767 lines
25 KiB
C
767 lines
25 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: d3dx10tex.h
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// Content: D3DX10 texturing APIs
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "d3dx10.h"
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#ifndef __D3DX10TEX_H__
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#define __D3DX10TEX_H__
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//----------------------------------------------------------------------------
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// D3DX10_FILTER flags:
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// ------------------
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//
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// A valid filter must contain one of these values:
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//
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// D3DX10_FILTER_NONE
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// No scaling or filtering will take place. Pixels outside the bounds
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// of the source image are assumed to be transparent black.
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// D3DX10_FILTER_POINT
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// Each destination pixel is computed by sampling the nearest pixel
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// from the source image.
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// D3DX10_FILTER_LINEAR
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// Each destination pixel is computed by linearly interpolating between
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// the nearest pixels in the source image. This filter works best
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// when the scale on each axis is less than 2.
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// D3DX10_FILTER_TRIANGLE
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// Every pixel in the source image contributes equally to the
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// destination image. This is the slowest of all the filters.
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// D3DX10_FILTER_BOX
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// Each pixel is computed by averaging a 2x2(x2) box pixels from
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// the source image. Only works when the dimensions of the
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// destination are half those of the source. (as with mip maps)
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//
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// And can be OR'd with any of these optional flags:
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//
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// D3DX10_FILTER_MIRROR_U
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// Indicates that pixels off the edge of the texture on the U-axis
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// should be mirrored, not wraped.
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// D3DX10_FILTER_MIRROR_V
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// Indicates that pixels off the edge of the texture on the V-axis
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// should be mirrored, not wraped.
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// D3DX10_FILTER_MIRROR_W
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// Indicates that pixels off the edge of the texture on the W-axis
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// should be mirrored, not wraped.
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// D3DX10_FILTER_MIRROR
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// Same as specifying D3DX10_FILTER_MIRROR_U | D3DX10_FILTER_MIRROR_V |
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// D3DX10_FILTER_MIRROR_V
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// D3DX10_FILTER_DITHER
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// Dithers the resulting image using a 4x4 order dither pattern.
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// D3DX10_FILTER_SRGB_IN
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// Denotes that the input data is in sRGB (gamma 2.2) colorspace.
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// D3DX10_FILTER_SRGB_OUT
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// Denotes that the output data is in sRGB (gamma 2.2) colorspace.
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// D3DX10_FILTER_SRGB
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// Same as specifying D3DX10_FILTER_SRGB_IN | D3DX10_FILTER_SRGB_OUT
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//
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//----------------------------------------------------------------------------
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typedef enum D3DX10_FILTER_FLAG
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{
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D3DX10_FILTER_NONE = (1 << 0),
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D3DX10_FILTER_POINT = (2 << 0),
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D3DX10_FILTER_LINEAR = (3 << 0),
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D3DX10_FILTER_TRIANGLE = (4 << 0),
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D3DX10_FILTER_BOX = (5 << 0),
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D3DX10_FILTER_MIRROR_U = (1 << 16),
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D3DX10_FILTER_MIRROR_V = (2 << 16),
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D3DX10_FILTER_MIRROR_W = (4 << 16),
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D3DX10_FILTER_MIRROR = (7 << 16),
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D3DX10_FILTER_DITHER = (1 << 19),
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D3DX10_FILTER_DITHER_DIFFUSION= (2 << 19),
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D3DX10_FILTER_SRGB_IN = (1 << 21),
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D3DX10_FILTER_SRGB_OUT = (2 << 21),
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D3DX10_FILTER_SRGB = (3 << 21),
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} D3DX10_FILTER_FLAG;
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//----------------------------------------------------------------------------
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// D3DX10_NORMALMAP flags:
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// ---------------------
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// These flags are used to control how D3DX10ComputeNormalMap generates normal
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// maps. Any number of these flags may be OR'd together in any combination.
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//
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// D3DX10_NORMALMAP_MIRROR_U
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// Indicates that pixels off the edge of the texture on the U-axis
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// should be mirrored, not wraped.
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// D3DX10_NORMALMAP_MIRROR_V
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// Indicates that pixels off the edge of the texture on the V-axis
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// should be mirrored, not wraped.
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// D3DX10_NORMALMAP_MIRROR
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// Same as specifying D3DX10_NORMALMAP_MIRROR_U | D3DX10_NORMALMAP_MIRROR_V
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// D3DX10_NORMALMAP_INVERTSIGN
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// Inverts the direction of each normal
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// D3DX10_NORMALMAP_COMPUTE_OCCLUSION
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// Compute the per pixel Occlusion term and encodes it into the alpha.
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// An Alpha of 1 means that the pixel is not obscured in anyway, and
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// an alpha of 0 would mean that the pixel is completly obscured.
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//
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//----------------------------------------------------------------------------
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typedef enum D3DX10_NORMALMAP_FLAG
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{
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D3DX10_NORMALMAP_MIRROR_U = (1 << 16),
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D3DX10_NORMALMAP_MIRROR_V = (2 << 16),
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D3DX10_NORMALMAP_MIRROR = (3 << 16),
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D3DX10_NORMALMAP_INVERTSIGN = (8 << 16),
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D3DX10_NORMALMAP_COMPUTE_OCCLUSION = (16 << 16),
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} D3DX10_NORMALMAP_FLAG;
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//----------------------------------------------------------------------------
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// D3DX10_CHANNEL flags:
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// -------------------
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// These flags are used by functions which operate on or more channels
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// in a texture.
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//
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// D3DX10_CHANNEL_RED
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// Indicates the red channel should be used
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// D3DX10_CHANNEL_BLUE
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// Indicates the blue channel should be used
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// D3DX10_CHANNEL_GREEN
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// Indicates the green channel should be used
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// D3DX10_CHANNEL_ALPHA
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// Indicates the alpha channel should be used
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// D3DX10_CHANNEL_LUMINANCE
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// Indicates the luminaces of the red green and blue channels should be
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// used.
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//
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//----------------------------------------------------------------------------
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typedef enum D3DX10_CHANNEL_FLAG
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{
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D3DX10_CHANNEL_RED = (1 << 0),
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D3DX10_CHANNEL_BLUE = (1 << 1),
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D3DX10_CHANNEL_GREEN = (1 << 2),
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D3DX10_CHANNEL_ALPHA = (1 << 3),
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D3DX10_CHANNEL_LUMINANCE = (1 << 4),
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} D3DX10_CHANNEL_FLAG;
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//----------------------------------------------------------------------------
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// D3DX10_IMAGE_FILE_FORMAT:
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// ---------------------
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// This enum is used to describe supported image file formats.
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//
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//----------------------------------------------------------------------------
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typedef enum D3DX10_IMAGE_FILE_FORMAT
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{
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D3DX10_IFF_BMP = 0,
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D3DX10_IFF_JPG = 1,
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D3DX10_IFF_PNG = 3,
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D3DX10_IFF_DDS = 4,
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D3DX10_IFF_TIFF = 10,
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D3DX10_IFF_GIF = 11,
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D3DX10_IFF_WMP = 12,
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D3DX10_IFF_FORCE_DWORD = 0x7fffffff
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} D3DX10_IMAGE_FILE_FORMAT;
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//----------------------------------------------------------------------------
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// D3DX10_SAVE_TEXTURE_FLAG:
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// ---------------------
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// This enum is used to support texture saving options.
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//
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//----------------------------------------------------------------------------
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typedef enum D3DX10_SAVE_TEXTURE_FLAG
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{
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D3DX10_STF_USEINPUTBLOB = 0x0001,
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} D3DX10_SAVE_TEXTURE_FLAG;
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//----------------------------------------------------------------------------
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// D3DX10_IMAGE_INFO:
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// ---------------
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// This structure is used to return a rough description of what the
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// the original contents of an image file looked like.
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//
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// Width
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// Width of original image in pixels
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// Height
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// Height of original image in pixels
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// Depth
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// Depth of original image in pixels
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// ArraySize
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// Array size in textures
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// MipLevels
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// Number of mip levels in original image
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// MiscFlags
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// Miscellaneous flags
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// Format
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// D3D format which most closely describes the data in original image
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// ResourceDimension
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// D3D10_RESOURCE_DIMENSION representing the dimension of texture stored in the file.
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// D3D10_RESOURCE_DIMENSION_TEXTURE1D, 2D, 3D
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// ImageFileFormat
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// D3DX10_IMAGE_FILE_FORMAT representing the format of the image file.
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//----------------------------------------------------------------------------
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typedef struct D3DX10_IMAGE_INFO
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{
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UINT Width;
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UINT Height;
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UINT Depth;
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UINT ArraySize;
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UINT MipLevels;
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UINT MiscFlags;
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DXGI_FORMAT Format;
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D3D10_RESOURCE_DIMENSION ResourceDimension;
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D3DX10_IMAGE_FILE_FORMAT ImageFileFormat;
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} D3DX10_IMAGE_INFO;
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#ifdef __cplusplus
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extern "C" {
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#endif //__cplusplus
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//////////////////////////////////////////////////////////////////////////////
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// Image File APIs ///////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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// D3DX10_IMAGE_LOAD_INFO:
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// ---------------
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// This structure can be optionally passed in to texture loader APIs to
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// control how textures get loaded. Pass in D3DX10_DEFAULT for any of these
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// to have D3DX automatically pick defaults based on the source file.
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//
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// Width
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// Rescale texture to Width texels wide
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// Height
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// Rescale texture to Height texels high
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// Depth
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// Rescale texture to Depth texels deep
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// FirstMipLevel
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// First mip level to load
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// MipLevels
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// Number of mip levels to load after the first level
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// Usage
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// D3D10_USAGE flag for the new texture
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// BindFlags
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// D3D10 Bind flags for the new texture
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// CpuAccessFlags
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// D3D10 CPU Access flags for the new texture
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// MiscFlags
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// Reserved. Must be 0
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// Format
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// Resample texture to the specified format
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// Filter
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// Filter the texture using the specified filter (only when resampling)
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// MipFilter
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// Filter the texture mip levels using the specified filter (only if
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// generating mips)
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// pSrcInfo
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// (optional) pointer to a D3DX10_IMAGE_INFO structure that will get
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// populated with source image information
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//----------------------------------------------------------------------------
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typedef struct D3DX10_IMAGE_LOAD_INFO
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{
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UINT Width;
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UINT Height;
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UINT Depth;
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UINT FirstMipLevel;
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UINT MipLevels;
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D3D10_USAGE Usage;
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UINT BindFlags;
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UINT CpuAccessFlags;
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UINT MiscFlags;
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DXGI_FORMAT Format;
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UINT Filter;
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UINT MipFilter;
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D3DX10_IMAGE_INFO* pSrcInfo;
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#ifdef __cplusplus
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D3DX10_IMAGE_LOAD_INFO()
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{
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Width = D3DX10_DEFAULT;
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Height = D3DX10_DEFAULT;
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Depth = D3DX10_DEFAULT;
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FirstMipLevel = D3DX10_DEFAULT;
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MipLevels = D3DX10_DEFAULT;
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Usage = (D3D10_USAGE) D3DX10_DEFAULT;
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BindFlags = D3DX10_DEFAULT;
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CpuAccessFlags = D3DX10_DEFAULT;
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MiscFlags = D3DX10_DEFAULT;
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Format = DXGI_FORMAT_FROM_FILE;
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Filter = D3DX10_DEFAULT;
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MipFilter = D3DX10_DEFAULT;
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pSrcInfo = NULL;
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}
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#endif
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} D3DX10_IMAGE_LOAD_INFO;
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//-------------------------------------------------------------------------------
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// GetImageInfoFromFile/Resource/Memory:
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// ------------------------------
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// Fills in a D3DX10_IMAGE_INFO struct with information about an image file.
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//
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// Parameters:
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// pSrcFile
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// File name of the source image.
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// pSrcModule
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// Module where resource is located, or NULL for module associated
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// with image the os used to create the current process.
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// pSrcResource
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// Resource name.
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// pSrcData
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// Pointer to file in memory.
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// SrcDataSize
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// Size in bytes of file in memory.
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// pPump
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// Optional pointer to a thread pump object to use.
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// pSrcInfo
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// Pointer to a D3DX10_IMAGE_INFO structure to be filled in with the
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// description of the data in the source image file.
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// pHResult
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// Pointer to a memory location to receive the return value upon completion.
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// Maybe NULL if not needed.
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// If pPump != NULL, pHResult must be a valid memory location until the
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// the asynchronous execution completes.
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//-------------------------------------------------------------------------------
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HRESULT WINAPI
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D3DX10GetImageInfoFromFileA(
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LPCSTR pSrcFile,
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ID3DX10ThreadPump* pPump,
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D3DX10_IMAGE_INFO* pSrcInfo,
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HRESULT* pHResult);
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HRESULT WINAPI
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D3DX10GetImageInfoFromFileW(
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LPCWSTR pSrcFile,
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ID3DX10ThreadPump* pPump,
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D3DX10_IMAGE_INFO* pSrcInfo,
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HRESULT* pHResult);
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#ifdef UNICODE
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#define D3DX10GetImageInfoFromFile D3DX10GetImageInfoFromFileW
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#else
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#define D3DX10GetImageInfoFromFile D3DX10GetImageInfoFromFileA
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#endif
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HRESULT WINAPI
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D3DX10GetImageInfoFromResourceA(
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HMODULE hSrcModule,
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LPCSTR pSrcResource,
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ID3DX10ThreadPump* pPump,
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D3DX10_IMAGE_INFO* pSrcInfo,
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HRESULT* pHResult);
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HRESULT WINAPI
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D3DX10GetImageInfoFromResourceW(
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HMODULE hSrcModule,
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LPCWSTR pSrcResource,
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ID3DX10ThreadPump* pPump,
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D3DX10_IMAGE_INFO* pSrcInfo,
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HRESULT* pHResult);
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#ifdef UNICODE
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#define D3DX10GetImageInfoFromResource D3DX10GetImageInfoFromResourceW
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#else
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#define D3DX10GetImageInfoFromResource D3DX10GetImageInfoFromResourceA
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#endif
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HRESULT WINAPI
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D3DX10GetImageInfoFromMemory(
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LPCVOID pSrcData,
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SIZE_T SrcDataSize,
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ID3DX10ThreadPump* pPump,
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D3DX10_IMAGE_INFO* pSrcInfo,
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HRESULT* pHResult);
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//////////////////////////////////////////////////////////////////////////////
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// Create/Save Texture APIs //////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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// D3DX10CreateTextureFromFile/Resource/Memory:
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// D3DX10CreateShaderResourceViewFromFile/Resource/Memory:
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// -----------------------------------
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// Create a texture object from a file or resource.
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//
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// Parameters:
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//
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// pDevice
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// The D3D device with which the texture is going to be used.
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// pSrcFile
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// File name.
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// hSrcModule
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// Module handle. if NULL, current module will be used.
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// pSrcResource
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// Resource name in module
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// pvSrcData
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// Pointer to file in memory.
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// SrcDataSize
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// Size in bytes of file in memory.
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// pLoadInfo
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// Optional pointer to a D3DX10_IMAGE_LOAD_INFO structure that
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// contains additional loader parameters.
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// pPump
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// Optional pointer to a thread pump object to use.
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// ppTexture
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// [out] Created texture object.
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// ppShaderResourceView
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// [out] Shader resource view object created.
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// pHResult
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// Pointer to a memory location to receive the return value upon completion.
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// Maybe NULL if not needed.
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// If pPump != NULL, pHResult must be a valid memory location until the
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// the asynchronous execution completes.
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//
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//----------------------------------------------------------------------------
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// FromFile
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HRESULT WINAPI
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D3DX10CreateShaderResourceViewFromFileA(
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ID3D10Device* pDevice,
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LPCSTR pSrcFile,
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D3DX10_IMAGE_LOAD_INFO *pLoadInfo,
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ID3DX10ThreadPump* pPump,
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ID3D10ShaderResourceView** ppShaderResourceView,
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HRESULT* pHResult);
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HRESULT WINAPI
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D3DX10CreateShaderResourceViewFromFileW(
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ID3D10Device* pDevice,
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LPCWSTR pSrcFile,
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D3DX10_IMAGE_LOAD_INFO *pLoadInfo,
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ID3DX10ThreadPump* pPump,
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ID3D10ShaderResourceView** ppShaderResourceView,
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HRESULT* pHResult);
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#ifdef UNICODE
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#define D3DX10CreateShaderResourceViewFromFile D3DX10CreateShaderResourceViewFromFileW
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#else
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#define D3DX10CreateShaderResourceViewFromFile D3DX10CreateShaderResourceViewFromFileA
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#endif
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HRESULT WINAPI
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D3DX10CreateTextureFromFileA(
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ID3D10Device* pDevice,
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LPCSTR pSrcFile,
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D3DX10_IMAGE_LOAD_INFO *pLoadInfo,
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ID3DX10ThreadPump* pPump,
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ID3D10Resource** ppTexture,
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HRESULT* pHResult);
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HRESULT WINAPI
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D3DX10CreateTextureFromFileW(
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ID3D10Device* pDevice,
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LPCWSTR pSrcFile,
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D3DX10_IMAGE_LOAD_INFO *pLoadInfo,
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ID3DX10ThreadPump* pPump,
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ID3D10Resource** ppTexture,
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HRESULT* pHResult);
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#ifdef UNICODE
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#define D3DX10CreateTextureFromFile D3DX10CreateTextureFromFileW
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#else
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#define D3DX10CreateTextureFromFile D3DX10CreateTextureFromFileA
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#endif
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// FromResource (resources in dll/exes)
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HRESULT WINAPI
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D3DX10CreateShaderResourceViewFromResourceA(
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ID3D10Device* pDevice,
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HMODULE hSrcModule,
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LPCSTR pSrcResource,
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D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
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ID3DX10ThreadPump* pPump,
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ID3D10ShaderResourceView** ppShaderResourceView,
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HRESULT* pHResult);
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HRESULT WINAPI
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D3DX10CreateShaderResourceViewFromResourceW(
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ID3D10Device* pDevice,
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HMODULE hSrcModule,
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LPCWSTR pSrcResource,
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D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
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ID3DX10ThreadPump* pPump,
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ID3D10ShaderResourceView** ppShaderResourceView,
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HRESULT* pHResult);
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#ifdef UNICODE
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#define D3DX10CreateShaderResourceViewFromResource D3DX10CreateShaderResourceViewFromResourceW
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#else
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#define D3DX10CreateShaderResourceViewFromResource D3DX10CreateShaderResourceViewFromResourceA
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#endif
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HRESULT WINAPI
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D3DX10CreateTextureFromResourceA(
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ID3D10Device* pDevice,
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HMODULE hSrcModule,
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LPCSTR pSrcResource,
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|
D3DX10_IMAGE_LOAD_INFO *pLoadInfo,
|
|
ID3DX10ThreadPump* pPump,
|
|
ID3D10Resource** ppTexture,
|
|
HRESULT* pHResult);
|
|
|
|
HRESULT WINAPI
|
|
D3DX10CreateTextureFromResourceW(
|
|
ID3D10Device* pDevice,
|
|
HMODULE hSrcModule,
|
|
LPCWSTR pSrcResource,
|
|
D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
|
|
ID3DX10ThreadPump* pPump,
|
|
ID3D10Resource** ppTexture,
|
|
HRESULT* pHResult);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DX10CreateTextureFromResource D3DX10CreateTextureFromResourceW
|
|
#else
|
|
#define D3DX10CreateTextureFromResource D3DX10CreateTextureFromResourceA
|
|
#endif
|
|
|
|
|
|
// FromFileInMemory
|
|
|
|
HRESULT WINAPI
|
|
D3DX10CreateShaderResourceViewFromMemory(
|
|
ID3D10Device* pDevice,
|
|
LPCVOID pSrcData,
|
|
SIZE_T SrcDataSize,
|
|
D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
|
|
ID3DX10ThreadPump* pPump,
|
|
ID3D10ShaderResourceView** ppShaderResourceView,
|
|
HRESULT* pHResult);
|
|
|
|
HRESULT WINAPI
|
|
D3DX10CreateTextureFromMemory(
|
|
ID3D10Device* pDevice,
|
|
LPCVOID pSrcData,
|
|
SIZE_T SrcDataSize,
|
|
D3DX10_IMAGE_LOAD_INFO* pLoadInfo,
|
|
ID3DX10ThreadPump* pPump,
|
|
ID3D10Resource** ppTexture,
|
|
HRESULT* pHResult);
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// Misc Texture APIs /////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3DX10_TEXTURE_LOAD_INFO:
|
|
// ------------------------
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
typedef struct _D3DX10_TEXTURE_LOAD_INFO
|
|
{
|
|
D3D10_BOX *pSrcBox;
|
|
D3D10_BOX *pDstBox;
|
|
UINT SrcFirstMip;
|
|
UINT DstFirstMip;
|
|
UINT NumMips;
|
|
UINT SrcFirstElement;
|
|
UINT DstFirstElement;
|
|
UINT NumElements;
|
|
UINT Filter;
|
|
UINT MipFilter;
|
|
|
|
#ifdef __cplusplus
|
|
_D3DX10_TEXTURE_LOAD_INFO()
|
|
{
|
|
pSrcBox = NULL;
|
|
pDstBox = NULL;
|
|
SrcFirstMip = 0;
|
|
DstFirstMip = 0;
|
|
NumMips = D3DX10_DEFAULT;
|
|
SrcFirstElement = 0;
|
|
DstFirstElement = 0;
|
|
NumElements = D3DX10_DEFAULT;
|
|
Filter = D3DX10_DEFAULT;
|
|
MipFilter = D3DX10_DEFAULT;
|
|
}
|
|
#endif
|
|
|
|
} D3DX10_TEXTURE_LOAD_INFO;
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3DX10LoadTextureFromTexture:
|
|
// ----------------------------
|
|
// Load a texture from a texture.
|
|
//
|
|
// Parameters:
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
|
|
HRESULT WINAPI
|
|
D3DX10LoadTextureFromTexture(
|
|
ID3D10Resource *pSrcTexture,
|
|
D3DX10_TEXTURE_LOAD_INFO *pLoadInfo,
|
|
ID3D10Resource *pDstTexture);
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3DX10FilterTexture:
|
|
// ------------------
|
|
// Filters mipmaps levels of a texture.
|
|
//
|
|
// Parameters:
|
|
// pBaseTexture
|
|
// The texture object to be filtered
|
|
// SrcLevel
|
|
// The level whose image is used to generate the subsequent levels.
|
|
// MipFilter
|
|
// D3DX10_FILTER flags controlling how each miplevel is filtered.
|
|
// Or D3DX10_DEFAULT for D3DX10_FILTER_BOX,
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI
|
|
D3DX10FilterTexture(
|
|
ID3D10Resource *pTexture,
|
|
UINT SrcLevel,
|
|
UINT MipFilter);
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3DX10SaveTextureToFile:
|
|
// ----------------------
|
|
// Save a texture to a file.
|
|
//
|
|
// Parameters:
|
|
// pDestFile
|
|
// File name of the destination file
|
|
// DestFormat
|
|
// D3DX10_IMAGE_FILE_FORMAT specifying file format to use when saving.
|
|
// pSrcTexture
|
|
// Source texture, containing the image to be saved
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI
|
|
D3DX10SaveTextureToFileA(
|
|
ID3D10Resource *pSrcTexture,
|
|
D3DX10_IMAGE_FILE_FORMAT DestFormat,
|
|
LPCSTR pDestFile);
|
|
|
|
HRESULT WINAPI
|
|
D3DX10SaveTextureToFileW(
|
|
ID3D10Resource *pSrcTexture,
|
|
D3DX10_IMAGE_FILE_FORMAT DestFormat,
|
|
LPCWSTR pDestFile);
|
|
|
|
#ifdef UNICODE
|
|
#define D3DX10SaveTextureToFile D3DX10SaveTextureToFileW
|
|
#else
|
|
#define D3DX10SaveTextureToFile D3DX10SaveTextureToFileA
|
|
#endif
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3DX10SaveTextureToMemory:
|
|
// ----------------------
|
|
// Save a texture to a blob.
|
|
//
|
|
// Parameters:
|
|
// pSrcTexture
|
|
// Source texture, containing the image to be saved
|
|
// DestFormat
|
|
// D3DX10_IMAGE_FILE_FORMAT specifying file format to use when saving.
|
|
// ppDestBuf
|
|
// address of a d3dxbuffer pointer to return the image data
|
|
// Flags
|
|
// optional flags
|
|
//----------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI
|
|
D3DX10SaveTextureToMemory(
|
|
ID3D10Resource* pSrcTexture,
|
|
D3DX10_IMAGE_FILE_FORMAT DestFormat,
|
|
LPD3D10BLOB* ppDestBuf,
|
|
UINT Flags);
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3DX10ComputeNormalMap:
|
|
// ---------------------
|
|
// Converts a height map into a normal map. The (x,y,z) components of each
|
|
// normal are mapped to the (r,g,b) channels of the output texture.
|
|
//
|
|
// Parameters
|
|
// pSrcTexture
|
|
// Pointer to the source heightmap texture
|
|
// Flags
|
|
// D3DX10_NORMALMAP flags
|
|
// Channel
|
|
// D3DX10_CHANNEL specifying source of height information
|
|
// Amplitude
|
|
// The constant value which the height information is multiplied by.
|
|
// pDestTexture
|
|
// Pointer to the destination texture
|
|
//---------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI
|
|
D3DX10ComputeNormalMap(
|
|
ID3D10Texture2D *pSrcTexture,
|
|
UINT Flags,
|
|
UINT Channel,
|
|
FLOAT Amplitude,
|
|
ID3D10Texture2D *pDestTexture);
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
// D3DX10SHProjectCubeMap:
|
|
// ----------------------
|
|
// Projects a function represented in a cube map into spherical harmonics.
|
|
//
|
|
// Parameters:
|
|
// Order
|
|
// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
|
|
// pCubeMap
|
|
// CubeMap that is going to be projected into spherical harmonics
|
|
// pROut
|
|
// Output SH vector for Red.
|
|
// pGOut
|
|
// Output SH vector for Green
|
|
// pBOut
|
|
// Output SH vector for Blue
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
HRESULT WINAPI
|
|
D3DX10SHProjectCubeMap(
|
|
__in_range(2,6) UINT Order,
|
|
ID3D10Texture2D *pCubeMap,
|
|
__out_ecount(Order*Order) FLOAT *pROut,
|
|
__out_ecount_opt(Order*Order) FLOAT *pGOut,
|
|
__out_ecount_opt(Order*Order) FLOAT *pBOut);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif //__cplusplus
|
|
|
|
#endif //__D3DX10TEX_H__
|
|
|