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109 lines
5.1 KiB
C
109 lines
5.1 KiB
C
/*
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LICENSE
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-------
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Copyright 2005-2013 Nullsoft, Inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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* Neither the name of Nullsoft nor the names of its contributors may be used to
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endorse or promote products derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
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IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
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OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __NULLSOFT_DX9_EXAMPLE_PLUGIN_SUPPORT_H__
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#define __NULLSOFT_DX9_EXAMPLE_PLUGIN_SUPPORT_H__ 1
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#include <d3dx9.h>
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void MakeWorldMatrix( D3DXMATRIX* pOut,
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float xpos, float ypos, float zpos,
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float sx, float sy, float sz,
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float pitch, float yaw, float roll);
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void MakeProjectionMatrix( D3DXMATRIX* pOut,
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const float near_plane, // Distance to near clipping plane
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const float far_plane, // Distance to far clipping plane
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const float fov_horiz, // Horizontal field of view angle, in radians
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const float fov_vert); // Vertical field of view angle, in radians
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void PrepareFor3DDrawing(
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IDirect3DDevice9 *pDevice,
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int viewport_width,
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int viewport_height,
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float fov_in_degrees,
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float near_clip,
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float far_clip,
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D3DXVECTOR3* pvEye,
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D3DXVECTOR3* pvLookat,
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D3DXVECTOR3* pvUp
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);
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void PrepareFor2DDrawing(IDirect3DDevice9 *pDevice);
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// Define vertex formats you'll be using here:
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// note: layout must match the vertex declaration in plugin.cpp!
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typedef struct _MYVERTEX
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{
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float x, y, z; // screen position + Z-buffer depth
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DWORD Diffuse; // diffuse color
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float tu, tv; // DYNAMIC
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float tu_orig, tv_orig; // STATIC
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float rad, ang; // STATIC
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} MYVERTEX, *LPMYVERTEX;
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// note: layout must match the vertex declaration in plugin.cpp!
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typedef struct _WFVERTEX
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{
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float x, y, z;
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DWORD Diffuse; // diffuse color. also acts as filler; aligns struct to 16 bytes (good for random access/indexed prims)
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} WFVERTEX, *LPWFVERTEX;
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// note: layout must match the vertex declaration in plugin.cpp!
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typedef struct _SPRITEVERTEX
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{
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float x, y; // screen position
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float z; // Z-buffer depth
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DWORD Diffuse; // diffuse color. also acts as filler; aligns struct to 16 bytes (good for random access/indexed prims)
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float tu, tv; // texture coordinates for texture #0
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} SPRITEVERTEX, *LPSPRITEVERTEX;
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// Also prepare vertex format descriptors for each
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// of the 3 kinds of vertices we'll be using:
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// note: D3DFVF_TEXCOORDSIZEm(n): m = the dimension, n = the index
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// AVOID D3DFVF_TEXCOORDSIZE4 - I've seen probs (blending between shader and non-shader presets) on vaio laptop w/6200!
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#define MYVERTEX_FORMAT (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEXCOORDSIZE2(1) | D3DFVF_TEXCOORDSIZE2(2))
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#define WFVERTEX_FORMAT (D3DFVF_XYZ | D3DFVF_DIFFUSE )
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#define SPRITEVERTEX_FORMAT (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0) )
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void GetWinampSongTitle(HWND hWndWinamp, wchar_t *szSongTitle, int nSize);
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void GetWinampSongPosAsText(HWND hWndWinamp, wchar_t *szSongPos);
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void GetWinampSongLenAsText(HWND hWndWinamp, wchar_t *szSongLen);
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float GetWinampSongPos(HWND hWndWinamp); // returns answer in seconds
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float GetWinampSongLen(HWND hWndWinamp); // returns answer in seconds
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//#define PROFILING
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#ifdef PROFILING
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#define PROFILE_BEGIN LARGE_INTEGER tx, freq, ty; QueryPerformanceCounter(&tx); QueryPerformanceFrequency(&freq);
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#define PROFILE_END(s) { QueryPerformanceCounter(&ty); float dt = (float)((double)(ty.QuadPart - tx.QuadPart) / (double)freq.QuadPart); char buf[256]; sprintf(buf, " %s = %.1f ms\n", s, dt*1000 ); OutputDebugString(buf); tx = ty; }
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#else
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#define PROFILE_BEGIN
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#define PROFILE_END(s)
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#endif
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int GetDX9TexFormatBitsPerPixel(D3DFORMAT fmt);
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#endif |