/*==========================================================================; * * Copyright (C) Microsoft Corporation. All Rights Reserved. * * File: d3d8types.h * Content: Direct3D capabilities include file * ***************************************************************************/ #ifndef _D3D8TYPES_H_ #define _D3D8TYPES_H_ #ifndef DIRECT3D_VERSION #define DIRECT3D_VERSION 0x0800 #endif //DIRECT3D_VERSION // include this file content only if compiling for DX8 interfaces #if(DIRECT3D_VERSION >= 0x0800) #include #pragma warning(disable:4201) // anonymous unions warning #pragma pack(4) // D3DCOLOR is equivalent to D3DFMT_A8R8G8B8 #ifndef D3DCOLOR_DEFINED typedef DWORD D3DCOLOR; #define D3DCOLOR_DEFINED #endif // maps unsigned 8 bits/channel to D3DCOLOR #define D3DCOLOR_ARGB(a,r,g,b) \ ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) #define D3DCOLOR_RGBA(r,g,b,a) D3DCOLOR_ARGB(a,r,g,b) #define D3DCOLOR_XRGB(r,g,b) D3DCOLOR_ARGB(0xff,r,g,b) // maps floating point channels (0.f to 1.f range) to D3DCOLOR #define D3DCOLOR_COLORVALUE(r,g,b,a) \ D3DCOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f)) #ifndef D3DVECTOR_DEFINED typedef struct _D3DVECTOR { float x; float y; float z; } D3DVECTOR; #define D3DVECTOR_DEFINED #endif #ifndef D3DCOLORVALUE_DEFINED typedef struct _D3DCOLORVALUE { float r; float g; float b; float a; } D3DCOLORVALUE; #define D3DCOLORVALUE_DEFINED #endif #ifndef D3DRECT_DEFINED typedef struct _D3DRECT { LONG x1; LONG y1; LONG x2; LONG y2; } D3DRECT; #define D3DRECT_DEFINED #endif #ifndef D3DMATRIX_DEFINED typedef struct _D3DMATRIX { union { struct { float _11, _12, _13, _14; float _21, _22, _23, _24; float _31, _32, _33, _34; float _41, _42, _43, _44; }; float m[4][4]; }; } D3DMATRIX; #define D3DMATRIX_DEFINED #endif typedef struct _D3DVIEWPORT8 { DWORD X; DWORD Y; /* Viewport Top left */ DWORD Width; DWORD Height; /* Viewport Dimensions */ float MinZ; /* Min/max of clip Volume */ float MaxZ; } D3DVIEWPORT8; /* * Values for clip fields. */ // Max number of user clipping planes, supported in D3D. #define D3DMAXUSERCLIPPLANES 32 // These bits could be ORed together to use with D3DRS_CLIPPLANEENABLE // #define D3DCLIPPLANE0 (1 << 0) #define D3DCLIPPLANE1 (1 << 1) #define D3DCLIPPLANE2 (1 << 2) #define D3DCLIPPLANE3 (1 << 3) #define D3DCLIPPLANE4 (1 << 4) #define D3DCLIPPLANE5 (1 << 5) // The following bits are used in the ClipUnion and ClipIntersection // members of the D3DCLIPSTATUS8 // #define D3DCS_LEFT 0x00000001L #define D3DCS_RIGHT 0x00000002L #define D3DCS_TOP 0x00000004L #define D3DCS_BOTTOM 0x00000008L #define D3DCS_FRONT 0x00000010L #define D3DCS_BACK 0x00000020L #define D3DCS_PLANE0 0x00000040L #define D3DCS_PLANE1 0x00000080L #define D3DCS_PLANE2 0x00000100L #define D3DCS_PLANE3 0x00000200L #define D3DCS_PLANE4 0x00000400L #define D3DCS_PLANE5 0x00000800L #define D3DCS_ALL (D3DCS_LEFT | \ D3DCS_RIGHT | \ D3DCS_TOP | \ D3DCS_BOTTOM | \ D3DCS_FRONT | \ D3DCS_BACK | \ D3DCS_PLANE0 | \ D3DCS_PLANE1 | \ D3DCS_PLANE2 | \ D3DCS_PLANE3 | \ D3DCS_PLANE4 | \ D3DCS_PLANE5) typedef struct _D3DCLIPSTATUS8 { DWORD ClipUnion; DWORD ClipIntersection; } D3DCLIPSTATUS8; typedef struct _D3DMATERIAL8 { D3DCOLORVALUE Diffuse; /* Diffuse color RGBA */ D3DCOLORVALUE Ambient; /* Ambient color RGB */ D3DCOLORVALUE Specular; /* Specular 'shininess' */ D3DCOLORVALUE Emissive; /* Emissive color RGB */ float Power; /* Sharpness if specular highlight */ } D3DMATERIAL8; typedef enum _D3DLIGHTTYPE { D3DLIGHT_POINT = 1, D3DLIGHT_SPOT = 2, D3DLIGHT_DIRECTIONAL = 3, D3DLIGHT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DLIGHTTYPE; typedef struct _D3DLIGHT8 { D3DLIGHTTYPE Type; /* Type of light source */ D3DCOLORVALUE Diffuse; /* Diffuse color of light */ D3DCOLORVALUE Specular; /* Specular color of light */ D3DCOLORVALUE Ambient; /* Ambient color of light */ D3DVECTOR Position; /* Position in world space */ D3DVECTOR Direction; /* Direction in world space */ float Range; /* Cutoff range */ float Falloff; /* Falloff */ float Attenuation0; /* Constant attenuation */ float Attenuation1; /* Linear attenuation */ float Attenuation2; /* Quadratic attenuation */ float Theta; /* Inner angle of spotlight cone */ float Phi; /* Outer angle of spotlight cone */ } D3DLIGHT8; /* * Options for clearing */ #define D3DCLEAR_TARGET 0x00000001l /* Clear target surface */ #define D3DCLEAR_ZBUFFER 0x00000002l /* Clear target z buffer */ #define D3DCLEAR_STENCIL 0x00000004l /* Clear stencil planes */ /* * The following defines the rendering states */ typedef enum _D3DSHADEMODE { D3DSHADE_FLAT = 1, D3DSHADE_GOURAUD = 2, D3DSHADE_PHONG = 3, D3DSHADE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DSHADEMODE; typedef enum _D3DFILLMODE { D3DFILL_POINT = 1, D3DFILL_WIREFRAME = 2, D3DFILL_SOLID = 3, D3DFILL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DFILLMODE; typedef struct _D3DLINEPATTERN { WORD wRepeatFactor; WORD wLinePattern; } D3DLINEPATTERN; typedef enum _D3DBLEND { D3DBLEND_ZERO = 1, D3DBLEND_ONE = 2, D3DBLEND_SRCCOLOR = 3, D3DBLEND_INVSRCCOLOR = 4, D3DBLEND_SRCALPHA = 5, D3DBLEND_INVSRCALPHA = 6, D3DBLEND_DESTALPHA = 7, D3DBLEND_INVDESTALPHA = 8, D3DBLEND_DESTCOLOR = 9, D3DBLEND_INVDESTCOLOR = 10, D3DBLEND_SRCALPHASAT = 11, D3DBLEND_BOTHSRCALPHA = 12, D3DBLEND_BOTHINVSRCALPHA = 13, D3DBLEND_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DBLEND; typedef enum _D3DBLENDOP { D3DBLENDOP_ADD = 1, D3DBLENDOP_SUBTRACT = 2, D3DBLENDOP_REVSUBTRACT = 3, D3DBLENDOP_MIN = 4, D3DBLENDOP_MAX = 5, D3DBLENDOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DBLENDOP; typedef enum _D3DTEXTUREADDRESS { D3DTADDRESS_WRAP = 1, D3DTADDRESS_MIRROR = 2, D3DTADDRESS_CLAMP = 3, D3DTADDRESS_BORDER = 4, D3DTADDRESS_MIRRORONCE = 5, D3DTADDRESS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTUREADDRESS; typedef enum _D3DCULL { D3DCULL_NONE = 1, D3DCULL_CW = 2, D3DCULL_CCW = 3, D3DCULL_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DCULL; typedef enum _D3DCMPFUNC { D3DCMP_NEVER = 1, D3DCMP_LESS = 2, D3DCMP_EQUAL = 3, D3DCMP_LESSEQUAL = 4, D3DCMP_GREATER = 5, D3DCMP_NOTEQUAL = 6, D3DCMP_GREATEREQUAL = 7, D3DCMP_ALWAYS = 8, D3DCMP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DCMPFUNC; typedef enum _D3DSTENCILOP { D3DSTENCILOP_KEEP = 1, D3DSTENCILOP_ZERO = 2, D3DSTENCILOP_REPLACE = 3, D3DSTENCILOP_INCRSAT = 4, D3DSTENCILOP_DECRSAT = 5, D3DSTENCILOP_INVERT = 6, D3DSTENCILOP_INCR = 7, D3DSTENCILOP_DECR = 8, D3DSTENCILOP_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DSTENCILOP; typedef enum _D3DFOGMODE { D3DFOG_NONE = 0, D3DFOG_EXP = 1, D3DFOG_EXP2 = 2, D3DFOG_LINEAR = 3, D3DFOG_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DFOGMODE; typedef enum _D3DZBUFFERTYPE { D3DZB_FALSE = 0, D3DZB_TRUE = 1, // Z buffering D3DZB_USEW = 2, // W buffering D3DZB_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DZBUFFERTYPE; // Primitives supported by draw-primitive API typedef enum _D3DPRIMITIVETYPE { D3DPT_POINTLIST = 1, D3DPT_LINELIST = 2, D3DPT_LINESTRIP = 3, D3DPT_TRIANGLELIST = 4, D3DPT_TRIANGLESTRIP = 5, D3DPT_TRIANGLEFAN = 6, D3DPT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DPRIMITIVETYPE; typedef enum _D3DTRANSFORMSTATETYPE { D3DTS_VIEW = 2, D3DTS_PROJECTION = 3, D3DTS_TEXTURE0 = 16, D3DTS_TEXTURE1 = 17, D3DTS_TEXTURE2 = 18, D3DTS_TEXTURE3 = 19, D3DTS_TEXTURE4 = 20, D3DTS_TEXTURE5 = 21, D3DTS_TEXTURE6 = 22, D3DTS_TEXTURE7 = 23, D3DTS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTRANSFORMSTATETYPE; #define D3DTS_WORLDMATRIX(index) (D3DTRANSFORMSTATETYPE)(index + 256) #define D3DTS_WORLD D3DTS_WORLDMATRIX(0) #define D3DTS_WORLD1 D3DTS_WORLDMATRIX(1) #define D3DTS_WORLD2 D3DTS_WORLDMATRIX(2) #define D3DTS_WORLD3 D3DTS_WORLDMATRIX(3) typedef enum _D3DRENDERSTATETYPE { D3DRS_ZENABLE = 7, /* D3DZBUFFERTYPE (or TRUE/FALSE for legacy) */ D3DRS_FILLMODE = 8, /* D3DFILLMODE */ D3DRS_SHADEMODE = 9, /* D3DSHADEMODE */ D3DRS_LINEPATTERN = 10, /* D3DLINEPATTERN */ D3DRS_ZWRITEENABLE = 14, /* TRUE to enable z writes */ D3DRS_ALPHATESTENABLE = 15, /* TRUE to enable alpha tests */ D3DRS_LASTPIXEL = 16, /* TRUE for last-pixel on lines */ D3DRS_SRCBLEND = 19, /* D3DBLEND */ D3DRS_DESTBLEND = 20, /* D3DBLEND */ D3DRS_CULLMODE = 22, /* D3DCULL */ D3DRS_ZFUNC = 23, /* D3DCMPFUNC */ D3DRS_ALPHAREF = 24, /* D3DFIXED */ D3DRS_ALPHAFUNC = 25, /* D3DCMPFUNC */ D3DRS_DITHERENABLE = 26, /* TRUE to enable dithering */ D3DRS_ALPHABLENDENABLE = 27, /* TRUE to enable alpha blending */ D3DRS_FOGENABLE = 28, /* TRUE to enable fog blending */ D3DRS_SPECULARENABLE = 29, /* TRUE to enable specular */ D3DRS_ZVISIBLE = 30, /* TRUE to enable z checking */ D3DRS_FOGCOLOR = 34, /* D3DCOLOR */ D3DRS_FOGTABLEMODE = 35, /* D3DFOGMODE */ D3DRS_FOGSTART = 36, /* Fog start (for both vertex and pixel fog) */ D3DRS_FOGEND = 37, /* Fog end */ D3DRS_FOGDENSITY = 38, /* Fog density */ D3DRS_EDGEANTIALIAS = 40, /* TRUE to enable edge antialiasing */ D3DRS_ZBIAS = 47, /* LONG Z bias */ D3DRS_RANGEFOGENABLE = 48, /* Enables range-based fog */ D3DRS_STENCILENABLE = 52, /* BOOL enable/disable stenciling */ D3DRS_STENCILFAIL = 53, /* D3DSTENCILOP to do if stencil test fails */ D3DRS_STENCILZFAIL = 54, /* D3DSTENCILOP to do if stencil test passes and Z test fails */ D3DRS_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */ D3DRS_STENCILFUNC = 56, /* D3DCMPFUNC fn. Stencil Test passes if ((ref & mask) stencilfn (stencil & mask)) is true */ D3DRS_STENCILREF = 57, /* Reference value used in stencil test */ D3DRS_STENCILMASK = 58, /* Mask value used in stencil test */ D3DRS_STENCILWRITEMASK = 59, /* Write mask applied to values written to stencil buffer */ D3DRS_TEXTUREFACTOR = 60, /* D3DCOLOR used for multi-texture blend */ D3DRS_WRAP0 = 128, /* wrap for 1st texture coord. set */ D3DRS_WRAP1 = 129, /* wrap for 2nd texture coord. set */ D3DRS_WRAP2 = 130, /* wrap for 3rd texture coord. set */ D3DRS_WRAP3 = 131, /* wrap for 4th texture coord. set */ D3DRS_WRAP4 = 132, /* wrap for 5th texture coord. set */ D3DRS_WRAP5 = 133, /* wrap for 6th texture coord. set */ D3DRS_WRAP6 = 134, /* wrap for 7th texture coord. set */ D3DRS_WRAP7 = 135, /* wrap for 8th texture coord. set */ D3DRS_CLIPPING = 136, D3DRS_LIGHTING = 137, D3DRS_AMBIENT = 139, D3DRS_FOGVERTEXMODE = 140, D3DRS_COLORVERTEX = 141, D3DRS_LOCALVIEWER = 142, D3DRS_NORMALIZENORMALS = 143, D3DRS_DIFFUSEMATERIALSOURCE = 145, D3DRS_SPECULARMATERIALSOURCE = 146, D3DRS_AMBIENTMATERIALSOURCE = 147, D3DRS_EMISSIVEMATERIALSOURCE = 148, D3DRS_VERTEXBLEND = 151, D3DRS_CLIPPLANEENABLE = 152, D3DRS_SOFTWAREVERTEXPROCESSING = 153, D3DRS_POINTSIZE = 154, /* float point size */ D3DRS_POINTSIZE_MIN = 155, /* float point size min threshold */ D3DRS_POINTSPRITEENABLE = 156, /* BOOL point texture coord control */ D3DRS_POINTSCALEENABLE = 157, /* BOOL point size scale enable */ D3DRS_POINTSCALE_A = 158, /* float point attenuation A value */ D3DRS_POINTSCALE_B = 159, /* float point attenuation B value */ D3DRS_POINTSCALE_C = 160, /* float point attenuation C value */ D3DRS_MULTISAMPLEANTIALIAS = 161, // BOOL - set to do FSAA with multisample buffer D3DRS_MULTISAMPLEMASK = 162, // DWORD - per-sample enable/disable D3DRS_PATCHEDGESTYLE = 163, // Sets whether patch edges will use float style tessellation D3DRS_PATCHSEGMENTS = 164, // Number of segments per edge when drawing patches D3DRS_DEBUGMONITORTOKEN = 165, // DEBUG ONLY - token to debug monitor D3DRS_POINTSIZE_MAX = 166, /* float point size max threshold */ D3DRS_INDEXEDVERTEXBLENDENABLE = 167, D3DRS_COLORWRITEENABLE = 168, // per-channel write enable D3DRS_TWEENFACTOR = 170, // float tween factor D3DRS_BLENDOP = 171, // D3DBLENDOP setting D3DRS_POSITIONORDER = 172, // NPatch position interpolation order. D3DORDER_LINEAR or D3DORDER_CUBIC (default) D3DRS_NORMALORDER = 173, // NPatch normal interpolation order. D3DORDER_LINEAR (default) or D3DORDER_QUADRATIC D3DRS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DRENDERSTATETYPE; // Values for material source typedef enum _D3DMATERIALCOLORSOURCE { D3DMCS_MATERIAL = 0, // Color from material is used D3DMCS_COLOR1 = 1, // Diffuse vertex color is used D3DMCS_COLOR2 = 2, // Specular vertex color is used D3DMCS_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum } D3DMATERIALCOLORSOURCE; // Bias to apply to the texture coordinate set to apply a wrap to. #define D3DRENDERSTATE_WRAPBIAS 128UL /* Flags to construct the WRAP render states */ #define D3DWRAP_U 0x00000001L #define D3DWRAP_V 0x00000002L #define D3DWRAP_W 0x00000004L /* Flags to construct the WRAP render states for 1D thru 4D texture coordinates */ #define D3DWRAPCOORD_0 0x00000001L // same as D3DWRAP_U #define D3DWRAPCOORD_1 0x00000002L // same as D3DWRAP_V #define D3DWRAPCOORD_2 0x00000004L // same as D3DWRAP_W #define D3DWRAPCOORD_3 0x00000008L /* Flags to construct D3DRS_COLORWRITEENABLE */ #define D3DCOLORWRITEENABLE_RED (1L<<0) #define D3DCOLORWRITEENABLE_GREEN (1L<<1) #define D3DCOLORWRITEENABLE_BLUE (1L<<2) #define D3DCOLORWRITEENABLE_ALPHA (1L<<3) /* * State enumerants for per-stage texture processing. */ typedef enum _D3DTEXTURESTAGESTATETYPE { D3DTSS_COLOROP = 1, /* D3DTEXTUREOP - per-stage blending controls for color channels */ D3DTSS_COLORARG1 = 2, /* D3DTA_* (texture arg) */ D3DTSS_COLORARG2 = 3, /* D3DTA_* (texture arg) */ D3DTSS_ALPHAOP = 4, /* D3DTEXTUREOP - per-stage blending controls for alpha channel */ D3DTSS_ALPHAARG1 = 5, /* D3DTA_* (texture arg) */ D3DTSS_ALPHAARG2 = 6, /* D3DTA_* (texture arg) */ D3DTSS_BUMPENVMAT00 = 7, /* float (bump mapping matrix) */ D3DTSS_BUMPENVMAT01 = 8, /* float (bump mapping matrix) */ D3DTSS_BUMPENVMAT10 = 9, /* float (bump mapping matrix) */ D3DTSS_BUMPENVMAT11 = 10, /* float (bump mapping matrix) */ D3DTSS_TEXCOORDINDEX = 11, /* identifies which set of texture coordinates index this texture */ D3DTSS_ADDRESSU = 13, /* D3DTEXTUREADDRESS for U coordinate */ D3DTSS_ADDRESSV = 14, /* D3DTEXTUREADDRESS for V coordinate */ D3DTSS_BORDERCOLOR = 15, /* D3DCOLOR */ D3DTSS_MAGFILTER = 16, /* D3DTEXTUREFILTER filter to use for magnification */ D3DTSS_MINFILTER = 17, /* D3DTEXTUREFILTER filter to use for minification */ D3DTSS_MIPFILTER = 18, /* D3DTEXTUREFILTER filter to use between mipmaps during minification */ D3DTSS_MIPMAPLODBIAS = 19, /* float Mipmap LOD bias */ D3DTSS_MAXMIPLEVEL = 20, /* DWORD 0..(n-1) LOD index of largest map to use (0 == largest) */ D3DTSS_MAXANISOTROPY = 21, /* DWORD maximum anisotropy */ D3DTSS_BUMPENVLSCALE = 22, /* float scale for bump map luminance */ D3DTSS_BUMPENVLOFFSET = 23, /* float offset for bump map luminance */ D3DTSS_TEXTURETRANSFORMFLAGS = 24, /* D3DTEXTURETRANSFORMFLAGS controls texture transform */ D3DTSS_ADDRESSW = 25, /* D3DTEXTUREADDRESS for W coordinate */ D3DTSS_COLORARG0 = 26, /* D3DTA_* third arg for triadic ops */ D3DTSS_ALPHAARG0 = 27, /* D3DTA_* third arg for triadic ops */ D3DTSS_RESULTARG = 28, /* D3DTA_* arg for result (CURRENT or TEMP) */ D3DTSS_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DTEXTURESTAGESTATETYPE; // Values, used with D3DTSS_TEXCOORDINDEX, to specify that the vertex data(position // and normal in the camera space) should be taken as texture coordinates // Low 16 bits are used to specify texture coordinate index, to take the WRAP mode from // #define D3DTSS_TCI_PASSTHRU 0x00000000 #define D3DTSS_TCI_CAMERASPACENORMAL 0x00010000 #define D3DTSS_TCI_CAMERASPACEPOSITION 0x00020000 #define D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x00030000 /* * Enumerations for COLOROP and ALPHAOP texture blending operations set in * texture processing stage controls in D3DTSS. */ typedef enum _D3DTEXTUREOP { // Control D3DTOP_DISABLE = 1, // disables stage D3DTOP_SELECTARG1 = 2, // the default D3DTOP_SELECTARG2 = 3, // Modulate D3DTOP_MODULATE = 4, // multiply args together D3DTOP_MODULATE2X = 5, // multiply and 1 bit D3DTOP_MODULATE4X = 6, // multiply and 2 bits // Add D3DTOP_ADD = 7, // add arguments together D3DTOP_ADDSIGNED = 8, // add with -0.5 bias D3DTOP_ADDSIGNED2X = 9, // as above but left 1 bit D3DTOP_SUBTRACT = 10, // Arg1 - Arg2, with no saturation D3DTOP_ADDSMOOTH = 11, // add 2 args, subtract product // Arg1 + Arg2 - Arg1*Arg2 // = Arg1 + (1-Arg1)*Arg2 // Linear alpha blend: Arg1*(Alpha) + Arg2*(1-Alpha) D3DTOP_BLENDDIFFUSEALPHA = 12, // iterated alpha D3DTOP_BLENDTEXTUREALPHA = 13, // texture alpha D3DTOP_BLENDFACTORALPHA = 14, // alpha from D3DRS_TEXTUREFACTOR // Linear alpha blend with pre-multiplied arg1 input: Arg1 + Arg2*(1-Alpha) D3DTOP_BLENDTEXTUREALPHAPM = 15, // texture alpha D3DTOP_BLENDCURRENTALPHA = 16, // by alpha of current color // Specular mapping D3DTOP_PREMODULATE = 17, // modulate with next texture before use D3DTOP_MODULATEALPHA_ADDCOLOR = 18, // Arg1.RGB + Arg1.A*Arg2.RGB // COLOROP only D3DTOP_MODULATECOLOR_ADDALPHA = 19, // Arg1.RGB*Arg2.RGB + Arg1.A // COLOROP only D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, // (1-Arg1.A)*Arg2.RGB + Arg1.RGB // COLOROP only D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, // (1-Arg1.RGB)*Arg2.RGB + Arg1.A // COLOROP only // Bump mapping D3DTOP_BUMPENVMAP = 22, // per pixel env map perturbation D3DTOP_BUMPENVMAPLUMINANCE = 23, // with luminance channel // 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, // Triadic ops D3DTOP_MULTIPLYADD = 25, // Arg0 + Arg1*Arg2 D3DTOP_LERP = 26, // (Arg0)*Arg1 + (1-Arg0)*Arg2 D3DTOP_FORCE_DWORD = 0x7fffffff, } D3DTEXTUREOP; /* * Values for COLORARG0,1,2, ALPHAARG0,1,2, and RESULTARG texture blending * operations set in texture processing stage controls in D3DRENDERSTATE. */ #define D3DTA_SELECTMASK 0x0000000f // mask for arg selector #define D3DTA_DIFFUSE 0x00000000 // select diffuse color (read only) #define D3DTA_CURRENT 0x00000001 // select stage destination register (read/write) #define D3DTA_TEXTURE 0x00000002 // select texture color (read only) #define D3DTA_TFACTOR 0x00000003 // select D3DRS_TEXTUREFACTOR (read only) #define D3DTA_SPECULAR 0x00000004 // select specular color (read only) #define D3DTA_TEMP 0x00000005 // select temporary register color (read/write) #define D3DTA_COMPLEMENT 0x00000010 // take 1.0 - x (read modifier) #define D3DTA_ALPHAREPLICATE 0x00000020 // replicate alpha to color components (read modifier) // // Values for D3DTSS_***FILTER texture stage states // typedef enum _D3DTEXTUREFILTERTYPE { D3DTEXF_NONE = 0, // filtering disabled (valid for mip filter only) D3DTEXF_POINT = 1, // nearest D3DTEXF_LINEAR = 2, // linear interpolation D3DTEXF_ANISOTROPIC = 3, // anisotropic D3DTEXF_FLATCUBIC = 4, // cubic D3DTEXF_GAUSSIANCUBIC = 5, // different cubic kernel D3DTEXF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum } D3DTEXTUREFILTERTYPE; /* Bits for Flags in ProcessVertices call */ #define D3DPV_DONOTCOPYDATA (1 << 0) //------------------------------------------------------------------- // Flexible vertex format bits // #define D3DFVF_RESERVED0 0x001 #define D3DFVF_POSITION_MASK 0x00E #define D3DFVF_XYZ 0x002 #define D3DFVF_XYZRHW 0x004 #define D3DFVF_XYZB1 0x006 #define D3DFVF_XYZB2 0x008 #define D3DFVF_XYZB3 0x00a #define D3DFVF_XYZB4 0x00c #define D3DFVF_XYZB5 0x00e #define D3DFVF_NORMAL 0x010 #define D3DFVF_PSIZE 0x020 #define D3DFVF_DIFFUSE 0x040 #define D3DFVF_SPECULAR 0x080 #define D3DFVF_TEXCOUNT_MASK 0xf00 #define D3DFVF_TEXCOUNT_SHIFT 8 #define D3DFVF_TEX0 0x000 #define D3DFVF_TEX1 0x100 #define D3DFVF_TEX2 0x200 #define D3DFVF_TEX3 0x300 #define D3DFVF_TEX4 0x400 #define D3DFVF_TEX5 0x500 #define D3DFVF_TEX6 0x600 #define D3DFVF_TEX7 0x700 #define D3DFVF_TEX8 0x800 #define D3DFVF_LASTBETA_UBYTE4 0x1000 #define D3DFVF_RESERVED2 0xE000 // 4 reserved bits //--------------------------------------------------------------------- // Vertex Shaders // /* Vertex Shader Declaration The declaration portion of a vertex shader defines the static external interface of the shader. The information in the declaration includes: - Assignments of vertex shader input registers to data streams. These assignments bind a specific vertex register to a single component within a vertex stream. A vertex stream element is identified by a byte offset within the stream and a type. The type specifies the arithmetic data type plus the dimensionality (1, 2, 3, or 4 values). Stream data which is less than 4 values are always expanded out to 4 values with zero or more 0.F values and one 1.F value. - Assignment of vertex shader input registers to implicit data from the primitive tessellator. This controls the loading of vertex data which is not loaded from a stream, but rather is generated during primitive tessellation prior to the vertex shader. - Loading data into the constant memory at the time a shader is set as the current shader. Each token specifies values for one or more contiguous 4 DWORD constant registers. This allows the shader to update an arbitrary subset of the constant memory, overwriting the device state (which contains the current values of the constant memory). Note that these values can be subsequently overwritten (between DrawPrimitive calls) during the time a shader is bound to a device via the SetVertexShaderConstant method. Declaration arrays are single-dimensional arrays of DWORDs composed of multiple tokens each of which is one or more DWORDs. The single-DWORD token value 0xFFFFFFFF is a special token used to indicate the end of the declaration array. The single DWORD token value 0x00000000 is a NOP token with is ignored during the declaration parsing. Note that 0x00000000 is a valid value for DWORDs following the first DWORD for multiple word tokens. [31:29] TokenType 0x0 - NOP (requires all DWORD bits to be zero) 0x1 - stream selector 0x2 - stream data definition (map to vertex input memory) 0x3 - vertex input memory from tessellator 0x4 - constant memory from shader 0x5 - extension 0x6 - reserved 0x7 - end-of-array (requires all DWORD bits to be 1) NOP Token (single DWORD token) [31:29] 0x0 [28:00] 0x0 Stream Selector (single DWORD token) [31:29] 0x1 [28] indicates whether this is a tessellator stream [27:04] 0x0 [03:00] stream selector (0..15) Stream Data Definition (single DWORD token) Vertex Input Register Load [31:29] 0x2 [28] 0x0 [27:20] 0x0 [19:16] type (dimensionality and data type) [15:04] 0x0 [03:00] vertex register address (0..15) Data Skip (no register load) [31:29] 0x2 [28] 0x1 [27:20] 0x0 [19:16] count of DWORDS to skip over (0..15) [15:00] 0x0 Vertex Input Memory from Tessellator Data (single DWORD token) [31:29] 0x3 [28] indicates whether data is normals or u/v [27:24] 0x0 [23:20] vertex register address (0..15) [19:16] type (dimensionality) [15:04] 0x0 [03:00] vertex register address (0..15) Constant Memory from Shader (multiple DWORD token) [31:29] 0x4 [28:25] count of 4*DWORD constants to load (0..15) [24:07] 0x0 [06:00] constant memory address (0..95) Extension Token (single or multiple DWORD token) [31:29] 0x5 [28:24] count of additional DWORDs in token (0..31) [23:00] extension-specific information End-of-array token (single DWORD token) [31:29] 0x7 [28:00] 0x1fffffff The stream selector token must be immediately followed by a contiguous set of stream data definition tokens. This token sequence fully defines that stream, including the set of elements within the stream, the order in which the elements appear, the type of each element, and the vertex register into which to load an element. Streams are allowed to include data which is not loaded into a vertex register, thus allowing data which is not used for this shader to exist in the vertex stream. This skipped data is defined only by a count of DWORDs to skip over, since the type information is irrelevant. The token sequence: Stream Select: stream=0 Stream Data Definition (Load): type=FLOAT3; register=3 Stream Data Definition (Load): type=FLOAT3; register=4 Stream Data Definition (Skip): count=2 Stream Data Definition (Load): type=FLOAT2; register=7 defines stream zero to consist of 4 elements, 3 of which are loaded into registers and the fourth skipped over. Register 3 is loaded with the first three DWORDs in each vertex interpreted as FLOAT data. Register 4 is loaded with the 4th, 5th, and 6th DWORDs interpreted as FLOAT data. The next two DWORDs (7th and 8th) are skipped over and not loaded into any vertex input register. Register 7 is loaded with the 9th and 10th DWORDS interpreted as FLOAT data. Placing of tokens other than NOPs between the Stream Selector and Stream Data Definition tokens is disallowed. */ typedef enum _D3DVSD_TOKENTYPE { D3DVSD_TOKEN_NOP = 0, // NOP or extension D3DVSD_TOKEN_STREAM, // stream selector D3DVSD_TOKEN_STREAMDATA, // stream data definition (map to vertex input memory) D3DVSD_TOKEN_TESSELLATOR, // vertex input memory from tessellator D3DVSD_TOKEN_CONSTMEM, // constant memory from shader D3DVSD_TOKEN_EXT, // extension D3DVSD_TOKEN_END = 7, // end-of-array (requires all DWORD bits to be 1) D3DVSD_FORCE_DWORD = 0x7fffffff,// force 32-bit size enum } D3DVSD_TOKENTYPE; #define D3DVSD_TOKENTYPESHIFT 29 #define D3DVSD_TOKENTYPEMASK (7 << D3DVSD_TOKENTYPESHIFT) #define D3DVSD_STREAMNUMBERSHIFT 0 #define D3DVSD_STREAMNUMBERMASK (0xF << D3DVSD_STREAMNUMBERSHIFT) #define D3DVSD_DATALOADTYPESHIFT 28 #define D3DVSD_DATALOADTYPEMASK (0x1 << D3DVSD_DATALOADTYPESHIFT) #define D3DVSD_DATATYPESHIFT 16 #define D3DVSD_DATATYPEMASK (0xF << D3DVSD_DATATYPESHIFT) #define D3DVSD_SKIPCOUNTSHIFT 16 #define D3DVSD_SKIPCOUNTMASK (0xF << D3DVSD_SKIPCOUNTSHIFT) #define D3DVSD_VERTEXREGSHIFT 0 #define D3DVSD_VERTEXREGMASK (0x1F << D3DVSD_VERTEXREGSHIFT) #define D3DVSD_VERTEXREGINSHIFT 20 #define D3DVSD_VERTEXREGINMASK (0xF << D3DVSD_VERTEXREGINSHIFT) #define D3DVSD_CONSTCOUNTSHIFT 25 #define D3DVSD_CONSTCOUNTMASK (0xF << D3DVSD_CONSTCOUNTSHIFT) #define D3DVSD_CONSTADDRESSSHIFT 0 #define D3DVSD_CONSTADDRESSMASK (0x7F << D3DVSD_CONSTADDRESSSHIFT) #define D3DVSD_CONSTRSSHIFT 16 #define D3DVSD_CONSTRSMASK (0x1FFF << D3DVSD_CONSTRSSHIFT) #define D3DVSD_EXTCOUNTSHIFT 24 #define D3DVSD_EXTCOUNTMASK (0x1F << D3DVSD_EXTCOUNTSHIFT) #define D3DVSD_EXTINFOSHIFT 0 #define D3DVSD_EXTINFOMASK (0xFFFFFF << D3DVSD_EXTINFOSHIFT) #define D3DVSD_MAKETOKENTYPE(tokenType) ((tokenType << D3DVSD_TOKENTYPESHIFT) & D3DVSD_TOKENTYPEMASK) // macros for generation of CreateVertexShader Declaration token array // Set current stream // _StreamNumber [0..(MaxStreams-1)] stream to get data from // #define D3DVSD_STREAM( _StreamNumber ) \ (D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAM) | (_StreamNumber)) // Set tessellator stream // #define D3DVSD_STREAMTESSSHIFT 28 #define D3DVSD_STREAMTESSMASK (1 << D3DVSD_STREAMTESSSHIFT) #define D3DVSD_STREAM_TESS( ) \ (D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAM) | (D3DVSD_STREAMTESSMASK)) // bind single vertex register to vertex element from vertex stream // // _VertexRegister [0..15] address of the vertex register // _Type [D3DVSDT_*] dimensionality and arithmetic data type #define D3DVSD_REG( _VertexRegister, _Type ) \ (D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAMDATA) | \ ((_Type) << D3DVSD_DATATYPESHIFT) | (_VertexRegister)) // Skip _DWORDCount DWORDs in vertex // #define D3DVSD_SKIP( _DWORDCount ) \ (D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_STREAMDATA) | 0x10000000 | \ ((_DWORDCount) << D3DVSD_SKIPCOUNTSHIFT)) // load data into vertex shader constant memory // // _ConstantAddress [0..95] - address of constant array to begin filling data // _Count [0..15] - number of constant vectors to load (4 DWORDs each) // followed by 4*_Count DWORDS of data // #define D3DVSD_CONST( _ConstantAddress, _Count ) \ (D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_CONSTMEM) | \ ((_Count) << D3DVSD_CONSTCOUNTSHIFT) | (_ConstantAddress)) // enable tessellator generated normals // // _VertexRegisterIn [0..15] address of vertex register whose input stream // will be used in normal computation // _VertexRegisterOut [0..15] address of vertex register to output the normal to // #define D3DVSD_TESSNORMAL( _VertexRegisterIn, _VertexRegisterOut ) \ (D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_TESSELLATOR) | \ ((_VertexRegisterIn) << D3DVSD_VERTEXREGINSHIFT) | \ ((0x02) << D3DVSD_DATATYPESHIFT) | (_VertexRegisterOut)) // enable tessellator generated surface parameters // // _VertexRegister [0..15] address of vertex register to output parameters // #define D3DVSD_TESSUV( _VertexRegister ) \ (D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_TESSELLATOR) | 0x10000000 | \ ((0x01) << D3DVSD_DATATYPESHIFT) | (_VertexRegister)) // Generates END token // #define D3DVSD_END() 0xFFFFFFFF // Generates NOP token #define D3DVSD_NOP() 0x00000000 // bit declarations for _Type fields #define D3DVSDT_FLOAT1 0x00 // 1D float expanded to (value, 0., 0., 1.) #define D3DVSDT_FLOAT2 0x01 // 2D float expanded to (value, value, 0., 1.) #define D3DVSDT_FLOAT3 0x02 // 3D float expanded to (value, value, value, 1.) #define D3DVSDT_FLOAT4 0x03 // 4D float #define D3DVSDT_D3DCOLOR 0x04 // 4D packed unsigned bytes mapped to 0. to 1. range // Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A) #define D3DVSDT_UBYTE4 0x05 // 4D unsigned byte #define D3DVSDT_SHORT2 0x06 // 2D signed short expanded to (value, value, 0., 1.) #define D3DVSDT_SHORT4 0x07 // 4D signed short // assignments of vertex input registers for fixed function vertex shader // #define D3DVSDE_POSITION 0 #define D3DVSDE_BLENDWEIGHT 1 #define D3DVSDE_BLENDINDICES 2 #define D3DVSDE_NORMAL 3 #define D3DVSDE_PSIZE 4 #define D3DVSDE_DIFFUSE 5 #define D3DVSDE_SPECULAR 6 #define D3DVSDE_TEXCOORD0 7 #define D3DVSDE_TEXCOORD1 8 #define D3DVSDE_TEXCOORD2 9 #define D3DVSDE_TEXCOORD3 10 #define D3DVSDE_TEXCOORD4 11 #define D3DVSDE_TEXCOORD5 12 #define D3DVSDE_TEXCOORD6 13 #define D3DVSDE_TEXCOORD7 14 #define D3DVSDE_POSITION2 15 #define D3DVSDE_NORMAL2 16 // Maximum supported number of texture coordinate sets #define D3DDP_MAXTEXCOORD 8 // // Instruction Token Bit Definitions // #define D3DSI_OPCODE_MASK 0x0000FFFF typedef enum _D3DSHADER_INSTRUCTION_OPCODE_TYPE { D3DSIO_NOP = 0, // PS/VS D3DSIO_MOV , // PS/VS D3DSIO_ADD , // PS/VS D3DSIO_SUB , // PS D3DSIO_MAD , // PS/VS D3DSIO_MUL , // PS/VS D3DSIO_RCP , // VS D3DSIO_RSQ , // VS D3DSIO_DP3 , // PS/VS D3DSIO_DP4 , // PS/VS D3DSIO_MIN , // VS D3DSIO_MAX , // VS D3DSIO_SLT , // VS D3DSIO_SGE , // VS D3DSIO_EXP , // VS D3DSIO_LOG , // VS D3DSIO_LIT , // VS D3DSIO_DST , // VS D3DSIO_LRP , // PS D3DSIO_FRC , // VS D3DSIO_M4x4 , // VS D3DSIO_M4x3 , // VS D3DSIO_M3x4 , // VS D3DSIO_M3x3 , // VS D3DSIO_M3x2 , // VS D3DSIO_TEXCOORD = 64, // PS D3DSIO_TEXKILL , // PS D3DSIO_TEX , // PS D3DSIO_TEXBEM , // PS D3DSIO_TEXBEML , // PS D3DSIO_TEXREG2AR , // PS D3DSIO_TEXREG2GB , // PS D3DSIO_TEXM3x2PAD , // PS D3DSIO_TEXM3x2TEX , // PS D3DSIO_TEXM3x3PAD , // PS D3DSIO_TEXM3x3TEX , // PS D3DSIO_TEXM3x3DIFF , // PS D3DSIO_TEXM3x3SPEC , // PS D3DSIO_TEXM3x3VSPEC , // PS D3DSIO_EXPP , // VS D3DSIO_LOGP , // VS D3DSIO_CND , // PS D3DSIO_DEF , // PS D3DSIO_TEXREG2RGB , // PS D3DSIO_TEXDP3TEX , // PS D3DSIO_TEXM3x2DEPTH , // PS D3DSIO_TEXDP3 , // PS D3DSIO_TEXM3x3 , // PS D3DSIO_TEXDEPTH , // PS D3DSIO_CMP , // PS D3DSIO_BEM , // PS D3DSIO_PHASE = 0xFFFD, D3DSIO_COMMENT = 0xFFFE, D3DSIO_END = 0xFFFF, D3DSIO_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum } D3DSHADER_INSTRUCTION_OPCODE_TYPE; // // Co-Issue Instruction Modifier - if set then this instruction is to be // issued in parallel with the previous instruction(s) for which this bit // is not set. // #define D3DSI_COISSUE 0x40000000 // // Parameter Token Bit Definitions // #define D3DSP_REGNUM_MASK 0x00001FFF // destination parameter write mask #define D3DSP_WRITEMASK_0 0x00010000 // Component 0 (X;Red) #define D3DSP_WRITEMASK_1 0x00020000 // Component 1 (Y;Green) #define D3DSP_WRITEMASK_2 0x00040000 // Component 2 (Z;Blue) #define D3DSP_WRITEMASK_3 0x00080000 // Component 3 (W;Alpha) #define D3DSP_WRITEMASK_ALL 0x000F0000 // All Components // destination parameter modifiers #define D3DSP_DSTMOD_SHIFT 20 #define D3DSP_DSTMOD_MASK 0x00F00000 typedef enum _D3DSHADER_PARAM_DSTMOD_TYPE { D3DSPDM_NONE = 0<>8)&0xFF) #define D3DSHADER_VERSION_MINOR(_Version) (((_Version)>>0)&0xFF) // destination/source parameter register type #define D3DSI_COMMENTSIZE_SHIFT 16 #define D3DSI_COMMENTSIZE_MASK 0x7FFF0000 #define D3DSHADER_COMMENT(_DWordSize) \ ((((_DWordSize)<= 0x0800) */ #endif /* _D3D8TYPES(P)_H_ */