Sweden-Number/dlls/ddraw/d3d_private.h

285 lines
8.5 KiB
C

/* Direct3D private include file
* Copyright (c) 1998-2004 Lionel ULMER
* Copyright (c) 2002-2004 Christian Costa
*
* This file contains all the structure that are not exported
* through d3d.h and all common macros.
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __GRAPHICS_WINE_D3D_PRIVATE_H
#define __GRAPHICS_WINE_D3D_PRIVATE_H
/* THIS FILE MUST NOT CONTAIN X11 or MESA DEFINES */
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "d3d.h"
#define MAX_TEXTURES 8
#define MAX_LIGHTS 16
#define HIGHEST_RENDER_STATE 152
#define HIGHEST_TEXTURE_STAGE_STATE 24
/*****************************************************************************
* Predeclare the interface implementation structures
*/
typedef struct IDirect3DLightImpl IDirect3DLightImpl;
typedef struct IDirect3DMaterialImpl IDirect3DMaterialImpl;
typedef struct IDirect3DViewportImpl IDirect3DViewportImpl;
typedef struct IDirect3DExecuteBufferImpl IDirect3DExecuteBufferImpl;
typedef struct IDirect3DVertexBufferImpl IDirect3DVertexBufferImpl;
#include "ddraw_private.h"
typedef struct STATEBLOCKFLAGS {
BOOL render_state[HIGHEST_RENDER_STATE];
BOOL texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCKFLAGS;
typedef struct STATEBLOCK {
STATEBLOCKFLAGS set_flags;
DWORD render_state[HIGHEST_RENDER_STATE];
DWORD texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCK;
/*****************************************************************************
* IDirect3DLight implementation structure
*/
struct IDirect3DLightImpl
{
ICOM_VFIELD_MULTI(IDirect3DLight);
DWORD ref;
/* IDirect3DLight fields */
IDirectDrawImpl *d3d;
/* If this light is active for one viewport, put the viewport here */
IDirect3DViewportImpl *active_viewport;
D3DLIGHT2 light;
D3DLIGHT7 light7;
DWORD dwLightIndex;
/* Chained list used for adding / removing from viewports */
IDirect3DLightImpl *next;
/* Activation function */
void (*activate)(IDirect3DLightImpl*);
void (*desactivate)(IDirect3DLightImpl*);
void (*update)(IDirect3DLightImpl*);
};
/*****************************************************************************
* IDirect3DMaterial implementation structure
*/
struct IDirect3DMaterialImpl
{
ICOM_VFIELD_MULTI(IDirect3DMaterial3);
ICOM_VFIELD_MULTI(IDirect3DMaterial2);
ICOM_VFIELD_MULTI(IDirect3DMaterial);
DWORD ref;
/* IDirect3DMaterial2 fields */
IDirectDrawImpl *d3d;
IDirect3DDeviceImpl *active_device;
D3DMATERIAL mat;
void (*activate)(IDirect3DMaterialImpl* this);
};
/*****************************************************************************
* IDirect3DViewport implementation structure
*/
struct IDirect3DViewportImpl
{
ICOM_VFIELD_MULTI(IDirect3DViewport3);
DWORD ref;
/* IDirect3DViewport fields */
IDirectDrawImpl *d3d;
/* If this viewport is active for one device, put the device here */
IDirect3DDeviceImpl *active_device;
DWORD num_lights;
DWORD map_lights;
int use_vp2;
union {
D3DVIEWPORT vp1;
D3DVIEWPORT2 vp2;
} viewports;
/* Activation function */
void (*activate)(IDirect3DViewportImpl*);
/* Field used to chain viewports together */
IDirect3DViewportImpl *next;
/* Lights list */
IDirect3DLightImpl *lights;
/* Background material */
IDirect3DMaterialImpl *background;
};
/*****************************************************************************
* IDirect3DExecuteBuffer implementation structure
*/
struct IDirect3DExecuteBufferImpl
{
ICOM_VFIELD_MULTI(IDirect3DExecuteBuffer);
DWORD ref;
/* IDirect3DExecuteBuffer fields */
IDirectDrawImpl *d3d;
IDirect3DDeviceImpl* d3ddev;
D3DEXECUTEBUFFERDESC desc;
D3DEXECUTEDATA data;
/* This buffer will store the transformed vertices */
void* vertex_data;
WORD* indices;
int nb_indices;
/* This flags is set to TRUE if we allocated ourselves the
data buffer */
BOOL need_free;
void (*execute)(IDirect3DExecuteBufferImpl* this,
IDirect3DDeviceImpl* dev,
IDirect3DViewportImpl* vp);
};
/* Internal structure to store the state of the clipping planes */
typedef struct d3d7clippingplane
{
D3DVALUE plane[4];
} d3d7clippingplane;
/*****************************************************************************
* IDirect3DDevice implementation structure
*/
#define WORLDMAT_CHANGED (0x00000001 << 0)
#define VIEWMAT_CHANGED (0x00000001 << 1)
#define PROJMAT_CHANGED (0x00000001 << 2)
#define TEXMAT0_CHANGED (0x00000001 << 3)
#define TEXMAT1_CHANGED (0x00000001 << 4)
#define TEXMAT2_CHANGED (0x00000001 << 5)
#define TEXMAT3_CHANGED (0x00000001 << 6)
#define TEXMAT4_CHANGED (0x00000001 << 7)
#define TEXMAT5_CHANGED (0x00000001 << 8)
#define TEXMAT6_CHANGED (0x00000001 << 9)
#define TEXMAT7_CHANGED (0x00000001 << 10)
struct IDirect3DDeviceImpl
{
ICOM_VFIELD_MULTI(IDirect3DDevice7);
ICOM_VFIELD_MULTI(IDirect3DDevice3);
ICOM_VFIELD_MULTI(IDirect3DDevice2);
ICOM_VFIELD_MULTI(IDirect3DDevice);
DWORD ref;
/* IDirect3DDevice fields */
IDirectDrawImpl *d3d;
IDirectDrawSurfaceImpl *surface;
IDirect3DViewportImpl *viewport_list;
IDirect3DViewportImpl *current_viewport;
D3DVIEWPORT7 active_viewport;
IDirectDrawSurfaceImpl *current_texture[MAX_TEXTURES];
IDirectDrawSurfaceImpl *current_zbuffer;
/* Current transformation matrices */
D3DMATRIX *world_mat;
D3DMATRIX *view_mat;
D3DMATRIX *proj_mat;
D3DMATRIX *tex_mat[MAX_TEXTURES];
BOOLEAN tex_mat_is_identity[MAX_TEXTURES];
/* Current material used in D3D7 mode */
D3DMATERIAL7 current_material;
/* Light state */
DWORD material;
/* Light parameters */
DWORD active_lights, set_lights;
D3DLIGHT7 light_parameters[MAX_LIGHTS];
/* clipping planes */
DWORD max_clipping_planes;
d3d7clippingplane *clipping_planes;
void (*set_context)(IDirect3DDeviceImpl*);
HRESULT (*clear)(IDirect3DDeviceImpl *This,
DWORD dwCount,
LPD3DRECT lpRects,
DWORD dwFlags,
DWORD dwColor,
D3DVALUE dvZ,
DWORD dwStencil);
void (*matrices_updated)(IDirect3DDeviceImpl *This, DWORD matrices);
void (*set_matrices)(IDirect3DDeviceImpl *This, DWORD matrices,
D3DMATRIX *world_mat, D3DMATRIX *view_mat, D3DMATRIX *proj_mat);
void (*flush_to_framebuffer)(IDirect3DDeviceImpl *This, LPCRECT pRect, IDirectDrawSurfaceImpl *surf);
STATEBLOCK state_block;
/* Used to prevent locks and rendering to overlap */
CRITICAL_SECTION crit;
};
/*****************************************************************************
* IDirect3DVertexBuffer implementation structure
*/
struct IDirect3DVertexBufferImpl
{
ICOM_VFIELD_MULTI(IDirect3DVertexBuffer7);
ICOM_VFIELD_MULTI(IDirect3DVertexBuffer);
DWORD ref;
IDirectDrawImpl *d3d;
D3DVERTEXBUFFERDESC desc;
LPVOID *vertices;
DWORD vertex_buffer_size;
BOOLEAN processed;
};
/* Various dump and helper functions */
extern const char *_get_renderstate(D3DRENDERSTATETYPE type);
extern void dump_D3DMATERIAL7(LPD3DMATERIAL7 lpMat);
extern void dump_D3DCOLORVALUE(D3DCOLORVALUE *lpCol);
extern void dump_D3DLIGHT7(LPD3DLIGHT7 lpLight);
extern void dump_DPFLAGS(DWORD dwFlags);
extern void dump_D3DMATRIX(D3DMATRIX *mat);
extern void dump_D3DVECTOR(D3DVECTOR *lpVec);
extern void dump_flexible_vertex(DWORD d3dvtVertexType);
extern DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
extern void convert_FVF_to_strided_data(DWORD d3dvtVertexType, LPVOID lpvVertices, D3DDRAWPRIMITIVESTRIDEDDATA *strided, DWORD dwStartVertex);
extern void dump_D3DVOP(DWORD dwVertexOp);
extern void dump_D3DPV(DWORD dwFlags);
extern void multiply_matrix(LPD3DMATRIX,LPD3DMATRIX,LPD3DMATRIX);
extern const float id_mat[16];
#endif /* __GRAPHICS_WINE_D3D_PRIVATE_H */