/////////////////////////////////////////////////////////////////////////// // // Copyright (C) Microsoft Corporation. All Rights Reserved. // // File: d3dx10core.h // Content: D3DX10 core types and functions // /////////////////////////////////////////////////////////////////////////// #include "d3dx10.h" #ifndef __D3DX10CORE_H__ #define __D3DX10CORE_H__ // Current name of the DLL shipped in the same SDK as this header. #define D3DX10_DLL_W L"d3dx10_41.dll" #define D3DX10_DLL_A "d3dx10_41.dll" #ifdef UNICODE #define D3DX10_DLL D3DX10_DLL_W #else #define D3DX10_DLL D3DX10_DLL_A #endif #ifdef __cplusplus extern "C" { #endif //__cplusplus /////////////////////////////////////////////////////////////////////////// // D3DX10_SDK_VERSION: // ----------------- // This identifier is passed to D3DX10CheckVersion in order to ensure that an // application was built against the correct header files and lib files. // This number is incremented whenever a header (or other) change would // require applications to be rebuilt. If the version doesn't match, // D3DX10CreateVersion will return FALSE. (The number itself has no meaning.) /////////////////////////////////////////////////////////////////////////// #define D3DX10_SDK_VERSION 41 /////////////////////////////////////////////////////////////////////////// // D3DX10CreateDevice // D3DX10CreateDeviceAndSwapChain // D3DX10GetFeatureLevel1 /////////////////////////////////////////////////////////////////////////// HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, ID3D10Device **ppDevice); HRESULT WINAPI D3DX10CreateDeviceAndSwapChain(IDXGIAdapter *pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, IDXGISwapChain **ppSwapChain, ID3D10Device **ppDevice); typedef interface ID3D10Device1 ID3D10Device1; HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *pDevice, ID3D10Device1 **ppDevice1); #ifdef D3D_DIAG_DLL BOOL WINAPI D3DX10DebugMute(BOOL Mute); #endif HRESULT WINAPI D3DX10CheckVersion(UINT D3DSdkVersion, UINT D3DX10SdkVersion); #ifdef __cplusplus } #endif //__cplusplus ////////////////////////////////////////////////////////////////////////////// // D3DX10_SPRITE flags: // ----------------- // D3DX10_SPRITE_SAVE_STATE // Specifies device state should be saved and restored in Begin/End. // D3DX10SPRITE_SORT_TEXTURE // Sprites are sorted by texture prior to drawing. This is recommended when // drawing non-overlapping sprites of uniform depth. For example, drawing // screen-aligned text with ID3DX10Font. // D3DX10SPRITE_SORT_DEPTH_FRONT_TO_BACK // Sprites are sorted by depth front-to-back prior to drawing. This is // recommended when drawing opaque sprites of varying depths. // D3DX10SPRITE_SORT_DEPTH_BACK_TO_FRONT // Sprites are sorted by depth back-to-front prior to drawing. This is // recommended when drawing transparent sprites of varying depths. // D3DX10SPRITE_ADDREF_TEXTURES // AddRef/Release all textures passed in to DrawSpritesBuffered ////////////////////////////////////////////////////////////////////////////// typedef enum _D3DX10_SPRITE_FLAG { D3DX10_SPRITE_SORT_TEXTURE = 0x01, D3DX10_SPRITE_SORT_DEPTH_BACK_TO_FRONT = 0x02, D3DX10_SPRITE_SORT_DEPTH_FRONT_TO_BACK = 0x04, D3DX10_SPRITE_SAVE_STATE = 0x08, D3DX10_SPRITE_ADDREF_TEXTURES = 0x10, } D3DX10_SPRITE_FLAG; typedef struct _D3DX10_SPRITE { D3DXMATRIX matWorld; D3DXVECTOR2 TexCoord; D3DXVECTOR2 TexSize; D3DXCOLOR ColorModulate; ID3D10ShaderResourceView *pTexture; UINT TextureIndex; } D3DX10_SPRITE; ////////////////////////////////////////////////////////////////////////////// // ID3DX10Sprite: // ------------ // This object intends to provide an easy way to drawing sprites using D3D. // // Begin - // Prepares device for drawing sprites. // // Draw - // Draws a sprite // // Flush - // Forces all batched sprites to submitted to the device. // // End - // Restores device state to how it was when Begin was called. // ////////////////////////////////////////////////////////////////////////////// typedef interface ID3DX10Sprite ID3DX10Sprite; typedef interface ID3DX10Sprite *LPD3DX10SPRITE; // {BA0B762D-8D28-43ec-B9DC-2F84443B0614} DEFINE_GUID(IID_ID3DX10Sprite, 0xba0b762d, 0x8d28, 0x43ec, 0xb9, 0xdc, 0x2f, 0x84, 0x44, 0x3b, 0x6, 0x14); #undef INTERFACE #define INTERFACE ID3DX10Sprite DECLARE_INTERFACE_(ID3DX10Sprite, IUnknown) { // IUnknown STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // ID3DX10Sprite STDMETHOD(Begin)(THIS_ UINT flags) PURE; STDMETHOD(DrawSpritesBuffered)(THIS_ D3DX10_SPRITE *pSprites, UINT cSprites) PURE; STDMETHOD(Flush)(THIS) PURE; STDMETHOD(DrawSpritesImmediate)(THIS_ D3DX10_SPRITE *pSprites, UINT cSprites, UINT cbSprite, UINT flags) PURE; STDMETHOD(End)(THIS) PURE; STDMETHOD(GetViewTransform)(THIS_ D3DXMATRIX *pViewTransform) PURE; STDMETHOD(SetViewTransform)(THIS_ D3DXMATRIX *pViewTransform) PURE; STDMETHOD(GetProjectionTransform)(THIS_ D3DXMATRIX *pProjectionTransform) PURE; STDMETHOD(SetProjectionTransform)(THIS_ D3DXMATRIX *pProjectionTransform) PURE; STDMETHOD(GetDevice)(THIS_ ID3D10Device** ppDevice) PURE; }; #ifdef __cplusplus extern "C" { #endif //__cplusplus HRESULT WINAPI D3DX10CreateSprite( ID3D10Device* pDevice, UINT cDeviceBufferSize, LPD3DX10SPRITE* ppSprite); #ifdef __cplusplus } #endif //__cplusplus ////////////////////////////////////////////////////////////////////////////// // ID3DX10ThreadPump: ////////////////////////////////////////////////////////////////////////////// #undef INTERFACE #define INTERFACE ID3DX10DataLoader DECLARE_INTERFACE(ID3DX10DataLoader) { STDMETHOD(Load)(THIS) PURE; STDMETHOD(Decompress)(THIS_ void **ppData, SIZE_T *pcBytes) PURE; STDMETHOD(Destroy)(THIS) PURE; }; #undef INTERFACE #define INTERFACE ID3DX10DataProcessor DECLARE_INTERFACE(ID3DX10DataProcessor) { STDMETHOD(Process)(THIS_ void *pData, SIZE_T cBytes) PURE; STDMETHOD(CreateDeviceObject)(THIS_ void **ppDataObject) PURE; STDMETHOD(Destroy)(THIS) PURE; }; // {C93FECFA-6967-478a-ABBC-402D90621FCB} DEFINE_GUID(IID_ID3DX10ThreadPump, 0xc93fecfa, 0x6967, 0x478a, 0xab, 0xbc, 0x40, 0x2d, 0x90, 0x62, 0x1f, 0xcb); #undef INTERFACE #define INTERFACE ID3DX10ThreadPump DECLARE_INTERFACE_(ID3DX10ThreadPump, IUnknown) { // IUnknown STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // ID3DX10ThreadPump STDMETHOD(AddWorkItem)(THIS_ ID3DX10DataLoader *pDataLoader, ID3DX10DataProcessor *pDataProcessor, HRESULT *pHResult, void **ppDeviceObject) PURE; STDMETHOD_(UINT, GetWorkItemCount)(THIS) PURE; STDMETHOD(WaitForAllItems)(THIS) PURE; STDMETHOD(ProcessDeviceWorkItems)(THIS_ UINT iWorkItemCount); STDMETHOD(PurgeAllItems)(THIS) PURE; STDMETHOD(GetQueueStatus)(THIS_ UINT *pIoQueue, UINT *pProcessQueue, UINT *pDeviceQueue) PURE; }; HRESULT WINAPI D3DX10CreateThreadPump(UINT cIoThreads, UINT cProcThreads, ID3DX10ThreadPump **ppThreadPump); ////////////////////////////////////////////////////////////////////////////// // ID3DX10Font: // ---------- // Font objects contain the textures and resources needed to render a specific // font on a specific device. // // GetGlyphData - // Returns glyph cache data, for a given glyph. // // PreloadCharacters/PreloadGlyphs/PreloadText - // Preloads glyphs into the glyph cache textures. // // DrawText - // Draws formatted text on a D3D device. Some parameters are // surprisingly similar to those of GDI's DrawText function. See GDI // documentation for a detailed description of these parameters. // If pSprite is NULL, an internal sprite object will be used. // ////////////////////////////////////////////////////////////////////////////// typedef struct _D3DX10_FONT_DESCA { INT Height; UINT Width; UINT Weight; UINT MipLevels; BOOL Italic; BYTE CharSet; BYTE OutputPrecision; BYTE Quality; BYTE PitchAndFamily; CHAR FaceName[LF_FACESIZE]; } D3DX10_FONT_DESCA, *LPD3DX10_FONT_DESCA; typedef struct _D3DX10_FONT_DESCW { INT Height; UINT Width; UINT Weight; UINT MipLevels; BOOL Italic; BYTE CharSet; BYTE OutputPrecision; BYTE Quality; BYTE PitchAndFamily; WCHAR FaceName[LF_FACESIZE]; } D3DX10_FONT_DESCW, *LPD3DX10_FONT_DESCW; #ifdef UNICODE typedef D3DX10_FONT_DESCW D3DX10_FONT_DESC; typedef LPD3DX10_FONT_DESCW LPD3DX10_FONT_DESC; #else typedef D3DX10_FONT_DESCA D3DX10_FONT_DESC; typedef LPD3DX10_FONT_DESCA LPD3DX10_FONT_DESC; #endif typedef interface ID3DX10Font ID3DX10Font; typedef interface ID3DX10Font *LPD3DX10FONT; // {D79DBB70-5F21-4d36-BBC2-FF525C213CDC} DEFINE_GUID(IID_ID3DX10Font, 0xd79dbb70, 0x5f21, 0x4d36, 0xbb, 0xc2, 0xff, 0x52, 0x5c, 0x21, 0x3c, 0xdc); #undef INTERFACE #define INTERFACE ID3DX10Font DECLARE_INTERFACE_(ID3DX10Font, IUnknown) { // IUnknown STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // ID3DX10Font STDMETHOD(GetDevice)(THIS_ ID3D10Device** ppDevice) PURE; STDMETHOD(GetDescA)(THIS_ D3DX10_FONT_DESCA *pDesc) PURE; STDMETHOD(GetDescW)(THIS_ D3DX10_FONT_DESCW *pDesc) PURE; STDMETHOD_(BOOL, GetTextMetricsA)(THIS_ TEXTMETRICA *pTextMetrics) PURE; STDMETHOD_(BOOL, GetTextMetricsW)(THIS_ TEXTMETRICW *pTextMetrics) PURE; STDMETHOD_(HDC, GetDC)(THIS) PURE; STDMETHOD(GetGlyphData)(THIS_ UINT Glyph, ID3D10ShaderResourceView** ppTexture, RECT *pBlackBox, POINT *pCellInc) PURE; STDMETHOD(PreloadCharacters)(THIS_ UINT First, UINT Last) PURE; STDMETHOD(PreloadGlyphs)(THIS_ UINT First, UINT Last) PURE; STDMETHOD(PreloadTextA)(THIS_ LPCSTR pString, INT Count) PURE; STDMETHOD(PreloadTextW)(THIS_ LPCWSTR pString, INT Count) PURE; STDMETHOD_(INT, DrawTextA)(THIS_ LPD3DX10SPRITE pSprite, LPCSTR pString, INT Count, LPRECT pRect, UINT Format, D3DXCOLOR Color) PURE; STDMETHOD_(INT, DrawTextW)(THIS_ LPD3DX10SPRITE pSprite, LPCWSTR pString, INT Count, LPRECT pRect, UINT Format, D3DXCOLOR Color) PURE; #ifdef __cplusplus #ifdef UNICODE HRESULT WINAPI_INLINE GetDesc(D3DX10_FONT_DESCW *pDesc) { return GetDescW(pDesc); } HRESULT WINAPI_INLINE PreloadText(LPCWSTR pString, INT Count) { return PreloadTextW(pString, Count); } #else HRESULT WINAPI_INLINE GetDesc(D3DX10_FONT_DESCA *pDesc) { return GetDescA(pDesc); } HRESULT WINAPI_INLINE PreloadText(LPCSTR pString, INT Count) { return PreloadTextA(pString, Count); } #endif #endif //__cplusplus }; #ifndef GetTextMetrics #ifdef UNICODE #define GetTextMetrics GetTextMetricsW #else #define GetTextMetrics GetTextMetricsA #endif #endif #ifndef DrawText #ifdef UNICODE #define DrawText DrawTextW #else #define DrawText DrawTextA #endif #endif #ifdef __cplusplus extern "C" { #endif //__cplusplus HRESULT WINAPI D3DX10CreateFontA( ID3D10Device* pDevice, INT Height, UINT Width, UINT Weight, UINT MipLevels, BOOL Italic, UINT CharSet, UINT OutputPrecision, UINT Quality, UINT PitchAndFamily, LPCSTR pFaceName, LPD3DX10FONT* ppFont); HRESULT WINAPI D3DX10CreateFontW( ID3D10Device* pDevice, INT Height, UINT Width, UINT Weight, UINT MipLevels, BOOL Italic, UINT CharSet, UINT OutputPrecision, UINT Quality, UINT PitchAndFamily, LPCWSTR pFaceName, LPD3DX10FONT* ppFont); #ifdef UNICODE #define D3DX10CreateFont D3DX10CreateFontW #else #define D3DX10CreateFont D3DX10CreateFontA #endif HRESULT WINAPI D3DX10CreateFontIndirectA( ID3D10Device* pDevice, CONST D3DX10_FONT_DESCA* pDesc, LPD3DX10FONT* ppFont); HRESULT WINAPI D3DX10CreateFontIndirectW( ID3D10Device* pDevice, CONST D3DX10_FONT_DESCW* pDesc, LPD3DX10FONT* ppFont); #ifdef UNICODE #define D3DX10CreateFontIndirect D3DX10CreateFontIndirectW #else #define D3DX10CreateFontIndirect D3DX10CreateFontIndirectA #endif HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *pDevice); #ifdef __cplusplus } #endif //__cplusplus /////////////////////////////////////////////////////////////////////////// #define _FACD3D 0x876 #define MAKE_D3DHRESULT( code ) MAKE_HRESULT( 1, _FACD3D, code ) #define MAKE_D3DSTATUS( code ) MAKE_HRESULT( 0, _FACD3D, code ) #define D3DERR_INVALIDCALL MAKE_D3DHRESULT(2156) #define D3DERR_WASSTILLDRAWING MAKE_D3DHRESULT(540) #endif //__D3DX10CORE_H__