Consts |
Types |
Functions |
bool __stdcall InitD3D(void)
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bool __stdcall InitD3DHWND(HWND *hWnd,int sizex,int sizey,bool resizeable,bool* exist,int FSAA)
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void* __stdcall GetD3DMsgProc()
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void __stdcall StartFrame()
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bool __stdcall BeginRender()
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bool __stdcall BeginRenderClear(bool clear)
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bool __stdcall RenderHWND(HWND hwnd)
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bool __stdcall RenderMainWindow(void)
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bool __stdcall RenderWindow(HWND hwnd,int xsize,int ysize)
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bool __stdcall RenderRect(HWND hwnd,RECT srcrect)
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void __stdcall ClearTarget(int target,DWORD color,float z,DWORD stencil)
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bool __stdcall BeginRenderTargetClear(bool clear)
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bool __stdcall RenderTarget()
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void __stdcall FullScreen(bool fullscreen)
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bool __stdcall InitDDDengine()
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void __stdcall SetObjCoders(codeptr Encode,codeptr Decode)
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Object function |
int __stdcall loadobj(char* name)
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bool __stdcall DeleteObj(int obj)
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int __stdcall loadmorphobj(char* name)
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int __stdcall cloneobjfromfilebynormal(char* name,float normalsize,bool morphed)
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int __stdcall cloneobjfromfile(char* name,bool morphed)
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bool __stdcall saveobj(char* name,int obj)
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void __stdcall LockHardware()
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void __stdcall UnlockHardware()
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void __stdcall putclipobj(int obj)
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bool __stdcall putlightobj(int obj)
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void __stdcall SetCameraPos(float *camera)
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void __stdcall SetVisiblityMatrix(float *camera)
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void __stdcall SetObjectCarrier(float *obj)
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void __stdcall SetSpriteCarrier(float *obj)
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void __stdcall GetMouseMatrix(float *matrix)
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void __stdcall GetMouseMapMatrix(float *matrix)
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void __stdcall GetWorldMatrix(float *matrix)
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void __stdcall SetMouseMatrix(float *matrix)
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void __stdcall GetMouseMapTranslationMatrix(float *matrix)
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void __stdcall SetMouseMapTranslationMatrix(float *matrix)
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object |
int __stdcall AddLightVertex(vect3d v,vect3d norm,float tu,float tv,DWORD color)
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int __stdcall AddLightVertex2(vect3d v,vect3d norm,float tu,float tv,float tu2,float tv2,DWORD color)
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int __stdcall AddPolyIndexes(int v1,int v2,int v3)
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bool __stdcall AddMesh(int obj,int mesh)
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bool __stdcall InitObj(int obj,int _type)
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bool __stdcall CloseObj(int obj,int mesh)
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bool __stdcall ModifyStaticVertex(int obj,int index,DDDvertex* vertex)
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bool __stdcall ModifyLayerVertex(int index,vect3d vertex,float tu,float tv,DWORD color)
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bool __stdcall ModifyStaticVertexX(int index,vect3d v,vect3d norm,float tu,float tv,float tu2,float tv2,DWORD color)
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bool __stdcall GetStaticVertex(int obj,int index,DDDvertex* vertex)
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int __stdcall GetIndex(int vertex)
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bool __stdcall ModifyIndex(int vertex,int index)
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void __stdcall SetObjsNumber(int obj)
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void __stdcall SetMeshesNumber(int mesh)
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int __stdcall GetObjsNumber()
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int __stdcall GetMeshesNumber()
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void __stdcall SetMeshMaterial(int mesh,int text1,int text2,int effect,DWORD ambient,float amount,bool u1,bool v1,bool u2,bool v2,float alpha)
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void __stdcall GetMeshMaterial(int mesh,int* text1,int* text2,int* effect,DWORD* ambient,float* amount,bool* u1,bool* v1,bool* u2,bool* v2,float* alpha)
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Light |
void __stdcall SetDefaultLight(DWORD specularambientcolor,float at0,float at1,float at2,float falloff)
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void __stdcall SetupSpecularLight(int index,DWORD backgroundcolor,DWORD lightcolor)
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void __stdcall SetupDiffuseLight(int index,DWORD backgroundcolor,DWORD lightcolor)
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void __stdcall LightsOff()
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void __stdcall SetAmbientColor(DWORD color)
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void __stdcall SetSunDirection(vect3d v)
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void __stdcall SetupPointLight(int index,vect3d v,DWORD backgroundcolor,DWORD lightcolor,float dia)
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void __stdcall LightOff(int index)
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void __stdcall SetLight(int index,bool light)
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void __stdcall SetLightMode(bool ambient,bool vertexcolor)
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Render modes |
void __stdcall SetLightObjRender()
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void __stdcall SetLayerRender()
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void __stdcall SetFillMode(int filltype)
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void __stdcall SetAlphaMode()
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void __stdcall SetNoAlphaMode()
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void __stdcall SetClampMode()
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void __stdcall SetWrapMode()
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void __stdcall SetPolyClip()
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void __stdcall SetPolyNoClip()
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void __stdcall EnableFog(float start,float _end,DWORD color)
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void __stdcall DisableFog()
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void __stdcall SetAlphaBlendMode(int alphablend,int alpharef)
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void __stdcall SetBlendMode(int blend)
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void __stdcall SetFrameBlendMode(int blend)
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void __stdcall SetZBIAS(float z)
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void __stdcall SetViewParameters(float x1,float y1,float x2,float y2,float z1,float z2)
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void __stdcall SetViewportParameters(float x1,float y1,float x2,float y2,float fov,float aspect,float nearz,float farz)
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void __stdcall SetProjectParameters(float fov,float aspect,float nearz,float farz,vect3d vEyePt,vect3d vLookatPt,vect3d vUpVec)
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void __stdcall SetAxViewportParameters(float x1,float y1,float x2,float y2,float zoom,float aspect,float nearz,float farz)
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void __stdcall SetAxProjectParameters(float zoom,float aspect,float nearz,float farz,vect3d vEyePt,vect3d vLookatPt,vect3d vUpVec)
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void __stdcall Setviewmatrix(float *b)
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void __stdcall Setprojectionmatrix(float *b)
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void __stdcall SetNormalizeNormals(bool normalizenormals)
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bool __stdcall SetLightMap(int texture)
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void __stdcall grCullMode(int mode)
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void __stdcall grDepthBufferMode(int mode)
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void __stdcall grDepthMask(bool mask)
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void __stdcall grDepthBufferFunction(int _function)
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Texts |
bool __stdcall CreateD3DXTextMesh(LPD3DXMESH* m_pMesh3DText,char* str,char* font,float size,float strike,float x,float y,float xalign,float yalign)
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bool __stdcall Draw3Dtext(LPD3DXMESH mesh,DWORD ambientcolor)
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bool __stdcall Drawtextin3D(char* str,DWORD lightcolor,float x,float y,float z,float xalign,float yalign)
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bool __stdcall Drawtext(char* str,DWORD color,float x,float y,float xalign,float yalign,bool scaled)
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bool __stdcall SetFont(char* font,float size,int _type)
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bool __stdcall SetFontByTexture(int texture,float size,float u,float v,char* sample)
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Stencil |
void __stdcall RenderScene(worldrenderfunc renderworld,worldrenderfunc renderalphaworld,worldrenderfunc rendershadow,lightrenderfunc renderlight,bool _renderlight )
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void __stdcall InitDepthComplexity()
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void __stdcall ShowDepthComplexity()
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Capture |
bool __stdcall savetga(char* Str,int buffer,int xsize,int ysize)
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bool __stdcall dumptga(char* Str,BYTE* src_buffer,int xsize,int ysize,int _type)
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bool __stdcall savebmp(char* Str,int buffer,int xsize,int ysize)
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bool __stdcall savejpg(char* filename,int buffer,int xsize,int ysize,float quality)
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bool __stdcall CreateAvi(HWND hwnd,char* FileName,int xsize,int ysize,int fps,int freq,int bits,int channels)
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bool __stdcall AddFrameToAvi()
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bool __stdcall AddWaveToAvi(void* wavebuffer,DWORD numbytes)
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void __stdcall EndAvi()
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HRESULT __stdcall InitDShowTextureRenderer()
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void __stdcall CleanupDShow(void)
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Textures |
void __stdcall guTexMemReset()
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int __stdcall textureload(char* name,int _type)
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int __stdcall textureloadEx(char* name,loadtexturestruct* txt)
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int __stdcall AddTextureToList(char* name,LPDIRECT3DTEXTURE8 texture)
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int __stdcall CreateTexture(char* name,int xsize,int ysize,int _type)
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bool __stdcall ReloadTexture(int texture,int surface,void* texturemem,D3DFORMAT format,int pitch,int filter)
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bool __stdcall ReloadTextureEx(int texture,int surface,void* texturemem,D3DFORMAT format,int x,int y,int pitch,int filter)
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bool __stdcall CopyScreencopyTexture(int texture)
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void __stdcall SetCurrentTexture(int texture)
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bool __stdcall SetCurrentTextureByRenderTarget()
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void __stdcall SetTextureFiltering(int anisotropic,bool mipmap,int filtering)
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void __stdcall SetDefaultrenderStates()
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void __stdcall SetDefaultTexture(int texture)
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bool __stdcall gettextureprops(int texture,int surface,texturepropertystruct* txprop)
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int __stdcall downloadtexture(int texture,int surface,void* pointer,int sizelimit)
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bool __stdcall SaveSurface(int texture,int surface,char* fname,int _type)
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Tests |
bool __stdcall TestPointVisibility(vect3d v)
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bool __stdcall TestIntersection(float* objmatrix,int obj,vect3d pos,vect3d dir,float max_dis,intersectionstruct* out)
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float __stdcall IntersectionOverMouse(int obj)
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float __stdcall IntersectionOverPoint(int obj,int x,int y)
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int __stdcall IntersectionWorlObjectOverMouse(worldobjstruct* worldobj)
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int __stdcall IntersectionWorlObjectOverPoint(worldobjstruct* worldobj,int x,int y)
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void __stdcall ProjectPoint(vect3d* v)
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void __stdcall TransformPoint(vect3d* v)
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void __stdcall DDD_TransformPoint(vect3d* v,float* matrix)
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void __stdcall TransformPointRHW(vect3d* v,float* w)
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void __stdcall PixelTransform(vect3d* v)
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void __stdcall PixelTransformByMouse(vect3d* v)
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void __stdcall GetAvailableMem(int* total,int* free,int* freetexture)
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void __stdcall GetMaxTextureSize(int* xsize,int* ysize)
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Lines |
linearraystruct* __stdcall CreateLinearray(int maxpoints,int ttype)
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bool __stdcall DeleteLinearray(linearraystruct* linearray)
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void __stdcall ResetLineArray(linearraystruct* linearray)
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int __stdcall AddLineVertex(linearraystruct* linearray,bool newline,vect3d v,DWORD color)
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int __stdcall AddLineVertexPoint(linearraystruct* linearray,bool newline,vect3d v,DWORD color,int _type)
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void __stdcall SetLineRender(linearraystruct* linearray)
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void __stdcall SetWideLineRender(linearraystruct* linearray,int texture,float wide,float zvis)
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void __stdcall DrawWideLines(linearraystruct* inlinearray,int start,int count)
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void __stdcall DrawLines(linearraystruct* linearray,int start,int count)
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void __stdcall SetNormalsonWideline(linearraystruct* linearray,int start,int count)
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Shadow |
bool __stdcall ResetRenderTargetSize(int sizex,int sizey)
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bool __stdcall ResetMaxRenderTargetSize(int sizex,int sizey)
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void __stdcall SetShadowColor(DWORD color)
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bool __stdcall SWShadow()
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int __stdcall SWShadowSizeFromObj(int obj)
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bool __stdcall RenderShadowToTexture(int obj,float* b,int texture,swshadowmapstruct* swshadowmap)
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swshadowstruct* __stdcall SWShadowBuildFromObj(int obj,float* b,float* shadowobjmatrix,swshadowmapstruct* shadowmap,swshadowstruct* located)
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bool __stdcall SWDrawShadow(swshadowstruct* shadowobj,swshadowmapstruct* shadowmap)
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shadowstruct* __stdcall ShadowBuildFromObj(int obj,float distance,shadowstruct* located)
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bool __stdcall DrawShadow(shadowstruct* shadowobj)
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bool __stdcall GlobalRenderShadow()
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void __stdcall SwitchRenderPhase(int phase)
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int __stdcall ShadowSizeFromObj(int obj)
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helpers |
int __stdcall GetHelperCount(int obj)
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Thelperstruct __stdcall GetHelper(int obj,int index)
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Dynamic buffer |
void __stdcall SetDynamicBufferRender()
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void __stdcall ResetDynamicVertexBuffer()
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int __stdcall AddDynamicVertex(vect3d v,vect3d norm,float tu,float tv,DWORD color)
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void __stdcall DrawDynamicPolys(int start,int count)
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void __stdcall DrawDynamicArrayPolys(LPDIRECT3DVERTEXBUFFER8 dyn,int start,int count)
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void __stdcall SetDynamicArrayRender(LPDIRECT3DVERTEXBUFFER8 dyn)
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int __stdcall AddDynamicVertexArray(dynamicarraystruct* dyn,vect3d v,vect3d norm,float tu,float tv,DWORD color)
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void __stdcall DrawPrimitiveUp(int count,void* data )
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Dots |
void __stdcall DrawDynamicDots(int start,int count)
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void __stdcall PutDot(vect3d indot,DWORD color)
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void __stdcall SetDotSize(float size,float sizea,float sizec,bool scaled)
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Layers |
void __stdcall ResetLayerVertexBuffer()
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int __stdcall AddLayerVertex(vect3d v,float tu,float tv,DWORD color)
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void __stdcall DrawLayerPolys(int start,int count)
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void __stdcall PutWorldObjMax(worldobjstruct* worldobj,int objnum,int _type,DWORD maxobjdb,bool viewalltime)
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void __stdcall PutWorldObj(worldobjstruct* worldobj,int _type)
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void __stdcall putminimenu()
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void __stdcall SetDDDengineMemory(int maxvertex,int maxcindex,int maxsprite,int maxhelpers,int maxstaticobjects,int maxstaticmeshes)
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void __stdcall SetTexturePaths(char* TextureSearchTopDir,char* TextureSearchPath,bool bmpload,bool skiptexture,bool EnableUncodedLoading)
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void __stdcall ResizeMainWindow(int Xsize,int Ysize)
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void __stdcall CloseDDDengine()
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Display |
void __stdcall PutFPS()
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scene functions |
int __stdcall loadworldobject(char* filein,LPworldobjstruct* wobjs)
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input |
bool __stdcall GetMouseLB()
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bool __stdcall GetMouseLBdown()
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bool __stdcall TestMouseonButton(int x,int y,int xs,int ys)
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bool __stdcall ClearMouseLBdown()
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Matrix functions |
void __stdcall DDD_matscale4x4(float *a,float xs,float ys,float zs)
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void __stdcall DDD_matrix4x4(float* Igi_mat2,float rx,float ry,float rz,float trx,float tryy,float trz)
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void __stdcall DDD_matinv4x4(float *a,float *out)
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void __stdcall DDD_matcpy4x4(float *dst,float *src)
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void __stdcall DDD_matmul4x4(float *a,float *b,float *dst)
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void __stdcall DDD_matmul3x3(float *a,float *b,float *dst)
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void __stdcall DDD_mattrans4x4(float* matrix,vect3d vc,vect3d* vecout)
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void __stdcall DDD_matrot4x4(float* matrix,vect3d vc,vect3d* vecout)
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void __stdcall DDD_setmatrix4x4(float* Igi_mat2,float trx,float tryy,float trz,float sclx,float scly,float sclz)
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Map |
void __stdcall RenderMapLayer(maplayerstruct* maplayer)
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void __stdcall RenderMapLayerSign(maplayerstruct* maplayer)
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bool __stdcall CreateMapLayer(char* pathname,maplayerstruct* maplayer)
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bool __stdcall DeleteMapLayer(maplayerstruct* maplayer)
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bool __stdcall CreateMapLayerEx(char* pathname,maplayerstruct* maplayer,int texture,float offsetx,float offsety,float scx,float scy)
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void __stdcall ResetMapMatrix(float x1,float y1,float x2,float y2)
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void __stdcall SetMarker(int symbolid,float sx,float sy,float tu1,float tv1,float tu2,float tv2,int color)
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void __stdcall SetMapMarker(int symbolid,float sx,float sy)
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void __stdcall PutMarker()
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void __stdcall SetSprite(int sprite,int texture,float sx,float sy,float tu1,float tv1,float tu2,float tv2,int color)
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void __stdcall PutSprite(int textureid)
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bool __stdcall SaveMif(char* path,maplayerstruct* maplayer)
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bool __stdcall InitMapLayer(maplayerstruct* maplayer)
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Voxel |
void __stdcall VoxelInit()
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void __stdcall LoadVoxel(char* dir,voxelstruct *voxelinfo)
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void __stdcall VoxelHlsSampling(voxelstruct *voxelinfo)
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void __stdcall VoxelBlur()
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bool __stdcall loadHeightMap(char* name)
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bool __stdcall saveHeightMap(char* name)
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void __stdcall RenderVoxel()
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void __stdcall DDD_log(const char* format, ...)
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Input |
bool __stdcall InitKeyBuff(HINSTANCE hInstance)
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bool __stdcall RefreshKeyBuff()
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Color |
void __stdcall SWAPRGB(DWORD* color)
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DWORD __stdcall PUTSWAPRGB(DWORD color)
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float __stdcall ToHLS(float c_blue,float c_green,float c_red)
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DWORD __stdcall ARGBBrightness(DWORD color, float bright,bool onalpha)
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Tools |
int __stdcall CreateSky(char* path,int SKYSIZE,char* file1,char* file2,char* file3,char* file4,char* file5,DWORD col)
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int __stdcall CreateWaterSurface(DWORD color)
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void __stdcall SetWaterMode(bool water)
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void __stdcall DrawObjNormals(int obj1,float len,DWORD _color,bool normals,bool boundingbox,bool gridboundingbox)
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void __stdcall PutWorldObjNormal(worldobjstruct* worldobj,int _type,bool normals,bool boundingbox,bool gridboundingbox,float length,DWORD color)
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void __stdcall InitSceneObject(worldobjstruct* wobj)
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void __stdcall InitParticle(particlesstruct* particle)
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void __stdcall InitLightObject(lightobjectstruct* particles)
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void __stdcall InitConditionObject(conditionobjectstruct* condy)
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int __stdcall AddSceneObject(worldobjstruct* wobj,int lastsceneobj,int maxobj,int objid,float* matrix,vect3d* speed,int lifetime,worldobjstruct* link)
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int __stdcall AddSceneSprite(worldobjstruct* wobj,int lastsceneobj,int maxobj,int objid,float* matrix,vect3d* speed,int lifetime,worldobjstruct* link)
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void __stdcall AddParticleToObject(worldobjstruct* wobj,int texture,int lifetime,int borntime,float size,float mass,float power,float growe)
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void __stdcall AddConditionToObject(worldobjstruct* wobj)
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void __stdcall AddLightToObject(worldobjstruct* wobj,int type,DWORD ambientcolor,DWORD diffusecolor)
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void __stdcall CloseSceneObject(worldobjstruct* wobj,int lastsceneobj)
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Particles |
void __stdcall InitRenderParticles()
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void __stdcall RenderParticles()
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void __stdcall InitRenderEnvironment()
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void __stdcall PutRain(int strong)
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Collosion |
bool __stdcall CollosionWithWorldObject(worldobjstruct* worldobj,int srcobj,float* srcmatrix,int maxdb)
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Animations |
void __stdcall PlayAnim(worldobjstruct* wobj,float speed)
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void __stdcall StopAnim(worldobjstruct* wobj)
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void __stdcall CreateSelfAnim(worldobjstruct* wobj)
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Morphs |
void __stdcall SetMorph(int obj,int objsrc,float tween)
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bool __stdcall UpdateMorph(int objtrg,int objsrc)
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Nurbs, and Splines |
void __stdcall SetNurb(int _alksrn,int _srn)
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void __stdcall bazerpost(float *x,float *y,float *z,DWORD bl,float t)
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int __stdcall alkfileinit(int alkcnt,char* filein,float fsx,float fsy,float fsz)
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void __stdcall CalculateNurbPos(float *x,float *y,float *z,float t_long,float t_wide)
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X86 |
int __stdcall loadworldobjectfromSZR(char* filein,worldobjstruct &wobjs)
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void __stdcall guDrawTriangleWithClip(const GrVertex *a,const GrVertex *b,const GrVertex *c)
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void __stdcall PartRender()
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vect3d __stdcall DDDengineVect(float x,float y,float z)
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