2003-02-15 22:16:14 +00:00
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// ******************************************************************
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// *
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// * .,-::::: .,:: .::::::::. .,:: .:
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// * ,;;;'````' `;;;, .,;; ;;;'';;' `;;;, .,;;
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// * [[[ '[[,,[[' [[[__[[\. '[[,,[['
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// * $$$ Y$$$P $$""""Y$$ Y$$$P
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// * `88bo,__,o, oP"``"Yo, _88o,,od8P oP"``"Yo,
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// * "YUMMMMMP",m" "Mm,""YUMMMP" ,m" "Mm,
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// *
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2003-04-02 02:23:30 +00:00
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// * Cxbx->Win32->CxbxKrnl->xd3d8.h
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2003-02-15 22:16:14 +00:00
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// *
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// * This file is part of the Cxbx project.
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// *
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// * Cxbx and Cxbe are free software; you can redistribute them
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// * and/or modify them under the terms of the GNU General Public
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// * License as published by the Free Software Foundation; either
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// * version 2 of the license, or (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have recieved a copy of the GNU General Public License
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// * along with this program; see the file COPYING.
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// * If not, write to the Free Software Foundation, Inc.,
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// * 59 Temple Place - Suite 330, Bostom, MA 02111-1307, USA.
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// *
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// * (c) 2002-2003 Aaron Robinson <caustik@caustik.com>
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// *
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// * All rights reserved
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// *
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// ******************************************************************
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2003-04-02 02:23:30 +00:00
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#ifndef XD3D8_H
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#define XD3D8_H
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2003-02-15 22:16:14 +00:00
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2003-05-03 08:29:37 +00:00
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#include <d3d8.h>
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2003-05-23 02:55:39 +00:00
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#include <d3dx8tex.h>
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2003-02-15 22:16:14 +00:00
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2003-05-02 02:42:29 +00:00
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// ******************************************************************
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// * D3DResource
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// ******************************************************************
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struct D3DResource
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{
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DWORD Common;
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DWORD Data;
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DWORD Lock;
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};
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// ******************************************************************
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// * D3DVertexBuffer
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// ******************************************************************
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struct D3DVertexBuffer : public D3DResource
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{
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};
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// ******************************************************************
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// * D3DVertexToPrimitive
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// ******************************************************************
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extern UINT D3DVertexToPrimitive[11][2];
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// ******************************************************************
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// * D3DVertexToPrimitiveCount
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// ******************************************************************
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#define D3DVertex2PrimitiveCount(PrimitiveType, VertexCount) \
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(((VertexCount)-D3DVertexToPrimitive[PrimitiveType][1])/D3DVertexToPrimitive[PrimitiveType][0])
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2003-05-23 02:55:39 +00:00
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// ******************************************************************
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2003-05-24 06:06:35 +00:00
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// * EmuD3DDefferedRenderState
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2003-05-23 02:55:39 +00:00
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// ******************************************************************
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2003-05-24 06:06:35 +00:00
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extern DWORD *EmuD3DDefferedRenderState;
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2003-05-23 02:55:39 +00:00
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2003-05-02 02:42:29 +00:00
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// ******************************************************************
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// * EmuPrimitiveType
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// ******************************************************************
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2003-05-23 02:55:39 +00:00
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extern D3DPRIMITIVETYPE EmuPrimitiveTypeLookup[];
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2003-05-02 02:42:29 +00:00
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// ******************************************************************
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// * EmuPrimitiveType
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// ******************************************************************
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static inline D3DPRIMITIVETYPE EmuPrimitiveType(int PrimitiveType)
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{
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if(PrimitiveType == 0x7FFFFFFF)
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return D3DPT_FORCE_DWORD;
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return EmuPrimitiveTypeLookup[PrimitiveType];
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}
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2003-02-15 22:16:14 +00:00
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// ******************************************************************
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2003-03-27 06:23:58 +00:00
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// * func: EmuIDirect3D8_CreateDevice
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2003-02-15 22:16:14 +00:00
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// ******************************************************************
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2003-04-02 02:23:30 +00:00
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HRESULT WINAPI EmuIDirect3D8_CreateDevice
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2003-02-15 22:16:14 +00:00
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(
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2003-04-02 02:23:30 +00:00
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UINT Adapter,
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D3DDEVTYPE DeviceType,
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HWND hFocusWindow,
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DWORD BehaviorFlags,
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D3DPRESENT_PARAMETERS *pPresentationParameters,
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IDirect3DDevice8 **ppReturnedDeviceInterface
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2003-02-15 22:16:14 +00:00
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);
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2003-02-19 20:53:33 +00:00
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// ******************************************************************
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2003-03-27 06:23:58 +00:00
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// * func: EmuIDirect3DDevice8_Clear
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2003-02-19 20:53:33 +00:00
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// ******************************************************************
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2003-04-02 02:23:30 +00:00
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HRESULT WINAPI EmuIDirect3DDevice8_Clear
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2003-02-19 20:53:33 +00:00
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(
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2003-04-02 02:23:30 +00:00
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DWORD Count,
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CONST D3DRECT *pRects,
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DWORD Flags,
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D3DCOLOR Color,
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float Z,
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DWORD Stencil
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2003-02-19 20:53:33 +00:00
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);
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2003-05-05 06:35:37 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_Present
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_Present
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(
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CONST RECT* pSourceRect,
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CONST RECT* pDestRect,
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PVOID pDummy1,
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PVOID pDummy2
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);
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2003-02-21 00:07:28 +00:00
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// ******************************************************************
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2003-03-27 06:23:58 +00:00
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// * func: EmuIDirect3DDevice8_Swap
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2003-02-21 00:07:28 +00:00
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// ******************************************************************
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2003-04-02 02:23:30 +00:00
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HRESULT WINAPI EmuIDirect3DDevice8_Swap
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2003-02-21 00:07:28 +00:00
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(
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2003-04-02 02:23:30 +00:00
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DWORD Flags
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2003-02-21 00:07:28 +00:00
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);
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2003-05-06 06:40:09 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateVertexBuffer
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_CreateVertexBuffer
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(
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UINT Length,
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DWORD Usage,
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DWORD FVF,
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D3DPOOL Pool,
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D3DVertexBuffer **ppVertexBuffer
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);
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2003-05-02 02:42:29 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_CreateVertexBuffer
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// ******************************************************************
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D3DVertexBuffer* WINAPI EmuIDirect3DDevice8_CreateVertexBuffer2
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(
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UINT Length
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);
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2003-05-05 06:35:37 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetRenderState_CullMode
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_SetRenderState_CullMode
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(
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DWORD Value
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);
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2003-05-23 02:55:39 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetRenderState_ZEnable
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_SetRenderState_ZEnable
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(
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DWORD Value
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);
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2003-05-05 06:35:37 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetTransform
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_SetTransform
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(
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D3DTRANSFORMSTATETYPE State,
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CONST D3DMATRIX *pMatrix
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);
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2003-05-02 02:42:29 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DVertexBuffer8_Lock
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// ******************************************************************
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2003-05-06 06:40:09 +00:00
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VOID WINAPI EmuIDirect3DVertexBuffer8_Lock
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(
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D3DVertexBuffer *ppVertexBuffer,
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UINT OffsetToLock,
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UINT SizeToLock,
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BYTE **ppbData,
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DWORD Flags
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);
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// ******************************************************************
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// * func: EmuIDirect3DVertexBuffer8_Lock2
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// ******************************************************************
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BYTE* WINAPI EmuIDirect3DVertexBuffer8_Lock2
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2003-05-02 02:42:29 +00:00
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(
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D3DVertexBuffer *ppVertexBuffer,
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DWORD Flags
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetStreamSource
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// ******************************************************************
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2003-05-06 06:40:09 +00:00
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HRESULT WINAPI EmuIDirect3DDevice8_SetStreamSource
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2003-05-02 02:42:29 +00:00
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(
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UINT StreamNumber,
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D3DVertexBuffer *pStreamData,
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UINT Stride
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetVertexShader
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// ******************************************************************
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2003-05-06 06:40:09 +00:00
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HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShader
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2003-05-02 02:42:29 +00:00
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(
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DWORD Handle
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_DrawVertices
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// ******************************************************************
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2003-05-06 06:40:09 +00:00
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HRESULT WINAPI EmuIDirect3DDevice8_DrawVertices
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2003-05-02 02:42:29 +00:00
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(
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D3DPRIMITIVETYPE PrimitiveType,
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UINT StartVertex,
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UINT VertexCount
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);
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2003-05-28 07:21:41 +00:00
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetLight
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetLight
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(
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DWORD Index,
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CONST D3DLIGHT8 *pLight
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_SetMaterial
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetMaterial
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(
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CONST D3DMATERIAL8 *pMaterial
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);
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// ******************************************************************
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// * func: EmuIDirect3DDevice8_LightEnable
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_LightEnable
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(
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DWORD Index,
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BOOL bEnable
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);
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2003-02-15 22:16:14 +00:00
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#endif
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