rodecomp/Source/Render/DX7/TextureBindingDX7.h
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
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2026-10-25 07:42:41 +00:00

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C++

#ifndef RAGNAROK_SOURCE_RENDER_DX7_TEXTUREBINDINGDX7_H
#define RAGNAROK_SOURCE_RENDER_DX7_TEXTUREBINDINGDX7_H
#include <cstddef>
#include <d3d.h>
class CTextureDX7;
struct IDirect3DDevice7;
struct TextureBindingDX7 {
/* 0000 */ unsigned char unknown_0000[0x268]{};
/* 0268 */ CTextureDX7* first = nullptr;
/* 026C */ CTextureDX7* second = nullptr;
/* 0270 */ unsigned unknown_0270 = 0;
/* 0274 */ IDirect3DDevice7* device = nullptr;
void Set(unsigned stage, CTextureDX7* texture);
void Set(IDirect3DDevice7* dev, unsigned stage, CTextureDX7* texture) {
this->device = dev;
this->Set(stage, texture);
}
};
#if defined(_WIN32) && !defined(_WIN64)
static_assert(offsetof(TextureBindingDX7, first) == 0x268);
static_assert(offsetof(TextureBindingDX7, second) == 0x26C);
static_assert(offsetof(TextureBindingDX7, device) == 0x274);
#endif
#endif