JurassicParkTrespasser/jp2_pc/Inc/DirectX/d3drmdef.h

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2018-01-01 22:07:24 +00:00
/*==========================================================================;
*
* Copyright (C) 1995-1997 Microsoft Corporation. All Rights Reserved.
*
* File: d3drm.h
* Content: Direct3DRM include file
*
***************************************************************************/
#ifndef __D3DRMDEFS_H__
#define __D3DRMDEFS_H__
#include <stddef.h>
#include "d3dtypes.h"
#ifdef WIN32
#define D3DRMAPI __stdcall
#else
#define D3DRMAPI
#endif
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef TRUE
#define FALSE 0
#define TRUE 1
#endif
typedef struct _D3DRMVECTOR4D
{ D3DVALUE x, y, z, w;
} D3DRMVECTOR4D, *LPD3DRMVECTOR4D;
typedef D3DVALUE D3DRMMATRIX4D[4][4];
typedef struct _D3DRMQUATERNION
{ D3DVALUE s;
D3DVECTOR v;
} D3DRMQUATERNION, *LPD3DRMQUATERNION;
typedef struct _D3DRMRAY
{ D3DVECTOR dvDir;
D3DVECTOR dvPos;
} D3DRMRAY, *LPD3DRMRAY;
typedef struct _D3DRMBOX
{ D3DVECTOR min, max;
} D3DRMBOX, *LPD3DRMBOX;
typedef void (*D3DRMWRAPCALLBACK)
(LPD3DVECTOR, int* u, int* v, LPD3DVECTOR a, LPD3DVECTOR b, LPVOID);
typedef enum _D3DRMLIGHTTYPE
{ D3DRMLIGHT_AMBIENT,
D3DRMLIGHT_POINT,
D3DRMLIGHT_SPOT,
D3DRMLIGHT_DIRECTIONAL,
D3DRMLIGHT_PARALLELPOINT
} D3DRMLIGHTTYPE, *LPD3DRMLIGHTTYPE;
typedef enum _D3DRMSHADEMODE {
D3DRMSHADE_FLAT = 0,
D3DRMSHADE_GOURAUD = 1,
D3DRMSHADE_PHONG = 2,
D3DRMSHADE_MASK = 7,
D3DRMSHADE_MAX = 8
} D3DRMSHADEMODE, *LPD3DRMSHADEMODE;
typedef enum _D3DRMLIGHTMODE {
D3DRMLIGHT_OFF = 0 * D3DRMSHADE_MAX,
D3DRMLIGHT_ON = 1 * D3DRMSHADE_MAX,
D3DRMLIGHT_MASK = 7 * D3DRMSHADE_MAX,
D3DRMLIGHT_MAX = 8 * D3DRMSHADE_MAX
} D3DRMLIGHTMODE, *LPD3DRMLIGHTMODE;
typedef enum _D3DRMFILLMODE {
D3DRMFILL_POINTS = 0 * D3DRMLIGHT_MAX,
D3DRMFILL_WIREFRAME = 1 * D3DRMLIGHT_MAX,
D3DRMFILL_SOLID = 2 * D3DRMLIGHT_MAX,
D3DRMFILL_MASK = 7 * D3DRMLIGHT_MAX,
D3DRMFILL_MAX = 8 * D3DRMLIGHT_MAX
} D3DRMFILLMODE, *LPD3DRMFILLMODE;
typedef DWORD D3DRMRENDERQUALITY, *LPD3DRMRENDERQUALITY;
#define D3DRMRENDER_WIREFRAME (D3DRMSHADE_FLAT+D3DRMLIGHT_OFF+D3DRMFILL_WIREFRAME)
#define D3DRMRENDER_UNLITFLAT (D3DRMSHADE_FLAT+D3DRMLIGHT_OFF+D3DRMFILL_SOLID)
#define D3DRMRENDER_FLAT (D3DRMSHADE_FLAT+D3DRMLIGHT_ON+D3DRMFILL_SOLID)
#define D3DRMRENDER_GOURAUD (D3DRMSHADE_GOURAUD+D3DRMLIGHT_ON+D3DRMFILL_SOLID)
#define D3DRMRENDER_PHONG (D3DRMSHADE_PHONG+D3DRMLIGHT_ON+D3DRMFILL_SOLID)
#define D3DRMRENDERMODE_BLENDEDTRANSPARENCY 1
#define D3DRMRENDERMODE_SORTEDTRANSPARENCY 2
#define D3DRMRENDERMODE_LIGHTINMODELSPACE 8
#define D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR 16
#define D3DRMRENDERMODE_DISABLESORTEDALPHAZWRITE 32
typedef enum _D3DRMTEXTUREQUALITY
{ D3DRMTEXTURE_NEAREST, /* choose nearest texel */
D3DRMTEXTURE_LINEAR, /* interpolate 4 texels */
D3DRMTEXTURE_MIPNEAREST, /* nearest texel in nearest mipmap */
D3DRMTEXTURE_MIPLINEAR, /* interpolate 2 texels from 2 mipmaps */
D3DRMTEXTURE_LINEARMIPNEAREST, /* interpolate 4 texels in nearest mipmap */
D3DRMTEXTURE_LINEARMIPLINEAR /* interpolate 8 texels from 2 mipmaps */
} D3DRMTEXTUREQUALITY, *LPD3DRMTEXTUREQUALITY;
/*
* Texture flags
*/
#define D3DRMTEXTURE_FORCERESIDENT 0x00000001 /* texture should be kept in video memory */
#define D3DRMTEXTURE_STATIC 0x00000002 /* texture will not change */
#define D3DRMTEXTURE_DOWNSAMPLEPOINT 0x00000004 /* point filtering should be used when downsampling */
#define D3DRMTEXTURE_DOWNSAMPLEBILINEAR 0x00000008 /* bilinear filtering should be used when downsampling */
#define D3DRMTEXTURE_DOWNSAMPLEREDUCEDEPTH 0x00000010 /* reduce bit depth when downsampling */
#define D3DRMTEXTURE_DOWNSAMPLENONE 0x00000020 /* texture should never be downsampled */
#define D3DRMTEXTURE_CHANGEDPIXELS 0x00000040 /* pixels have changed */
#define D3DRMTEXTURE_CHANGEDPALETTE 0x00000080 /* palette has changed */
#define D3DRMTEXTURE_INVALIDATEONLY 0x00000100 /* dirty regions are invalid */
/*
* Shadow flags
*/
#define D3DRMSHADOW_TRUEALPHA 0x00000001 /* shadow should render without artifacts when true alpha is on */
typedef enum _D3DRMCOMBINETYPE
{ D3DRMCOMBINE_REPLACE,
D3DRMCOMBINE_BEFORE,
D3DRMCOMBINE_AFTER
} D3DRMCOMBINETYPE, *LPD3DRMCOMBINETYPE;
typedef D3DCOLORMODEL D3DRMCOLORMODEL, *LPD3DRMCOLORMODEL;
typedef enum _D3DRMPALETTEFLAGS
{ D3DRMPALETTE_FREE, /* renderer may use this entry freely */
D3DRMPALETTE_READONLY, /* fixed but may be used by renderer */
D3DRMPALETTE_RESERVED /* may not be used by renderer */
} D3DRMPALETTEFLAGS, *LPD3DRMPALETTEFLAGS;
typedef struct _D3DRMPALETTEENTRY
{ unsigned char red; /* 0 .. 255 */
unsigned char green; /* 0 .. 255 */
unsigned char blue; /* 0 .. 255 */
unsigned char flags; /* one of D3DRMPALETTEFLAGS */
} D3DRMPALETTEENTRY, *LPD3DRMPALETTEENTRY;
typedef struct _D3DRMIMAGE
{ int width, height; /* width and height in pixels */
int aspectx, aspecty; /* aspect ratio for non-square pixels */
int depth; /* bits per pixel */
int rgb; /* if false, pixels are indices into a
palette otherwise, pixels encode
RGB values. */
int bytes_per_line; /* number of bytes of memory for a
scanline. This must be a multiple
of 4. */
void* buffer1; /* memory to render into (first buffer). */
void* buffer2; /* second rendering buffer for double
buffering, set to NULL for single
buffering. */
unsigned long red_mask;
unsigned long green_mask;
unsigned long blue_mask;
unsigned long alpha_mask; /* if rgb is true, these are masks for
the red, green and blue parts of a
pixel. Otherwise, these are masks
for the significant bits of the
red, green and blue elements in the
palette. For instance, most SVGA
displays use 64 intensities of red,
green and blue, so the masks should
all be set to 0xfc. */
int palette_size; /* number of entries in palette */
D3DRMPALETTEENTRY* palette; /* description of the palette (only if
rgb is false). Must be (1<<depth)
elements. */
} D3DRMIMAGE, *LPD3DRMIMAGE;
typedef enum _D3DRMWRAPTYPE
{ D3DRMWRAP_FLAT,
D3DRMWRAP_CYLINDER,
D3DRMWRAP_SPHERE,
D3DRMWRAP_CHROME,
D3DRMWRAP_SHEET,
D3DRMWRAP_BOX
} D3DRMWRAPTYPE, *LPD3DRMWRAPTYPE;
#define D3DRMWIREFRAME_CULL 1 /* cull backfaces */
#define D3DRMWIREFRAME_HIDDENLINE 2 /* lines are obscured by closer objects */
/*
* Do not use righthanded perspective in Viewport2::SetProjection().
* Set up righthanded mode by using IDirect3DRM3::SetOptions().
*/
typedef enum _D3DRMPROJECTIONTYPE
{ D3DRMPROJECT_PERSPECTIVE,
D3DRMPROJECT_ORTHOGRAPHIC,
D3DRMPROJECT_RIGHTHANDPERSPECTIVE, /* Only valid pre-DX6 */
D3DRMPROJECT_RIGHTHANDORTHOGRAPHIC /* Only valid pre-DX6 */
} D3DRMPROJECTIONTYPE, *LPD3DRMPROJECTIONTYPE;
#define D3DRMOPTIONS_LEFTHANDED 0x00000001L /* Default */
#define D3DRMOPTIONS_RIGHTHANDED 0x00000002L
typedef enum _D3DRMXOFFORMAT
{ D3DRMXOF_BINARY,
D3DRMXOF_COMPRESSED,
D3DRMXOF_TEXT
} D3DRMXOFFORMAT, *LPD3DRMXOFFORMAT;
typedef DWORD D3DRMSAVEOPTIONS;
#define D3DRMXOFSAVE_NORMALS 1
#define D3DRMXOFSAVE_TEXTURECOORDINATES 2
#define D3DRMXOFSAVE_MATERIALS 4
#define D3DRMXOFSAVE_TEXTURENAMES 8
#define D3DRMXOFSAVE_ALL 15
#define D3DRMXOFSAVE_TEMPLATES 16
#define D3DRMXOFSAVE_TEXTURETOPOLOGY 32
typedef enum _D3DRMCOLORSOURCE
{ D3DRMCOLOR_FROMFACE,
D3DRMCOLOR_FROMVERTEX
} D3DRMCOLORSOURCE, *LPD3DRMCOLORSOURCE;
typedef enum _D3DRMFRAMECONSTRAINT
{ D3DRMCONSTRAIN_Z, /* use only X and Y rotations */
D3DRMCONSTRAIN_Y, /* use only X and Z rotations */
D3DRMCONSTRAIN_X /* use only Y and Z rotations */
} D3DRMFRAMECONSTRAINT, *LPD3DRMFRAMECONSTRAINT;
typedef enum _D3DRMMATERIALMODE
{ D3DRMMATERIAL_FROMMESH,
D3DRMMATERIAL_FROMPARENT,
D3DRMMATERIAL_FROMFRAME
} D3DRMMATERIALMODE, *LPD3DRMMATERIALMODE;
typedef enum _D3DRMFOGMODE
{ D3DRMFOG_LINEAR, /* linear between start and end */
D3DRMFOG_EXPONENTIAL, /* density * exp(-distance) */
D3DRMFOG_EXPONENTIALSQUARED /* density * exp(-distance*distance) */
} D3DRMFOGMODE, *LPD3DRMFOGMODE;
typedef enum _D3DRMZBUFFERMODE {
D3DRMZBUFFER_FROMPARENT, /* default */
D3DRMZBUFFER_ENABLE, /* enable zbuffering */
D3DRMZBUFFER_DISABLE /* disable zbuffering */
} D3DRMZBUFFERMODE, *LPD3DRMZBUFFERMODE;
typedef enum _D3DRMSORTMODE {
D3DRMSORT_FROMPARENT, /* default */
D3DRMSORT_NONE, /* don't sort child frames */
D3DRMSORT_FRONTTOBACK, /* sort child frames front-to-back */
D3DRMSORT_BACKTOFRONT /* sort child frames back-to-front */
} D3DRMSORTMODE, *LPD3DRMSORTMODE;
typedef struct _D3DRMMATERIALOVERRIDE
{
DWORD dwSize; /* Size of this structure */
DWORD dwFlags; /* Indicate which fields are valid */
D3DCOLORVALUE dcDiffuse; /* RGBA */
D3DCOLORVALUE dcAmbient; /* RGB */
D3DCOLORVALUE dcEmissive; /* RGB */
D3DCOLORVALUE dcSpecular; /* RGB */
D3DVALUE dvPower;
LPUNKNOWN lpD3DRMTex;
} D3DRMMATERIALOVERRIDE, *LPD3DRMMATERIALOVERRIDE;
#define D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAONLY 0x00000001L
#define D3DRMMATERIALOVERRIDE_DIFFUSE_RGBONLY 0x00000002L
#define D3DRMMATERIALOVERRIDE_DIFFUSE 0x00000003L
#define D3DRMMATERIALOVERRIDE_AMBIENT 0x00000004L
#define D3DRMMATERIALOVERRIDE_EMISSIVE 0x00000008L
#define D3DRMMATERIALOVERRIDE_SPECULAR 0x00000010L
#define D3DRMMATERIALOVERRIDE_POWER 0x00000020L
#define D3DRMMATERIALOVERRIDE_TEXTURE 0x00000040L
#define D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAMULTIPLY 0x00000080L
#define D3DRMMATERIALOVERRIDE_ALL 0x000000FFL
#define D3DRMFPTF_ALPHA 0x00000001L
#define D3DRMFPTF_NOALPHA 0x00000002L
#define D3DRMFPTF_PALETTIZED 0x00000004L
#define D3DRMFPTF_NOTPALETTIZED 0x00000008L
#define D3DRMSTATECHANGE_UPDATEONLY 0x000000001L
#define D3DRMSTATECHANGE_VOLATILE 0x000000002L
#define D3DRMSTATECHANGE_NONVOLATILE 0x000000004L
#define D3DRMSTATECHANGE_RENDER 0x000000020L
#define D3DRMSTATECHANGE_LIGHT 0x000000040L
/*
* Values for flags in RM3::CreateDeviceFromSurface
*/
#define D3DRMDEVICE_NOZBUFFER 0x00000001L
/*
* Values for flags in Object2::SetClientData
*/
#define D3DRMCLIENTDATA_NONE 0x00000001L
#define D3DRMCLIENTDATA_LOCALFREE 0x00000002L
#define D3DRMCLIENTDATA_IUNKNOWN 0x00000004L
/*
* Values for flags in Frame2::AddMoveCallback.
*/
#define D3DRMCALLBACK_PREORDER 0
#define D3DRMCALLBACK_POSTORDER 1
/*
* Values for flags in MeshBuilder2::RayPick.
*/
#define D3DRMRAYPICK_ONLYBOUNDINGBOXES 1
#define D3DRMRAYPICK_IGNOREFURTHERPRIMITIVES 2
#define D3DRMRAYPICK_INTERPOLATEUV 4
#define D3DRMRAYPICK_INTERPOLATECOLOR 8
#define D3DRMRAYPICK_INTERPOLATENORMAL 0x10
/*
* Values for flags in MeshBuilder3::AddFacesIndexed.
*/
#define D3DRMADDFACES_VERTICESONLY 1
/*
* Values for flags in MeshBuilder2::GenerateNormals.
*/
#define D3DRMGENERATENORMALS_PRECOMPACT 1
#define D3DRMGENERATENORMALS_USECREASEANGLE 2
/*
* Values for MeshBuilder3::GetParentMesh
*/
#define D3DRMMESHBUILDER_DIRECTPARENT 1
#define D3DRMMESHBUILDER_ROOTMESH 2
/*
* Flags for MeshBuilder3::Enable
*/
#define D3DRMMESHBUILDER_RENDERENABLE 0x00000001L
#define D3DRMMESHBUILDER_PICKENABLE 0x00000002L
/*
* Flags for MeshBuilder3::AddMeshBuilder
*/
#define D3DRMADDMESHBUILDER_DONTCOPYAPPDATA 1
#define D3DRMADDMESHBUILDER_FLATTENSUBMESHES 2
#define D3DRMADDMESHBUILDER_NOSUBMESHES 4
/*
* Flags for Object2::GetAge when used with MeshBuilders
*/
#define D3DRMMESHBUILDERAGE_GEOMETRY 0x00000001L
#define D3DRMMESHBUILDERAGE_MATERIALS 0x00000002L
#define D3DRMMESHBUILDERAGE_TEXTURES 0x00000004L
/*
* Format flags for MeshBuilder3::AddTriangles.
*/
#define D3DRMFVF_TYPE 0x00000001L
#define D3DRMFVF_NORMAL 0x00000002L
#define D3DRMFVF_COLOR 0x00000004L
#define D3DRMFVF_TEXTURECOORDS 0x00000008L
#define D3DRMVERTEX_STRIP 0x00000001L
#define D3DRMVERTEX_FAN 0x00000002L
#define D3DRMVERTEX_LIST 0x00000004L
/*
* Values for flags in Viewport2::Clear2
*/
#define D3DRMCLEAR_TARGET 0x00000001L
#define D3DRMCLEAR_ZBUFFER 0x00000002L
#define D3DRMCLEAR_DIRTYRECTS 0x00000004L
#define D3DRMCLEAR_ALL (D3DRMCLEAR_TARGET | \
D3DRMCLEAR_ZBUFFER | \
D3DRMCLEAR_DIRTYRECTS)
/*
* Values for flags in Frame3::SetSceneFogMethod
*/
#define D3DRMFOGMETHOD_VERTEX 0x00000001L
#define D3DRMFOGMETHOD_TABLE 0x00000002L
#define D3DRMFOGMETHOD_ANY 0x00000004L
/*
* Values for flags in Frame3::SetTraversalOptions
*/
#define D3DRMFRAME_RENDERENABLE 0x00000001L
#define D3DRMFRAME_PICKENABLE 0x00000002L
typedef DWORD D3DRMANIMATIONOPTIONS;
#define D3DRMANIMATION_OPEN 0x01L
#define D3DRMANIMATION_CLOSED 0x02L
#define D3DRMANIMATION_LINEARPOSITION 0x04L
#define D3DRMANIMATION_SPLINEPOSITION 0x08L
#define D3DRMANIMATION_SCALEANDROTATION 0x00000010L
#define D3DRMANIMATION_POSITION 0x00000020L
typedef DWORD D3DRMINTERPOLATIONOPTIONS;
#define D3DRMINTERPOLATION_OPEN 0x01L
#define D3DRMINTERPOLATION_CLOSED 0x02L
#define D3DRMINTERPOLATION_NEAREST 0x0100L
#define D3DRMINTERPOLATION_LINEAR 0x04L
#define D3DRMINTERPOLATION_SPLINE 0x08L
#define D3DRMINTERPOLATION_VERTEXCOLOR 0x40L
#define D3DRMINTERPOLATION_SLERPNORMALS 0x80L
typedef DWORD D3DRMLOADOPTIONS;
#define D3DRMLOAD_FROMFILE 0x00L
#define D3DRMLOAD_FROMRESOURCE 0x01L
#define D3DRMLOAD_FROMMEMORY 0x02L
#define D3DRMLOAD_FROMSTREAM 0x04L
#define D3DRMLOAD_FROMURL 0x08L
#define D3DRMLOAD_BYNAME 0x10L
#define D3DRMLOAD_BYPOSITION 0x20L
#define D3DRMLOAD_BYGUID 0x40L
#define D3DRMLOAD_FIRST 0x80L
#define D3DRMLOAD_INSTANCEBYREFERENCE 0x100L
#define D3DRMLOAD_INSTANCEBYCOPYING 0x200L
#define D3DRMLOAD_ASYNCHRONOUS 0x400L
typedef struct _D3DRMLOADRESOURCE {
HMODULE hModule;
LPCTSTR lpName;
LPCTSTR lpType;
} D3DRMLOADRESOURCE, *LPD3DRMLOADRESOURCE;
typedef struct _D3DRMLOADMEMORY {
LPVOID lpMemory;
DWORD dSize;
} D3DRMLOADMEMORY, *LPD3DRMLOADMEMORY;
#define D3DRMPMESHSTATUS_VALID 0x01L
#define D3DRMPMESHSTATUS_INTERRUPTED 0x02L
#define D3DRMPMESHSTATUS_BASEMESHCOMPLETE 0x04L
#define D3DRMPMESHSTATUS_COMPLETE 0x08L
#define D3DRMPMESHSTATUS_RENDERABLE 0x10L
#define D3DRMPMESHEVENT_BASEMESH 0x01L
#define D3DRMPMESHEVENT_COMPLETE 0x02L
typedef struct _D3DRMPMESHLOADSTATUS {
DWORD dwSize; // Size of this structure
DWORD dwPMeshSize; // Total Size (bytes)
DWORD dwBaseMeshSize; // Total Size of the Base Mesh
DWORD dwBytesLoaded; // Total bytes loaded
DWORD dwVerticesLoaded; // Number of vertices loaded
DWORD dwFacesLoaded; // Number of faces loaded
HRESULT dwLoadResult; // Result of the load operation
DWORD dwFlags;
} D3DRMPMESHLOADSTATUS, *LPD3DRMPMESHLOADSTATUS;
typedef enum _D3DRMUSERVISUALREASON {
D3DRMUSERVISUAL_CANSEE,
D3DRMUSERVISUAL_RENDER
} D3DRMUSERVISUALREASON, *LPD3DRMUSERVISUALREASON;
typedef struct _D3DRMANIMATIONKEY
{
DWORD dwSize;
DWORD dwKeyType;
D3DVALUE dvTime;
DWORD dwID;
#if (!defined __cplusplus) || (!defined D3D_OVERLOADS)
union
{
D3DRMQUATERNION dqRotateKey;
D3DVECTOR dvScaleKey;
D3DVECTOR dvPositionKey;
};
#else
/*
* We do this as D3D_OVERLOADS defines constructors for D3DVECTOR,
* this can then not be used in a union. Use the inlines provided
* to extract and set the required component.
*/
D3DVALUE dvK[4];
#endif
} D3DRMANIMATIONKEY;
typedef D3DRMANIMATIONKEY *LPD3DRMANIMATIONKEY;
#if (defined __cplusplus) && (defined D3D_OVERLOADS)
inline VOID
D3DRMAnimationGetRotateKey(const D3DRMANIMATIONKEY& rmKey,
D3DRMQUATERNION& rmQuat)
{
rmQuat.s = rmKey.dvK[0];
rmQuat.v = D3DVECTOR(rmKey.dvK[1], rmKey.dvK[2], rmKey.dvK[3]);
}
inline VOID
D3DRMAnimationGetScaleKey(const D3DRMANIMATIONKEY& rmKey,
D3DVECTOR& dvVec)
{
dvVec = D3DVECTOR(rmKey.dvK[0], rmKey.dvK[1], rmKey.dvK[2]);
}
inline VOID
D3DRMAnimationGetPositionKey(const D3DRMANIMATIONKEY& rmKey,
D3DVECTOR& dvVec)
{
dvVec = D3DVECTOR(rmKey.dvK[0], rmKey.dvK[1], rmKey.dvK[2]);
}
inline VOID
D3DRMAnimationSetRotateKey(D3DRMANIMATIONKEY& rmKey,
const D3DRMQUATERNION& rmQuat)
{
rmKey.dvK[0] = rmQuat.s;
rmKey.dvK[1] = rmQuat.v.x;
rmKey.dvK[2] = rmQuat.v.y;
rmKey.dvK[3] = rmQuat.v.z;
}
inline VOID
D3DRMAnimationSetScaleKey(D3DRMANIMATIONKEY& rmKey,
const D3DVECTOR& dvVec)
{
rmKey.dvK[0] = dvVec.x;
rmKey.dvK[1] = dvVec.y;
rmKey.dvK[2] = dvVec.z;
}
inline VOID
D3DRMAnimationSetPositionKey(D3DRMANIMATIONKEY& rmKey,
const D3DVECTOR& dvVec)
{
rmKey.dvK[0] = dvVec.x;
rmKey.dvK[1] = dvVec.y;
rmKey.dvK[2] = dvVec.z;
}
#endif
#define D3DRMANIMATION_ROTATEKEY 0x01
#define D3DRMANIMATION_SCALEKEY 0x02
#define D3DRMANIMATION_POSITIONKEY 0x03
typedef DWORD D3DRMMAPPING, D3DRMMAPPINGFLAG, *LPD3DRMMAPPING;
static const D3DRMMAPPINGFLAG D3DRMMAP_WRAPU = 1;
static const D3DRMMAPPINGFLAG D3DRMMAP_WRAPV = 2;
static const D3DRMMAPPINGFLAG D3DRMMAP_PERSPCORRECT = 4;
typedef struct _D3DRMVERTEX
{ D3DVECTOR position;
D3DVECTOR normal;
D3DVALUE tu, tv;
D3DCOLOR color;
} D3DRMVERTEX, *LPD3DRMVERTEX;
typedef LONG D3DRMGROUPINDEX; /* group indexes begin a 0 */
static const D3DRMGROUPINDEX D3DRMGROUP_ALLGROUPS = -1;
/*
* Create a color from three components in the range 0-1 inclusive.
*/
extern D3DCOLOR D3DRMAPI D3DRMCreateColorRGB(D3DVALUE red,
D3DVALUE green,
D3DVALUE blue);
/*
* Create a color from four components in the range 0-1 inclusive.
*/
extern D3DCOLOR D3DRMAPI D3DRMCreateColorRGBA(D3DVALUE red,
D3DVALUE green,
D3DVALUE blue,
D3DVALUE alpha);
/*
* Get the red component of a color.
*/
extern D3DVALUE D3DRMAPI D3DRMColorGetRed(D3DCOLOR);
/*
* Get the green component of a color.
*/
extern D3DVALUE D3DRMAPI D3DRMColorGetGreen(D3DCOLOR);
/*
* Get the blue component of a color.
*/
extern D3DVALUE D3DRMAPI D3DRMColorGetBlue(D3DCOLOR);
/*
* Get the alpha component of a color.
*/
extern D3DVALUE D3DRMAPI D3DRMColorGetAlpha(D3DCOLOR);
/*
* Add two vectors. Returns its first argument.
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorAdd(LPD3DVECTOR d,
LPD3DVECTOR s1,
LPD3DVECTOR s2);
/*
* Subtract two vectors. Returns its first argument.
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorSubtract(LPD3DVECTOR d,
LPD3DVECTOR s1,
LPD3DVECTOR s2);
/*
* Reflect a ray about a given normal. Returns its first argument.
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorReflect(LPD3DVECTOR d,
LPD3DVECTOR ray,
LPD3DVECTOR norm);
/*
* Calculate the vector cross product. Returns its first argument.
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorCrossProduct(LPD3DVECTOR d,
LPD3DVECTOR s1,
LPD3DVECTOR s2);
/*
* Return the vector dot product.
*/
extern D3DVALUE D3DRMAPI D3DRMVectorDotProduct(LPD3DVECTOR s1,
LPD3DVECTOR s2);
/*
* Scale a vector so that its modulus is 1. Returns its argument or
* NULL if there was an error (e.g. a zero vector was passed).
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorNormalize(LPD3DVECTOR);
#define D3DRMVectorNormalise D3DRMVectorNormalize
/*
* Return the length of a vector (e.g. sqrt(x*x + y*y + z*z)).
*/
extern D3DVALUE D3DRMAPI D3DRMVectorModulus(LPD3DVECTOR v);
/*
* Set the rotation part of a matrix to be a rotation of theta radians
* around the given axis.
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta);
/*
* Scale a vector uniformly in all three axes
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor);
/*
* Return a random unit vector
*/
extern LPD3DVECTOR D3DRMAPI D3DRMVectorRandom(LPD3DVECTOR d);
/*
* Returns a unit quaternion that represents a rotation of theta radians
* around the given axis.
*/
extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION quat,
LPD3DVECTOR v,
D3DVALUE theta);
/*
* Calculate the product of two quaternions
*/
extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q,
LPD3DRMQUATERNION a,
LPD3DRMQUATERNION b);
/*
* Interpolate between two quaternions
*/
extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q,
LPD3DRMQUATERNION a,
LPD3DRMQUATERNION b,
D3DVALUE alpha);
/*
* Calculate the matrix for the rotation that a unit quaternion represents
*/
extern void D3DRMAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D dmMat, LPD3DRMQUATERNION lpDqQuat);
/*
* Calculate the quaternion that corresponds to a rotation matrix
*/
extern LPD3DRMQUATERNION D3DRMAPI D3DRMQuaternionFromMatrix(LPD3DRMQUATERNION, D3DRMMATRIX4D);
#if defined(__cplusplus)
};
#endif
#endif