 0x00000002L
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#define D3DRMVERTEX_LIST 0x00000004L
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/*
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* Values for flags in Viewport2::Clear2
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*/
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#define D3DRMCLEAR_TARGET 0x00000001L
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#define D3DRMCLEAR_ZBUFFER 0x00000002L
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#define D3DRMCLEAR_DIRTYRECTS 0x00000004L
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#define D3DRMCLEAR_ALL (D3DRMCLEAR_TARGET | \
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D3DRMCLEAR_ZBUFFER | \
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D3DRMCLEAR_DIRTYRECTS)
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/*
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* Values for flags in Frame3::SetSceneFogMethod
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*/
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#define D3DRMFOGMETHOD_VERTEX 0x00000001L
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#define D3DRMFOGMETHOD_TABLE 0x00000002L
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#define D3DRMFOGMETHOD_ANY 0x00000004L
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/*
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* Values for flags in Frame3::SetTraversalOptions
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*/
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#define D3DRMFRAME_RENDERENABLE 0x00000001L
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#define D3DRMFRAME_PICKENABLE 0x00000002L
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typedef DWORD D3DRMANIMATIONOPTIONS;
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#define D3DRMANIMATION_OPEN 0x01L
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#define D3DRMANIMATION_CLOSED 0x02L
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#define D3DRMANIMATION_LINEARPOSITION 0x04L
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#define D3DRMANIMATION_SPLINEPOSITION 0x08L
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#define D3DRMANIMATION_SCALEANDROTATION 0x00000010L
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#define D3DRMANIMATION_POSITION 0x00000020L
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typedef DWORD D3DRMINTERPOLATIONOPTIONS;
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#define D3DRMINTERPOLATION_OPEN 0x01L
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#define D3DRMINTERPOLATION_CLOSED 0x02L
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#define D3DRMINTERPOLATION_NEAREST 0x0100L
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#define D3DRMINTERPOLATION_LINEAR 0x04L
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#define D3DRMINTERPOLATION_SPLINE 0x08L
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#define D3DRMINTERPOLATION_VERTEXCOLOR 0x40L
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#define D3DRMINTERPOLATION_SLERPNORMALS 0x80L
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typedef DWORD D3DRMLOADOPTIONS;
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#define D3DRMLOAD_FROMFILE 0x00L
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#define D3DRMLOAD_FROMRESOURCE 0x01L
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#define D3DRMLOAD_FROMMEMORY 0x02L
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#define D3DRMLOAD_FROMSTREAM 0x04L
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#define D3DRMLOAD_FROMURL 0x08L
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#define D3DRMLOAD_BYNAME 0x10L
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#define D3DRMLOAD_BYPOSITION 0x20L
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#define D3DRMLOAD_BYGUID 0x40L
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#define D3DRMLOAD_FIRST 0x80L
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#define D3DRMLOAD_INSTANCEBYREFERENCE 0x100L
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#define D3DRMLOAD_INSTANCEBYCOPYING 0x200L
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#define D3DRMLOAD_ASYNCHRONOUS 0x400L
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typedef struct _D3DRMLOADRESOURCE {
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HMODULE hModule;
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LPCTSTR lpName;
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LPCTSTR lpType;
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} D3DRMLOADRESOURCE, *LPD3DRMLOADRESOURCE;
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typedef struct _D3DRMLOADMEMORY {
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LPVOID lpMemory;
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DWORD dSize;
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} D3DRMLOADMEMORY, *LPD3DRMLOADMEMORY;
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#define D3DRMPMESHSTATUS_VALID 0x01L
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#define D3DRMPMESHSTATUS_INTERRUPTED 0x02L
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#define D3DRMPMESHSTATUS_BASEMESHCOMPLETE 0x04L
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#define D3DRMPMESHSTATUS_COMPLETE 0x08L
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#define D3DRMPMESHSTATUS_RENDERABLE 0x10L
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#define D3DRMPMESHEVENT_BASEMESH 0x01L
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#define D3DRMPMESHEVENT_COMPLETE 0x02L
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typedef struct _D3DRMPMESHLOADSTATUS {
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DWORD dwSize; // Size of this structure
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DWORD dwPMeshSize; // Total Size (bytes)
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DWORD dwBaseMeshSize; // Total Size of the Base Mesh
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DWORD dwBytesLoaded; // Total bytes loaded
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DWORD dwVerticesLoaded; // Number of vertices loaded
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DWORD dwFacesLoaded; // Number of faces loaded
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HRESULT dwLoadResult; // Result of the load operation
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DWORD dwFlags;
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} D3DRMPMESHLOADSTATUS, *LPD3DRMPMESHLOADSTATUS;
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typedef enum _D3DRMUSERVISUALREASON {
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D3DRMUSERVISUAL_CANSEE,
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D3DRMUSERVISUAL_RENDER
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} D3DRMUSERVISUALREASON, *LPD3DRMUSERVISUALREASON;
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typedef struct _D3DRMANIMATIONKEY
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{
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DWORD dwSize;
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DWORD dwKeyType;
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D3DVALUE dvTime;
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DWORD dwID;
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#if (!defined __cplusplus) || (!defined D3D_OVERLOADS)
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union
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{
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D3DRMQUATERNION dqRotateKey;
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D3DVECTOR dvScaleKey;
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D3DVECTOR dvPositionKey;
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};
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#else
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/*
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* We do this as D3D_OVERLOADS defines constructors for D3DVECTOR,
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* this can then not be used in a union. Use the inlines provided
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* to extract and set the required component.
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*/
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D3DVALUE dvK[4];
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#endif
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} D3DRMANIMATIONKEY;
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typedef D3DRMANIMATIONKEY *LPD3DRMANIMATIONKEY;
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#if (defined __cplusplus) && (defined D3D_OVERLOADS)
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inline VOID
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D3DRMAnimationGetRotateKey(const D3DRMANIMATIONKEY& rmKey,
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D3DRMQUATERNION& rmQuat)
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{
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rmQuat.s = rmKey.dvK[0];
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rmQuat.v = D3DVECTOR(rmKey.dvK[1], rmKey.dvK[2], rmKey.dvK[3]);
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}
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inline VOID
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D3DRMAnimationGetScaleKey(const D3DRMANIMATIONKEY& rmKey,
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D3DVECTOR& dvVec)
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{
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dvVec = D3DVECTOR(rmKey.dvK[0], rmKey.dvK[1], rmKey.dvK[2]);
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}
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inline VOID
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D3DRMAnimationGetPositionKey(const D3DRMANIMATIONKEY& rmKey,
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D3DVECTOR& dvVec)
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{
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dvVec = D3DVECTOR(rmKey.dvK[0], rmKey.dvK[1], rmKey.dvK[2]);
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}
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inline VOID
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D3DRMAnimationSetRotateKey(D3DRMANIMATIONKEY& rmKey,
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const D3DRMQUATERNION& rmQuat)
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{
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rmKey.dvK[0] = rmQuat.s;
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rmKey.dvK[1] = rmQuat.v.x;
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rmKey.dvK[2] = rmQuat.v.y;
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rmKey.dvK[3] = rmQuat.v.z;
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}
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inline VOID
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D3DRMAnimationSetScaleKey(D3DRMANIMATIONKEY& rmKey,
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const D3DVECTOR& dvVec)
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{
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rmKey.dvK[0] = dvVec.x;
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rmKey.dvK[1] = dvVec.y;
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rmKey.dvK[2] = dvVec.z;
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}
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inline VOID
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D3DRMAnimationSetPositionKey(D3DRMANIMATIONKEY& rmKey,
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const D3DVECTOR& dvVec)
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{
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rmKey.dvK[0] = dvVec.x;
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rmKey.dvK[1] = dvVec.y;
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rmKey.dvK[2] = dvVec.z;
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}
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#endif
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#define D3DRMANIMATION_ROTATEKEY 0x01
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#define D3DRMANIMATION_SCALEKEY 0x02
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#define D3DRMANIMATION_POSITIONKEY 0x03
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typedef DWORD D3DRMMAPPING, D3DRMMAPPINGFLAG, *LPD3DRMMAPPING;
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static const D3DRMMAPPINGFLAG D3DRMMAP_WRAPU = 1;
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static const D3DRMMAPPINGFLAG D3DRMMAP_WRAPV = 2;
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static const D3DRMMAPPINGFLAG D3DRMMAP_PERSPCORRECT = 4;
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typedef struct _D3DRMVERTEX
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{ D3DVECTOR position;
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D3DVECTOR normal;
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D3DVALUE tu, tv;
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D3DCOLOR color;
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} D3DRMVERTEX, *LPD3DRMVERTEX;
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typedef LONG D3DRMGROUPINDEX; /* group indexes begin a 0 */
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static const D3DRMGROUPINDEX D3DRMGROUP_ALLGROUPS = -1;
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/*
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* Create a color from three components in the range 0-1 inclusive.
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*/
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extern D3DCOLOR D3DRMAPI D3DRMCreateColorRGB(D3DVALUE red,
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D3DVALUE green,
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D3DVALUE blue);
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/*
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* Create a color from four components in the range 0-1 inclusive.
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*/
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extern D3DCOLOR D3DRMAPI D3DRMCreateColorRGBA(D3DVALUE red,
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D3DVALUE green,
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D3DVALUE blue,
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D3DVALUE alpha);
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/*
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* Get the red component of a color.
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*/
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extern D3DVALUE D3DRMAPI D3DRMColorGetRed(D3DCOLOR);
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/*
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* Get the green component of a color.
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*/
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extern D3DVALUE D3DRMAPI D3DRMColorGetGreen(D3DCOLOR);
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/*
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* Get the blue component of a color.
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*/
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extern D3DVALUE D3DRMAPI D3DRMColorGetBlue(D3DCOLOR);
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/*
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* Get the alpha component of a color.
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*/
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extern D3DVALUE D3DRMAPI D3DRMColorGetAlpha(D3DCOLOR);
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/*
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* Add two vectors. Returns its first argument.
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorAdd(LPD3DVECTOR d,
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LPD3DVECTOR s1,
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LPD3DVECTOR s2);
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/*
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* Subtract two vectors. Returns its first argument.
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorSubtract(LPD3DVECTOR d,
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LPD3DVECTOR s1,
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LPD3DVECTOR s2);
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/*
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* Reflect a ray about a given normal. Returns its first argument.
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorReflect(LPD3DVECTOR d,
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LPD3DVECTOR ray,
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LPD3DVECTOR norm);
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/*
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* Calculate the vector cross product. Returns its first argument.
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorCrossProduct(LPD3DVECTOR d,
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LPD3DVECTOR s1,
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LPD3DVECTOR s2);
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/*
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* Return the vector dot product.
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*/
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extern D3DVALUE D3DRMAPI D3DRMVectorDotProduct(LPD3DVECTOR s1,
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LPD3DVECTOR s2);
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/*
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* Scale a vector so that its modulus is 1. Returns its argument or
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* NULL if there was an error (e.g. a zero vector was passed).
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorNormalize(LPD3DVECTOR);
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#define D3DRMVectorNormalise D3DRMVectorNormalize
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/*
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* Return the length of a vector (e.g. sqrt(x*x + y*y + z*z)).
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*/
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extern D3DVALUE D3DRMAPI D3DRMVectorModulus(LPD3DVECTOR v);
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/*
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* Set the rotation part of a matrix to be a rotation of theta radians
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* around the given axis.
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta);
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/*
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* Scale a vector uniformly in all three axes
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor);
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/*
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* Return a random unit vector
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*/
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extern LPD3DVECTOR D3DRMAPI D3DRMVectorRandom(LPD3DVECTOR d);
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/*
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* Returns a unit quaternion that represents a rotation of theta radians
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* around the given axis.
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*/
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extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION quat,
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LPD3DVECTOR v,
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D3DVALUE theta);
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/*
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* Calculate the product of two quaternions
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*/
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extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q,
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LPD3DRMQUATERNION a,
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LPD3DRMQUATERNION b);
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/*
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* Interpolate between two quaternions
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*/
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extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q,
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LPD3DRMQUATERNION a,
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LPD3DRMQUATERNION b,
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D3DVALUE alpha);
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/*
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* Calculate the matrix for the rotation that a unit quaternion represents
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*/
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extern void D3DRMAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D dmMat, LPD3DRMQUATERNION lpDqQuat);
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/*
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* Calculate the quaternion that corresponds to a rotation matrix
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*/
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extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionFromMatrix(LPD3DRMQUATERNION, D3DRMMATRIX4D);
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#if defined(__cplusplus)
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};
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#endif
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#endif
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