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3007 lines
122 KiB
C
3007 lines
122 KiB
C
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) Microsoft Corporation. All Rights Reserved.
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//
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// File: d3dx9mesh.h
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// Content: D3DX mesh types and functions
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "d3dx9.h"
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#ifndef __D3DX9MESH_H__
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#define __D3DX9MESH_H__
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// {7ED943DD-52E8-40b5-A8D8-76685C406330}
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DEFINE_GUID(IID_ID3DXBaseMesh,
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0x7ed943dd, 0x52e8, 0x40b5, 0xa8, 0xd8, 0x76, 0x68, 0x5c, 0x40, 0x63, 0x30);
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// {4020E5C2-1403-4929-883F-E2E849FAC195}
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DEFINE_GUID(IID_ID3DXMesh,
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0x4020e5c2, 0x1403, 0x4929, 0x88, 0x3f, 0xe2, 0xe8, 0x49, 0xfa, 0xc1, 0x95);
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// {8875769A-D579-4088-AAEB-534D1AD84E96}
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DEFINE_GUID(IID_ID3DXPMesh,
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0x8875769a, 0xd579, 0x4088, 0xaa, 0xeb, 0x53, 0x4d, 0x1a, 0xd8, 0x4e, 0x96);
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// {667EA4C7-F1CD-4386-B523-7C0290B83CC5}
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DEFINE_GUID(IID_ID3DXSPMesh,
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0x667ea4c7, 0xf1cd, 0x4386, 0xb5, 0x23, 0x7c, 0x2, 0x90, 0xb8, 0x3c, 0xc5);
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// {11EAA540-F9A6-4d49-AE6A-E19221F70CC4}
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DEFINE_GUID(IID_ID3DXSkinInfo,
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0x11eaa540, 0xf9a6, 0x4d49, 0xae, 0x6a, 0xe1, 0x92, 0x21, 0xf7, 0xc, 0xc4);
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// {3CE6CC22-DBF2-44f4-894D-F9C34A337139}
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DEFINE_GUID(IID_ID3DXPatchMesh,
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0x3ce6cc22, 0xdbf2, 0x44f4, 0x89, 0x4d, 0xf9, 0xc3, 0x4a, 0x33, 0x71, 0x39);
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//patch mesh can be quads or tris
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typedef enum _D3DXPATCHMESHTYPE {
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D3DXPATCHMESH_RECT = 0x001,
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D3DXPATCHMESH_TRI = 0x002,
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D3DXPATCHMESH_NPATCH = 0x003,
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D3DXPATCHMESH_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
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} D3DXPATCHMESHTYPE;
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// Mesh options - lower 3 bytes only, upper byte used by _D3DXMESHOPT option flags
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enum _D3DXMESH {
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D3DXMESH_32BIT = 0x001, // If set, then use 32 bit indices, if not set use 16 bit indices.
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D3DXMESH_DONOTCLIP = 0x002, // Use D3DUSAGE_DONOTCLIP for VB & IB.
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D3DXMESH_POINTS = 0x004, // Use D3DUSAGE_POINTS for VB & IB.
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D3DXMESH_RTPATCHES = 0x008, // Use D3DUSAGE_RTPATCHES for VB & IB.
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D3DXMESH_NPATCHES = 0x4000,// Use D3DUSAGE_NPATCHES for VB & IB.
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D3DXMESH_VB_SYSTEMMEM = 0x010, // Use D3DPOOL_SYSTEMMEM for VB. Overrides D3DXMESH_MANAGEDVERTEXBUFFER
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D3DXMESH_VB_MANAGED = 0x020, // Use D3DPOOL_MANAGED for VB.
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D3DXMESH_VB_WRITEONLY = 0x040, // Use D3DUSAGE_WRITEONLY for VB.
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D3DXMESH_VB_DYNAMIC = 0x080, // Use D3DUSAGE_DYNAMIC for VB.
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D3DXMESH_VB_SOFTWAREPROCESSING = 0x8000, // Use D3DUSAGE_SOFTWAREPROCESSING for VB.
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D3DXMESH_IB_SYSTEMMEM = 0x100, // Use D3DPOOL_SYSTEMMEM for IB. Overrides D3DXMESH_MANAGEDINDEXBUFFER
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D3DXMESH_IB_MANAGED = 0x200, // Use D3DPOOL_MANAGED for IB.
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D3DXMESH_IB_WRITEONLY = 0x400, // Use D3DUSAGE_WRITEONLY for IB.
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D3DXMESH_IB_DYNAMIC = 0x800, // Use D3DUSAGE_DYNAMIC for IB.
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D3DXMESH_IB_SOFTWAREPROCESSING= 0x10000, // Use D3DUSAGE_SOFTWAREPROCESSING for IB.
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D3DXMESH_VB_SHARE = 0x1000, // Valid for Clone* calls only, forces cloned mesh/pmesh to share vertex buffer
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D3DXMESH_USEHWONLY = 0x2000, // Valid for ID3DXSkinInfo::ConvertToBlendedMesh
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// Helper options
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D3DXMESH_SYSTEMMEM = 0x110, // D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM
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D3DXMESH_MANAGED = 0x220, // D3DXMESH_VB_MANAGED | D3DXMESH_IB_MANAGED
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D3DXMESH_WRITEONLY = 0x440, // D3DXMESH_VB_WRITEONLY | D3DXMESH_IB_WRITEONLY
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D3DXMESH_DYNAMIC = 0x880, // D3DXMESH_VB_DYNAMIC | D3DXMESH_IB_DYNAMIC
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D3DXMESH_SOFTWAREPROCESSING = 0x18000, // D3DXMESH_VB_SOFTWAREPROCESSING | D3DXMESH_IB_SOFTWAREPROCESSING
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};
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//patch mesh options
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enum _D3DXPATCHMESH {
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D3DXPATCHMESH_DEFAULT = 000,
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};
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// option field values for specifying min value in D3DXGeneratePMesh and D3DXSimplifyMesh
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enum _D3DXMESHSIMP
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{
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D3DXMESHSIMP_VERTEX = 0x1,
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D3DXMESHSIMP_FACE = 0x2,
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};
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typedef enum _D3DXCLEANTYPE {
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D3DXCLEAN_BACKFACING = 0x00000001,
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D3DXCLEAN_BOWTIES = 0x00000002,
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// Helper options
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D3DXCLEAN_SKINNING = D3DXCLEAN_BACKFACING, // Bowtie cleaning modifies geometry and breaks skinning
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D3DXCLEAN_OPTIMIZATION = D3DXCLEAN_BACKFACING,
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D3DXCLEAN_SIMPLIFICATION= D3DXCLEAN_BACKFACING | D3DXCLEAN_BOWTIES,
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} D3DXCLEANTYPE;
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enum _MAX_FVF_DECL_SIZE
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{
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MAX_FVF_DECL_SIZE = MAXD3DDECLLENGTH + 1 // +1 for END
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};
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typedef enum _D3DXTANGENT
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{
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D3DXTANGENT_WRAP_U = 0x01,
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D3DXTANGENT_WRAP_V = 0x02,
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D3DXTANGENT_WRAP_UV = 0x03,
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D3DXTANGENT_DONT_NORMALIZE_PARTIALS = 0x04,
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D3DXTANGENT_DONT_ORTHOGONALIZE = 0x08,
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D3DXTANGENT_ORTHOGONALIZE_FROM_V = 0x010,
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D3DXTANGENT_ORTHOGONALIZE_FROM_U = 0x020,
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D3DXTANGENT_WEIGHT_BY_AREA = 0x040,
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D3DXTANGENT_WEIGHT_EQUAL = 0x080,
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D3DXTANGENT_WIND_CW = 0x0100,
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D3DXTANGENT_CALCULATE_NORMALS = 0x0200,
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D3DXTANGENT_GENERATE_IN_PLACE = 0x0400,
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} D3DXTANGENT;
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// D3DXIMT_WRAP_U means the texture wraps in the U direction
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// D3DXIMT_WRAP_V means the texture wraps in the V direction
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// D3DXIMT_WRAP_UV means the texture wraps in both directions
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typedef enum _D3DXIMT
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{
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D3DXIMT_WRAP_U = 0x01,
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D3DXIMT_WRAP_V = 0x02,
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D3DXIMT_WRAP_UV = 0x03,
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} D3DXIMT;
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// These options are only valid for UVAtlasCreate and UVAtlasPartition, we may add more for UVAtlasPack if necessary
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// D3DXUVATLAS_DEFAULT - Meshes with more than 25k faces go through fast, meshes with fewer than 25k faces go through quality
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// D3DXUVATLAS_GEODESIC_FAST - Uses approximations to improve charting speed at the cost of added stretch or more charts.
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// D3DXUVATLAS_GEODESIC_QUALITY - Provides better quality charts, but requires more time and memory than fast.
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typedef enum _D3DXUVATLAS
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{
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D3DXUVATLAS_DEFAULT = 0x00,
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D3DXUVATLAS_GEODESIC_FAST = 0x01,
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D3DXUVATLAS_GEODESIC_QUALITY = 0x02,
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} D3DXUVATLAS;
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typedef struct ID3DXBaseMesh *LPD3DXBASEMESH;
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typedef struct ID3DXMesh *LPD3DXMESH;
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typedef struct ID3DXPMesh *LPD3DXPMESH;
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typedef struct ID3DXSPMesh *LPD3DXSPMESH;
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typedef struct ID3DXSkinInfo *LPD3DXSKININFO;
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typedef struct ID3DXPatchMesh *LPD3DXPATCHMESH;
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typedef interface ID3DXTextureGutterHelper *LPD3DXTEXTUREGUTTERHELPER;
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typedef interface ID3DXPRTBuffer *LPD3DXPRTBUFFER;
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typedef struct _D3DXATTRIBUTERANGE
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{
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DWORD AttribId;
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DWORD FaceStart;
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DWORD FaceCount;
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DWORD VertexStart;
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DWORD VertexCount;
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} D3DXATTRIBUTERANGE;
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typedef D3DXATTRIBUTERANGE* LPD3DXATTRIBUTERANGE;
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typedef struct _D3DXMATERIAL
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{
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D3DMATERIAL9 MatD3D;
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LPSTR pTextureFilename;
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} D3DXMATERIAL;
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typedef D3DXMATERIAL *LPD3DXMATERIAL;
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typedef enum _D3DXEFFECTDEFAULTTYPE
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{
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D3DXEDT_STRING = 0x1, // pValue points to a null terminated ASCII string
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D3DXEDT_FLOATS = 0x2, // pValue points to an array of floats - number of floats is NumBytes / sizeof(float)
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D3DXEDT_DWORD = 0x3, // pValue points to a DWORD
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D3DXEDT_FORCEDWORD = 0x7fffffff
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} D3DXEFFECTDEFAULTTYPE;
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typedef struct _D3DXEFFECTDEFAULT
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{
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LPSTR pParamName;
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D3DXEFFECTDEFAULTTYPE Type; // type of the data pointed to by pValue
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DWORD NumBytes; // size in bytes of the data pointed to by pValue
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LPVOID pValue; // data for the default of the effect
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} D3DXEFFECTDEFAULT, *LPD3DXEFFECTDEFAULT;
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typedef struct _D3DXEFFECTINSTANCE
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{
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LPSTR pEffectFilename;
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DWORD NumDefaults;
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LPD3DXEFFECTDEFAULT pDefaults;
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} D3DXEFFECTINSTANCE, *LPD3DXEFFECTINSTANCE;
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typedef struct _D3DXATTRIBUTEWEIGHTS
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{
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FLOAT Position;
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FLOAT Boundary;
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FLOAT Normal;
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FLOAT Diffuse;
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FLOAT Specular;
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FLOAT Texcoord[8];
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FLOAT Tangent;
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FLOAT Binormal;
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} D3DXATTRIBUTEWEIGHTS, *LPD3DXATTRIBUTEWEIGHTS;
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enum _D3DXWELDEPSILONSFLAGS
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{
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D3DXWELDEPSILONS_WELDALL = 0x1, // weld all vertices marked by adjacency as being overlapping
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D3DXWELDEPSILONS_WELDPARTIALMATCHES = 0x2, // if a given vertex component is within epsilon, modify partial matched
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// vertices so that both components identical AND if all components "equal"
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// remove one of the vertices
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D3DXWELDEPSILONS_DONOTREMOVEVERTICES = 0x4, // instructs weld to only allow modifications to vertices and not removal
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// ONLY valid if D3DXWELDEPSILONS_WELDPARTIALMATCHES is set
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// useful to modify vertices to be equal, but not allow vertices to be removed
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D3DXWELDEPSILONS_DONOTSPLIT = 0x8, // instructs weld to specify the D3DXMESHOPT_DONOTSPLIT flag when doing an Optimize(ATTR_SORT)
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// if this flag is not set, all vertices that are in separate attribute groups
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// will remain split and not welded. Setting this flag can slow down software vertex processing
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};
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typedef struct _D3DXWELDEPSILONS
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{
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FLOAT Position; // NOTE: This does NOT replace the epsilon in GenerateAdjacency
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// in general, it should be the same value or greater than the one passed to GeneratedAdjacency
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FLOAT BlendWeights;
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FLOAT Normal;
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FLOAT PSize;
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FLOAT Specular;
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FLOAT Diffuse;
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FLOAT Texcoord[8];
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FLOAT Tangent;
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FLOAT Binormal;
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FLOAT TessFactor;
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} D3DXWELDEPSILONS;
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typedef D3DXWELDEPSILONS* LPD3DXWELDEPSILONS;
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#undef INTERFACE
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#define INTERFACE ID3DXBaseMesh
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DECLARE_INTERFACE_(ID3DXBaseMesh, IUnknown)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// ID3DXBaseMesh
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STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE;
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STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE;
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STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE;
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STDMETHOD_(DWORD, GetFVF)(THIS) PURE;
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STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
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STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE;
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STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
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STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE;
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STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
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DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE;
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STDMETHOD(CloneMesh)(THIS_ DWORD Options,
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CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE;
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STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
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STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
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STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE;
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STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
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STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE;
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STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
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STDMETHOD(GetAttributeTable)(
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THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE;
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STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ CONST DWORD* pPRep, DWORD* pAdjacency) PURE;
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STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ CONST DWORD* pAdjacency, DWORD* pPRep) PURE;
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STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, DWORD* pAdjacency) PURE;
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STDMETHOD(UpdateSemantics)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
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};
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#undef INTERFACE
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#define INTERFACE ID3DXMesh
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DECLARE_INTERFACE_(ID3DXMesh, ID3DXBaseMesh)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// ID3DXBaseMesh
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STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE;
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STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE;
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STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE;
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STDMETHOD_(DWORD, GetFVF)(THIS) PURE;
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STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
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STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE;
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STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
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STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE;
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STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
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DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE;
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STDMETHOD(CloneMesh)(THIS_ DWORD Options,
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CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE;
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STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
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STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
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STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE;
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STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
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STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE;
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STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
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STDMETHOD(GetAttributeTable)(
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THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE;
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STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ CONST DWORD* pPRep, DWORD* pAdjacency) PURE;
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STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ CONST DWORD* pAdjacency, DWORD* pPRep) PURE;
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STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, DWORD* pAdjacency) PURE;
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STDMETHOD(UpdateSemantics)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
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// ID3DXMesh
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STDMETHOD(LockAttributeBuffer)(THIS_ DWORD Flags, DWORD** ppData) PURE;
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STDMETHOD(UnlockAttributeBuffer)(THIS) PURE;
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STDMETHOD(Optimize)(THIS_ DWORD Flags, CONST DWORD* pAdjacencyIn, DWORD* pAdjacencyOut,
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DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap,
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LPD3DXMESH* ppOptMesh) PURE;
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STDMETHOD(OptimizeInplace)(THIS_ DWORD Flags, CONST DWORD* pAdjacencyIn, DWORD* pAdjacencyOut,
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DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap) PURE;
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STDMETHOD(SetAttributeTable)(THIS_ CONST D3DXATTRIBUTERANGE *pAttribTable, DWORD cAttribTableSize) PURE;
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};
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#undef INTERFACE
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#define INTERFACE ID3DXPMesh
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DECLARE_INTERFACE_(ID3DXPMesh, ID3DXBaseMesh)
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{
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// IUnknown
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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// ID3DXBaseMesh
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STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE;
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STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE;
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STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE;
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STDMETHOD_(DWORD, GetFVF)(THIS) PURE;
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STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
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STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE;
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STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
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STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE;
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STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
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DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE;
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STDMETHOD(CloneMesh)(THIS_ DWORD Options,
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CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE;
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STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
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STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
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STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE;
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STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
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STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, LPVOID *ppData) PURE;
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STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
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STDMETHOD(GetAttributeTable)(
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THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE;
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STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ CONST DWORD* pPRep, DWORD* pAdjacency) PURE;
|
|
STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ CONST DWORD* pAdjacency, DWORD* pPRep) PURE;
|
|
STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, DWORD* pAdjacency) PURE;
|
|
|
|
STDMETHOD(UpdateSemantics)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
|
|
|
|
// ID3DXPMesh
|
|
STDMETHOD(ClonePMeshFVF)(THIS_ DWORD Options,
|
|
DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXPMESH* ppCloneMesh) PURE;
|
|
STDMETHOD(ClonePMesh)(THIS_ DWORD Options,
|
|
CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXPMESH* ppCloneMesh) PURE;
|
|
STDMETHOD(SetNumFaces)(THIS_ DWORD Faces) PURE;
|
|
STDMETHOD(SetNumVertices)(THIS_ DWORD Vertices) PURE;
|
|
STDMETHOD_(DWORD, GetMaxFaces)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetMinFaces)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetMaxVertices)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetMinVertices)(THIS) PURE;
|
|
STDMETHOD(Save)(THIS_ IStream *pStream, CONST D3DXMATERIAL* pMaterials, CONST D3DXEFFECTINSTANCE* pEffectInstances, DWORD NumMaterials) PURE;
|
|
|
|
STDMETHOD(Optimize)(THIS_ DWORD Flags, DWORD* pAdjacencyOut,
|
|
DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap,
|
|
LPD3DXMESH* ppOptMesh) PURE;
|
|
|
|
STDMETHOD(OptimizeBaseLOD)(THIS_ DWORD Flags, DWORD* pFaceRemap) PURE;
|
|
STDMETHOD(TrimByFaces)(THIS_ DWORD NewFacesMin, DWORD NewFacesMax, DWORD *rgiFaceRemap, DWORD *rgiVertRemap) PURE;
|
|
STDMETHOD(TrimByVertices)(THIS_ DWORD NewVerticesMin, DWORD NewVerticesMax, DWORD *rgiFaceRemap, DWORD *rgiVertRemap) PURE;
|
|
|
|
STDMETHOD(GetAdjacency)(THIS_ DWORD* pAdjacency) PURE;
|
|
|
|
// Used to generate the immediate "ancestor" for each vertex when it is removed by a vsplit. Allows generation of geomorphs
|
|
// Vertex buffer must be equal to or greater than the maximum number of vertices in the pmesh
|
|
STDMETHOD(GenerateVertexHistory)(THIS_ DWORD* pVertexHistory) PURE;
|
|
};
|
|
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXSPMesh
|
|
|
|
DECLARE_INTERFACE_(ID3DXSPMesh, IUnknown)
|
|
{
|
|
// IUnknown
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
// ID3DXSPMesh
|
|
STDMETHOD_(DWORD, GetNumFaces)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetFVF)(THIS) PURE;
|
|
STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
|
|
STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
|
|
STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE;
|
|
STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
|
|
DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pAdjacencyOut, DWORD *pVertexRemapOut, LPD3DXMESH* ppCloneMesh) PURE;
|
|
STDMETHOD(CloneMesh)(THIS_ DWORD Options,
|
|
CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pAdjacencyOut, DWORD *pVertexRemapOut, LPD3DXMESH* ppCloneMesh) PURE;
|
|
STDMETHOD(ClonePMeshFVF)(THIS_ DWORD Options,
|
|
DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pVertexRemapOut, FLOAT *pErrorsByFace, LPD3DXPMESH* ppCloneMesh) PURE;
|
|
STDMETHOD(ClonePMesh)(THIS_ DWORD Options,
|
|
CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, DWORD *pVertexRemapOut, FLOAT *pErrorsbyFace, LPD3DXPMESH* ppCloneMesh) PURE;
|
|
STDMETHOD(ReduceFaces)(THIS_ DWORD Faces) PURE;
|
|
STDMETHOD(ReduceVertices)(THIS_ DWORD Vertices) PURE;
|
|
STDMETHOD_(DWORD, GetMaxFaces)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetMaxVertices)(THIS) PURE;
|
|
STDMETHOD(GetVertexAttributeWeights)(THIS_ LPD3DXATTRIBUTEWEIGHTS pVertexAttributeWeights) PURE;
|
|
STDMETHOD(GetVertexWeights)(THIS_ FLOAT *pVertexWeights) PURE;
|
|
};
|
|
|
|
#define UNUSED16 (0xffff)
|
|
#define UNUSED32 (0xffffffff)
|
|
|
|
// ID3DXMesh::Optimize options - upper byte only, lower 3 bytes used from _D3DXMESH option flags
|
|
enum _D3DXMESHOPT {
|
|
D3DXMESHOPT_COMPACT = 0x01000000,
|
|
D3DXMESHOPT_ATTRSORT = 0x02000000,
|
|
D3DXMESHOPT_VERTEXCACHE = 0x04000000,
|
|
D3DXMESHOPT_STRIPREORDER = 0x08000000,
|
|
D3DXMESHOPT_IGNOREVERTS = 0x10000000, // optimize faces only, don't touch vertices
|
|
D3DXMESHOPT_DONOTSPLIT = 0x20000000, // do not split vertices shared between attribute groups when attribute sorting
|
|
D3DXMESHOPT_DEVICEINDEPENDENT = 0x00400000, // Only affects VCache. uses a static known good cache size for all cards
|
|
|
|
// D3DXMESHOPT_SHAREVB has been removed, please use D3DXMESH_VB_SHARE instead
|
|
|
|
};
|
|
|
|
// Subset of the mesh that has the same attribute and bone combination.
|
|
// This subset can be rendered in a single draw call
|
|
typedef struct _D3DXBONECOMBINATION
|
|
{
|
|
DWORD AttribId;
|
|
DWORD FaceStart;
|
|
DWORD FaceCount;
|
|
DWORD VertexStart;
|
|
DWORD VertexCount;
|
|
DWORD* BoneId;
|
|
} D3DXBONECOMBINATION, *LPD3DXBONECOMBINATION;
|
|
|
|
// The following types of patch combinations are supported:
|
|
// Patch type Basis Degree
|
|
// Rect Bezier 2,3,5
|
|
// Rect B-Spline 2,3,5
|
|
// Rect Catmull-Rom 3
|
|
// Tri Bezier 2,3,5
|
|
// N-Patch N/A 3
|
|
|
|
typedef struct _D3DXPATCHINFO
|
|
{
|
|
D3DXPATCHMESHTYPE PatchType;
|
|
D3DDEGREETYPE Degree;
|
|
D3DBASISTYPE Basis;
|
|
} D3DXPATCHINFO, *LPD3DXPATCHINFO;
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXPatchMesh
|
|
|
|
DECLARE_INTERFACE_(ID3DXPatchMesh, IUnknown)
|
|
{
|
|
// IUnknown
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
// ID3DXPatchMesh
|
|
|
|
// Return creation parameters
|
|
STDMETHOD_(DWORD, GetNumPatches)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetNumVertices)(THIS) PURE;
|
|
STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
|
|
STDMETHOD_(DWORD, GetControlVerticesPerPatch)(THIS) PURE;
|
|
STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
|
|
STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9 *ppDevice) PURE;
|
|
STDMETHOD(GetPatchInfo)(THIS_ LPD3DXPATCHINFO PatchInfo) PURE;
|
|
|
|
// Control mesh access
|
|
STDMETHOD(GetVertexBuffer)(THIS_ LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
|
|
STDMETHOD(GetIndexBuffer)(THIS_ LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
|
|
STDMETHOD(LockVertexBuffer)(THIS_ DWORD flags, LPVOID *ppData) PURE;
|
|
STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
|
|
STDMETHOD(LockIndexBuffer)(THIS_ DWORD flags, LPVOID *ppData) PURE;
|
|
STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
|
|
STDMETHOD(LockAttributeBuffer)(THIS_ DWORD flags, DWORD** ppData) PURE;
|
|
STDMETHOD(UnlockAttributeBuffer)(THIS) PURE;
|
|
|
|
// This function returns the size of the tessellated mesh given a tessellation level.
|
|
// This assumes uniform tessellation. For adaptive tessellation the Adaptive parameter must
|
|
// be set to TRUE and TessellationLevel should be the max tessellation.
|
|
// This will result in the max mesh size necessary for adaptive tessellation.
|
|
STDMETHOD(GetTessSize)(THIS_ FLOAT fTessLevel,DWORD Adaptive, DWORD *NumTriangles,DWORD *NumVertices) PURE;
|
|
|
|
//GenerateAdjacency determines which patches are adjacent with provided tolerance
|
|
//this information is used internally to optimize tessellation
|
|
STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Tolerance) PURE;
|
|
|
|
//CloneMesh Creates a new patchmesh with the specified decl, and converts the vertex buffer
|
|
//to the new decl. Entries in the new decl which are new are set to 0. If the current mesh
|
|
//has adjacency, the new mesh will also have adjacency
|
|
STDMETHOD(CloneMesh)(THIS_ DWORD Options, CONST D3DVERTEXELEMENT9 *pDecl, LPD3DXPATCHMESH *pMesh) PURE;
|
|
|
|
// Optimizes the patchmesh for efficient tessellation. This function is designed
|
|
// to perform one time optimization for patch meshes that need to be tessellated
|
|
// repeatedly by calling the Tessellate() method. The optimization performed is
|
|
// independent of the actual tessellation level used.
|
|
// Currently Flags is unused.
|
|
// If vertices are changed, Optimize must be called again
|
|
STDMETHOD(Optimize)(THIS_ DWORD flags) PURE;
|
|
|
|
//gets and sets displacement parameters
|
|
//displacement maps can only be 2D textures MIP-MAPPING is ignored for non adapative tessellation
|
|
STDMETHOD(SetDisplaceParam)(THIS_ LPDIRECT3DBASETEXTURE9 Texture,
|
|
D3DTEXTUREFILTERTYPE MinFilter,
|
|
D3DTEXTUREFILTERTYPE MagFilter,
|
|
D3DTEXTUREFILTERTYPE MipFilter,
|
|
D3DTEXTUREADDRESS Wrap,
|
|
DWORD dwLODBias) PURE;
|
|
|
|
STDMETHOD(GetDisplaceParam)(THIS_ LPDIRECT3DBASETEXTURE9 *Texture,
|
|
D3DTEXTUREFILTERTYPE *MinFilter,
|
|
D3DTEXTUREFILTERTYPE *MagFilter,
|
|
D3DTEXTUREFILTERTYPE *MipFilter,
|
|
D3DTEXTUREADDRESS *Wrap,
|
|
DWORD *dwLODBias) PURE;
|
|
|
|
// Performs the uniform tessellation based on the tessellation level.
|
|
// This function will perform more efficiently if the patch mesh has been optimized using the Optimize() call.
|
|
STDMETHOD(Tessellate)(THIS_ FLOAT fTessLevel,LPD3DXMESH pMesh) PURE;
|
|
|
|
// Performs adaptive tessellation based on the Z based adaptive tessellation criterion.
|
|
// pTrans specifies a 4D vector that is dotted with the vertices to get the per vertex
|
|
// adaptive tessellation amount. Each edge is tessellated to the average of the criterion
|
|
// at the 2 vertices it connects.
|
|
// MaxTessLevel specifies the upper limit for adaptive tesselation.
|
|
// This function will perform more efficiently if the patch mesh has been optimized using the Optimize() call.
|
|
STDMETHOD(TessellateAdaptive)(THIS_
|
|
CONST D3DXVECTOR4 *pTrans,
|
|
DWORD dwMaxTessLevel,
|
|
DWORD dwMinTessLevel,
|
|
LPD3DXMESH pMesh) PURE;
|
|
|
|
};
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXSkinInfo
|
|
|
|
DECLARE_INTERFACE_(ID3DXSkinInfo, IUnknown)
|
|
{
|
|
// IUnknown
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
// Specify the which vertices do each bones influence and by how much
|
|
STDMETHOD(SetBoneInfluence)(THIS_ DWORD bone, DWORD numInfluences, CONST DWORD* vertices, CONST FLOAT* weights) PURE;
|
|
STDMETHOD(SetBoneVertexInfluence)(THIS_ DWORD boneNum, DWORD influenceNum, float weight) PURE;
|
|
STDMETHOD_(DWORD, GetNumBoneInfluences)(THIS_ DWORD bone) PURE;
|
|
STDMETHOD(GetBoneInfluence)(THIS_ DWORD bone, DWORD* vertices, FLOAT* weights) PURE;
|
|
STDMETHOD(GetBoneVertexInfluence)(THIS_ DWORD boneNum, DWORD influenceNum, float *pWeight, DWORD *pVertexNum) PURE;
|
|
STDMETHOD(GetMaxVertexInfluences)(THIS_ DWORD* maxVertexInfluences) PURE;
|
|
STDMETHOD_(DWORD, GetNumBones)(THIS) PURE;
|
|
STDMETHOD(FindBoneVertexInfluenceIndex)(THIS_ DWORD boneNum, DWORD vertexNum, DWORD *pInfluenceIndex) PURE;
|
|
|
|
// This gets the max face influences based on a triangle mesh with the specified index buffer
|
|
STDMETHOD(GetMaxFaceInfluences)(THIS_ LPDIRECT3DINDEXBUFFER9 pIB, DWORD NumFaces, DWORD* maxFaceInfluences) PURE;
|
|
|
|
// Set min bone influence. Bone influences that are smaller than this are ignored
|
|
STDMETHOD(SetMinBoneInfluence)(THIS_ FLOAT MinInfl) PURE;
|
|
// Get min bone influence.
|
|
STDMETHOD_(FLOAT, GetMinBoneInfluence)(THIS) PURE;
|
|
|
|
// Bone names are returned by D3DXLoadSkinMeshFromXof. They are not used by any other method of this object
|
|
STDMETHOD(SetBoneName)(THIS_ DWORD Bone, LPCSTR pName) PURE; // pName is copied to an internal string buffer
|
|
STDMETHOD_(LPCSTR, GetBoneName)(THIS_ DWORD Bone) PURE; // A pointer to an internal string buffer is returned. Do not free this.
|
|
|
|
// Bone offset matrices are returned by D3DXLoadSkinMeshFromXof. They are not used by any other method of this object
|
|
STDMETHOD(SetBoneOffsetMatrix)(THIS_ DWORD Bone, CONST D3DXMATRIX *pBoneTransform) PURE; // pBoneTransform is copied to an internal buffer
|
|
STDMETHOD_(LPD3DXMATRIX, GetBoneOffsetMatrix)(THIS_ DWORD Bone) PURE; // A pointer to an internal matrix is returned. Do not free this.
|
|
|
|
// Clone a skin info object
|
|
STDMETHOD(Clone)(THIS_ LPD3DXSKININFO* ppSkinInfo) PURE;
|
|
|
|
// Update bone influence information to match vertices after they are reordered. This should be called
|
|
// if the target vertex buffer has been reordered externally.
|
|
STDMETHOD(Remap)(THIS_ DWORD NumVertices, DWORD* pVertexRemap) PURE;
|
|
|
|
// These methods enable the modification of the vertex layout of the vertices that will be skinned
|
|
STDMETHOD(SetFVF)(THIS_ DWORD FVF) PURE;
|
|
STDMETHOD(SetDeclaration)(THIS_ CONST D3DVERTEXELEMENT9 *pDeclaration) PURE;
|
|
STDMETHOD_(DWORD, GetFVF)(THIS) PURE;
|
|
STDMETHOD(GetDeclaration)(THIS_ D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
|
|
|
|
// Apply SW skinning based on current pose matrices to the target vertices.
|
|
STDMETHOD(UpdateSkinnedMesh)(THIS_
|
|
CONST D3DXMATRIX* pBoneTransforms,
|
|
CONST D3DXMATRIX* pBoneInvTransposeTransforms,
|
|
LPCVOID pVerticesSrc,
|
|
PVOID pVerticesDst) PURE;
|
|
|
|
// Takes a mesh and returns a new mesh with per vertex blend weights and a bone combination
|
|
// table that describes which bones affect which subsets of the mesh
|
|
STDMETHOD(ConvertToBlendedMesh)(THIS_
|
|
LPD3DXMESH pMesh,
|
|
DWORD Options,
|
|
CONST DWORD *pAdjacencyIn,
|
|
LPDWORD pAdjacencyOut,
|
|
DWORD* pFaceRemap,
|
|
LPD3DXBUFFER *ppVertexRemap,
|
|
DWORD* pMaxFaceInfl,
|
|
DWORD* pNumBoneCombinations,
|
|
LPD3DXBUFFER* ppBoneCombinationTable,
|
|
LPD3DXMESH* ppMesh) PURE;
|
|
|
|
// Takes a mesh and returns a new mesh with per vertex blend weights and indices
|
|
// and a bone combination table that describes which bones palettes affect which subsets of the mesh
|
|
STDMETHOD(ConvertToIndexedBlendedMesh)(THIS_
|
|
LPD3DXMESH pMesh,
|
|
DWORD Options,
|
|
DWORD paletteSize,
|
|
CONST DWORD *pAdjacencyIn,
|
|
LPDWORD pAdjacencyOut,
|
|
DWORD* pFaceRemap,
|
|
LPD3DXBUFFER *ppVertexRemap,
|
|
DWORD* pMaxVertexInfl,
|
|
DWORD* pNumBoneCombinations,
|
|
LPD3DXBUFFER* ppBoneCombinationTable,
|
|
LPD3DXMESH* ppMesh) PURE;
|
|
};
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif //__cplusplus
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreateMesh(
|
|
DWORD NumFaces,
|
|
DWORD NumVertices,
|
|
DWORD Options,
|
|
CONST D3DVERTEXELEMENT9 *pDeclaration,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXMESH* ppMesh);
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreateMeshFVF(
|
|
DWORD NumFaces,
|
|
DWORD NumVertices,
|
|
DWORD Options,
|
|
DWORD FVF,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXMESH* ppMesh);
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreateSPMesh(
|
|
LPD3DXMESH pMesh,
|
|
CONST DWORD* pAdjacency,
|
|
CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
|
|
CONST FLOAT *pVertexWeights,
|
|
LPD3DXSPMESH* ppSMesh);
|
|
|
|
// clean a mesh up for simplification, try to make manifold
|
|
HRESULT WINAPI
|
|
D3DXCleanMesh(
|
|
D3DXCLEANTYPE CleanType,
|
|
LPD3DXMESH pMeshIn,
|
|
CONST DWORD* pAdjacencyIn,
|
|
LPD3DXMESH* ppMeshOut,
|
|
DWORD* pAdjacencyOut,
|
|
LPD3DXBUFFER* ppErrorsAndWarnings);
|
|
|
|
HRESULT WINAPI
|
|
D3DXValidMesh(
|
|
LPD3DXMESH pMeshIn,
|
|
CONST DWORD* pAdjacency,
|
|
LPD3DXBUFFER* ppErrorsAndWarnings);
|
|
|
|
HRESULT WINAPI
|
|
D3DXGeneratePMesh(
|
|
LPD3DXMESH pMesh,
|
|
CONST DWORD* pAdjacency,
|
|
CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
|
|
CONST FLOAT *pVertexWeights,
|
|
DWORD MinValue,
|
|
DWORD Options,
|
|
LPD3DXPMESH* ppPMesh);
|
|
|
|
HRESULT WINAPI
|
|
D3DXSimplifyMesh(
|
|
LPD3DXMESH pMesh,
|
|
CONST DWORD* pAdjacency,
|
|
CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
|
|
CONST FLOAT *pVertexWeights,
|
|
DWORD MinValue,
|
|
DWORD Options,
|
|
LPD3DXMESH* ppMesh);
|
|
|
|
HRESULT WINAPI
|
|
D3DXComputeBoundingSphere(
|
|
CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
|
|
DWORD NumVertices,
|
|
DWORD dwStride, // count in bytes to subsequent position vectors
|
|
D3DXVECTOR3 *pCenter,
|
|
FLOAT *pRadius);
|
|
|
|
HRESULT WINAPI
|
|
D3DXComputeBoundingBox(
|
|
CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
|
|
DWORD NumVertices,
|
|
DWORD dwStride, // count in bytes to subsequent position vectors
|
|
D3DXVECTOR3 *pMin,
|
|
D3DXVECTOR3 *pMax);
|
|
|
|
HRESULT WINAPI
|
|
D3DXComputeNormals(
|
|
LPD3DXBASEMESH pMesh,
|
|
CONST DWORD *pAdjacency);
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreateBuffer(
|
|
DWORD NumBytes,
|
|
LPD3DXBUFFER *ppBuffer);
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadMeshFromXA(
|
|
LPCSTR pFilename,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER *ppAdjacency,
|
|
LPD3DXBUFFER *ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
DWORD *pNumMaterials,
|
|
LPD3DXMESH *ppMesh);
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadMeshFromXW(
|
|
LPCWSTR pFilename,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER *ppAdjacency,
|
|
LPD3DXBUFFER *ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
DWORD *pNumMaterials,
|
|
LPD3DXMESH *ppMesh);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DXLoadMeshFromX D3DXLoadMeshFromXW
|
|
#else
|
|
#define D3DXLoadMeshFromX D3DXLoadMeshFromXA
|
|
#endif
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadMeshFromXInMemory(
|
|
LPCVOID Memory,
|
|
DWORD SizeOfMemory,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER *ppAdjacency,
|
|
LPD3DXBUFFER *ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
DWORD *pNumMaterials,
|
|
LPD3DXMESH *ppMesh);
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadMeshFromXResource(
|
|
HMODULE Module,
|
|
LPCSTR Name,
|
|
LPCSTR Type,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER *ppAdjacency,
|
|
LPD3DXBUFFER *ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
DWORD *pNumMaterials,
|
|
LPD3DXMESH *ppMesh);
|
|
|
|
HRESULT WINAPI
|
|
D3DXSaveMeshToXA(
|
|
LPCSTR pFilename,
|
|
LPD3DXMESH pMesh,
|
|
CONST DWORD* pAdjacency,
|
|
CONST D3DXMATERIAL* pMaterials,
|
|
CONST D3DXEFFECTINSTANCE* pEffectInstances,
|
|
DWORD NumMaterials,
|
|
DWORD Format
|
|
);
|
|
|
|
HRESULT WINAPI
|
|
D3DXSaveMeshToXW(
|
|
LPCWSTR pFilename,
|
|
LPD3DXMESH pMesh,
|
|
CONST DWORD* pAdjacency,
|
|
CONST D3DXMATERIAL* pMaterials,
|
|
CONST D3DXEFFECTINSTANCE* pEffectInstances,
|
|
DWORD NumMaterials,
|
|
DWORD Format
|
|
);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DXSaveMeshToX D3DXSaveMeshToXW
|
|
#else
|
|
#define D3DXSaveMeshToX D3DXSaveMeshToXA
|
|
#endif
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreatePMeshFromStream(
|
|
IStream *pStream,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER *ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
DWORD* pNumMaterials,
|
|
LPD3DXPMESH *ppPMesh);
|
|
|
|
// Creates a skin info object based on the number of vertices, number of bones, and a declaration describing the vertex layout of the target vertices
|
|
// The bone names and initial bone transforms are not filled in the skin info object by this method.
|
|
HRESULT WINAPI
|
|
D3DXCreateSkinInfo(
|
|
DWORD NumVertices,
|
|
CONST D3DVERTEXELEMENT9 *pDeclaration,
|
|
DWORD NumBones,
|
|
LPD3DXSKININFO* ppSkinInfo);
|
|
|
|
// Creates a skin info object based on the number of vertices, number of bones, and a FVF describing the vertex layout of the target vertices
|
|
// The bone names and initial bone transforms are not filled in the skin info object by this method.
|
|
HRESULT WINAPI
|
|
D3DXCreateSkinInfoFVF(
|
|
DWORD NumVertices,
|
|
DWORD FVF,
|
|
DWORD NumBones,
|
|
LPD3DXSKININFO* ppSkinInfo);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
|
|
extern "C" {
|
|
#endif //__cplusplus
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadMeshFromXof(
|
|
LPD3DXFILEDATA pxofMesh,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER *ppAdjacency,
|
|
LPD3DXBUFFER *ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
DWORD *pNumMaterials,
|
|
LPD3DXMESH *ppMesh);
|
|
|
|
// This similar to D3DXLoadMeshFromXof, except also returns skinning info if present in the file
|
|
// If skinning info is not present, ppSkinInfo will be NULL
|
|
HRESULT WINAPI
|
|
D3DXLoadSkinMeshFromXof(
|
|
LPD3DXFILEDATA pxofMesh,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER* ppAdjacency,
|
|
LPD3DXBUFFER* ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
DWORD *pMatOut,
|
|
LPD3DXSKININFO* ppSkinInfo,
|
|
LPD3DXMESH* ppMesh);
|
|
|
|
|
|
// The inverse of D3DXConvertTo{Indexed}BlendedMesh() functions. It figures out the skinning info from
|
|
// the mesh and the bone combination table and populates a skin info object with that data. The bone
|
|
// names and initial bone transforms are not filled in the skin info object by this method. This works
|
|
// with either a non-indexed or indexed blended mesh. It examines the FVF or declarator of the mesh to
|
|
// determine what type it is.
|
|
HRESULT WINAPI
|
|
D3DXCreateSkinInfoFromBlendedMesh(
|
|
LPD3DXBASEMESH pMesh,
|
|
DWORD NumBones,
|
|
CONST D3DXBONECOMBINATION *pBoneCombinationTable,
|
|
LPD3DXSKININFO* ppSkinInfo);
|
|
|
|
HRESULT WINAPI
|
|
D3DXTessellateNPatches(
|
|
LPD3DXMESH pMeshIn,
|
|
CONST DWORD* pAdjacencyIn,
|
|
FLOAT NumSegs,
|
|
BOOL QuadraticInterpNormals, // if false use linear intrep for normals, if true use quadratic
|
|
LPD3DXMESH *ppMeshOut,
|
|
LPD3DXBUFFER *ppAdjacencyOut);
|
|
|
|
|
|
//generates implied outputdecl from input decl
|
|
//the decl generated from this should be used to generate the output decl for
|
|
//the tessellator subroutines.
|
|
|
|
HRESULT WINAPI
|
|
D3DXGenerateOutputDecl(
|
|
D3DVERTEXELEMENT9 *pOutput,
|
|
CONST D3DVERTEXELEMENT9 *pInput);
|
|
|
|
//loads patches from an XFileData
|
|
//since an X file can have up to 6 different patch meshes in it,
|
|
//returns them in an array - pNumPatches will contain the number of
|
|
//meshes in the actual file.
|
|
HRESULT WINAPI
|
|
D3DXLoadPatchMeshFromXof(
|
|
LPD3DXFILEDATA pXofObjMesh,
|
|
DWORD Options,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXBUFFER *ppMaterials,
|
|
LPD3DXBUFFER *ppEffectInstances,
|
|
PDWORD pNumMaterials,
|
|
LPD3DXPATCHMESH *ppMesh);
|
|
|
|
//computes the size a single rect patch.
|
|
HRESULT WINAPI
|
|
D3DXRectPatchSize(
|
|
CONST FLOAT *pfNumSegs, //segments for each edge (4)
|
|
DWORD *pdwTriangles, //output number of triangles
|
|
DWORD *pdwVertices); //output number of vertices
|
|
|
|
//computes the size of a single triangle patch
|
|
HRESULT WINAPI
|
|
D3DXTriPatchSize(
|
|
CONST FLOAT *pfNumSegs, //segments for each edge (3)
|
|
DWORD *pdwTriangles, //output number of triangles
|
|
DWORD *pdwVertices); //output number of vertices
|
|
|
|
|
|
//tessellates a patch into a created mesh
|
|
//similar to D3D RT patch
|
|
HRESULT WINAPI
|
|
D3DXTessellateRectPatch(
|
|
LPDIRECT3DVERTEXBUFFER9 pVB,
|
|
CONST FLOAT *pNumSegs,
|
|
CONST D3DVERTEXELEMENT9 *pdwInDecl,
|
|
CONST D3DRECTPATCH_INFO *pRectPatchInfo,
|
|
LPD3DXMESH pMesh);
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXTessellateTriPatch(
|
|
LPDIRECT3DVERTEXBUFFER9 pVB,
|
|
CONST FLOAT *pNumSegs,
|
|
CONST D3DVERTEXELEMENT9 *pInDecl,
|
|
CONST D3DTRIPATCH_INFO *pTriPatchInfo,
|
|
LPD3DXMESH pMesh);
|
|
|
|
|
|
|
|
//creates an NPatch PatchMesh from a D3DXMESH
|
|
HRESULT WINAPI
|
|
D3DXCreateNPatchMesh(
|
|
LPD3DXMESH pMeshSysMem,
|
|
LPD3DXPATCHMESH *pPatchMesh);
|
|
|
|
|
|
//creates a patch mesh
|
|
HRESULT WINAPI
|
|
D3DXCreatePatchMesh(
|
|
CONST D3DXPATCHINFO *pInfo, //patch type
|
|
DWORD dwNumPatches, //number of patches
|
|
DWORD dwNumVertices, //number of control vertices
|
|
DWORD dwOptions, //options
|
|
CONST D3DVERTEXELEMENT9 *pDecl, //format of control vertices
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXPATCHMESH *pPatchMesh);
|
|
|
|
|
|
//returns the number of degenerates in a patch mesh -
|
|
//text output put in string.
|
|
HRESULT WINAPI
|
|
D3DXValidPatchMesh(LPD3DXPATCHMESH pMesh,
|
|
DWORD *dwcDegenerateVertices,
|
|
DWORD *dwcDegeneratePatches,
|
|
LPD3DXBUFFER *ppErrorsAndWarnings);
|
|
|
|
UINT WINAPI
|
|
D3DXGetFVFVertexSize(DWORD FVF);
|
|
|
|
UINT WINAPI
|
|
D3DXGetDeclVertexSize(CONST D3DVERTEXELEMENT9 *pDecl,DWORD Stream);
|
|
|
|
UINT WINAPI
|
|
D3DXGetDeclLength(CONST D3DVERTEXELEMENT9 *pDecl);
|
|
|
|
HRESULT WINAPI
|
|
D3DXDeclaratorFromFVF(
|
|
DWORD FVF,
|
|
D3DVERTEXELEMENT9 pDeclarator[MAX_FVF_DECL_SIZE]);
|
|
|
|
HRESULT WINAPI
|
|
D3DXFVFFromDeclarator(
|
|
CONST D3DVERTEXELEMENT9 *pDeclarator,
|
|
DWORD *pFVF);
|
|
|
|
HRESULT WINAPI
|
|
D3DXWeldVertices(
|
|
LPD3DXMESH pMesh,
|
|
DWORD Flags,
|
|
CONST D3DXWELDEPSILONS *pEpsilons,
|
|
CONST DWORD *pAdjacencyIn,
|
|
DWORD *pAdjacencyOut,
|
|
DWORD *pFaceRemap,
|
|
LPD3DXBUFFER *ppVertexRemap);
|
|
|
|
typedef struct _D3DXINTERSECTINFO
|
|
{
|
|
DWORD FaceIndex; // index of face intersected
|
|
FLOAT U; // Barycentric Hit Coordinates
|
|
FLOAT V; // Barycentric Hit Coordinates
|
|
FLOAT Dist; // Ray-Intersection Parameter Distance
|
|
} D3DXINTERSECTINFO, *LPD3DXINTERSECTINFO;
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXIntersect(
|
|
LPD3DXBASEMESH pMesh,
|
|
CONST D3DXVECTOR3 *pRayPos,
|
|
CONST D3DXVECTOR3 *pRayDir,
|
|
BOOL *pHit, // True if any faces were intersected
|
|
DWORD *pFaceIndex, // index of closest face intersected
|
|
FLOAT *pU, // Barycentric Hit Coordinates
|
|
FLOAT *pV, // Barycentric Hit Coordinates
|
|
FLOAT *pDist, // Ray-Intersection Parameter Distance
|
|
LPD3DXBUFFER *ppAllHits, // Array of D3DXINTERSECTINFOs for all hits (not just closest)
|
|
DWORD *pCountOfHits); // Number of entries in AllHits array
|
|
|
|
HRESULT WINAPI
|
|
D3DXIntersectSubset(
|
|
LPD3DXBASEMESH pMesh,
|
|
DWORD AttribId,
|
|
CONST D3DXVECTOR3 *pRayPos,
|
|
CONST D3DXVECTOR3 *pRayDir,
|
|
BOOL *pHit, // True if any faces were intersected
|
|
DWORD *pFaceIndex, // index of closest face intersected
|
|
FLOAT *pU, // Barycentric Hit Coordinates
|
|
FLOAT *pV, // Barycentric Hit Coordinates
|
|
FLOAT *pDist, // Ray-Intersection Parameter Distance
|
|
LPD3DXBUFFER *ppAllHits, // Array of D3DXINTERSECTINFOs for all hits (not just closest)
|
|
DWORD *pCountOfHits); // Number of entries in AllHits array
|
|
|
|
|
|
HRESULT WINAPI D3DXSplitMesh
|
|
(
|
|
LPD3DXMESH pMeshIn,
|
|
CONST DWORD *pAdjacencyIn,
|
|
CONST DWORD MaxSize,
|
|
CONST DWORD Options,
|
|
DWORD *pMeshesOut,
|
|
LPD3DXBUFFER *ppMeshArrayOut,
|
|
LPD3DXBUFFER *ppAdjacencyArrayOut,
|
|
LPD3DXBUFFER *ppFaceRemapArrayOut,
|
|
LPD3DXBUFFER *ppVertRemapArrayOut
|
|
);
|
|
|
|
BOOL WINAPI D3DXIntersectTri
|
|
(
|
|
CONST D3DXVECTOR3 *p0, // Triangle vertex 0 position
|
|
CONST D3DXVECTOR3 *p1, // Triangle vertex 1 position
|
|
CONST D3DXVECTOR3 *p2, // Triangle vertex 2 position
|
|
CONST D3DXVECTOR3 *pRayPos, // Ray origin
|
|
CONST D3DXVECTOR3 *pRayDir, // Ray direction
|
|
FLOAT *pU, // Barycentric Hit Coordinates
|
|
FLOAT *pV, // Barycentric Hit Coordinates
|
|
FLOAT *pDist); // Ray-Intersection Parameter Distance
|
|
|
|
BOOL WINAPI
|
|
D3DXSphereBoundProbe(
|
|
CONST D3DXVECTOR3 *pCenter,
|
|
FLOAT Radius,
|
|
CONST D3DXVECTOR3 *pRayPosition,
|
|
CONST D3DXVECTOR3 *pRayDirection);
|
|
|
|
BOOL WINAPI
|
|
D3DXBoxBoundProbe(
|
|
CONST D3DXVECTOR3 *pMin,
|
|
CONST D3DXVECTOR3 *pMax,
|
|
CONST D3DXVECTOR3 *pRayPosition,
|
|
CONST D3DXVECTOR3 *pRayDirection);
|
|
|
|
|
|
HRESULT WINAPI D3DXComputeTangentFrame(ID3DXMesh *pMesh,
|
|
DWORD dwOptions);
|
|
|
|
HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *pMesh,
|
|
DWORD dwTextureInSemantic,
|
|
DWORD dwTextureInIndex,
|
|
DWORD dwUPartialOutSemantic,
|
|
DWORD dwUPartialOutIndex,
|
|
DWORD dwVPartialOutSemantic,
|
|
DWORD dwVPartialOutIndex,
|
|
DWORD dwNormalOutSemantic,
|
|
DWORD dwNormalOutIndex,
|
|
DWORD dwOptions,
|
|
CONST DWORD *pdwAdjacency,
|
|
FLOAT fPartialEdgeThreshold,
|
|
FLOAT fSingularPointThreshold,
|
|
FLOAT fNormalEdgeThreshold,
|
|
ID3DXMesh **ppMeshOut,
|
|
ID3DXBuffer **ppVertexMapping);
|
|
|
|
|
|
//D3DXComputeTangent
|
|
//
|
|
//Computes the Tangent vectors for the TexStage texture coordinates
|
|
//and places the results in the TANGENT[TangentIndex] specified in the meshes' DECL
|
|
//puts the binorm in BINORM[BinormIndex] also specified in the decl.
|
|
//
|
|
//If neither the binorm or the tangnet are in the meshes declaration,
|
|
//the function will fail.
|
|
//
|
|
//If a tangent or Binorm field is in the Decl, but the user does not
|
|
//wish D3DXComputeTangent to replace them, then D3DX_DEFAULT specified
|
|
//in the TangentIndex or BinormIndex will cause it to ignore the specified
|
|
//semantic.
|
|
//
|
|
//Wrap should be specified if the texture coordinates wrap.
|
|
|
|
HRESULT WINAPI D3DXComputeTangent(LPD3DXMESH Mesh,
|
|
DWORD TexStage,
|
|
DWORD TangentIndex,
|
|
DWORD BinormIndex,
|
|
DWORD Wrap,
|
|
CONST DWORD *pAdjacency);
|
|
|
|
//============================================================================
|
|
//
|
|
// UVAtlas apis
|
|
//
|
|
//============================================================================
|
|
typedef HRESULT (WINAPI *LPD3DXUVATLASCB)(FLOAT fPercentDone, LPVOID lpUserContext);
|
|
|
|
// This function creates atlases for meshes. There are two modes of operation,
|
|
// either based on the number of charts, or the maximum allowed stretch. If the
|
|
// maximum allowed stretch is 0, then each triangle will likely be in its own
|
|
// chart.
|
|
|
|
//
|
|
// The parameters are as follows:
|
|
// pMesh - Input mesh to calculate an atlas for. This must have a position
|
|
// channel and at least a 2-d texture channel.
|
|
// uMaxChartNumber - The maximum number of charts required for the atlas.
|
|
// If this is 0, it will be parameterized based solely on
|
|
// stretch.
|
|
// fMaxStretch - The maximum amount of stretch, if 0, no stretching is allowed,
|
|
// if 1, then any amount of stretching is allowed.
|
|
// uWidth - The width of the texture the atlas will be used on.
|
|
// uHeight - The height of the texture the atlas will be used on.
|
|
// fGutter - The minimum distance, in texels between two charts on the atlas.
|
|
// this gets scaled by the width, so if fGutter is 2.5, and it is
|
|
// used on a 512x512 texture, then the minimum distance will be
|
|
// 2.5 / 512 in u-v space.
|
|
// dwTextureIndex - Specifies which texture coordinate to write to in the
|
|
// output mesh (which is cloned from the input mesh). Useful
|
|
// if your vertex has multiple texture coordinates.
|
|
// pdwAdjacency - a pointer to an array with 3 DWORDs per face, indicating
|
|
// which triangles are adjacent to each other.
|
|
// pdwFalseEdgeAdjacency - a pointer to an array with 3 DWORDS per face, indicating
|
|
// at each face, whether an edge is a false edge or not (using
|
|
// the same ordering as the adjacency data structure). If this
|
|
// is NULL, then it is assumed that there are no false edges. If
|
|
// not NULL, then a non-false edge is indicated by -1 and a false
|
|
// edge is indicated by any other value (it is not required, but
|
|
// it may be useful for the caller to use the original adjacency
|
|
// value). This allows you to parameterize a mesh of quads, and
|
|
// the edges down the middle of each quad will not be cut when
|
|
// parameterizing the mesh.
|
|
// pfIMTArray - a pointer to an array with 3 FLOATs per face, describing the
|
|
// integrated metric tensor for that face. This lets you control
|
|
// the way this triangle may be stretched in the atlas. The IMT
|
|
// passed in will be 3 floats (a,b,c) and specify a symmetric
|
|
// matrix (a b) that, given a vector (s,t), specifies the
|
|
// (b c)
|
|
// distance between a vector v1 and a vector v2 = v1 + (s,t) as
|
|
// sqrt((s, t) * M * (s, t)^T).
|
|
// In other words, this lets one specify the magnitude of the
|
|
// stretch in an arbitrary direction in u-v space. For example
|
|
// if a = b = c = 1, then this scales the vector (1,1) by 2, and
|
|
// the vector (1,-1) by 0. Note that this is multiplying the edge
|
|
// length by the square of the matrix, so if you want the face to
|
|
// stretch to twice its
|
|
// size with no shearing, the IMT value should be (2, 0, 2), which
|
|
// is just the identity matrix times 2.
|
|
// Note that this assumes you have an orientation for the triangle
|
|
// in some 2-D space. For D3DXUVAtlas, this space is created by
|
|
// letting S be the direction from the first to the second
|
|
// vertex, and T be the cross product between the normal and S.
|
|
//
|
|
// pStatusCallback - Since the atlas creation process can be very CPU intensive,
|
|
// this allows the programmer to specify a function to be called
|
|
// periodically, similarly to how it is done in the PRT simulation
|
|
// engine.
|
|
// fCallbackFrequency - This lets you specify how often the callback will be
|
|
// called. A decent default should be 0.0001f.
|
|
// pUserContext - a void pointer to be passed back to the callback function
|
|
// dwOptions - A combination of flags in the D3DXUVATLAS enum
|
|
// ppMeshOut - A pointer to a location to store a pointer for the newly created
|
|
// mesh.
|
|
// ppFacePartitioning - A pointer to a location to store a pointer for an array,
|
|
// one DWORD per face, giving the final partitioning
|
|
// created by the atlasing algorithm.
|
|
// ppVertexRemapArray - A pointer to a location to store a pointer for an array,
|
|
// one DWORD per vertex, giving the vertex it was copied
|
|
// from, if any vertices needed to be split.
|
|
// pfMaxStretchOut - A location to store the maximum stretch resulting from the
|
|
// atlasing algorithm.
|
|
// puNumChartsOut - A location to store the number of charts created, or if the
|
|
// maximum number of charts was too low, this gives the minimum
|
|
// number of charts needed to create an atlas.
|
|
|
|
HRESULT WINAPI D3DXUVAtlasCreate(LPD3DXMESH pMesh,
|
|
UINT uMaxChartNumber,
|
|
FLOAT fMaxStretch,
|
|
UINT uWidth,
|
|
UINT uHeight,
|
|
FLOAT fGutter,
|
|
DWORD dwTextureIndex,
|
|
CONST DWORD *pdwAdjacency,
|
|
CONST DWORD *pdwFalseEdgeAdjacency,
|
|
CONST FLOAT *pfIMTArray,
|
|
LPD3DXUVATLASCB pStatusCallback,
|
|
FLOAT fCallbackFrequency,
|
|
LPVOID pUserContext,
|
|
DWORD dwOptions,
|
|
LPD3DXMESH *ppMeshOut,
|
|
LPD3DXBUFFER *ppFacePartitioning,
|
|
LPD3DXBUFFER *ppVertexRemapArray,
|
|
FLOAT *pfMaxStretchOut,
|
|
UINT *puNumChartsOut);
|
|
|
|
// This has the same exact arguments as Create, except that it does not perform the
|
|
// final packing step. This method allows one to get a partitioning out, and possibly
|
|
// modify it before sending it to be repacked. Note that if you change the
|
|
// partitioning, you'll also need to calculate new texture coordinates for any faces
|
|
// that have switched charts.
|
|
//
|
|
// The partition result adjacency output parameter is meant to be passed to the
|
|
// UVAtlasPack function, this adjacency cuts edges that are between adjacent
|
|
// charts, and also can include cuts inside of a chart in order to make it
|
|
// equivalent to a disc. For example:
|
|
//
|
|
// _______
|
|
// | ___ |
|
|
// | |_| |
|
|
// |_____|
|
|
//
|
|
// In order to make this equivalent to a disc, we would need to add a cut, and it
|
|
// Would end up looking like:
|
|
// _______
|
|
// | ___ |
|
|
// | |_|_|
|
|
// |_____|
|
|
//
|
|
// The resulting partition adjacency parameter cannot be NULL, because it is
|
|
// required for the packing step.
|
|
|
|
|
|
|
|
HRESULT WINAPI D3DXUVAtlasPartition(LPD3DXMESH pMesh,
|
|
UINT uMaxChartNumber,
|
|
FLOAT fMaxStretch,
|
|
DWORD dwTextureIndex,
|
|
CONST DWORD *pdwAdjacency,
|
|
CONST DWORD *pdwFalseEdgeAdjacency,
|
|
CONST FLOAT *pfIMTArray,
|
|
LPD3DXUVATLASCB pStatusCallback,
|
|
FLOAT fCallbackFrequency,
|
|
LPVOID pUserContext,
|
|
DWORD dwOptions,
|
|
LPD3DXMESH *ppMeshOut,
|
|
LPD3DXBUFFER *ppFacePartitioning,
|
|
LPD3DXBUFFER *ppVertexRemapArray,
|
|
LPD3DXBUFFER *ppPartitionResultAdjacency,
|
|
FLOAT *pfMaxStretchOut,
|
|
UINT *puNumChartsOut);
|
|
|
|
// This takes the face partitioning result from Partition and packs it into an
|
|
// atlas of the given size. pdwPartitionResultAdjacency should be derived from
|
|
// the adjacency returned from the partition step. This value cannot be NULL
|
|
// because Pack needs to know where charts were cut in the partition step in
|
|
// order to find the edges of each chart.
|
|
// The options parameter is currently reserved.
|
|
HRESULT WINAPI D3DXUVAtlasPack(ID3DXMesh *pMesh,
|
|
UINT uWidth,
|
|
UINT uHeight,
|
|
FLOAT fGutter,
|
|
DWORD dwTextureIndex,
|
|
CONST DWORD *pdwPartitionResultAdjacency,
|
|
LPD3DXUVATLASCB pStatusCallback,
|
|
FLOAT fCallbackFrequency,
|
|
LPVOID pUserContext,
|
|
DWORD dwOptions,
|
|
LPD3DXBUFFER pFacePartitioning);
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// IMT Calculation apis
|
|
//
|
|
// These functions all compute the Integrated Metric Tensor for use in the
|
|
// UVAtlas API. They all calculate the IMT with respect to the canonical
|
|
// triangle, where the coordinate system is set up so that the u axis goes
|
|
// from vertex 0 to 1 and the v axis is N x u. So, for example, the second
|
|
// vertex's canonical uv coordinates are (d,0) where d is the distance between
|
|
// vertices 0 and 1. This way the IMT does not depend on the parameterization
|
|
// of the mesh, and if the signal over the surface doesn't change, then
|
|
// the IMT doesn't need to be recalculated.
|
|
//============================================================================
|
|
|
|
// This callback is used by D3DXComputeIMTFromSignal.
|
|
//
|
|
// uv - The texture coordinate for the vertex.
|
|
// uPrimitiveID - Face ID of the triangle on which to compute the signal.
|
|
// uSignalDimension - The number of floats to store in pfSignalOut.
|
|
// pUserData - The pUserData pointer passed in to ComputeIMTFromSignal.
|
|
// pfSignalOut - A pointer to where to store the signal data.
|
|
typedef HRESULT (WINAPI* LPD3DXIMTSIGNALCALLBACK)
|
|
(CONST D3DXVECTOR2 *uv,
|
|
UINT uPrimitiveID,
|
|
UINT uSignalDimension,
|
|
VOID *pUserData,
|
|
FLOAT *pfSignalOut);
|
|
|
|
// This function is used to calculate the IMT from per vertex data. It sets
|
|
// up a linear system over the triangle, solves for the jacobian J, then
|
|
// constructs the IMT from that (J^TJ).
|
|
// This function allows you to calculate the IMT based off of any value in a
|
|
// mesh (color, normal, etc) by specifying the correct stride of the array.
|
|
// The IMT computed will cause areas of the mesh that have similar values to
|
|
// take up less space in the texture.
|
|
//
|
|
// pMesh - The mesh to calculate the IMT for.
|
|
// pVertexSignal - A float array of size uSignalStride * v, where v is the
|
|
// number of vertices in the mesh.
|
|
// uSignalDimension - How many floats per vertex to use in calculating the IMT.
|
|
// uSignalStride - The number of bytes per vertex in the array. This must be
|
|
// a multiple of sizeof(float)
|
|
// ppIMTData - Where to store the buffer holding the IMT data
|
|
|
|
HRESULT WINAPI D3DXComputeIMTFromPerVertexSignal (
|
|
LPD3DXMESH pMesh,
|
|
CONST FLOAT *pfVertexSignal, // uSignalDimension floats per vertex
|
|
UINT uSignalDimension,
|
|
UINT uSignalStride, // stride of signal in bytes
|
|
DWORD dwOptions, // reserved for future use
|
|
LPD3DXUVATLASCB pStatusCallback,
|
|
LPVOID pUserContext,
|
|
LPD3DXBUFFER *ppIMTData);
|
|
|
|
// This function is used to calculate the IMT from data that varies over the
|
|
// surface of the mesh (generally at a higher frequency than vertex data).
|
|
// This function requires the mesh to already be parameterized (so it already
|
|
// has texture coordinates). It allows the user to define a signal arbitrarily
|
|
// over the surface of the mesh.
|
|
//
|
|
// pMesh - The mesh to calculate the IMT for.
|
|
// dwTextureIndex - This describes which set of texture coordinates in the
|
|
// mesh to use.
|
|
// uSignalDimension - How many components there are in the signal.
|
|
// fMaxUVDistance - The subdivision will continue until the distance between
|
|
// all vertices is at most fMaxUVDistance.
|
|
// dwOptions - reserved for future use
|
|
// pSignalCallback - The callback to use to get the signal.
|
|
// pUserData - A pointer that will be passed in to the callback.
|
|
// ppIMTData - Where to store the buffer holding the IMT data
|
|
HRESULT WINAPI D3DXComputeIMTFromSignal(
|
|
LPD3DXMESH pMesh,
|
|
DWORD dwTextureIndex,
|
|
UINT uSignalDimension,
|
|
FLOAT fMaxUVDistance,
|
|
DWORD dwOptions, // reserved for future use
|
|
LPD3DXIMTSIGNALCALLBACK pSignalCallback,
|
|
VOID *pUserData,
|
|
LPD3DXUVATLASCB pStatusCallback,
|
|
LPVOID pUserContext,
|
|
LPD3DXBUFFER *ppIMTData);
|
|
|
|
// This function is used to calculate the IMT from texture data. Given a texture
|
|
// that maps over the surface of the mesh, the algorithm computes the IMT for
|
|
// each face. This will cause large areas that are very similar to take up less
|
|
// room when parameterized with UVAtlas. The texture is assumed to be
|
|
// interpolated over the mesh bilinearly.
|
|
//
|
|
// pMesh - The mesh to calculate the IMT for.
|
|
// pTexture - The texture to load data from.
|
|
// dwTextureIndex - This describes which set of texture coordinates in the
|
|
// mesh to use.
|
|
// dwOptions - Combination of one or more D3DXIMT flags.
|
|
// ppIMTData - Where to store the buffer holding the IMT data
|
|
HRESULT WINAPI D3DXComputeIMTFromTexture (
|
|
LPD3DXMESH pMesh,
|
|
LPDIRECT3DTEXTURE9 pTexture,
|
|
DWORD dwTextureIndex,
|
|
DWORD dwOptions,
|
|
LPD3DXUVATLASCB pStatusCallback,
|
|
LPVOID pUserContext,
|
|
LPD3DXBUFFER *ppIMTData);
|
|
|
|
// This function is very similar to ComputeIMTFromTexture, but it uses a
|
|
// float array to pass in the data, and it can calculate higher dimensional
|
|
// values than 4.
|
|
//
|
|
// pMesh - The mesh to calculate the IMT for.
|
|
// dwTextureIndex - This describes which set of texture coordinates in the
|
|
// mesh to use.
|
|
// pfFloatArray - a pointer to a float array of size
|
|
// uWidth*uHeight*uComponents
|
|
// uWidth - The width of the texture
|
|
// uHeight - The height of the texture
|
|
// uSignalDimension - The number of floats per texel in the signal
|
|
// uComponents - The number of floats in each texel
|
|
// dwOptions - Combination of one or more D3DXIMT flags
|
|
// ppIMTData - Where to store the buffer holding the IMT data
|
|
HRESULT WINAPI D3DXComputeIMTFromPerTexelSignal(
|
|
LPD3DXMESH pMesh,
|
|
DWORD dwTextureIndex,
|
|
FLOAT *pfTexelSignal,
|
|
UINT uWidth,
|
|
UINT uHeight,
|
|
UINT uSignalDimension,
|
|
UINT uComponents,
|
|
DWORD dwOptions,
|
|
LPD3DXUVATLASCB pStatusCallback,
|
|
LPVOID pUserContext,
|
|
LPD3DXBUFFER *ppIMTData);
|
|
|
|
HRESULT WINAPI
|
|
D3DXConvertMeshSubsetToSingleStrip(
|
|
LPD3DXBASEMESH MeshIn,
|
|
DWORD AttribId,
|
|
DWORD IBOptions,
|
|
LPDIRECT3DINDEXBUFFER9 *ppIndexBuffer,
|
|
DWORD *pNumIndices);
|
|
|
|
HRESULT WINAPI
|
|
D3DXConvertMeshSubsetToStrips(
|
|
LPD3DXBASEMESH MeshIn,
|
|
DWORD AttribId,
|
|
DWORD IBOptions,
|
|
LPDIRECT3DINDEXBUFFER9 *ppIndexBuffer,
|
|
DWORD *pNumIndices,
|
|
LPD3DXBUFFER *ppStripLengths,
|
|
DWORD *pNumStrips);
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXOptimizeFaces:
|
|
// --------------------
|
|
// Generate a face remapping for a triangle list that more effectively utilizes
|
|
// vertex caches. This optimization is identical to the one provided
|
|
// by ID3DXMesh::Optimize with the hardware independent option enabled.
|
|
//
|
|
// Parameters:
|
|
// pbIndices
|
|
// Triangle list indices to use for generating a vertex ordering
|
|
// NumFaces
|
|
// Number of faces in the triangle list
|
|
// NumVertices
|
|
// Number of vertices referenced by the triangle list
|
|
// b32BitIndices
|
|
// TRUE if indices are 32 bit, FALSE if indices are 16 bit
|
|
// pFaceRemap
|
|
// Destination buffer to store face ordering
|
|
// The number stored for a given element is where in the new ordering
|
|
// the face will have come from. See ID3DXMesh::Optimize for more info.
|
|
//
|
|
//============================================================================
|
|
HRESULT WINAPI
|
|
D3DXOptimizeFaces(
|
|
LPCVOID pbIndices,
|
|
UINT cFaces,
|
|
UINT cVertices,
|
|
BOOL b32BitIndices,
|
|
DWORD* pFaceRemap);
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXOptimizeVertices:
|
|
// --------------------
|
|
// Generate a vertex remapping to optimize for in order use of vertices for
|
|
// a given set of indices. This is commonly used after applying the face
|
|
// remap generated by D3DXOptimizeFaces
|
|
//
|
|
// Parameters:
|
|
// pbIndices
|
|
// Triangle list indices to use for generating a vertex ordering
|
|
// NumFaces
|
|
// Number of faces in the triangle list
|
|
// NumVertices
|
|
// Number of vertices referenced by the triangle list
|
|
// b32BitIndices
|
|
// TRUE if indices are 32 bit, FALSE if indices are 16 bit
|
|
// pVertexRemap
|
|
// Destination buffer to store vertex ordering
|
|
// The number stored for a given element is where in the new ordering
|
|
// the vertex will have come from. See ID3DXMesh::Optimize for more info.
|
|
//
|
|
//============================================================================
|
|
HRESULT WINAPI
|
|
D3DXOptimizeVertices(
|
|
LPCVOID pbIndices,
|
|
UINT cFaces,
|
|
UINT cVertices,
|
|
BOOL b32BitIndices,
|
|
DWORD* pVertexRemap);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //__cplusplus
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Data structures for Spherical Harmonic Precomputation
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
typedef enum _D3DXSHCOMPRESSQUALITYTYPE {
|
|
D3DXSHCQUAL_FASTLOWQUALITY = 1,
|
|
D3DXSHCQUAL_SLOWHIGHQUALITY = 2,
|
|
D3DXSHCQUAL_FORCE_DWORD = 0x7fffffff
|
|
} D3DXSHCOMPRESSQUALITYTYPE;
|
|
|
|
typedef enum _D3DXSHGPUSIMOPT {
|
|
D3DXSHGPUSIMOPT_SHADOWRES256 = 1,
|
|
D3DXSHGPUSIMOPT_SHADOWRES512 = 0,
|
|
D3DXSHGPUSIMOPT_SHADOWRES1024 = 2,
|
|
D3DXSHGPUSIMOPT_SHADOWRES2048 = 3,
|
|
|
|
D3DXSHGPUSIMOPT_HIGHQUALITY = 4,
|
|
|
|
D3DXSHGPUSIMOPT_FORCE_DWORD = 0x7fffffff
|
|
} D3DXSHGPUSIMOPT;
|
|
|
|
// for all properties that are colors the luminance is computed
|
|
// if the simulator is run with a single channel using the following
|
|
// formula: R * 0.2125 + G * 0.7154 + B * 0.0721
|
|
|
|
typedef struct _D3DXSHMATERIAL {
|
|
D3DCOLORVALUE Diffuse; // Diffuse albedo of the surface. (Ignored if object is a Mirror)
|
|
BOOL bMirror; // Must be set to FALSE. bMirror == TRUE not currently supported
|
|
BOOL bSubSurf; // true if the object does subsurface scattering - can't do this and be a mirror
|
|
|
|
// subsurface scattering parameters
|
|
FLOAT RelativeIndexOfRefraction;
|
|
D3DCOLORVALUE Absorption;
|
|
D3DCOLORVALUE ReducedScattering;
|
|
|
|
} D3DXSHMATERIAL;
|
|
|
|
// allocated in D3DXSHPRTCompSplitMeshSC
|
|
// vertices are duplicated into multiple super clusters but
|
|
// only have a valid status in one super cluster (fill in the rest)
|
|
|
|
typedef struct _D3DXSHPRTSPLITMESHVERTDATA {
|
|
UINT uVertRemap; // vertex in original mesh this corresponds to
|
|
UINT uSubCluster; // cluster index relative to super cluster
|
|
UCHAR ucVertStatus; // 1 if vertex has valid data, 0 if it is "fill"
|
|
} D3DXSHPRTSPLITMESHVERTDATA;
|
|
|
|
// used in D3DXSHPRTCompSplitMeshSC
|
|
// information for each super cluster that maps into face/vert arrays
|
|
|
|
typedef struct _D3DXSHPRTSPLITMESHCLUSTERDATA {
|
|
UINT uVertStart; // initial index into remapped vertex array
|
|
UINT uVertLength; // number of vertices in this super cluster
|
|
|
|
UINT uFaceStart; // initial index into face array
|
|
UINT uFaceLength; // number of faces in this super cluster
|
|
|
|
UINT uClusterStart; // initial index into cluster array
|
|
UINT uClusterLength; // number of clusters in this super cluster
|
|
} D3DXSHPRTSPLITMESHCLUSTERDATA;
|
|
|
|
// call back function for simulator
|
|
// return S_OK to keep running the simulator - anything else represents
|
|
// failure and the simulator will abort.
|
|
|
|
typedef HRESULT (WINAPI *LPD3DXSHPRTSIMCB)(float fPercentDone, LPVOID lpUserContext);
|
|
|
|
// interfaces for PRT buffers/simulator
|
|
|
|
// GUIDs
|
|
// {F1827E47-00A8-49cd-908C-9D11955F8728}
|
|
DEFINE_GUID(IID_ID3DXPRTBuffer,
|
|
0xf1827e47, 0xa8, 0x49cd, 0x90, 0x8c, 0x9d, 0x11, 0x95, 0x5f, 0x87, 0x28);
|
|
|
|
// {A758D465-FE8D-45ad-9CF0-D01E56266A07}
|
|
DEFINE_GUID(IID_ID3DXPRTCompBuffer,
|
|
0xa758d465, 0xfe8d, 0x45ad, 0x9c, 0xf0, 0xd0, 0x1e, 0x56, 0x26, 0x6a, 0x7);
|
|
|
|
// {838F01EC-9729-4527-AADB-DF70ADE7FEA9}
|
|
DEFINE_GUID(IID_ID3DXTextureGutterHelper,
|
|
0x838f01ec, 0x9729, 0x4527, 0xaa, 0xdb, 0xdf, 0x70, 0xad, 0xe7, 0xfe, 0xa9);
|
|
|
|
// {683A4278-CD5F-4d24-90AD-C4E1B6855D53}
|
|
DEFINE_GUID(IID_ID3DXPRTEngine,
|
|
0x683a4278, 0xcd5f, 0x4d24, 0x90, 0xad, 0xc4, 0xe1, 0xb6, 0x85, 0x5d, 0x53);
|
|
|
|
// interface defenitions
|
|
|
|
typedef interface ID3DXTextureGutterHelper ID3DXTextureGutterHelper;
|
|
typedef interface ID3DXPRTBuffer ID3DXPRTBuffer;
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXPRTBuffer
|
|
|
|
// Buffer interface - contains "NumSamples" samples
|
|
// each sample in memory is stored as NumCoeffs scalars per channel (1 or 3)
|
|
// Same interface is used for both Vertex and Pixel PRT buffers
|
|
|
|
DECLARE_INTERFACE_(ID3DXPRTBuffer, IUnknown)
|
|
{
|
|
// IUnknown
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
// ID3DXPRTBuffer
|
|
STDMETHOD_(UINT, GetNumSamples)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetNumCoeffs)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetNumChannels)(THIS) PURE;
|
|
|
|
STDMETHOD_(BOOL, IsTexture)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetWidth)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetHeight)(THIS) PURE;
|
|
|
|
// changes the number of samples allocated in the buffer
|
|
STDMETHOD(Resize)(THIS_ UINT NewSize) PURE;
|
|
|
|
// ppData will point to the memory location where sample Start begins
|
|
// pointer is valid for at least NumSamples samples
|
|
STDMETHOD(LockBuffer)(THIS_ UINT Start, UINT NumSamples, FLOAT **ppData) PURE;
|
|
STDMETHOD(UnlockBuffer)(THIS) PURE;
|
|
|
|
// every scalar in buffer is multiplied by Scale
|
|
STDMETHOD(ScaleBuffer)(THIS_ FLOAT Scale) PURE;
|
|
|
|
// every scalar contains the sum of this and pBuffers values
|
|
// pBuffer must have the same storage class/dimensions
|
|
STDMETHOD(AddBuffer)(THIS_ LPD3DXPRTBUFFER pBuffer) PURE;
|
|
|
|
// GutterHelper (described below) will fill in the gutter
|
|
// regions of a texture by interpolating "internal" values
|
|
STDMETHOD(AttachGH)(THIS_ LPD3DXTEXTUREGUTTERHELPER) PURE;
|
|
STDMETHOD(ReleaseGH)(THIS) PURE;
|
|
|
|
// Evaluates attached gutter helper on the contents of this buffer
|
|
STDMETHOD(EvalGH)(THIS) PURE;
|
|
|
|
// extracts a given channel into texture pTexture
|
|
// NumCoefficients starting from StartCoefficient are copied
|
|
STDMETHOD(ExtractTexture)(THIS_ UINT Channel, UINT StartCoefficient,
|
|
UINT NumCoefficients, LPDIRECT3DTEXTURE9 pTexture) PURE;
|
|
|
|
// extracts NumCoefficients coefficients into mesh - only applicable on single channel
|
|
// buffers, otherwise just lockbuffer and copy data. With SHPRT data NumCoefficients
|
|
// should be Order^2
|
|
STDMETHOD(ExtractToMesh)(THIS_ UINT NumCoefficients, D3DDECLUSAGE Usage, UINT UsageIndexStart,
|
|
LPD3DXMESH pScene) PURE;
|
|
|
|
};
|
|
|
|
typedef interface ID3DXPRTCompBuffer ID3DXPRTCompBuffer;
|
|
typedef interface ID3DXPRTCompBuffer *LPD3DXPRTCOMPBUFFER;
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXPRTCompBuffer
|
|
|
|
// compressed buffers stored a compressed version of a PRTBuffer
|
|
|
|
DECLARE_INTERFACE_(ID3DXPRTCompBuffer, IUnknown)
|
|
{
|
|
// IUnknown
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
// ID3DPRTCompBuffer
|
|
|
|
// NumCoeffs and NumChannels are properties of input buffer
|
|
STDMETHOD_(UINT, GetNumSamples)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetNumCoeffs)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetNumChannels)(THIS) PURE;
|
|
|
|
STDMETHOD_(BOOL, IsTexture)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetWidth)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetHeight)(THIS) PURE;
|
|
|
|
// number of clusters, and PCA vectors per-cluster
|
|
STDMETHOD_(UINT, GetNumClusters)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetNumPCA)(THIS) PURE;
|
|
|
|
// normalizes PCA weights so that they are between [-1,1]
|
|
// basis vectors are modified to reflect this
|
|
STDMETHOD(NormalizeData)(THIS) PURE;
|
|
|
|
// copies basis vectors for cluster "Cluster" into pClusterBasis
|
|
// (NumPCA+1)*NumCoeffs*NumChannels floats
|
|
STDMETHOD(ExtractBasis)(THIS_ UINT Cluster, FLOAT *pClusterBasis) PURE;
|
|
|
|
// UINT per sample - which cluster it belongs to
|
|
STDMETHOD(ExtractClusterIDs)(THIS_ UINT *pClusterIDs) PURE;
|
|
|
|
// copies NumExtract PCA projection coefficients starting at StartPCA
|
|
// into pPCACoefficients - NumSamples*NumExtract floats copied
|
|
STDMETHOD(ExtractPCA)(THIS_ UINT StartPCA, UINT NumExtract, FLOAT *pPCACoefficients) PURE;
|
|
|
|
// copies NumPCA projection coefficients starting at StartPCA
|
|
// into pTexture - should be able to cope with signed formats
|
|
STDMETHOD(ExtractTexture)(THIS_ UINT StartPCA, UINT NumpPCA,
|
|
LPDIRECT3DTEXTURE9 pTexture) PURE;
|
|
|
|
// copies NumPCA projection coefficients into mesh pScene
|
|
// Usage is D3DDECLUSAGE where coefficients are to be stored
|
|
// UsageIndexStart is starting index
|
|
STDMETHOD(ExtractToMesh)(THIS_ UINT NumPCA, D3DDECLUSAGE Usage, UINT UsageIndexStart,
|
|
LPD3DXMESH pScene) PURE;
|
|
};
|
|
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXTextureGutterHelper
|
|
|
|
// ID3DXTextureGutterHelper will build and manage
|
|
// "gutter" regions in a texture - this will allow for
|
|
// bi-linear interpolation to not have artifacts when rendering
|
|
// It generates a map (in texture space) where each texel
|
|
// is in one of 3 states:
|
|
// 0 Invalid - not used at all
|
|
// 1 Inside triangle
|
|
// 2 Gutter texel
|
|
// 4 represents a gutter texel that will be computed during PRT
|
|
// For each Inside/Gutter texel it stores the face it
|
|
// belongs to and barycentric coordinates for the 1st two
|
|
// vertices of that face. Gutter vertices are assigned to
|
|
// the closest edge in texture space.
|
|
//
|
|
// When used with PRT this requires a unique parameterization
|
|
// of the model - every texel must correspond to a single point
|
|
// on the surface of the model and vice versa
|
|
|
|
DECLARE_INTERFACE_(ID3DXTextureGutterHelper, IUnknown)
|
|
{
|
|
// IUnknown
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
// ID3DXTextureGutterHelper
|
|
|
|
// dimensions of texture this is bound too
|
|
STDMETHOD_(UINT, GetWidth)(THIS) PURE;
|
|
STDMETHOD_(UINT, GetHeight)(THIS) PURE;
|
|
|
|
|
|
// Applying gutters recomputes all of the gutter texels of class "2"
|
|
// based on texels of class "1" or "4"
|
|
|
|
// Applies gutters to a raw float buffer - each texel is NumCoeffs floats
|
|
// Width and Height must match GutterHelper
|
|
STDMETHOD(ApplyGuttersFloat)(THIS_ FLOAT *pDataIn, UINT NumCoeffs, UINT Width, UINT Height);
|
|
|
|
// Applies gutters to pTexture
|
|
// Dimensions must match GutterHelper
|
|
STDMETHOD(ApplyGuttersTex)(THIS_ LPDIRECT3DTEXTURE9 pTexture);
|
|
|
|
// Applies gutters to a D3DXPRTBuffer
|
|
// Dimensions must match GutterHelper
|
|
STDMETHOD(ApplyGuttersPRT)(THIS_ LPD3DXPRTBUFFER pBuffer);
|
|
|
|
// Resamples a texture from a mesh onto this gutterhelpers
|
|
// parameterization. It is assumed that the UV coordinates
|
|
// for this gutter helper are in TEXTURE 0 (usage/usage index)
|
|
// and the texture coordinates should all be within [0,1] for
|
|
// both sets.
|
|
//
|
|
// pTextureIn - texture represented using parameterization in pMeshIn
|
|
// pMeshIn - Mesh with texture coordinates that represent pTextureIn
|
|
// pTextureOut texture coordinates are assumed to be in
|
|
// TEXTURE 0
|
|
// Usage - field in DECL for pMeshIn that stores texture coordinates
|
|
// for pTextureIn
|
|
// UsageIndex - which index for Usage above for pTextureIn
|
|
// pTextureOut- Resampled texture
|
|
//
|
|
// Usage would generally be D3DDECLUSAGE_TEXCOORD and UsageIndex other than zero
|
|
STDMETHOD(ResampleTex)(THIS_ LPDIRECT3DTEXTURE9 pTextureIn,
|
|
LPD3DXMESH pMeshIn,
|
|
D3DDECLUSAGE Usage, UINT UsageIndex,
|
|
LPDIRECT3DTEXTURE9 pTextureOut);
|
|
|
|
// the routines below provide access to the data structures
|
|
// used by the Apply functions
|
|
|
|
// face map is a UINT per texel that represents the
|
|
// face of the mesh that texel belongs too -
|
|
// only valid if same texel is valid in pGutterData
|
|
// pFaceData must be allocated by the user
|
|
STDMETHOD(GetFaceMap)(THIS_ UINT *pFaceData) PURE;
|
|
|
|
// BaryMap is a D3DXVECTOR2 per texel
|
|
// the 1st two barycentric coordinates for the corresponding
|
|
// face (3rd weight is always 1-sum of first two)
|
|
// only valid if same texel is valid in pGutterData
|
|
// pBaryData must be allocated by the user
|
|
STDMETHOD(GetBaryMap)(THIS_ D3DXVECTOR2 *pBaryData) PURE;
|
|
|
|
// TexelMap is a D3DXVECTOR2 per texel that
|
|
// stores the location in pixel coordinates where the
|
|
// corresponding texel is mapped
|
|
// pTexelData must be allocated by the user
|
|
STDMETHOD(GetTexelMap)(THIS_ D3DXVECTOR2 *pTexelData) PURE;
|
|
|
|
// GutterMap is a BYTE per texel
|
|
// 0/1/2 for Invalid/Internal/Gutter texels
|
|
// 4 represents a gutter texel that will be computed
|
|
// during PRT
|
|
// pGutterData must be allocated by the user
|
|
STDMETHOD(GetGutterMap)(THIS_ BYTE *pGutterData) PURE;
|
|
|
|
// face map is a UINT per texel that represents the
|
|
// face of the mesh that texel belongs too -
|
|
// only valid if same texel is valid in pGutterData
|
|
STDMETHOD(SetFaceMap)(THIS_ UINT *pFaceData) PURE;
|
|
|
|
// BaryMap is a D3DXVECTOR2 per texel
|
|
// the 1st two barycentric coordinates for the corresponding
|
|
// face (3rd weight is always 1-sum of first two)
|
|
// only valid if same texel is valid in pGutterData
|
|
STDMETHOD(SetBaryMap)(THIS_ D3DXVECTOR2 *pBaryData) PURE;
|
|
|
|
// TexelMap is a D3DXVECTOR2 per texel that
|
|
// stores the location in pixel coordinates where the
|
|
// corresponding texel is mapped
|
|
STDMETHOD(SetTexelMap)(THIS_ D3DXVECTOR2 *pTexelData) PURE;
|
|
|
|
// GutterMap is a BYTE per texel
|
|
// 0/1/2 for Invalid/Internal/Gutter texels
|
|
// 4 represents a gutter texel that will be computed
|
|
// during PRT
|
|
STDMETHOD(SetGutterMap)(THIS_ BYTE *pGutterData) PURE;
|
|
};
|
|
|
|
|
|
typedef interface ID3DXPRTEngine ID3DXPRTEngine;
|
|
typedef interface ID3DXPRTEngine *LPD3DXPRTENGINE;
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXPRTEngine
|
|
|
|
// ID3DXPRTEngine is used to compute a PRT simulation
|
|
// Use the following steps to compute PRT for SH
|
|
// (1) create an interface (which includes a scene)
|
|
// (2) call SetSamplingInfo
|
|
// (3) [optional] Set MeshMaterials/albedo's (required if doing bounces)
|
|
// (4) call ComputeDirectLightingSH
|
|
// (5) [optional] call ComputeBounce
|
|
// repeat step 5 for as many bounces as wanted.
|
|
// if you want to model subsurface scattering you
|
|
// need to call ComputeSS after direct lighting and
|
|
// each bounce.
|
|
// If you want to bake the albedo into the PRT signal, you
|
|
// must call MutliplyAlbedo, otherwise the user has to multiply
|
|
// the albedo themselves. Not multiplying the albedo allows you
|
|
// to model albedo variation at a finer scale then illumination, and
|
|
// can result in better compression results.
|
|
// Luminance values are computed from RGB values using the following
|
|
// formula: R * 0.2125 + G * 0.7154 + B * 0.0721
|
|
|
|
DECLARE_INTERFACE_(ID3DXPRTEngine, IUnknown)
|
|
{
|
|
// IUnknown
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
|
|
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG, Release)(THIS) PURE;
|
|
|
|
// ID3DXPRTEngine
|
|
|
|
// This sets a material per attribute in the scene mesh and it is
|
|
// the only way to specify subsurface scattering parameters. if
|
|
// bSetAlbedo is FALSE, NumChannels must match the current
|
|
// configuration of the PRTEngine. If you intend to change
|
|
// NumChannels (through some other SetAlbedo function) it must
|
|
// happen before SetMeshMaterials is called.
|
|
//
|
|
// NumChannels 1 implies "grayscale" materials, set this to 3 to enable
|
|
// color bleeding effects
|
|
// bSetAlbedo sets albedo from material if TRUE - which clobbers per texel/vertex
|
|
// albedo that might have been set before. FALSE won't clobber.
|
|
// fLengthScale is used for subsurface scattering - scene is mapped into a 1mm unit cube
|
|
// and scaled by this amount
|
|
STDMETHOD(SetMeshMaterials)(THIS_ CONST D3DXSHMATERIAL **ppMaterials, UINT NumMeshes,
|
|
UINT NumChannels, BOOL bSetAlbedo, FLOAT fLengthScale) PURE;
|
|
|
|
// setting albedo per-vertex or per-texel over rides the albedos stored per mesh
|
|
// but it does not over ride any other settings
|
|
|
|
// sets an albedo to be used per vertex - the albedo is represented as a float
|
|
// pDataIn input pointer (pointint to albedo of 1st sample)
|
|
// NumChannels 1 implies "grayscale" materials, set this to 3 to enable
|
|
// color bleeding effects
|
|
// Stride - stride in bytes to get to next samples albedo
|
|
STDMETHOD(SetPerVertexAlbedo)(THIS_ CONST VOID *pDataIn, UINT NumChannels, UINT Stride) PURE;
|
|
|
|
// represents the albedo per-texel instead of per-vertex (even if per-vertex PRT is used)
|
|
// pAlbedoTexture - texture that stores the albedo (dimension arbitrary)
|
|
// NumChannels 1 implies "grayscale" materials, set this to 3 to enable
|
|
// color bleeding effects
|
|
// pGH - optional gutter helper, otherwise one is constructed in computation routines and
|
|
// destroyed (if not attached to buffers)
|
|
STDMETHOD(SetPerTexelAlbedo)(THIS_ LPDIRECT3DTEXTURE9 pAlbedoTexture,
|
|
UINT NumChannels,
|
|
LPD3DXTEXTUREGUTTERHELPER pGH) PURE;
|
|
|
|
// gets the per-vertex albedo
|
|
STDMETHOD(GetVertexAlbedo)(THIS_ D3DXCOLOR *pVertColors, UINT NumVerts) PURE;
|
|
|
|
// If pixel PRT is being computed normals default to ones that are interpolated
|
|
// from the vertex normals. This specifies a texture that stores an object
|
|
// space normal map instead (must use a texture format that can represent signed values)
|
|
// pNormalTexture - normal map, must be same dimensions as PRTBuffers, signed
|
|
STDMETHOD(SetPerTexelNormal)(THIS_ LPDIRECT3DTEXTURE9 pNormalTexture) PURE;
|
|
|
|
// Copies per-vertex albedo from mesh
|
|
// pMesh - mesh that represents the scene. It must have the same
|
|
// properties as the mesh used to create the PRTEngine
|
|
// Usage - D3DDECLUSAGE to extract albedos from
|
|
// NumChannels 1 implies "grayscale" materials, set this to 3 to enable
|
|
// color bleeding effects
|
|
STDMETHOD(ExtractPerVertexAlbedo)(THIS_ LPD3DXMESH pMesh,
|
|
D3DDECLUSAGE Usage,
|
|
UINT NumChannels) PURE;
|
|
|
|
// Resamples the input buffer into the output buffer
|
|
// can be used to move between per-vertex and per-texel buffers. This can also be used
|
|
// to convert single channel buffers to 3-channel buffers and vice-versa.
|
|
STDMETHOD(ResampleBuffer)(THIS_ LPD3DXPRTBUFFER pBufferIn, LPD3DXPRTBUFFER pBufferOut) PURE;
|
|
|
|
// Returns the scene mesh - including modifications from adaptive spatial sampling
|
|
// The returned mesh only has positions, normals and texture coordinates (if defined)
|
|
// pD3DDevice - d3d device that will be used to allocate the mesh
|
|
// pFaceRemap - each face has a pointer back to the face on the original mesh that it comes from
|
|
// if the face hasn't been subdivided this will be an identity mapping
|
|
// pVertRemap - each vertex contains 3 vertices that this is a linear combination of
|
|
// pVertWeights - weights for each of above indices (sum to 1.0f)
|
|
// ppMesh - mesh that will be allocated and filled
|
|
STDMETHOD(GetAdaptedMesh)(THIS_ LPDIRECT3DDEVICE9 pD3DDevice,UINT *pFaceRemap, UINT *pVertRemap, FLOAT *pfVertWeights, LPD3DXMESH *ppMesh) PURE;
|
|
|
|
// Number of vertices currently allocated (includes new vertices from adaptive sampling)
|
|
STDMETHOD_(UINT, GetNumVerts)(THIS) PURE;
|
|
// Number of faces currently allocated (includes new faces)
|
|
STDMETHOD_(UINT, GetNumFaces)(THIS) PURE;
|
|
|
|
// Sets the Minimum/Maximum intersection distances, this can be used to control
|
|
// maximum distance that objects can shadow/reflect light, and help with "bad"
|
|
// art that might have near features that you don't want to shadow. This does not
|
|
// apply for GPU simulations.
|
|
// fMin - minimum intersection distance, must be positive and less than fMax
|
|
// fMax - maximum intersection distance, if 0.0f use the previous value, otherwise
|
|
// must be strictly greater than fMin
|
|
STDMETHOD(SetMinMaxIntersection)(THIS_ FLOAT fMin, FLOAT fMax) PURE;
|
|
|
|
// This will subdivide faces on a mesh so that adaptively simulations can
|
|
// use a more conservative threshold (it won't miss features.)
|
|
// MinEdgeLength - minimum edge length that will be generated, if 0.0f a
|
|
// reasonable default will be used
|
|
// MaxSubdiv - maximum level of subdivision, if 0 is specified a default
|
|
// value will be used (5)
|
|
STDMETHOD(RobustMeshRefine)(THIS_ FLOAT MinEdgeLength, UINT MaxSubdiv) PURE;
|
|
|
|
// This sets to sampling information used by the simulator. Adaptive sampling
|
|
// parameters are currently ignored.
|
|
// NumRays - number of rays to shoot per sample
|
|
// UseSphere - if TRUE uses spherical samples, otherwise samples over
|
|
// the hemisphere. Should only be used with GPU and Vol computations
|
|
// UseCosine - if TRUE uses a cosine weighting - not used for Vol computations
|
|
// or if only the visiblity function is desired
|
|
// Adaptive - if TRUE adaptive sampling (angular) is used
|
|
// AdaptiveThresh - threshold used to terminate adaptive angular sampling
|
|
// ignored if adaptive sampling is not set
|
|
STDMETHOD(SetSamplingInfo)(THIS_ UINT NumRays,
|
|
BOOL UseSphere,
|
|
BOOL UseCosine,
|
|
BOOL Adaptive,
|
|
FLOAT AdaptiveThresh) PURE;
|
|
|
|
// Methods that compute the direct lighting contribution for objects
|
|
// always represente light using spherical harmonics (SH)
|
|
// the albedo is not multiplied by the signal - it just integrates
|
|
// incoming light. If NumChannels is not 1 the vector is replicated
|
|
//
|
|
// SHOrder - order of SH to use
|
|
// pDataOut - PRT buffer that is generated. Can be single channel
|
|
STDMETHOD(ComputeDirectLightingSH)(THIS_ UINT SHOrder,
|
|
LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
// Adaptive variant of above function. This will refine the mesh
|
|
// generating new vertices/faces to approximate the PRT signal
|
|
// more faithfully.
|
|
// SHOrder - order of SH to use
|
|
// AdaptiveThresh - threshold for adaptive subdivision (in PRT vector error)
|
|
// if value is less then 1e-6f, 1e-6f is specified
|
|
// MinEdgeLength - minimum edge length that will be generated
|
|
// if value is too small a fairly conservative model dependent value
|
|
// is used
|
|
// MaxSubdiv - maximum subdivision level, if 0 is specified it
|
|
// will default to 4
|
|
// pDataOut - PRT buffer that is generated. Can be single channel.
|
|
STDMETHOD(ComputeDirectLightingSHAdaptive)(THIS_ UINT SHOrder,
|
|
FLOAT AdaptiveThresh,
|
|
FLOAT MinEdgeLength,
|
|
UINT MaxSubdiv,
|
|
LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
// Function that computes the direct lighting contribution for objects
|
|
// light is always represented using spherical harmonics (SH)
|
|
// This is done on the GPU and is much faster then using the CPU.
|
|
// The albedo is not multiplied by the signal - it just integrates
|
|
// incoming light. If NumChannels is not 1 the vector is replicated.
|
|
// ZBias/ZAngleBias are akin to parameters used with shadow zbuffers.
|
|
// A reasonable default for both values is 0.005, but the user should
|
|
// experiment (ZAngleBias can be zero, ZBias should not be.)
|
|
// Callbacks should not use the Direct3D9Device the simulator is using.
|
|
// SetSamplingInfo must be called with TRUE for UseSphere and
|
|
// FALSE for UseCosine before this method is called.
|
|
//
|
|
// pD3DDevice - device used to run GPU simulator - must support PS2.0
|
|
// and FP render targets
|
|
// Flags - parameters for the GPU simulator, combination of one or more
|
|
// D3DXSHGPUSIMOPT flags. Only one SHADOWRES setting should be set and
|
|
// the defaults is 512
|
|
// SHOrder - order of SH to use
|
|
// ZBias - bias in normal direction (for depth test)
|
|
// ZAngleBias - scaled by one minus cosine of angle with light (offset in depth)
|
|
// pDataOut - PRT buffer that is filled in. Can be single channel
|
|
STDMETHOD(ComputeDirectLightingSHGPU)(THIS_ LPDIRECT3DDEVICE9 pD3DDevice,
|
|
UINT Flags,
|
|
UINT SHOrder,
|
|
FLOAT ZBias,
|
|
FLOAT ZAngleBias,
|
|
LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
|
|
// Functions that computes subsurface scattering (using material properties)
|
|
// Albedo is not multiplied by result. This only works for per-vertex data
|
|
// use ResampleBuffer to move per-vertex data into a texture and back.
|
|
//
|
|
// pDataIn - input data (previous bounce)
|
|
// pDataOut - result of subsurface scattering simulation
|
|
// pDataTotal - [optional] results can be summed into this buffer
|
|
STDMETHOD(ComputeSS)(THIS_ LPD3DXPRTBUFFER pDataIn,
|
|
LPD3DXPRTBUFFER pDataOut, LPD3DXPRTBUFFER pDataTotal) PURE;
|
|
|
|
// Adaptive version of ComputeSS.
|
|
//
|
|
// pDataIn - input data (previous bounce)
|
|
// AdaptiveThresh - threshold for adaptive subdivision (in PRT vector error)
|
|
// if value is less then 1e-6f, 1e-6f is specified
|
|
// MinEdgeLength - minimum edge length that will be generated
|
|
// if value is too small a fairly conservative model dependent value
|
|
// is used
|
|
// MaxSubdiv - maximum subdivision level, if 0 is specified it
|
|
// will default to 4
|
|
// pDataOut - result of subsurface scattering simulation
|
|
// pDataTotal - [optional] results can be summed into this buffer
|
|
STDMETHOD(ComputeSSAdaptive)(THIS_ LPD3DXPRTBUFFER pDataIn,
|
|
FLOAT AdaptiveThresh,
|
|
FLOAT MinEdgeLength,
|
|
UINT MaxSubdiv,
|
|
LPD3DXPRTBUFFER pDataOut, LPD3DXPRTBUFFER pDataTotal) PURE;
|
|
|
|
// computes a single bounce of inter-reflected light
|
|
// works for SH based PRT or generic lighting
|
|
// Albedo is not multiplied by result
|
|
//
|
|
// pDataIn - previous bounces data
|
|
// pDataOut - PRT buffer that is generated
|
|
// pDataTotal - [optional] can be used to keep a running sum
|
|
STDMETHOD(ComputeBounce)(THIS_ LPD3DXPRTBUFFER pDataIn,
|
|
LPD3DXPRTBUFFER pDataOut,
|
|
LPD3DXPRTBUFFER pDataTotal) PURE;
|
|
|
|
// Adaptive version of above function.
|
|
//
|
|
// pDataIn - previous bounces data, can be single channel
|
|
// AdaptiveThresh - threshold for adaptive subdivision (in PRT vector error)
|
|
// if value is less then 1e-6f, 1e-6f is specified
|
|
// MinEdgeLength - minimum edge length that will be generated
|
|
// if value is too small a fairly conservative model dependent value
|
|
// is used
|
|
// MaxSubdiv - maximum subdivision level, if 0 is specified it
|
|
// will default to 4
|
|
// pDataOut - PRT buffer that is generated
|
|
// pDataTotal - [optional] can be used to keep a running sum
|
|
STDMETHOD(ComputeBounceAdaptive)(THIS_ LPD3DXPRTBUFFER pDataIn,
|
|
FLOAT AdaptiveThresh,
|
|
FLOAT MinEdgeLength,
|
|
UINT MaxSubdiv,
|
|
LPD3DXPRTBUFFER pDataOut,
|
|
LPD3DXPRTBUFFER pDataTotal) PURE;
|
|
|
|
// Computes projection of distant SH radiance into a local SH radiance
|
|
// function. This models how direct lighting is attenuated by the
|
|
// scene and is a form of "neighborhood transfer." The result is
|
|
// a linear operator (matrix) at every sample point, if you multiply
|
|
// this matrix by the distant SH lighting coefficients you get an
|
|
// approximation of the local incident radiance function from
|
|
// direct lighting. These resulting lighting coefficients can
|
|
// than be projected into another basis or used with any rendering
|
|
// technique that uses spherical harmonics as input.
|
|
// SetSamplingInfo must be called with TRUE for UseSphere and
|
|
// FALSE for UseCosine before this method is called.
|
|
// Generates SHOrderIn*SHOrderIn*SHOrderOut*SHOrderOut scalars
|
|
// per channel at each sample location.
|
|
//
|
|
// SHOrderIn - Order of the SH representation of distant lighting
|
|
// SHOrderOut - Order of the SH representation of local lighting
|
|
// NumVolSamples - Number of sample locations
|
|
// pSampleLocs - position of sample locations
|
|
// pDataOut - PRT Buffer that will store output results
|
|
STDMETHOD(ComputeVolumeSamplesDirectSH)(THIS_ UINT SHOrderIn,
|
|
UINT SHOrderOut,
|
|
UINT NumVolSamples,
|
|
CONST D3DXVECTOR3 *pSampleLocs,
|
|
LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
// At each sample location computes a linear operator (matrix) that maps
|
|
// the representation of source radiance (NumCoeffs in pSurfDataIn)
|
|
// into a local incident radiance function approximated with spherical
|
|
// harmonics. For example if a light map data is specified in pSurfDataIn
|
|
// the result is an SH representation of the flow of light at each sample
|
|
// point. If PRT data for an outdoor scene is used, each sample point
|
|
// contains a matrix that models how distant lighting bounces of the objects
|
|
// in the scene and arrives at the given sample point. Combined with
|
|
// ComputeVolumeSamplesDirectSH this gives the complete representation for
|
|
// how light arrives at each sample point parameterized by distant lighting.
|
|
// SetSamplingInfo must be called with TRUE for UseSphere and
|
|
// FALSE for UseCosine before this method is called.
|
|
// Generates pSurfDataIn->NumCoeffs()*SHOrder*SHOrder scalars
|
|
// per channel at each sample location.
|
|
//
|
|
// pSurfDataIn - previous bounce data
|
|
// SHOrder - order of SH to generate projection with
|
|
// NumVolSamples - Number of sample locations
|
|
// pSampleLocs - position of sample locations
|
|
// pDataOut - PRT Buffer that will store output results
|
|
STDMETHOD(ComputeVolumeSamples)(THIS_ LPD3DXPRTBUFFER pSurfDataIn,
|
|
UINT SHOrder,
|
|
UINT NumVolSamples,
|
|
CONST D3DXVECTOR3 *pSampleLocs,
|
|
LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
// Computes direct lighting (SH) for a point not on the mesh
|
|
// with a given normal - cannot use texture buffers.
|
|
//
|
|
// SHOrder - order of SH to use
|
|
// NumSamples - number of sample locations
|
|
// pSampleLocs - position for each sample
|
|
// pSampleNorms - normal for each sample
|
|
// pDataOut - PRT Buffer that will store output results
|
|
STDMETHOD(ComputeSurfSamplesDirectSH)(THIS_ UINT SHOrder,
|
|
UINT NumSamples,
|
|
CONST D3DXVECTOR3 *pSampleLocs,
|
|
CONST D3DXVECTOR3 *pSampleNorms,
|
|
LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
|
|
// given the solution for PRT or light maps, computes transfer vector at arbitrary
|
|
// position/normal pairs in space
|
|
//
|
|
// pSurfDataIn - input data
|
|
// NumSamples - number of sample locations
|
|
// pSampleLocs - position for each sample
|
|
// pSampleNorms - normal for each sample
|
|
// pDataOut - PRT Buffer that will store output results
|
|
// pDataTotal - optional buffer to sum results into - can be NULL
|
|
STDMETHOD(ComputeSurfSamplesBounce)(THIS_ LPD3DXPRTBUFFER pSurfDataIn,
|
|
UINT NumSamples,
|
|
CONST D3DXVECTOR3 *pSampleLocs,
|
|
CONST D3DXVECTOR3 *pSampleNorms,
|
|
LPD3DXPRTBUFFER pDataOut,
|
|
LPD3DXPRTBUFFER pDataTotal) PURE;
|
|
|
|
// Frees temporary data structures that can be created for subsurface scattering
|
|
// this data is freed when the PRTComputeEngine is freed and is lazily created
|
|
STDMETHOD(FreeSSData)(THIS) PURE;
|
|
|
|
// Frees temporary data structures that can be created for bounce simulations
|
|
// this data is freed when the PRTComputeEngine is freed and is lazily created
|
|
STDMETHOD(FreeBounceData)(THIS) PURE;
|
|
|
|
// This computes the Local Deformable PRT (LDPRT) coefficients relative to the
|
|
// per sample normals that minimize error in a least squares sense with respect
|
|
// to the input PRT data set. These coefficients can be used with skinned/transformed
|
|
// normals to model global effects with dynamic objects. Shading normals can
|
|
// optionally be solved for - these normals (along with the LDPRT coefficients) can
|
|
// more accurately represent the PRT signal. The coefficients are for zonal
|
|
// harmonics oriented in the normal/shading normal direction.
|
|
//
|
|
// pDataIn - SH PRT dataset that is input
|
|
// SHOrder - Order of SH to compute conv coefficients for
|
|
// pNormOut - Optional array of vectors (passed in) that will be filled with
|
|
// "shading normals", LDPRT coefficients are optimized for
|
|
// these normals. This array must be the same size as the number of
|
|
// samples in pDataIn
|
|
// pDataOut - Output buffer (SHOrder zonal harmonic coefficients per channel per sample)
|
|
STDMETHOD(ComputeLDPRTCoeffs)(THIS_ LPD3DXPRTBUFFER pDataIn,
|
|
UINT SHOrder,
|
|
D3DXVECTOR3 *pNormOut,
|
|
LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
// scales all the samples associated with a given sub mesh
|
|
// can be useful when using subsurface scattering
|
|
// fScale - value to scale each vector in submesh by
|
|
STDMETHOD(ScaleMeshChunk)(THIS_ UINT uMeshChunk, FLOAT fScale, LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
// mutliplies each PRT vector by the albedo - can be used if you want to have the albedo
|
|
// burned into the dataset, often better not to do this. If this is not done the user
|
|
// must mutliply the albedo themselves when rendering - just multiply the albedo times
|
|
// the result of the PRT dot product.
|
|
// If pDataOut is a texture simulation result and there is an albedo texture it
|
|
// must be represented at the same resolution as the simulation buffer. You can use
|
|
// LoadSurfaceFromSurface and set a new albedo texture if this is an issue - but must
|
|
// be careful about how the gutters are handled.
|
|
//
|
|
// pDataOut - dataset that will get albedo pushed into it
|
|
STDMETHOD(MultiplyAlbedo)(THIS_ LPD3DXPRTBUFFER pDataOut) PURE;
|
|
|
|
// Sets a pointer to an optional call back function that reports back to the
|
|
// user percentage done and gives them the option of quitting
|
|
// pCB - pointer to call back function, return S_OK for the simulation
|
|
// to continue
|
|
// Frequency - 1/Frequency is roughly the number of times the call back
|
|
// will be invoked
|
|
// lpUserContext - will be passed back to the users call back
|
|
STDMETHOD(SetCallBack)(THIS_ LPD3DXSHPRTSIMCB pCB, FLOAT Frequency, LPVOID lpUserContext) PURE;
|
|
|
|
// Returns TRUE if the ray intersects the mesh, FALSE if it does not. This function
|
|
// takes into account settings from SetMinMaxIntersection. If the closest intersection
|
|
// is not needed this function is more efficient compared to the ClosestRayIntersection
|
|
// method.
|
|
// pRayPos - origin of ray
|
|
// pRayDir - normalized ray direction (normalization required for SetMinMax to be meaningful)
|
|
|
|
STDMETHOD_(BOOL, ShadowRayIntersects)(THIS_ CONST D3DXVECTOR3 *pRayPos, CONST D3DXVECTOR3 *pRayDir) PURE;
|
|
|
|
// Returns TRUE if the ray intersects the mesh, FALSE if it does not. If there is an
|
|
// intersection the closest face that was intersected and its first two barycentric coordinates
|
|
// are returned. This function takes into account settings from SetMinMaxIntersection.
|
|
// This is a slower function compared to ShadowRayIntersects and should only be used where
|
|
// needed. The third vertices barycentric coordinates will be 1 - pU - pV.
|
|
// pRayPos - origin of ray
|
|
// pRayDir - normalized ray direction (normalization required for SetMinMax to be meaningful)
|
|
// pFaceIndex - Closest face that intersects. This index is based on stacking the pBlockerMesh
|
|
// faces before the faces from pMesh
|
|
// pU - Barycentric coordinate for vertex 0
|
|
// pV - Barycentric coordinate for vertex 1
|
|
// pDist - Distance along ray where the intersection occured
|
|
|
|
STDMETHOD_(BOOL, ClosestRayIntersects)(THIS_ CONST D3DXVECTOR3 *pRayPos, CONST D3DXVECTOR3 *pRayDir,
|
|
DWORD *pFaceIndex, FLOAT *pU, FLOAT *pV, FLOAT *pDist) PURE;
|
|
};
|
|
|
|
|
|
// API functions for creating interfaces
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif //__cplusplus
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXCreatePRTBuffer:
|
|
// --------------------
|
|
// Generates a PRT Buffer that can be compressed or filled by a simulator
|
|
// This function should be used to create per-vertex or volume buffers.
|
|
// When buffers are created all values are initialized to zero.
|
|
//
|
|
// Parameters:
|
|
// NumSamples
|
|
// Number of sample locations represented
|
|
// NumCoeffs
|
|
// Number of coefficients per sample location (order^2 for SH)
|
|
// NumChannels
|
|
// Number of color channels to represent (1 or 3)
|
|
// ppBuffer
|
|
// Buffer that will be allocated
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreatePRTBuffer(
|
|
UINT NumSamples,
|
|
UINT NumCoeffs,
|
|
UINT NumChannels,
|
|
LPD3DXPRTBUFFER* ppBuffer);
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXCreatePRTBufferTex:
|
|
// --------------------
|
|
// Generates a PRT Buffer that can be compressed or filled by a simulator
|
|
// This function should be used to create per-pixel buffers.
|
|
// When buffers are created all values are initialized to zero.
|
|
//
|
|
// Parameters:
|
|
// Width
|
|
// Width of texture
|
|
// Height
|
|
// Height of texture
|
|
// NumCoeffs
|
|
// Number of coefficients per sample location (order^2 for SH)
|
|
// NumChannels
|
|
// Number of color channels to represent (1 or 3)
|
|
// ppBuffer
|
|
// Buffer that will be allocated
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreatePRTBufferTex(
|
|
UINT Width,
|
|
UINT Height,
|
|
UINT NumCoeffs,
|
|
UINT NumChannels,
|
|
LPD3DXPRTBUFFER* ppBuffer);
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXLoadPRTBufferFromFile:
|
|
// --------------------
|
|
// Loads a PRT buffer that has been saved to disk.
|
|
//
|
|
// Parameters:
|
|
// pFilename
|
|
// Name of the file to load
|
|
// ppBuffer
|
|
// Buffer that will be allocated
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadPRTBufferFromFileA(
|
|
LPCSTR pFilename,
|
|
LPD3DXPRTBUFFER* ppBuffer);
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadPRTBufferFromFileW(
|
|
LPCWSTR pFilename,
|
|
LPD3DXPRTBUFFER* ppBuffer);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DXLoadPRTBufferFromFile D3DXLoadPRTBufferFromFileW
|
|
#else
|
|
#define D3DXLoadPRTBufferFromFile D3DXLoadPRTBufferFromFileA
|
|
#endif
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXSavePRTBufferToFile:
|
|
// --------------------
|
|
// Saves a PRTBuffer to disk.
|
|
//
|
|
// Parameters:
|
|
// pFilename
|
|
// Name of the file to save
|
|
// pBuffer
|
|
// Buffer that will be saved
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXSavePRTBufferToFileA(
|
|
LPCSTR pFileName,
|
|
LPD3DXPRTBUFFER pBuffer);
|
|
|
|
HRESULT WINAPI
|
|
D3DXSavePRTBufferToFileW(
|
|
LPCWSTR pFileName,
|
|
LPD3DXPRTBUFFER pBuffer);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DXSavePRTBufferToFile D3DXSavePRTBufferToFileW
|
|
#else
|
|
#define D3DXSavePRTBufferToFile D3DXSavePRTBufferToFileA
|
|
#endif
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXLoadPRTCompBufferFromFile:
|
|
// --------------------
|
|
// Loads a PRTComp buffer that has been saved to disk.
|
|
//
|
|
// Parameters:
|
|
// pFilename
|
|
// Name of the file to load
|
|
// ppBuffer
|
|
// Buffer that will be allocated
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadPRTCompBufferFromFileA(
|
|
LPCSTR pFilename,
|
|
LPD3DXPRTCOMPBUFFER* ppBuffer);
|
|
|
|
HRESULT WINAPI
|
|
D3DXLoadPRTCompBufferFromFileW(
|
|
LPCWSTR pFilename,
|
|
LPD3DXPRTCOMPBUFFER* ppBuffer);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DXLoadPRTCompBufferFromFile D3DXLoadPRTCompBufferFromFileW
|
|
#else
|
|
#define D3DXLoadPRTCompBufferFromFile D3DXLoadPRTCompBufferFromFileA
|
|
#endif
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXSavePRTCompBufferToFile:
|
|
// --------------------
|
|
// Saves a PRTCompBuffer to disk.
|
|
//
|
|
// Parameters:
|
|
// pFilename
|
|
// Name of the file to save
|
|
// pBuffer
|
|
// Buffer that will be saved
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXSavePRTCompBufferToFileA(
|
|
LPCSTR pFileName,
|
|
LPD3DXPRTCOMPBUFFER pBuffer);
|
|
|
|
HRESULT WINAPI
|
|
D3DXSavePRTCompBufferToFileW(
|
|
LPCWSTR pFileName,
|
|
LPD3DXPRTCOMPBUFFER pBuffer);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DXSavePRTCompBufferToFile D3DXSavePRTCompBufferToFileW
|
|
#else
|
|
#define D3DXSavePRTCompBufferToFile D3DXSavePRTCompBufferToFileA
|
|
#endif
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXCreatePRTCompBuffer:
|
|
// --------------------
|
|
// Compresses a PRT buffer (vertex or texel)
|
|
//
|
|
// Parameters:
|
|
// D3DXSHCOMPRESSQUALITYTYPE
|
|
// Quality of compression - low is faster (computes PCA per voronoi cluster)
|
|
// high is slower but better quality (clusters based on distance to affine subspace)
|
|
// NumClusters
|
|
// Number of clusters to compute
|
|
// NumPCA
|
|
// Number of basis vectors to compute
|
|
// pCB
|
|
// Optional Callback function
|
|
// lpUserContext
|
|
// Optional user context
|
|
// pBufferIn
|
|
// Buffer that will be compressed
|
|
// ppBufferOut
|
|
// Compressed buffer that will be created
|
|
//
|
|
//============================================================================
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreatePRTCompBuffer(
|
|
D3DXSHCOMPRESSQUALITYTYPE Quality,
|
|
UINT NumClusters,
|
|
UINT NumPCA,
|
|
LPD3DXSHPRTSIMCB pCB,
|
|
LPVOID lpUserContext,
|
|
LPD3DXPRTBUFFER pBufferIn,
|
|
LPD3DXPRTCOMPBUFFER *ppBufferOut
|
|
);
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXCreateTextureGutterHelper:
|
|
// --------------------
|
|
// Generates a "GutterHelper" for a given set of meshes and texture
|
|
// resolution
|
|
//
|
|
// Parameters:
|
|
// Width
|
|
// Width of texture
|
|
// Height
|
|
// Height of texture
|
|
// pMesh
|
|
// Mesh that represents the scene
|
|
// GutterSize
|
|
// Number of texels to over rasterize in texture space
|
|
// this should be at least 1.0
|
|
// ppBuffer
|
|
// GutterHelper that will be created
|
|
//
|
|
//============================================================================
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreateTextureGutterHelper(
|
|
UINT Width,
|
|
UINT Height,
|
|
LPD3DXMESH pMesh,
|
|
FLOAT GutterSize,
|
|
LPD3DXTEXTUREGUTTERHELPER* ppBuffer);
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXCreatePRTEngine:
|
|
// --------------------
|
|
// Computes a PRTEngine which can efficiently generate PRT simulations
|
|
// of a scene
|
|
//
|
|
// Parameters:
|
|
// pMesh
|
|
// Mesh that represents the scene - must have an AttributeTable
|
|
// where vertices are in a unique attribute.
|
|
// pAdjacency
|
|
// Optional adjacency information
|
|
// ExtractUVs
|
|
// Set this to true if textures are going to be used for albedos
|
|
// or to store PRT vectors
|
|
// pBlockerMesh
|
|
// Optional mesh that just blocks the scene
|
|
// ppEngine
|
|
// PRTEngine that will be created
|
|
//
|
|
//============================================================================
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreatePRTEngine(
|
|
LPD3DXMESH pMesh,
|
|
DWORD *pAdjacency,
|
|
BOOL ExtractUVs,
|
|
LPD3DXMESH pBlockerMesh,
|
|
LPD3DXPRTENGINE* ppEngine);
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXConcatenateMeshes:
|
|
// --------------------
|
|
// Concatenates a group of meshes into one common mesh. This can optionaly transform
|
|
// each sub mesh or its texture coordinates. If no DECL is given it will
|
|
// generate a union of all of the DECL's of the sub meshes, promoting channels
|
|
// and types if neccesary. It will create an AttributeTable if possible, one can
|
|
// call OptimizeMesh with attribute sort and compacting enabled to ensure this.
|
|
//
|
|
// Parameters:
|
|
// ppMeshes
|
|
// Array of pointers to meshes that can store PRT vectors
|
|
// NumMeshes
|
|
// Number of meshes
|
|
// Options
|
|
// Passed through to D3DXCreateMesh
|
|
// pGeomXForms
|
|
// [optional] Each sub mesh is transformed by the corresponding
|
|
// matrix if this array is supplied
|
|
// pTextureXForms
|
|
// [optional] UV coordinates for each sub mesh are transformed
|
|
// by corresponding matrix if supplied
|
|
// pDecl
|
|
// [optional] Only information in this DECL is used when merging
|
|
// data
|
|
// pD3DDevice
|
|
// D3D device that is used to create the new mesh
|
|
// ppMeshOut
|
|
// Mesh that will be created
|
|
//
|
|
//============================================================================
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DXConcatenateMeshes(
|
|
LPD3DXMESH *ppMeshes,
|
|
UINT NumMeshes,
|
|
DWORD Options,
|
|
CONST D3DXMATRIX *pGeomXForms,
|
|
CONST D3DXMATRIX *pTextureXForms,
|
|
CONST D3DVERTEXELEMENT9 *pDecl,
|
|
LPDIRECT3DDEVICE9 pD3DDevice,
|
|
LPD3DXMESH *ppMeshOut);
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXSHPRTCompSuperCluster:
|
|
// --------------------------
|
|
// Used with compressed results of D3DXSHPRTSimulation.
|
|
// Generates "super clusters" - groups of clusters that can be drawn in
|
|
// the same draw call. A greedy algorithm that minimizes overdraw is used
|
|
// to group the clusters.
|
|
//
|
|
// Parameters:
|
|
// pClusterIDs
|
|
// NumVerts cluster ID's (extracted from a compressed buffer)
|
|
// pScene
|
|
// Mesh that represents composite scene passed to the simulator
|
|
// MaxNumClusters
|
|
// Maximum number of clusters allocated per super cluster
|
|
// NumClusters
|
|
// Number of clusters computed in the simulator
|
|
// pSuperClusterIDs
|
|
// Array of length NumClusters, contains index of super cluster
|
|
// that corresponding cluster was assigned to
|
|
// pNumSuperClusters
|
|
// Returns the number of super clusters allocated
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXSHPRTCompSuperCluster(
|
|
UINT *pClusterIDs,
|
|
LPD3DXMESH pScene,
|
|
UINT MaxNumClusters,
|
|
UINT NumClusters,
|
|
UINT *pSuperClusterIDs,
|
|
UINT *pNumSuperClusters);
|
|
|
|
//============================================================================
|
|
//
|
|
// D3DXSHPRTCompSplitMeshSC:
|
|
// -------------------------
|
|
// Used with compressed results of the vertex version of the PRT simulator.
|
|
// After D3DXSHRTCompSuperCluster has been called this function can be used
|
|
// to split the mesh into a group of faces/vertices per super cluster.
|
|
// Each super cluster contains all of the faces that contain any vertex
|
|
// classified in one of its clusters. All of the vertices connected to this
|
|
// set of faces are also included with the returned array ppVertStatus
|
|
// indicating whether or not the vertex belongs to the supercluster.
|
|
//
|
|
// Parameters:
|
|
// pClusterIDs
|
|
// NumVerts cluster ID's (extracted from a compressed buffer)
|
|
// NumVertices
|
|
// Number of vertices in original mesh
|
|
// NumClusters
|
|
// Number of clusters (input parameter to compression)
|
|
// pSuperClusterIDs
|
|
// Array of size NumClusters that will contain super cluster ID's (from
|
|
// D3DXSHCompSuerCluster)
|
|
// NumSuperClusters
|
|
// Number of superclusters allocated in D3DXSHCompSuerCluster
|
|
// pInputIB
|
|
// Raw index buffer for mesh - format depends on bInputIBIs32Bit
|
|
// InputIBIs32Bit
|
|
// Indicates whether the input index buffer is 32-bit (otherwise 16-bit
|
|
// is assumed)
|
|
// NumFaces
|
|
// Number of faces in the original mesh (pInputIB is 3 times this length)
|
|
// ppIBData
|
|
// LPD3DXBUFFER holds raw index buffer that will contain the resulting split faces.
|
|
// Format determined by bIBIs32Bit. Allocated by function
|
|
// pIBDataLength
|
|
// Length of ppIBData, assigned in function
|
|
// OutputIBIs32Bit
|
|
// Indicates whether the output index buffer is to be 32-bit (otherwise
|
|
// 16-bit is assumed)
|
|
// ppFaceRemap
|
|
// LPD3DXBUFFER mapping of each face in ppIBData to original faces. Length is
|
|
// *pIBDataLength/3. Optional paramter, allocated in function
|
|
// ppVertData
|
|
// LPD3DXBUFFER contains new vertex data structure. Size of pVertDataLength
|
|
// pVertDataLength
|
|
// Number of new vertices in split mesh. Assigned in function
|
|
// pSCClusterList
|
|
// Array of length NumClusters which pSCData indexes into (Cluster* fields)
|
|
// for each SC, contains clusters sorted by super cluster
|
|
// pSCData
|
|
// Structure per super cluster - contains indices into ppIBData,
|
|
// pSCClusterList and ppVertData
|
|
//
|
|
//============================================================================
|
|
|
|
HRESULT WINAPI
|
|
D3DXSHPRTCompSplitMeshSC(
|
|
UINT *pClusterIDs,
|
|
UINT NumVertices,
|
|
UINT NumClusters,
|
|
UINT *pSuperClusterIDs,
|
|
UINT NumSuperClusters,
|
|
LPVOID pInputIB,
|
|
BOOL InputIBIs32Bit,
|
|
UINT NumFaces,
|
|
LPD3DXBUFFER *ppIBData,
|
|
UINT *pIBDataLength,
|
|
BOOL OutputIBIs32Bit,
|
|
LPD3DXBUFFER *ppFaceRemap,
|
|
LPD3DXBUFFER *ppVertData,
|
|
UINT *pVertDataLength,
|
|
UINT *pSCClusterList,
|
|
D3DXSHPRTSPLITMESHCLUSTERDATA *pSCData);
|
|
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //__cplusplus
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Definitions of .X file templates used by mesh load/save functions
|
|
// that are not RM standard
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
// {3CF169CE-FF7C-44ab-93C0-F78F62D172E2}
|
|
DEFINE_GUID(DXFILEOBJ_XSkinMeshHeader,
|
|
0x3cf169ce, 0xff7c, 0x44ab, 0x93, 0xc0, 0xf7, 0x8f, 0x62, 0xd1, 0x72, 0xe2);
|
|
|
|
// {B8D65549-D7C9-4995-89CF-53A9A8B031E3}
|
|
DEFINE_GUID(DXFILEOBJ_VertexDuplicationIndices,
|
|
0xb8d65549, 0xd7c9, 0x4995, 0x89, 0xcf, 0x53, 0xa9, 0xa8, 0xb0, 0x31, 0xe3);
|
|
|
|
// {A64C844A-E282-4756-8B80-250CDE04398C}
|
|
DEFINE_GUID(DXFILEOBJ_FaceAdjacency,
|
|
0xa64c844a, 0xe282, 0x4756, 0x8b, 0x80, 0x25, 0xc, 0xde, 0x4, 0x39, 0x8c);
|
|
|
|
// {6F0D123B-BAD2-4167-A0D0-80224F25FABB}
|
|
DEFINE_GUID(DXFILEOBJ_SkinWeights,
|
|
0x6f0d123b, 0xbad2, 0x4167, 0xa0, 0xd0, 0x80, 0x22, 0x4f, 0x25, 0xfa, 0xbb);
|
|
|
|
// {A3EB5D44-FC22-429d-9AFB-3221CB9719A6}
|
|
DEFINE_GUID(DXFILEOBJ_Patch,
|
|
0xa3eb5d44, 0xfc22, 0x429d, 0x9a, 0xfb, 0x32, 0x21, 0xcb, 0x97, 0x19, 0xa6);
|
|
|
|
// {D02C95CC-EDBA-4305-9B5D-1820D7704BBF}
|
|
DEFINE_GUID(DXFILEOBJ_PatchMesh,
|
|
0xd02c95cc, 0xedba, 0x4305, 0x9b, 0x5d, 0x18, 0x20, 0xd7, 0x70, 0x4b, 0xbf);
|
|
|
|
// {B9EC94E1-B9A6-4251-BA18-94893F02C0EA}
|
|
DEFINE_GUID(DXFILEOBJ_PatchMesh9,
|
|
0xb9ec94e1, 0xb9a6, 0x4251, 0xba, 0x18, 0x94, 0x89, 0x3f, 0x2, 0xc0, 0xea);
|
|
|
|
// {B6C3E656-EC8B-4b92-9B62-681659522947}
|
|
DEFINE_GUID(DXFILEOBJ_PMInfo,
|
|
0xb6c3e656, 0xec8b, 0x4b92, 0x9b, 0x62, 0x68, 0x16, 0x59, 0x52, 0x29, 0x47);
|
|
|
|
// {917E0427-C61E-4a14-9C64-AFE65F9E9844}
|
|
DEFINE_GUID(DXFILEOBJ_PMAttributeRange,
|
|
0x917e0427, 0xc61e, 0x4a14, 0x9c, 0x64, 0xaf, 0xe6, 0x5f, 0x9e, 0x98, 0x44);
|
|
|
|
// {574CCC14-F0B3-4333-822D-93E8A8A08E4C}
|
|
DEFINE_GUID(DXFILEOBJ_PMVSplitRecord,
|
|
0x574ccc14, 0xf0b3, 0x4333, 0x82, 0x2d, 0x93, 0xe8, 0xa8, 0xa0, 0x8e, 0x4c);
|
|
|
|
// {B6E70A0E-8EF9-4e83-94AD-ECC8B0C04897}
|
|
DEFINE_GUID(DXFILEOBJ_FVFData,
|
|
0xb6e70a0e, 0x8ef9, 0x4e83, 0x94, 0xad, 0xec, 0xc8, 0xb0, 0xc0, 0x48, 0x97);
|
|
|
|
// {F752461C-1E23-48f6-B9F8-8350850F336F}
|
|
DEFINE_GUID(DXFILEOBJ_VertexElement,
|
|
0xf752461c, 0x1e23, 0x48f6, 0xb9, 0xf8, 0x83, 0x50, 0x85, 0xf, 0x33, 0x6f);
|
|
|
|
// {BF22E553-292C-4781-9FEA-62BD554BDD93}
|
|
DEFINE_GUID(DXFILEOBJ_DeclData,
|
|
0xbf22e553, 0x292c, 0x4781, 0x9f, 0xea, 0x62, 0xbd, 0x55, 0x4b, 0xdd, 0x93);
|
|
|
|
// {F1CFE2B3-0DE3-4e28-AFA1-155A750A282D}
|
|
DEFINE_GUID(DXFILEOBJ_EffectFloats,
|
|
0xf1cfe2b3, 0xde3, 0x4e28, 0xaf, 0xa1, 0x15, 0x5a, 0x75, 0xa, 0x28, 0x2d);
|
|
|
|
// {D55B097E-BDB6-4c52-B03D-6051C89D0E42}
|
|
DEFINE_GUID(DXFILEOBJ_EffectString,
|
|
0xd55b097e, 0xbdb6, 0x4c52, 0xb0, 0x3d, 0x60, 0x51, 0xc8, 0x9d, 0xe, 0x42);
|
|
|
|
// {622C0ED0-956E-4da9-908A-2AF94F3CE716}
|
|
DEFINE_GUID(DXFILEOBJ_EffectDWord,
|
|
0x622c0ed0, 0x956e, 0x4da9, 0x90, 0x8a, 0x2a, 0xf9, 0x4f, 0x3c, 0xe7, 0x16);
|
|
|
|
// {3014B9A0-62F5-478c-9B86-E4AC9F4E418B}
|
|
DEFINE_GUID(DXFILEOBJ_EffectParamFloats,
|
|
0x3014b9a0, 0x62f5, 0x478c, 0x9b, 0x86, 0xe4, 0xac, 0x9f, 0x4e, 0x41, 0x8b);
|
|
|
|
// {1DBC4C88-94C1-46ee-9076-2C28818C9481}
|
|
DEFINE_GUID(DXFILEOBJ_EffectParamString,
|
|
0x1dbc4c88, 0x94c1, 0x46ee, 0x90, 0x76, 0x2c, 0x28, 0x81, 0x8c, 0x94, 0x81);
|
|
|
|
// {E13963BC-AE51-4c5d-B00F-CFA3A9D97CE5}
|
|
DEFINE_GUID(DXFILEOBJ_EffectParamDWord,
|
|
0xe13963bc, 0xae51, 0x4c5d, 0xb0, 0xf, 0xcf, 0xa3, 0xa9, 0xd9, 0x7c, 0xe5);
|
|
|
|
// {E331F7E4-0559-4cc2-8E99-1CEC1657928F}
|
|
DEFINE_GUID(DXFILEOBJ_EffectInstance,
|
|
0xe331f7e4, 0x559, 0x4cc2, 0x8e, 0x99, 0x1c, 0xec, 0x16, 0x57, 0x92, 0x8f);
|
|
|
|
// {9E415A43-7BA6-4a73-8743-B73D47E88476}
|
|
DEFINE_GUID(DXFILEOBJ_AnimTicksPerSecond,
|
|
0x9e415a43, 0x7ba6, 0x4a73, 0x87, 0x43, 0xb7, 0x3d, 0x47, 0xe8, 0x84, 0x76);
|
|
|
|
// {7F9B00B3-F125-4890-876E-1CFFBF697C4D}
|
|
DEFINE_GUID(DXFILEOBJ_CompressedAnimationSet,
|
|
0x7f9b00b3, 0xf125, 0x4890, 0x87, 0x6e, 0x1c, 0x42, 0xbf, 0x69, 0x7c, 0x4d);
|
|
|
|
#pragma pack(push, 1)
|
|
typedef struct _XFILECOMPRESSEDANIMATIONSET
|
|
{
|
|
DWORD CompressedBlockSize;
|
|
FLOAT TicksPerSec;
|
|
DWORD PlaybackType;
|
|
DWORD BufferLength;
|
|
} XFILECOMPRESSEDANIMATIONSET;
|
|
#pragma pack(pop)
|
|
|
|
#define XSKINEXP_TEMPLATES \
|
|
"xof 0303txt 0032\
|
|
template XSkinMeshHeader \
|
|
{ \
|
|
<3CF169CE-FF7C-44ab-93C0-F78F62D172E2> \
|
|
WORD nMaxSkinWeightsPerVertex; \
|
|
WORD nMaxSkinWeightsPerFace; \
|
|
WORD nBones; \
|
|
} \
|
|
template VertexDuplicationIndices \
|
|
{ \
|
|
<B8D65549-D7C9-4995-89CF-53A9A8B031E3> \
|
|
DWORD nIndices; \
|
|
DWORD nOriginalVertices; \
|
|
array DWORD indices[nIndices]; \
|
|
} \
|
|
template FaceAdjacency \
|
|
{ \
|
|
<A64C844A-E282-4756-8B80-250CDE04398C> \
|
|
DWORD nIndices; \
|
|
array DWORD indices[nIndices]; \
|
|
} \
|
|
template SkinWeights \
|
|
{ \
|
|
<6F0D123B-BAD2-4167-A0D0-80224F25FABB> \
|
|
STRING transformNodeName; \
|
|
DWORD nWeights; \
|
|
array DWORD vertexIndices[nWeights]; \
|
|
array float weights[nWeights]; \
|
|
Matrix4x4 matrixOffset; \
|
|
} \
|
|
template Patch \
|
|
{ \
|
|
<A3EB5D44-FC22-429D-9AFB-3221CB9719A6> \
|
|
DWORD nControlIndices; \
|
|
array DWORD controlIndices[nControlIndices]; \
|
|
} \
|
|
template PatchMesh \
|
|
{ \
|
|
<D02C95CC-EDBA-4305-9B5D-1820D7704BBF> \
|
|
DWORD nVertices; \
|
|
array Vector vertices[nVertices]; \
|
|
DWORD nPatches; \
|
|
array Patch patches[nPatches]; \
|
|
[ ... ] \
|
|
} \
|
|
template PatchMesh9 \
|
|
{ \
|
|
<B9EC94E1-B9A6-4251-BA18-94893F02C0EA> \
|
|
DWORD Type; \
|
|
DWORD Degree; \
|
|
DWORD Basis; \
|
|
DWORD nVertices; \
|
|
array Vector vertices[nVertices]; \
|
|
DWORD nPatches; \
|
|
array Patch patches[nPatches]; \
|
|
[ ... ] \
|
|
} " \
|
|
"template EffectFloats \
|
|
{ \
|
|
<F1CFE2B3-0DE3-4e28-AFA1-155A750A282D> \
|
|
DWORD nFloats; \
|
|
array float Floats[nFloats]; \
|
|
} \
|
|
template EffectString \
|
|
{ \
|
|
<D55B097E-BDB6-4c52-B03D-6051C89D0E42> \
|
|
STRING Value; \
|
|
} \
|
|
template EffectDWord \
|
|
{ \
|
|
<622C0ED0-956E-4da9-908A-2AF94F3CE716> \
|
|
DWORD Value; \
|
|
} " \
|
|
"template EffectParamFloats \
|
|
{ \
|
|
<3014B9A0-62F5-478c-9B86-E4AC9F4E418B> \
|
|
STRING ParamName; \
|
|
DWORD nFloats; \
|
|
array float Floats[nFloats]; \
|
|
} " \
|
|
"template EffectParamString \
|
|
{ \
|
|
<1DBC4C88-94C1-46ee-9076-2C28818C9481> \
|
|
STRING ParamName; \
|
|
STRING Value; \
|
|
} \
|
|
template EffectParamDWord \
|
|
{ \
|
|
<E13963BC-AE51-4c5d-B00F-CFA3A9D97CE5> \
|
|
STRING ParamName; \
|
|
DWORD Value; \
|
|
} \
|
|
template EffectInstance \
|
|
{ \
|
|
<E331F7E4-0559-4cc2-8E99-1CEC1657928F> \
|
|
STRING EffectFilename; \
|
|
[ ... ] \
|
|
} " \
|
|
"template AnimTicksPerSecond \
|
|
{ \
|
|
<9E415A43-7BA6-4a73-8743-B73D47E88476> \
|
|
DWORD AnimTicksPerSecond; \
|
|
} \
|
|
template CompressedAnimationSet \
|
|
{ \
|
|
<7F9B00B3-F125-4890-876E-1C42BF697C4D> \
|
|
DWORD CompressedBlockSize; \
|
|
FLOAT TicksPerSec; \
|
|
DWORD PlaybackType; \
|
|
DWORD BufferLength; \
|
|
array DWORD CompressedData[BufferLength]; \
|
|
} "
|
|
|
|
#define XEXTENSIONS_TEMPLATES \
|
|
"xof 0303txt 0032\
|
|
template FVFData \
|
|
{ \
|
|
<B6E70A0E-8EF9-4e83-94AD-ECC8B0C04897> \
|
|
DWORD dwFVF; \
|
|
DWORD nDWords; \
|
|
array DWORD data[nDWords]; \
|
|
} \
|
|
template VertexElement \
|
|
{ \
|
|
<F752461C-1E23-48f6-B9F8-8350850F336F> \
|
|
DWORD Type; \
|
|
DWORD Method; \
|
|
DWORD Usage; \
|
|
DWORD UsageIndex; \
|
|
} \
|
|
template DeclData \
|
|
{ \
|
|
<BF22E553-292C-4781-9FEA-62BD554BDD93> \
|
|
DWORD nElements; \
|
|
array VertexElement Elements[nElements]; \
|
|
DWORD nDWords; \
|
|
array DWORD data[nDWords]; \
|
|
} \
|
|
template PMAttributeRange \
|
|
{ \
|
|
<917E0427-C61E-4a14-9C64-AFE65F9E9844> \
|
|
DWORD iFaceOffset; \
|
|
DWORD nFacesMin; \
|
|
DWORD nFacesMax; \
|
|
DWORD iVertexOffset; \
|
|
DWORD nVerticesMin; \
|
|
DWORD nVerticesMax; \
|
|
} \
|
|
template PMVSplitRecord \
|
|
{ \
|
|
<574CCC14-F0B3-4333-822D-93E8A8A08E4C> \
|
|
DWORD iFaceCLW; \
|
|
DWORD iVlrOffset; \
|
|
DWORD iCode; \
|
|
} \
|
|
template PMInfo \
|
|
{ \
|
|
<B6C3E656-EC8B-4b92-9B62-681659522947> \
|
|
DWORD nAttributes; \
|
|
array PMAttributeRange attributeRanges[nAttributes]; \
|
|
DWORD nMaxValence; \
|
|
DWORD nMinLogicalVertices; \
|
|
DWORD nMaxLogicalVertices; \
|
|
DWORD nVSplits; \
|
|
array PMVSplitRecord splitRecords[nVSplits]; \
|
|
DWORD nAttributeMispredicts; \
|
|
array DWORD attributeMispredicts[nAttributeMispredicts]; \
|
|
} "
|
|
|
|
#endif //__D3DX9MESH_H__
|
|
|
|
|