diff options
Diffstat (limited to 'sdk/dx8sdk/Include/d3dx9mesh.h')
-rw-r--r-- | sdk/dx8sdk/Include/d3dx9mesh.h | 2536 |
1 files changed, 0 insertions, 2536 deletions
diff --git a/sdk/dx8sdk/Include/d3dx9mesh.h b/sdk/dx8sdk/Include/d3dx9mesh.h deleted file mode 100644 index ba2bd47d..00000000 --- a/sdk/dx8sdk/Include/d3dx9mesh.h +++ /dev/null @@ -1,2536 +0,0 @@ -////////////////////////////////////////////////////////////////////////////// -// -// Copyright (C) Microsoft Corporation. All Rights Reserved. -// -// File: d3dx9mesh.h -// Content: D3DX mesh types and functions -// -////////////////////////////////////////////////////////////////////////////// - -#include "d3dx9.h" - -#ifndef __D3DX9MESH_H__ -#define __D3DX9MESH_H__ - -// {7ED943DD-52E8-40b5-A8D8-76685C406330} -DEFINE_GUID(IID_ID3DXBaseMesh, -0x7ed943dd, 0x52e8, 0x40b5, 0xa8, 0xd8, 0x76, 0x68, 0x5c, 0x40, 0x63, 0x30); - -// {4020E5C2-1403-4929-883F-E2E849FAC195} -DEFINE_GUID(IID_ID3DXMesh, -0x4020e5c2, 0x1403, 0x4929, 0x88, 0x3f, 0xe2, 0xe8, 0x49, 0xfa, 0xc1, 0x95); - -// {8875769A-D579-4088-AAEB-534D1AD84E96} -DEFINE_GUID(IID_ID3DXPMesh, -0x8875769a, 0xd579, 0x4088, 0xaa, 0xeb, 0x53, 0x4d, 0x1a, 0xd8, 0x4e, 0x96); - -// {667EA4C7-F1CD-4386-B523-7C0290B83CC5} -DEFINE_GUID(IID_ID3DXSPMesh, -0x667ea4c7, 0xf1cd, 0x4386, 0xb5, 0x23, 0x7c, 0x2, 0x90, 0xb8, 0x3c, 0xc5); - -// {11EAA540-F9A6-4d49-AE6A-E19221F70CC4} -DEFINE_GUID(IID_ID3DXSkinInfo, -0x11eaa540, 0xf9a6, 0x4d49, 0xae, 0x6a, 0xe1, 0x92, 0x21, 0xf7, 0xc, 0xc4); - -// {3CE6CC22-DBF2-44f4-894D-F9C34A337139} -DEFINE_GUID(IID_ID3DXPatchMesh, -0x3ce6cc22, 0xdbf2, 0x44f4, 0x89, 0x4d, 0xf9, 0xc3, 0x4a, 0x33, 0x71, 0x39); - -//patch mesh can be quads or tris -typedef enum _D3DXPATCHMESHTYPE { - D3DXPATCHMESH_RECT = 0x001, - D3DXPATCHMESH_TRI = 0x002, - D3DXPATCHMESH_NPATCH = 0x003, - - D3DXPATCHMESH_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ -} D3DXPATCHMESHTYPE; - -// Mesh options - lower 3 bytes only, upper byte used by _D3DXMESHOPT option flags -enum _D3DXMESH { - D3DXMESH_32BIT = 0x001, // If set, then use 32 bit indices, if not set use 16 bit indices. - D3DXMESH_DONOTCLIP = 0x002, // Use D3DUSAGE_DONOTCLIP for VB & IB. - D3DXMESH_POINTS = 0x004, // Use D3DUSAGE_POINTS for VB & IB. - D3DXMESH_RTPATCHES = 0x008, // Use D3DUSAGE_RTPATCHES for VB & IB. - D3DXMESH_NPATCHES = 0x4000,// Use D3DUSAGE_NPATCHES for VB & IB. - D3DXMESH_VB_SYSTEMMEM = 0x010, // Use D3DPOOL_SYSTEMMEM for VB. Overrides D3DXMESH_MANAGEDVERTEXBUFFER - D3DXMESH_VB_MANAGED = 0x020, // Use D3DPOOL_MANAGED for VB. - D3DXMESH_VB_WRITEONLY = 0x040, // Use D3DUSAGE_WRITEONLY for VB. - D3DXMESH_VB_DYNAMIC = 0x080, // Use D3DUSAGE_DYNAMIC for VB. - D3DXMESH_VB_SOFTWAREPROCESSING = 0x8000, // Use D3DUSAGE_SOFTWAREPROCESSING for VB. - D3DXMESH_IB_SYSTEMMEM = 0x100, // Use D3DPOOL_SYSTEMMEM for IB. Overrides D3DXMESH_MANAGEDINDEXBUFFER - D3DXMESH_IB_MANAGED = 0x200, // Use D3DPOOL_MANAGED for IB. - D3DXMESH_IB_WRITEONLY = 0x400, // Use D3DUSAGE_WRITEONLY for IB. - D3DXMESH_IB_DYNAMIC = 0x800, // Use D3DUSAGE_DYNAMIC for IB. - D3DXMESH_IB_SOFTWAREPROCESSING= 0x10000, // Use D3DUSAGE_SOFTWAREPROCESSING for IB. - - D3DXMESH_VB_SHARE = 0x1000, // Valid for Clone* calls only, forces cloned mesh/pmesh to share vertex buffer - - D3DXMESH_USEHWONLY = 0x2000, // Valid for ID3DXSkinInfo::ConvertToBlendedMesh - - // Helper options - D3DXMESH_SYSTEMMEM = 0x110, // D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM - D3DXMESH_MANAGED = 0x220, // D3DXMESH_VB_MANAGED | D3DXMESH_IB_MANAGED - D3DXMESH_WRITEONLY = 0x440, // D3DXMESH_VB_WRITEONLY | D3DXMESH_IB_WRITEONLY - D3DXMESH_DYNAMIC = 0x880, // D3DXMESH_VB_DYNAMIC | D3DXMESH_IB_DYNAMIC - D3DXMESH_SOFTWAREPROCESSING = 0x18000, // D3DXMESH_VB_SOFTWAREPROCESSING | D3DXMESH_IB_SOFTWAREPROCESSING - -}; - -//patch mesh options -enum _D3DXPATCHMESH { - D3DXPATCHMESH_DEFAULT = 000, -}; -// option field values for specifying min value in D3DXGeneratePMesh and D3DXSimplifyMesh -enum _D3DXMESHSIMP -{ - D3DXMESHSIMP_VERTEX = 0x1, - D3DXMESHSIMP_FACE = 0x2, - -}; - -typedef enum _D3DXCLEANTYPE { - D3DXCLEAN_BACKFACING = 0x00000001, - D3DXCLEAN_BOWTIES = 0x00000002, - - // Helper options - D3DXCLEAN_SKINNING = D3DXCLEAN_BACKFACING, // Bowtie cleaning modifies geometry and breaks skinning - D3DXCLEAN_OPTIMIZATION = D3DXCLEAN_BACKFACING, - D3DXCLEAN_SIMPLIFICATION= D3DXCLEAN_BACKFACING | D3DXCLEAN_BOWTIES, -} D3DXCLEANTYPE; - -enum _MAX_FVF_DECL_SIZE -{ - MAX_FVF_DECL_SIZE = MAXD3DDECLLENGTH + 1 // +1 for END -}; - -typedef struct ID3DXBaseMesh *LPD3DXBASEMESH; -typedef struct ID3DXMesh *LPD3DXMESH; -typedef struct ID3DXPMesh *LPD3DXPMESH; -typedef struct ID3DXSPMesh *LPD3DXSPMESH; -typedef struct ID3DXSkinInfo *LPD3DXSKININFO; -typedef struct ID3DXPatchMesh *LPD3DXPATCHMESH; - -typedef struct _D3DXATTRIBUTERANGE -{ - DWORD AttribId; - DWORD FaceStart; - DWORD FaceCount; - DWORD VertexStart; - DWORD VertexCount; -} D3DXATTRIBUTERANGE; - -typedef D3DXATTRIBUTERANGE* LPD3DXATTRIBUTERANGE; - -typedef struct _D3DXMATERIAL -{ - D3DMATERIAL9 MatD3D; - LPSTR pTextureFilename; -} D3DXMATERIAL; -typedef D3DXMATERIAL *LPD3DXMATERIAL; - -typedef enum _D3DXEFFECTDEFAULTTYPE -{ - D3DXEDT_STRING = 0x1, // pValue points to a null terminated ASCII string - D3DXEDT_FLOATS = 0x2, // pValue points to an array of floats - number of floats is NumBytes / sizeof(float) - D3DXEDT_DWORD = 0x3, // pValue points to a DWORD - - D3DXEDT_FORCEDWORD = 0x7fffffff -} D3DXEFFECTDEFAULTTYPE; - -typedef struct _D3DXEFFECTDEFAULT -{ - LPSTR pParamName; - D3DXEFFECTDEFAULTTYPE Type; // type of the data pointed to by pValue - DWORD NumBytes; // size in bytes of the data pointed to by pValue - LPVOID pValue; // data for the default of the effect -} D3DXEFFECTDEFAULT, *LPD3DXEFFECTDEFAULT; - -typedef struct _D3DXEFFECTINSTANCE -{ - LPSTR pEffectFilename; - DWORD NumDefaults; - LPD3DXEFFECTDEFAULT pDefaults; -} D3DXEFFECTINSTANCE, *LPD3DXEFFECTINSTANCE; - -typedef struct _D3DXATTRIBUTEWEIGHTS -{ - FLOAT Position; - FLOAT Boundary; - FLOAT Normal; - FLOAT Diffuse; - FLOAT Specular; - FLOAT Texcoord[8]; - FLOAT Tangent; - FLOAT Binormal; -} D3DXATTRIBUTEWEIGHTS, *LPD3DXATTRIBUTEWEIGHTS; - -enum _D3DXWELDEPSILONSFLAGS -{ - D3DXWELDEPSILONS_WELDALL = 0x1, // weld all vertices marked by adjacency as being overlapping - - D3DXWELDEPSILONS_WELDPARTIALMATCHES = 0x2, // if a given vertex component is within epsilon, modify partial matched - // vertices so that both components identical AND if all components "equal" - // remove one of the vertices - D3DXWELDEPSILONS_DONOTREMOVEVERTICES = 0x4, // instructs weld to only allow modifications to vertices and not removal - // ONLY valid if D3DXWELDEPSILONS_WELDPARTIALMATCHES is set - // useful to modify vertices to be equal, but not allow vertices to be removed - - D3DXWELDEPSILONS_DONOTSPLIT = 0x8, // instructs weld to specify the D3DXMESHOPT_DONOTSPLIT flag when doing an Optimize(ATTR_SORT) - // if this flag is not set, all vertices that are in separate attribute groups - // will remain split and not welded. Setting this flag can slow down software vertex processing - -}; - -typedef struct _D3DXWELDEPSILONS -{ - FLOAT Position; // NOTE: This does NOT replace the epsilon in GenerateAdjacency - // in general, it should be the same value or greater than the one passed to GeneratedAdjacency - FLOAT BlendWeights; - FLOAT Normal; - FLOAT PSize; - FLOAT Specular; - FLOAT Diffuse; - FLOAT Texcoord[8]; - FLOAT Tangent; - FLOAT Binormal; - FLOAT TessFactor; -} D3DXWELDEPSILONS; - -typedef D3DXWELDEPSILONS* LPD3DXWELDEPSILONS; - - -#undef INTERFACE -#define INTERFACE ID3DXBaseMesh - -DECLARE_INTERFACE_(ID3DXBaseMesh, IUnknown) -{ - // IUnknown - STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; - STDMETHOD_(ULONG, AddRef)(THIS) PURE; - STDMETHOD_(ULONG, Release)(THIS) PURE; - - // ID3DXBaseMesh - STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE; - 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, GetNumBytesPerVertex)(THIS) PURE; - STDMETHOD_(DWORD, GetOptions)(THIS) PURE; - STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; - STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options, - DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; - STDMETHOD(CloneMesh)(THIS_ DWORD Options, - CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; - 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(GetAttributeTable)( - THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE; - - 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; -}; - - -#undef INTERFACE -#define INTERFACE ID3DXMesh - -DECLARE_INTERFACE_(ID3DXMesh, ID3DXBaseMesh) -{ - // IUnknown - STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; - STDMETHOD_(ULONG, AddRef)(THIS) PURE; - STDMETHOD_(ULONG, Release)(THIS) PURE; - - // ID3DXBaseMesh - STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE; - 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, GetNumBytesPerVertex)(THIS) PURE; - STDMETHOD_(DWORD, GetOptions)(THIS) PURE; - STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; - STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options, - DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; - STDMETHOD(CloneMesh)(THIS_ DWORD Options, - CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; - 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(GetAttributeTable)( - THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE; - - 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; - - // ID3DXMesh - STDMETHOD(LockAttributeBuffer)(THIS_ DWORD Flags, DWORD** ppData) PURE; - STDMETHOD(UnlockAttributeBuffer)(THIS) PURE; - STDMETHOD(Optimize)(THIS_ DWORD Flags, CONST DWORD* pAdjacencyIn, DWORD* pAdjacencyOut, - DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap, - LPD3DXMESH* ppOptMesh) PURE; - STDMETHOD(OptimizeInplace)(THIS_ DWORD Flags, CONST DWORD* pAdjacencyIn, DWORD* pAdjacencyOut, - DWORD* pFaceRemap, LPD3DXBUFFER *ppVertexRemap) PURE; - STDMETHOD(SetAttributeTable)(THIS_ CONST D3DXATTRIBUTERANGE *pAttribTable, DWORD cAttribTableSize) PURE; -}; - - -#undef INTERFACE -#define INTERFACE ID3DXPMesh - -DECLARE_INTERFACE_(ID3DXPMesh, ID3DXBaseMesh) -{ - // IUnknown - STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; - STDMETHOD_(ULONG, AddRef)(THIS) PURE; - STDMETHOD_(ULONG, Release)(THIS) PURE; - - // ID3DXBaseMesh - STDMETHOD(DrawSubset)(THIS_ DWORD AttribId) PURE; - 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, GetNumBytesPerVertex)(THIS) PURE; - STDMETHOD_(DWORD, GetOptions)(THIS) PURE; - STDMETHOD(GetDevice)(THIS_ LPDIRECT3DDEVICE9* ppDevice) PURE; - STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options, - DWORD FVF, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; - STDMETHOD(CloneMesh)(THIS_ DWORD Options, - CONST D3DVERTEXELEMENT9 *pDeclaration, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXMESH* ppCloneMesh) PURE; - 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(GetAttributeTable)( - THIS_ D3DXATTRIBUTERANGE *pAttribTable, DWORD* pAttribTableSize) PURE; - - 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); - - - -//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); - -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); - -// {06F57E0A-BD95-43f1-A3DA-791CF6CA297B} -DEFINE_GUID(IID_ID3DXTextureGutterHelper, -0x6f57e0a, 0xbd95, 0x43f1, 0xa3, 0xda, 0x79, 0x1c, 0xf6, 0xca, 0x29, 0x7b); - -// {C3F4ADBF-E6D2-4b7b-BFE8-9E7208746ADF} -DEFINE_GUID(IID_ID3DXPRTEngine, -0xc3f4adbf, 0xe6d2, 0x4b7b, 0xbf, 0xe8, 0x9e, 0x72, 0x8, 0x74, 0x6a, 0xdf); - -// interface defenitions - - -typedef interface ID3DXTextureGutterHelper ID3DXTextureGutterHelper; -typedef interface ID3DXTextureGutterHelper *LPD3DXTEXTUREGUTTERHELPER; - -typedef interface ID3DXPRTBuffer ID3DXPRTBuffer; -typedef interface ID3DXPRTBuffer *LPD3DXPRTBUFFER; - - -#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); - - // 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; - - // 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; - - // 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; - // 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 convolution 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 optionaly be - // solved for - these normals (along with the convolution coefficients) can more - // accurately represent the PRT signal. - // - // 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", convolution coefficients are optimized for - // these normals. This array must be the same size as the number of - // samples in pDataIn - // pDataOut - Output buffer (SHOrder convolution coefficients per channel per sample) - STDMETHOD(ComputeConvCoeffs)(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; -}; - - -// 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 -// ppBufferIn -// Buffer that will be compressed -// ppBufferOut -// Compressed buffer that will be created -// -//============================================================================ - - -HRESULT WINAPI - D3DXCreatePRTCompBuffer( - D3DXSHCOMPRESSQUALITYTYPE Quality, - UINT NumClusters, - UINT NumPCA, - 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. -// 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, - 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__ - - |