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//============================================================
//
// d3dcomm.h - Common Win32 Direct3D structures
//
//============================================================
//
// Copyright Aaron Giles
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or
// without modification, are permitted provided that the
// following conditions are met:
//
// * Redistributions of source code must retain the above
// copyright notice, this list of conditions and the
// following disclaimer.
// * Redistributions in binary form must reproduce the
// above copyright notice, this list of conditions and
// the following disclaimer in the documentation and/or
// other materials provided with the distribution.
// * Neither the name 'MAME' nor the names of its
// contributors may be used to endorse or promote
// products derived from this software without specific
// prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
// EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT,
// INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGE (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
// IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//============================================================
#ifndef __WIN_D3DCOMM__
#define __WIN_D3DCOMM__
//============================================================
// CONSTANTS
//============================================================
//============================================================
// TYPE DEFINITIONS
//============================================================
/* d3d_texture_info holds information about a texture */
struct d3d_texture_info
{
d3d_texture_info * next; // next texture in the list
d3d_texture_info * prev; // prev texture in the list
UINT32 hash; // hash value for the texture
UINT32 flags; // rendering flags
render_texinfo texinfo; // copy of the texture info
float ustart, ustop; // beginning/ending U coordinates
float vstart, vstop; // beginning/ending V coordinates
int rawwidth, rawheight; // raw width/height of the texture
int type; // what type of texture are we?
int xborderpix; // number of border pixels in X
int yborderpix; // number of border pixels in Y
int xprescale; // what is our X prescale factor?
int yprescale; // what is our Y prescale factor?
int cur_frame; // what is our current frame?
int prev_frame; // what was our last frame? (used to determine pause state)
d3d_texture * d3dtex; // Direct3D texture pointer
d3d_surface * d3dsurface; // Direct3D offscreen plain surface pointer
d3d_texture * d3dfinaltex; // Direct3D final (post-scaled) texture
int target_index; // Direct3D target index
};
/* d3d_poly_info holds information about a single polygon/d3d primitive */
struct d3d_poly_info
{
D3DPRIMITIVETYPE type; // type of primitive
UINT32 count; // total number of primitives
UINT32 numverts; // total number of vertices
UINT32 flags; // rendering flags
DWORD modmode; // texture modulation mode
d3d_texture_info * texture; // pointer to texture info
float line_time; // used by vectors
float line_length; // used by vectors
};
/* d3d_vertex describes a single vertex */
struct d3d_vertex
{
float x, y, z; // X,Y,Z coordinates
float rhw; // RHW when no HLSL, padding when HLSL
D3DCOLOR color; // diffuse color
float u0, v0; // texture stage 0 coordinates
};
/* line_aa_step is used for drawing antialiased lines */
struct line_aa_step
{
float xoffs, yoffs; // X/Y deltas
float weight; // weight contribution
};
#endif
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