windows-nt/Source/XPSP1/NT/shell/osshell/control/scrnsave/pipes/stdafx.h

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2020-09-26 03:20:57 -05:00
//-----------------------------------------------------------------------------
// File: stdafx.h
//
// Desc: Global header for 3D Pipes screen saver.
//
// Copyright (c) 1994-2000 Microsoft Corporation
//-----------------------------------------------------------------------------
#ifndef __STDAFX_H__
#define __STDAFX_H__
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <windows.h>
#include <commdlg.h>
#include <sys/timeb.h>
#include <sys/types.h>
#include <assert.h>
#include <time.h>
#include <math.h>
#include <commctrl.h>
#include <d3dx8.h>
#include <d3d8rgbrast.h>
#include <tchar.h>
#define iXX -1
#define fXX -0.01f
// These are absolute directions, with origin in center of screen,
// looking down -z
enum
{
PLUS_X = 0,
MINUS_X,
PLUS_Y,
MINUS_Y,
PLUS_Z,
MINUS_Z,
NUM_DIRS,
DIR_NONE,
DIR_STRAIGHT
};
enum
{
JOINT_ELBOW=0,
JOINT_BALL,
JOINT_MIXED,
JOINT_CYCLE,
NUM_JOINTTYPES
};
// surface styles
enum
{
SURFSTYLE_SOLID = 0,
SURFSTYLE_TEX,
SURFSTYLE_WIREFRAME
};
#define NUM_DIV 16 // divisions in window in longest dimension
#define MAX_TEXTURES 8
// texture quality level
enum
{
TEXQUAL_DEFAULT = 0,
TEXQUAL_HIGH
};
typedef struct _ipoint2d
{
int x;
int y;
} IPOINT2D;
typedef struct _ipoint3d
{
int x;
int y;
int z;
} IPOINT3D;
typedef struct _texpoint2d
{
float s;
float t;
} TEX_POINT2D;
typedef struct _isize
{
int width;
int height;
} ISIZE;
typedef struct _fsize
{
float width;
float height;
} FSIZE;
typedef struct _glrect
{
int x, y;
int width, height;
} GLRECT;
typedef struct
{
int type;
int name;
} TEX_RES;
typedef struct
{
int nOffset; // filename offset into pathname
TCHAR szPathName[MAX_PATH]; // texture pathname
} TEXFILE;
// texture data
typedef struct
{
LPDIRECT3DTEXTURE8 pTexture;
int width;
int height;
// GLenum format;
// GLsizei components;
float origAspectRatio; // original width/height aspect ratio
// unsigned char *data;
// GLuint texObj; // texture object
// RGBQUAD *pal;
} TEXTUREINFO;
struct D3DVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
};
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
struct D3DTLVERTEX // Vertex type used for rendering background
{
D3DXVECTOR4 p;
DWORD color;
};
#define D3DFVF_TLVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
#define PI 3.14159265358979323846f
// double version of PI
#define PI_D 3.14159265358979323846264338327950288419716939937510
#define ONE_OVER_PI (1.0f / PI)
#define ROOT_TWO 1.414213562373f
// degree<->radian macros
#define ONE_OVER_180 (1.0f / 180.0f)
#define SS_DEG_TO_RAD( a ) ( (a*PI) * ONE_OVER_180 )
#define SS_RAD_TO_DEG( a ) ( (a*180.0f) * D3DX_1BYPI )
// Useful macros
#define SS_MAX( a, b ) ( a > b ? a : b )
#define SS_MIN( a, b ) ( a < b ? a : b )
// macro to round up floating values
#define SS_ROUND_UP( fval ) ( (((fval) - (FLOAT)(int)(fval)) > 0.0f) ? (int) ((fval)+1.0f) : (int) (fval) )
// macros to clamp a value within a range
#define SS_CLAMP_TO_RANGE( a, lo, hi ) ( (a < lo) ? lo : ((a > hi) ? hi : a) )
#define SS_CLAMP_TO_RANGE2( a, lo, hi ) ( a = (a < lo) ? lo : ((a > hi) ? hi : a) )
#include "d3dsaver.h"
#include "dxutil.h"
#include "resource.h"
#include "xc.h"
#include "eval.h"
#include "fstate.h"
#include "nstate.h"
#include "node.h"
#include "pipe.h"
#include "npipe.h"
#include "fpipe.h"
#include "objects.h"
#include "view.h"
#include "state.h"
#include "pipes.h"
extern void InitMaterials();
extern D3DMATERIAL8* RandomTexMaterial();
extern D3DMATERIAL8* RandomTeaMaterial();
extern CPipesScreensaver* g_pMyPipesScreensaver;
#endif // __STDAFX_H__