windows-nt/Source/XPSP1/NT/multimedia/directx/dxg/d3d8/tnl/light.h

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2020-09-26 03:20:57 -05:00
/*==========================================================================;
*
* Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
*
* File: light.h
* Content: Direct3D lighting include file
*
***************************************************************************/
#ifndef __LIGHT_H__
#define __LIGHT_H__
struct BATCHBUFFER;
extern "C"
{
void Directional7(LPD3DFE_PROCESSVERTICES pv,
D3DI_LIGHT *light,
D3DVERTEX *pInpCoord,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pInpNormal,
D3DLIGHTINGELEMENT *pEyeSpaceData);
void Directional7Model(LPD3DFE_PROCESSVERTICES pv,
D3DI_LIGHT *light,
D3DVERTEX *pInpCoord,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pInpNormal,
D3DLIGHTINGELEMENT *pEyeSpaceData);
void PointSpot7(LPD3DFE_PROCESSVERTICES pv,
D3DI_LIGHT *light,
D3DVERTEX *pInpCoord,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pInpNormal,
D3DLIGHTINGELEMENT *pEyeSpaceData);
void PointSpot7Model(LPD3DFE_PROCESSVERTICES pv,
D3DI_LIGHT *light,
D3DVERTEX *pInpCoord,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pInpNormal,
D3DLIGHTINGELEMENT *pEyeSpaceData);
void DirectionalFirst(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
void DirectionalNext(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
void PointSpotFirst(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
void PointSpotNext(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
void DirectionalFirstModel(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
void DirectionalNextModel(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
void PointSpotFirstModel(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
void PointSpotNextModel(LPD3DFE_PROCESSVERTICES pv,
DWORD dwVerCount,
BATCHBUFFER *pBatchBuffer,
D3DI_LIGHT *light,
D3DVERTEX *in,
D3DVALUE* pWeights,
BYTE* pMatrixIndices,
D3DVECTOR *pNormal,
DWORD *pDiffuse,
DWORD *pSpecular);
}
#endif /* __LIGHT_H__ */