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gfx.ini
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/*
GV_API void UseFVF (void);
GV_API void UseDecl (void);
GV_API void SetVPMatToFixed (void);
GV_API void SetMMatToFixed (D3DXMATRIX *tran);
GV_API void SetVMatToVS (uint32 reg);
GV_API void SetPMatToVS (uint32 reg);
GV_API void SetMMatToVS (D3DXMATRIX *tran, uint32 reg);
GV_API void SetMVPMatToVS (D3DXMATRIX *tran, uint32 reg);
GV_API void SetEyeToVS (uint32 reg);
GV_API void SetEyeToPS (uint32 reg);
GV_API void SetLookAtToVS (uint32 reg);
GV_API void SetLookAtToPS (uint32 reg);
GV_API void SetViewToVS (uint32 reg);
GV_API void SetViewToPS (uint32 reg);
GV_API void SetFVF (sGfxMesh *mesh);
GV_API void SetDecl (sGfxMesh *mesh);
GV_API uint32 SetRenderState (D3DRENDERSTATETYPE state, DWORD value);
GV_API uint32 SetSamplerState (DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
GV_API uint32 SetTextureStageState (DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
GV_API d3d9::CTexture* CreateTexture (void);
GV_API d3d9::CTexture3D* CreateTexture3D (void);
GV_API void ReleaseTexture (d3d9::CTexture *texture);
GV_API void ReleaseTexture3D (d3d9::CTexture3D *texture);
GV_API void LoadTexture (d3d9::CTexture *texture, const char *fileName, DWORD keyColor);
GV_API void LoadTexture3D (d3d9::CTexture3D *texture, const char *fileName);
GV_API void SetTexture (uint32 sampler, d3d9::CTexture *texture);
GV_API void SetTexture3D (uint32 sampler, d3d9::CTexture3D *texture);
GV_API void DIP (sGfxMesh *mesh);
GV_API d3d9::CShader* CreateAsmShader (void);
GV_API d3d9::CShader* CreateHlslShader (void);
GV_API void ReleaseShader (d3d9::CShader *shader);
GV_API void CompileVS (d3d9::CShader *shader, const char *code);
GV_API void CompilePS (d3d9::CShader *shader, const char *code);
GV_API void EnableVS (d3d9::CShader *shader);
GV_API void EnablePS (d3d9::CShader *shader);
GV_API void DisableVS (d3d9::CShader *shader);
GV_API void DisablePS (d3d9::CShader *shader);
GV_API void SetVSConstB (uint32 reg, const BOOL *data, uint32 count);
GV_API void SetVSConstF (uint32 reg, const float *data, uint32 count);
GV_API void SetVSConstI (uint32 reg, const int *data, uint32 count);
GV_API void SetPSConstB (uint32 reg, const BOOL *data, uint32 count);
GV_API void SetPSConstF (uint32 reg, const float *data, uint32 count);
GV_API void SetPSConstI (uint32 reg, const int *data, uint32 count);
gv.mesh = 渲染的 sGfxMesh
gv.tran = 渲染部件的 tran
gv.data = 渲染部件的附加数据
gv.mdl_size = 模型附加数据大小
gv.mdl_data = 模型附加数据
*/
gfx_api = """
<APIs>
<BIN file="user32.dll">
<stdcall name="MessageBoxA" param="4" />
<stdcall name="MessageBoxW" param="4" />
</BIN>
<BIN file="gfx.dll">
<cdecl name="UseFVF" param="0" />
<cdecl name="UseDecl" param="0" />
<cdecl name="SetVPMatToFixed" param="0" />
<cdecl name="SetMMatToFixed" param="1" />
<cdecl name="SetVMatToVS" param="1" />
<cdecl name="SetPMatToVS" param="1" />
<cdecl name="SetMMatToVS" param="2" />
<cdecl name="SetMVPMatToVS" param="2" />
<cdecl name="SetEyeToVS" param="1" />
<cdecl name="SetEyeToPS" param="1" />
<cdecl name="SetLookAtToVS" param="1" />
<cdecl name="SetLookAtToPS" param="1" />
<cdecl name="SetViewToVS" param="1" />
<cdecl name="SetViewToPS" param="1" />
<cdecl name="SetFVF" param="1" />
<cdecl name="SetDecl" param="1" />
<cdecl name="SetRenderState" param="2" />
<cdecl name="SetSamplerState" param="3" />
<cdecl name="SetTextureStageState" param="3" />
<cdecl name="CreateTexture" param="0" />
<cdecl name="CreateTexture3D" param="0" />
<cdecl name="ReleaseTexture" param="1" />
<cdecl name="ReleaseTexture3D" param="1" />
<cdecl name="LoadTexture" param="3" />
<cdecl name="LoadTexture3D" param="2" />
<cdecl name="SetTexture" param="2" />
<cdecl name="SetTexture3D" param="2" />
<cdecl name="DIP" param="1" />
<cdecl name="CreateAsmShader" param="0" />
<cdecl name="CreateHlslShader" param="0" />
<cdecl name="ReleaseShader" param="1" />
<cdecl name="CompileVS" param="2" />
<cdecl name="CompilePS" param="2" />
<cdecl name="EnableVS" param="1" />
<cdecl name="EnablePS" param="1" />
<cdecl name="DisableVS" param="1" />
<cdecl name="DisablePS" param="1" />
<cdecl name="SetVSConstB" param="3" />
<cdecl name="SetVSConstF" param="3" />
<cdecl name="SetVSConstI" param="3" />
<cdecl name="SetPSConstB" param="3" />
<cdecl name="SetPSConstF" param="3" />
<cdecl name="SetPSConstI" param="3" />
</BIN>
</APIs>
""";
if [sys.importBin [sys.self, gfx_api] == 0][;]
gv.INIT = 0; // 载入时运行
gv.TERM = 1; // 卸载时运行
gv.LOOP = 2; // 循环内运行
gv.LOAD = 3; // 循环前运行
gv.EXIT = 4; // 循环后运行
// 一些D3D常数
D3DRS_ZENABLE = 7;
D3DRS_FILLMODE = 8;
D3DRS_SHADEMODE = 9;
D3DRS_ZWRITEENABLE = 14;
D3DRS_ALPHATESTENABLE = 15;
D3DRS_SRCBLEND = 19;
D3DRS_DESTBLEND = 20;
D3DRS_CULLMODE = 22;
D3DRS_ZFUNC = 23;
D3DRS_ALPHAREF = 24;
D3DRS_ALPHAFUNC = 25;
D3DRS_DITHERENABLE = 26;
D3DRS_ALPHABLENDENABLE = 27;
D3DRS_FOGENABLE = 28;
D3DRS_FOGCOLOR = 34;
D3DRS_FOGTABLEMODE = 35;
D3DRS_FOGSTART = 36;
D3DRS_FOGEND = 37;
D3DRS_FOGDENSITY = 38;
D3DRS_RANGEFOGENABLE = 48;
D3DRS_TEXTUREFACTOR = 60;
D3DRS_FOGVERTEXMODE = 140;
D3DRS_NORMALIZENORMALS = 143;
D3DRS_BLENDOP = 171;
D3DRS_BLENDFACTOR = 193;
D3DRS_DEPTHBIAS = 195;
D3DRS_SRCBLENDALPHA = 207;
D3DRS_DESTBLENDALPHA = 208;
D3DRS_BLENDOPALPHA = 209;
D3DZB_FALSE = 0;
D3DZB_TRUE = 1;
D3DZB_USEW = 2;
D3DFILL_POINT = 1;
D3DFILL_WIREFRAME = 2;
D3DFILL_SOLID = 3;
D3DSHADE_FLAT = 1;
D3DSHADE_GOURAUD = 2;
D3DSHADE_PHONG = 3;
D3DBLEND_ZERO = 1;
D3DBLEND_ONE = 2;
D3DBLEND_SRCCOLOR = 3;
D3DBLEND_INVSRCCOLOR = 4;
D3DBLEND_SRCALPHA = 5;
D3DBLEND_INVSRCALPHA = 6;
D3DBLEND_DESTALPHA = 7;
D3DBLEND_INVDESTALPHA = 8;
D3DBLEND_DESTCOLOR = 9;
D3DBLEND_INVDESTCOLOR = 10;
D3DBLEND_SRCALPHASAT = 11;
D3DBLEND_BOTHSRCALPHA = 12;
D3DBLEND_BOTHINVSRCALPHA = 13;
D3DBLEND_BLENDFACTOR = 14;
D3DBLEND_INVBLENDFACTOR = 15;
D3DCULL_NONE = 1;
D3DCULL_CW = 2;
D3DCULL_CCW = 3;
D3DCMP_NEVER = 1;
D3DCMP_LESS = 2;
D3DCMP_EQUAL = 3;
D3DCMP_LESSEQUAL = 4;
D3DCMP_GREATER = 5;
D3DCMP_NOTEQUAL = 6;
D3DCMP_GREATEREQUAL = 7;
D3DCMP_ALWAYS = 8;
D3DFOG_NONE = 0;
D3DFOG_EXP = 1;
D3DFOG_EXP2 = 2;
D3DFOG_LINEAR = 3;
D3DSAMP_ADDRESSU = 1;
D3DSAMP_ADDRESSV = 2;
D3DSAMP_ADDRESSW = 3;
D3DSAMP_BORDERCOLOR = 4;
D3DSAMP_MAGFILTER = 5;
D3DSAMP_MINFILTER = 6;
D3DSAMP_MIPFILTER = 7;
D3DSAMP_MIPMAPLODBIAS = 8;
D3DSAMP_MAXMIPLEVEL = 9;
D3DSAMP_MAXANISOTROPY = 10;
D3DSAMP_SRGBTEXTURE = 11;
D3DSAMP_ELEMENTINDEX = 12;
D3DSAMP_DMAPOFFSET = 13;
D3DTEXF_NONE = 0;
D3DTEXF_POINT = 1;
D3DTEXF_LINEAR = 2;
D3DTEXF_ANISOTROPIC = 3;
D3DTEXF_PYRAMIDALQUAD = 6;
D3DTEXF_GAUSSIANQUAD = 7;
D3DTSS_COLOROP = 1;
D3DTSS_COLORARG1 = 2;
D3DTSS_COLORARG2 = 3;
D3DTSS_ALPHAOP = 4;
D3DTSS_ALPHAARG1 = 5;
D3DTSS_ALPHAARG2 = 6;
D3DTSS_TEXCOORDINDEX = 11;
D3DTSS_TEXTURETRANSFORMFLAGS = 24;
D3DTSS_COLORARG0 = 26;
D3DTSS_ALPHAARG0 = 27;
D3DTSS_RESULTARG = 28;
D3DTSS_CONSTANT = 32;
D3DTOP_DISABLE = 1;
D3DTOP_SELECTARG1 = 2;
D3DTOP_SELECTARG2 = 3;
D3DTOP_MODULATE = 4;
D3DTOP_MODULATE2X = 5;
D3DTOP_MODULATE4X = 6;
D3DTOP_ADD = 7;
D3DTOP_ADDSIGNED = 8;
D3DTOP_ADDSIGNED2X = 9;
D3DTOP_SUBTRACT = 10;
D3DTOP_ADDSMOOTH = 11;
D3DTOP_BLENDDIFFUSEALPHA = 12;
D3DTOP_BLENDTEXTUREALPHA = 13;
D3DTOP_BLENDFACTORALPHA = 14;
D3DTOP_BLENDTEXTUREALPHAPM = 15;
D3DTOP_BLENDCURRENTALPHA = 16;
D3DTOP_PREMODULATE = 17;
D3DTOP_MODULATEALPHA_ADDCOLOR = 18;
D3DTOP_MODULATECOLOR_ADDALPHA = 19;
D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20;
D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21;
D3DTOP_DOTPRODUCT3 = 24;
D3DTOP_MULTIPLYADD = 25;
D3DTOP_LERP = 26;
D3DTA_CONSTANT = 0x00000006;
D3DTA_CURRENT = 0x00000001;
D3DTA_DIFFUSE = 0x00000000;
D3DTA_SELECTMASK = 0x0000000f;
D3DTA_SPECULAR = 0x00000004;
D3DTA_TEMP = 0x00000005;
D3DTA_TEXTURE = 0x00000002;
D3DTA_TFACTOR = 0x00000003;
D3DTA_ALPHAREPLICATE = 0x00000020;
D3DTA_COMPLEMENT = 0x00000010;
D3DTSS_TCI_PASSTHRU = 0x00000000;
D3DTSS_TCI_CAMERASPACENORMAL = 0x00010000;
D3DTSS_TCI_CAMERASPACEPOSITION = 0x00020000;
D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR = 0x00030000;
D3DTSS_TCI_SPHEREMAP = 0x00040000;
D3DTTFF_DISABLE = 0;
D3DTTFF_COUNT1 = 1;
D3DTTFF_COUNT2 = 2;
D3DTTFF_COUNT3 = 3;
D3DTTFF_COUNT4 = 4;
D3DTTFF_PROJECTED = 256;