include: Remove useless headers.
This commit is contained in:
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14a98e3dc6
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5bfe680d3f
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@ -139,11 +139,6 @@ SRCDIR_INCLUDES = \
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d3drmobj.h \
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d3drmobj.h \
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d3dtypes.h \
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d3dtypes.h \
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d3dvec.inl \
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d3dvec.inl \
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d3dx8.h \
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d3dx8core.h \
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d3dx8math.h \
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d3dx8math.inl \
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d3dx8mesh.h \
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d3dx9.h \
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d3dx9.h \
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d3dx9core.h \
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d3dx9core.h \
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d3dx9math.h \
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d3dx9math.h \
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@ -1,32 +0,0 @@
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/*
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* Copyright (C) 2007 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __D3DX8_H__
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#define __D3DX8_H__
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#include <d3d8.h>
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#include <limits.h>
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#include <d3dx8math.h>
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#include <d3dx8core.h>
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/* FIXME: #include <d3dx8tex.h> */
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#include <d3dx8mesh.h>
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/* FIXME: #include <d3dx8shape.h> */
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/* FIXME: #include <d3dx8effect.h> */
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#endif
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@ -1,130 +0,0 @@
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/*
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* Copyright (C) 2002 Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_D3DX8CORE_H
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#define __WINE_D3DX8CORE_H
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#include <d3d8.h>
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/*****************************************************************************
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* #defines and error codes
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*/
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#define D3DXASM_DEBUG 1
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#define D3DXASM_SKIPVALIDATION 2
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#define _FACD3D 0x876
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#define MAKE_D3DXHRESULT( code ) MAKE_HRESULT( 1, _FACD3D, code )
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/*
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* Direct3D Errors
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*/
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#define D3DXERR_CANNOTATTRSORT MAKE_D3DXHRESULT(2158)
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#define D3DXERR_CANNOTMODIFYINDEXBUFFER MAKE_D3DXHRESULT(2159)
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#define D3DXERR_INVALIDMESH MAKE_D3DXHRESULT(2160)
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#define D3DXERR_SKINNINGNOTSUPPORTED MAKE_D3DXHRESULT(2161)
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#define D3DXERR_TOOMANYINFLUENCES MAKE_D3DXHRESULT(2162)
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#define D3DXERR_INVALIDDATA MAKE_D3DXHRESULT(2163)
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/*****************************************************************************
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* Predeclare the interfaces
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*/
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DEFINE_GUID(IID_ID3DXBuffer, 0x1,0x1,0x4,0xB0,0xCF,0x98,0xFE,0xFD,0xFF,0x95,0x12);/* FIXME */
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typedef struct ID3DXBuffer *LPD3DXBUFFER;
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DEFINE_GUID(IID_ID3DXFont, 0x1,0x1,0x4,0xB0,0xCF,0x98,0xFE,0xFD,0xFF,0x95,0x13);/* FIXME */
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typedef struct ID3DXFont *LPD3DXFONT;
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/*****************************************************************************
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* ID3DXBuffer interface
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*/
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#define INTERFACE ID3DXBuffer
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DECLARE_INTERFACE_(ID3DXBuffer,IUnknown)
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{
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/*** IUnknown methods ***/
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STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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/*** ID3DXBuffer methods ***/
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STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
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STDMETHOD_(DWORD,GetBufferSize)(THIS) PURE;
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};
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#undef INTERFACE
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#if !defined(__cplusplus) || defined(CINTERFACE)
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/*** IUnknown methods ***/
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#define ID3DXBuffer_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DXBuffer_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
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/*** ID3DXBuffer methods ***/
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#define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
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#define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
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#endif
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/*****************************************************************************
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* ID3DXFont interface
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*/
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#define INTERFACE ID3DXFont
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DECLARE_INTERFACE_(ID3DXFont,IUnknown)
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{
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/*** IUnknown methods ***/
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STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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/*** ID3DXFont methods ***/
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STDMETHOD(Begin)(THIS) PURE;
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STDMETHOD(DrawTextA)(THIS) PURE;
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STDMETHOD(End)(THIS) PURE;
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};
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#undef INTERFACE
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#if !defined(__cplusplus) || defined(CINTERFACE)
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/*** IUnknown methods ***/
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#define ID3DXFont_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DXFont_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define ID3DXFont_Release(p) (p)->lpVtbl->Release(p)
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/*** ID3DXFont methods ***/
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#define ID3DXFont_Begin(p) (p)->lpVtbl->Begin(p)
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#define ID3DXFont_DrawTextA(p,a,b,c,d,e)(p)->lpVtbl->DrawText(p,a,b,c,d,e)
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#define ID3DXFont_End(p) (p)->lpVtbl->End(p)
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#endif
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/*************************************************************************************
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* Define entrypoints
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont);
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HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors);
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HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors);
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HRESULT WINAPI D3DXAssembleShaderFromFileW(LPCWSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __WINE_D3DX8CORE_H */
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@ -1,415 +0,0 @@
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/*
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* Copyright (C) 2007 David Adam
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* Copyright (C) 2007 Tony Wasserka
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <d3dx8.h>
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#ifndef __D3DX8MATH_H__
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#define __D3DX8MATH_H__
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#include <math.h>
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#define D3DX_PI ((FLOAT)3.141592654)
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#define D3DX_1BYPI ((FLOAT)0.318309886)
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#define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
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#define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
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typedef struct ID3DXMatrixStack *LPD3DXMATRIXSTACK;
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DEFINE_GUID(IID_ID3DXMatrixStack,
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0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8);
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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D3DXVECTOR2();
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D3DXVECTOR2(CONST FLOAT *pf);
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D3DXVECTOR2(FLOAT fx, FLOAT fy);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
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D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
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D3DXVECTOR2& operator *= (FLOAT);
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D3DXVECTOR2& operator /= (FLOAT);
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
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D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
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D3DXVECTOR2 operator * (FLOAT) const;
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D3DXVECTOR2 operator / (FLOAT) const;
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friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
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BOOL operator == (CONST D3DXVECTOR2&) const;
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BOOL operator != (CONST D3DXVECTOR2&) const;
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#endif /* __cplusplus */
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FLOAT x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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#ifdef __cplusplus
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typedef struct D3DXVECTOR3 : public D3DVECTOR
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{
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D3DXVECTOR3();
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D3DXVECTOR3(CONST FLOAT *pf);
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D3DXVECTOR3(CONST D3DVECTOR& v);
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D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
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D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
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D3DXVECTOR3& operator *= (FLOAT);
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D3DXVECTOR3& operator /= (FLOAT);
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D3DXVECTOR3 operator + () const;
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D3DXVECTOR3 operator - () const;
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D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
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D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
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D3DXVECTOR3 operator * (FLOAT) const;
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D3DXVECTOR3 operator / (FLOAT) const;
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friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
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BOOL operator == (CONST D3DXVECTOR3&) const;
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BOOL operator != (CONST D3DXVECTOR3&) const;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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#else /* !__cplusplus */
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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#endif /* !__cplusplus */
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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D3DXVECTOR4();
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D3DXVECTOR4(CONST FLOAT *pf);
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D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
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D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
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D3DXVECTOR4& operator *= (FLOAT);
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D3DXVECTOR4& operator /= (FLOAT);
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
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D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
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D3DXVECTOR4 operator * (FLOAT) const;
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D3DXVECTOR4 operator / (FLOAT) const;
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friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
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BOOL operator == (CONST D3DXVECTOR4&) const;
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BOOL operator != (CONST D3DXVECTOR4&) const;
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#endif /* __cplusplus */
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FLOAT x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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#ifdef __cplusplus
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typedef struct D3DXMATRIX : public D3DMATRIX
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{
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D3DXMATRIX();
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D3DXMATRIX(CONST FLOAT *pf);
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D3DXMATRIX(CONST D3DMATRIX& mat);
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D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
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FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
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FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
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FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
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FLOAT& operator () (UINT row, UINT col);
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FLOAT operator () (UINT row, UINT col) const;
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXMATRIX& operator *= (CONST D3DXMATRIX&);
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D3DXMATRIX& operator += (CONST D3DXMATRIX&);
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D3DXMATRIX& operator -= (CONST D3DXMATRIX&);
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D3DXMATRIX& operator *= (FLOAT);
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D3DXMATRIX& operator /= (FLOAT);
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D3DXMATRIX operator + () const;
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D3DXMATRIX operator - () const;
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D3DXMATRIX operator * (CONST D3DXMATRIX&) const;
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D3DXMATRIX operator + (CONST D3DXMATRIX&) const;
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D3DXMATRIX operator - (CONST D3DXMATRIX&) const;
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D3DXMATRIX operator * (FLOAT) const;
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D3DXMATRIX operator / (FLOAT) const;
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friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&);
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||||||
|
|
||||||
BOOL operator == (CONST D3DXMATRIX&) const;
|
|
||||||
BOOL operator != (CONST D3DXMATRIX&) const;
|
|
||||||
} D3DXMATRIX, *LPD3DXMATRIX;
|
|
||||||
#else /* !__cplusplus */
|
|
||||||
typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
|
|
||||||
#endif /* !__cplusplus */
|
|
||||||
|
|
||||||
typedef struct D3DXQUATERNION
|
|
||||||
{
|
|
||||||
#ifdef __cplusplus
|
|
||||||
D3DXQUATERNION();
|
|
||||||
D3DXQUATERNION(CONST FLOAT *pf);
|
|
||||||
D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
|
|
||||||
|
|
||||||
operator FLOAT* ();
|
|
||||||
operator CONST FLOAT* () const;
|
|
||||||
|
|
||||||
D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
|
|
||||||
D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
|
|
||||||
D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
|
|
||||||
D3DXQUATERNION& operator *= (FLOAT);
|
|
||||||
D3DXQUATERNION& operator /= (FLOAT);
|
|
||||||
|
|
||||||
D3DXQUATERNION operator + () const;
|
|
||||||
D3DXQUATERNION operator - () const;
|
|
||||||
|
|
||||||
D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
|
|
||||||
D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
|
|
||||||
D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
|
|
||||||
D3DXQUATERNION operator * (FLOAT) const;
|
|
||||||
D3DXQUATERNION operator / (FLOAT) const;
|
|
||||||
|
|
||||||
friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
|
|
||||||
|
|
||||||
BOOL operator == (CONST D3DXQUATERNION&) const;
|
|
||||||
BOOL operator != (CONST D3DXQUATERNION&) const;
|
|
||||||
#endif /* __cplusplus */
|
|
||||||
FLOAT x, y, z, w;
|
|
||||||
} D3DXQUATERNION, *LPD3DXQUATERNION;
|
|
||||||
|
|
||||||
typedef struct D3DXPLANE
|
|
||||||
{
|
|
||||||
#ifdef __cplusplus
|
|
||||||
D3DXPLANE();
|
|
||||||
D3DXPLANE(CONST FLOAT *pf);
|
|
||||||
D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
|
|
||||||
|
|
||||||
operator FLOAT* ();
|
|
||||||
operator CONST FLOAT* () const;
|
|
||||||
|
|
||||||
D3DXPLANE operator + () const;
|
|
||||||
D3DXPLANE operator - () const;
|
|
||||||
|
|
||||||
BOOL operator == (CONST D3DXPLANE&) const;
|
|
||||||
BOOL operator != (CONST D3DXPLANE&) const;
|
|
||||||
#endif /* __cplusplus */
|
|
||||||
FLOAT a, b, c, d;
|
|
||||||
} D3DXPLANE, *LPD3DXPLANE;
|
|
||||||
|
|
||||||
typedef struct D3DXCOLOR
|
|
||||||
{
|
|
||||||
#ifdef __cplusplus
|
|
||||||
D3DXCOLOR();
|
|
||||||
D3DXCOLOR(DWORD col);
|
|
||||||
D3DXCOLOR(CONST FLOAT *pf);
|
|
||||||
D3DXCOLOR(CONST D3DCOLORVALUE& col);
|
|
||||||
D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
|
|
||||||
|
|
||||||
operator DWORD () const;
|
|
||||||
|
|
||||||
operator FLOAT* ();
|
|
||||||
operator CONST FLOAT* () const;
|
|
||||||
|
|
||||||
operator D3DCOLORVALUE* ();
|
|
||||||
operator CONST D3DCOLORVALUE* () const;
|
|
||||||
|
|
||||||
operator D3DCOLORVALUE& ();
|
|
||||||
operator CONST D3DCOLORVALUE& () const;
|
|
||||||
|
|
||||||
D3DXCOLOR& operator += (CONST D3DXCOLOR&);
|
|
||||||
D3DXCOLOR& operator -= (CONST D3DXCOLOR&);
|
|
||||||
D3DXCOLOR& operator *= (FLOAT);
|
|
||||||
D3DXCOLOR& operator /= (FLOAT);
|
|
||||||
|
|
||||||
D3DXCOLOR operator + () const;
|
|
||||||
D3DXCOLOR operator - () const;
|
|
||||||
|
|
||||||
D3DXCOLOR operator + (CONST D3DXCOLOR&) const;
|
|
||||||
D3DXCOLOR operator - (CONST D3DXCOLOR&) const;
|
|
||||||
D3DXCOLOR operator * (FLOAT) const;
|
|
||||||
D3DXCOLOR operator / (FLOAT) const;
|
|
||||||
|
|
||||||
friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&);
|
|
||||||
|
|
||||||
BOOL operator == (CONST D3DXCOLOR&) const;
|
|
||||||
BOOL operator != (CONST D3DXCOLOR&) const;
|
|
||||||
#endif /* __cplusplus */
|
|
||||||
FLOAT r, g, b, a;
|
|
||||||
} D3DXCOLOR, *LPD3DXCOLOR;
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
extern "C" {
|
|
||||||
#endif
|
|
||||||
|
|
||||||
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
|
|
||||||
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
|
|
||||||
|
|
||||||
FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
|
|
||||||
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation);
|
|
||||||
FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
|
|
||||||
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
|
|
||||||
|
|
||||||
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
|
|
||||||
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
|
|
||||||
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
|
|
||||||
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
|
|
||||||
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
|
|
||||||
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
|
|
||||||
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
|
|
||||||
|
|
||||||
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
|
|
||||||
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
|
|
||||||
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
|
|
||||||
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
|
|
||||||
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
|
|
||||||
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
|
|
||||||
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
|
|
||||||
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
|
|
||||||
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
|
|
||||||
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define INTERFACE ID3DXMatrixStack
|
|
||||||
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
|
|
||||||
{
|
|
||||||
STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID, LPVOID*) PURE;
|
|
||||||
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
|
|
||||||
STDMETHOD_(ULONG,Release)(THIS) PURE;
|
|
||||||
STDMETHOD(Pop)(THIS) PURE;
|
|
||||||
STDMETHOD(Push)(THIS) PURE;
|
|
||||||
STDMETHOD(LoadIdentity)(THIS) PURE;
|
|
||||||
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX *) PURE;
|
|
||||||
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX *) PURE;
|
|
||||||
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX *) PURE;
|
|
||||||
STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3 *, FLOAT) PURE;
|
|
||||||
STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3 *, FLOAT) PURE;
|
|
||||||
STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
|
|
||||||
STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
|
|
||||||
STDMETHOD(Scale)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
|
|
||||||
STDMETHOD(ScaleLocal)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
|
|
||||||
STDMETHOD(Translate)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
|
|
||||||
STDMETHOD(TranslateLocal)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
|
|
||||||
STDMETHOD_(LPD3DXMATRIX, GetTop)(THIS) PURE;
|
|
||||||
};
|
|
||||||
|
|
||||||
#undef INTERFACE
|
|
||||||
|
|
||||||
#if !defined(__cplusplus) || defined(CINTERFACE)
|
|
||||||
|
|
||||||
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
|
|
||||||
#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
|
|
||||||
#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
|
|
||||||
#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
|
|
||||||
#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
|
|
||||||
#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
|
|
||||||
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
|
|
||||||
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
|
|
||||||
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
|
|
||||||
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
|
|
||||||
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
|
|
||||||
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
|
|
||||||
#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
|
|
||||||
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
|
|
||||||
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
|
|
||||||
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
|
|
||||||
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
|
|
||||||
#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
|
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
extern "C" {
|
|
||||||
#endif
|
|
||||||
|
|
||||||
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include <d3dx8math.inl>
|
|
||||||
|
|
||||||
#endif /* __D3DX8MATH_H__ */
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,41 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (C) 2008 Francois Gouget
|
|
||||||
*
|
|
||||||
* This library is free software; you can redistribute it and/or
|
|
||||||
* modify it under the terms of the GNU Lesser General Public
|
|
||||||
* License as published by the Free Software Foundation; either
|
|
||||||
* version 2.1 of the License, or (at your option) any later version.
|
|
||||||
*
|
|
||||||
* This library is distributed in the hope that it will be useful,
|
|
||||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
||||||
* Lesser General Public License for more details.
|
|
||||||
*
|
|
||||||
* You should have received a copy of the GNU Lesser General Public
|
|
||||||
* License along with this library; if not, write to the Free Software
|
|
||||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifndef __WINE_D3DX8MESH_H
|
|
||||||
#define __WINE_D3DX8MESH_H
|
|
||||||
|
|
||||||
#include <d3dx8.h>
|
|
||||||
#include <dxfile.h>
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
extern "C" {
|
|
||||||
#endif
|
|
||||||
|
|
||||||
HRESULT WINAPI D3DXCreateBuffer(DWORD,LPD3DXBUFFER*);
|
|
||||||
UINT WINAPI D3DXGetFVFVertexSize(DWORD);
|
|
||||||
BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *);
|
|
||||||
BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *,FLOAT,CONST D3DXVECTOR3 *,CONST D3DXVECTOR3 *);
|
|
||||||
BOOL CDECL D3DXIntersectTri(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, FLOAT *, FLOAT *, FLOAT *);
|
|
||||||
HRESULT WINAPI D3DXComputeBoundingBox(PVOID, DWORD, DWORD, D3DXVECTOR3 *, D3DXVECTOR3 *);
|
|
||||||
HRESULT WINAPI D3DXComputeBoundingSphere(PVOID, DWORD, DWORD, D3DXVECTOR3 *, FLOAT *);
|
|
||||||
|
|
||||||
#ifdef __cplusplus
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#endif /* __WINE_D3DX8MESH_H */
|
|
Loading…
Reference in New Issue