2025-04-23 00:09:35 -04:00

2118 lines
83 KiB
C

//////////////////////////////////////////////////////////////////////////////
//
// 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__
#include "d3d9fftypes.h"
#include "dxfile.h"
// {4F5621A3-7F25-46dc-8239-820B823795CB}
DEFINE_GUID(IID_ID3DXBaseMesh,
0x4f5621a3, 0x7f25, 0x46dc, 0x82, 0x39, 0x82, 0xb, 0x82, 0x37, 0x95, 0xcb);
// {29E3EB8D-4DD6-4524-B1A2-1EF0581E778D}
DEFINE_GUID(IID_ID3DXMesh,
0x29e3eb8d, 0x4dd6, 0x4524, 0xb1, 0xa2, 0x1e, 0xf0, 0x58, 0x1e, 0x77, 0x8d);
// {1da4801f-a26e-4623-bd5471ff57f4bd02}
DEFINE_GUID(IID_ID3DXPMesh,
0x1da4801f, 0xa26e, 0x4623, 0xbd, 0x54, 0x71, 0xff, 0x57, 0xf4, 0xbd, 0x2);
// {1C4E77C5-8391-4951-A019-D4C5A9539EEC}
DEFINE_GUID(IID_ID3DXSPMesh,
0x1c4e77c5, 0x8391, 0x4951, 0xa0, 0x19, 0xd4, 0xc5, 0xa9, 0x53, 0x9e, 0xec);
// {0E7DBBF3-421A-4dd8-B738-A5DAC3A48767}
DEFINE_GUID(IID_ID3DXSkinInfo,
0xe7dbbf3, 0x421a, 0x4dd8, 0xb7, 0x38, 0xa5, 0xda, 0xc3, 0xa4, 0x87, 0x67);
// {0AD3E8BC-290D-4dc7-91AB-73A82755B13E}
DEFINE_GUID(IID_ID3DXPatchMesh,
0xad3e8bc, 0x290d, 0x4dc7, 0x91, 0xab, 0x73, 0xa8, 0x27, 0x55, 0xb1, 0x3e);
//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
// Begin internal
D3DXMESH_VALIDBITS = 0x1cfff,
D3DXMESH_VALIDCLONEBITS = 0x1dfff,
D3DXMESH_VALIDBLENDEDBITS = 0x1efff,
// End internal
};
//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,
// begin internal
D3DXMESHSIMP_VALIDBITS =0x03
// end internal
};
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
// begin internal
D3DXWELDEPSILONS_VALIDBITS = 0xf,
// end internal
};
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, __deref_out 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_ __out_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE;
STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
STDMETHOD(GetDevice)(THIS_ __deref_out LPDIRECT3DDEVICE9* ppDevice) PURE;
STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
DWORD FVF, __in LPDIRECT3DDEVICE9 pD3DDevice, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(CloneMesh)(THIS_ DWORD Options,
__in CONST D3DVERTEXELEMENT9 *pDeclaration, __in LPDIRECT3DDEVICE9 pD3DDevice, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(GetVertexBuffer)(THIS_ __deref_out LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
STDMETHOD(GetIndexBuffer)(THIS_ __deref_out LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
STDMETHOD(GetAttributeTable)(
THIS_ __out_ecount_opt(*pAttribTableSize) D3DXATTRIBUTERANGE *pAttribTable, __inout DWORD* pAttribTableSize) PURE;
STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ __in CONST DWORD* pPRep, __out DWORD* pAdjacency) PURE;
STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ __in CONST DWORD* pAdjacency, __out DWORD* pPRep) PURE;
STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, __out DWORD* pAdjacency) PURE;
STDMETHOD(UpdateSemantics)(THIS_ __in_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DXMesh
DECLARE_INTERFACE_(ID3DXMesh, ID3DXBaseMesh)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, __deref_out 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_ __out_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE;
STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
STDMETHOD(GetDevice)(THIS_ __deref_out LPDIRECT3DDEVICE9* ppDevice) PURE;
STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
DWORD FVF, __in LPDIRECT3DDEVICE9 pD3DDevice, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(CloneMesh)(THIS_ DWORD Options,
__in CONST D3DVERTEXELEMENT9 *pDeclaration, __in LPDIRECT3DDEVICE9 pD3DDevice, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(GetVertexBuffer)(THIS_ __deref_out LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
STDMETHOD(GetIndexBuffer)(THIS_ __deref_out LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
STDMETHOD(GetAttributeTable)(
THIS_ __out_ecount_opt(*pAttribTableSize) D3DXATTRIBUTERANGE *pAttribTable, __inout DWORD* pAttribTableSize) PURE;
STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ __in CONST DWORD* pPRep, __out DWORD* pAdjacency) PURE;
STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ __in CONST DWORD* pAdjacency, __out DWORD* pPRep) PURE;
STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, __out DWORD* pAdjacency) PURE;
STDMETHOD(UpdateSemantics)(THIS_ __in_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
// ID3DXMesh
STDMETHOD(LockAttributeBuffer)(THIS_ DWORD Flags, __deref_out DWORD** ppData) PURE;
STDMETHOD(UnlockAttributeBuffer)(THIS) PURE;
STDMETHOD(Optimize)(THIS_ DWORD Flags, __in_opt CONST DWORD* pAdjacencyIn, __out_opt DWORD* pAdjacencyOut,
__out_opt DWORD* pFaceRemap, __deref_opt_out LPD3DXBUFFER *ppVertexRemap,
__deref_out LPD3DXMESH* ppOptMesh) PURE;
STDMETHOD(OptimizeInplace)(THIS_ DWORD Flags, __in_opt CONST DWORD* pAdjacencyIn, __out_opt DWORD* pAdjacencyOut,
__out_opt DWORD* pFaceRemap, __deref_opt_out LPD3DXBUFFER *ppVertexRemap) PURE;
STDMETHOD(SetAttributeTable)(THIS_ __in_ecount(cAttribTableSize) CONST D3DXATTRIBUTERANGE *pAttribTable, DWORD cAttribTableSize) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DXPMesh
DECLARE_INTERFACE_(ID3DXPMesh, ID3DXBaseMesh)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, __deref_out 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_ __out_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
STDMETHOD_(DWORD, GetNumBytesPerVertex)(THIS) PURE;
STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
STDMETHOD(GetDevice)(THIS_ __deref_out LPDIRECT3DDEVICE9* ppDevice) PURE;
STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
DWORD FVF, __in LPDIRECT3DDEVICE9 pD3DDevice, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(CloneMesh)(THIS_ DWORD Options,
__in CONST D3DVERTEXELEMENT9 *pDeclaration, __in LPDIRECT3DDEVICE9 pD3DDevice, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(GetVertexBuffer)(THIS_ __deref_out LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
STDMETHOD(GetIndexBuffer)(THIS_ __deref_out LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
STDMETHOD(LockVertexBuffer)(THIS_ DWORD Flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
STDMETHOD(LockIndexBuffer)(THIS_ DWORD Flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
STDMETHOD(GetAttributeTable)(
THIS_ __out_ecount_opt(*pAttribTableSize) D3DXATTRIBUTERANGE *pAttribTable, __inout DWORD* pAttribTableSize) PURE;
STDMETHOD(ConvertPointRepsToAdjacency)(THIS_ __in CONST DWORD* pPRep, __out DWORD* pAdjacency) PURE;
STDMETHOD(ConvertAdjacencyToPointReps)(THIS_ __in CONST DWORD* pAdjacency, __out DWORD* pPRep) PURE;
STDMETHOD(GenerateAdjacency)(THIS_ FLOAT Epsilon, __out DWORD* pAdjacency) PURE;
STDMETHOD(UpdateSemantics)(THIS_ __in_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
// ID3DXPMesh
STDMETHOD(ClonePMeshFVF)(THIS_ DWORD Options,
DWORD FVF, __in LPDIRECT3DDEVICE9 pD3D, __deref_out LPD3DXPMESH* ppCloneMesh) PURE;
STDMETHOD(ClonePMesh)(THIS_ DWORD Options,
__in CONST D3DVERTEXELEMENT9 *pDeclaration, __in LPDIRECT3DDEVICE9 pD3D, __deref_out 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_ __in IStream *pStream, __in_ecount_opt(NumMaterials) CONST D3DXMATERIAL* pMaterials, __in_opt CONST D3DXEFFECTINSTANCE* pEffectInstances, DWORD NumMaterials) PURE;
STDMETHOD(Optimize)(THIS_ DWORD Flags, __out_opt DWORD* pAdjacencyOut,
__out_opt DWORD* pFaceRemap, __deref_opt_out LPD3DXBUFFER *ppVertexRemap,
__deref_out LPD3DXMESH* ppOptMesh) PURE;
STDMETHOD(OptimizeBaseLOD)(THIS_ DWORD Flags, __out_opt DWORD* pFaceRemap) PURE;
STDMETHOD(TrimByFaces)(THIS_ DWORD NewFacesMin, DWORD NewFacesMax, __out_opt DWORD *rgiFaceRemap, __out_opt DWORD *rgiVertRemap) PURE;
STDMETHOD(TrimByVertices)(THIS_ DWORD NewVerticesMin, DWORD NewVerticesMax, __out_opt DWORD *rgiFaceRemap, __out_opt DWORD *rgiVertRemap) PURE;
STDMETHOD(GetAdjacency)(THIS_ __out 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_ __out DWORD* pVertexHistory) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DXSPMesh
DECLARE_INTERFACE_(ID3DXSPMesh, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, __deref_out 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_ __out_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
STDMETHOD(GetDevice)(THIS_ __deref_out LPDIRECT3DDEVICE9* ppDevice) PURE;
STDMETHOD(CloneMeshFVF)(THIS_ DWORD Options,
DWORD FVF, __in LPDIRECT3DDEVICE9 pD3D, __out_opt DWORD *pAdjacencyOut, __out_opt DWORD *pVertexRemapOut, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(CloneMesh)(THIS_ DWORD Options,
__in CONST D3DVERTEXELEMENT9 *pDeclaration, __in LPDIRECT3DDEVICE9 pD3DDevice, __out_opt DWORD *pAdjacencyOut, __out_opt DWORD *pVertexRemapOut, __deref_out LPD3DXMESH* ppCloneMesh) PURE;
STDMETHOD(ClonePMeshFVF)(THIS_ DWORD Options,
DWORD FVF, __in LPDIRECT3DDEVICE9 pD3D, __out_opt DWORD *pVertexRemapOut, __out_opt FLOAT *pErrorsByFace, __deref_out LPD3DXPMESH* ppCloneMesh) PURE;
STDMETHOD(ClonePMesh)(THIS_ DWORD Options,
__in CONST D3DVERTEXELEMENT9 *pDeclaration, __in LPDIRECT3DDEVICE9 pD3D, __out_opt DWORD *pVertexRemapOut, __out_opt FLOAT *pErrorsbyFace, __deref_out 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_ __out LPD3DXATTRIBUTEWEIGHTS pVertexAttributeWeights) PURE;
STDMETHOD(GetVertexWeights)(THIS_ __out 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
// Start of internal data
// NOTE: DEVICEINDEPENDENT is using a bit from the D3DXMESH_* flag space
D3DXMESHOPT_VALIDBITS = 0x3f401000,
D3DXMESHOPTINT_ALREADYATTRSORTED = 0x40000000,
D3DXMESHOPTINT_INVERTFACEREMAP = 0x80000000,
D3DXMESHOPTINT_PMESHSAVE = 0x00800000, // NOTE: a bit from the D3DXMESH_* flag space
D3DXMESHOPTINT_VALIDBITS = 0xffc01000,
// end of internal data
};
// 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, __deref_out 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_ __out LPD3DVERTEXELEMENT9) PURE;
STDMETHOD_(DWORD, GetControlVerticesPerPatch)(THIS) PURE;
STDMETHOD_(DWORD, GetOptions)(THIS) PURE;
STDMETHOD(GetDevice)(THIS_ __deref_out LPDIRECT3DDEVICE9 *ppDevice) PURE;
STDMETHOD(GetPatchInfo)(THIS_ __out LPD3DXPATCHINFO PatchInfo) PURE;
// Control mesh access
STDMETHOD(GetVertexBuffer)(THIS_ __deref_out LPDIRECT3DVERTEXBUFFER9* ppVB) PURE;
STDMETHOD(GetIndexBuffer)(THIS_ __deref_out LPDIRECT3DINDEXBUFFER9* ppIB) PURE;
STDMETHOD(LockVertexBuffer)(THIS_ DWORD flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockVertexBuffer)(THIS) PURE;
STDMETHOD(LockIndexBuffer)(THIS_ DWORD flags, __deref_out LPVOID *ppData) PURE;
STDMETHOD(UnlockIndexBuffer)(THIS) PURE;
STDMETHOD(LockAttributeBuffer)(THIS_ DWORD flags, __deref_out 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 Adapative, __out DWORD *NumTriangles, __out 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, __in_opt CONST D3DVERTEXELEMENT9 *pDecl, __deref_out 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_ __in LPDIRECT3DBASETEXTURE9 Texture,
D3DTEXTUREFILTERTYPE MinFilter,
D3DTEXTUREFILTERTYPE MagFilter,
D3DTEXTUREFILTERTYPE MipFilter,
D3DTEXTUREADDRESS Wrap,
DWORD dwLODBias) PURE;
STDMETHOD(GetDisplaceParam)(THIS_ __deref_out LPDIRECT3DBASETEXTURE9 *Texture,
__out D3DTEXTUREFILTERTYPE *MinFilter,
__out D3DTEXTUREFILTERTYPE *MagFilter,
__out D3DTEXTUREFILTERTYPE *MipFilter,
__out D3DTEXTUREADDRESS *Wrap,
__out 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, __inout 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_
__in CONST D3DXVECTOR4 *pTrans,
DWORD dwMaxTessLevel,
DWORD dwMinTessLevel,
__inout LPD3DXMESH pMesh) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DXSkinInfo
DECLARE_INTERFACE_(ID3DXSkinInfo, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, __deref_out 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, __in_ecount(numInfluences) CONST DWORD* vertices, __in_ecount(numInfluences) CONST FLOAT* weights) PURE;
STDMETHOD_(DWORD, GetNumBoneInfluences)(THIS_ DWORD bone) PURE;
STDMETHOD(GetBoneInfluence)(THIS_ DWORD bone, __out DWORD* vertices, __out FLOAT* weights) PURE;
STDMETHOD(GetMaxVertexInfluences)(THIS_ __out DWORD* maxVertexInfluences) PURE;
STDMETHOD_(DWORD, GetNumBones)(THIS) PURE;
// This gets the max face influences based on a triangle mesh with the specified index buffer
STDMETHOD(GetMaxFaceInfluences)(THIS_ __in LPDIRECT3DINDEXBUFFER9 pIB, DWORD NumFaces, __out 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, __in_z LPCSTR pName) PURE; // pName is copied to an internal string buffer
STDMETHOD_(__out_z 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, __in CONST D3DXMATRIX *pBoneTransform) PURE; // pBoneTransform is copied to an internal buffer
STDMETHOD_(__out 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_ __deref_out 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, __in_ecount(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_ __in CONST D3DVERTEXELEMENT9 *pDeclaration) PURE;
STDMETHOD_(DWORD, GetFVF)(THIS) PURE;
STDMETHOD(GetDeclaration)(THIS_ __out_ecount(MAX_FVF_DECL_SIZE) D3DVERTEXELEMENT9 Declaration[MAX_FVF_DECL_SIZE]) PURE;
// Apply SW skinning based on current pose matrices to the target vertices.
STDMETHOD(UpdateSkinnedMesh)(THIS_
__in CONST D3DXMATRIX* pBoneTransforms,
__in CONST D3DXMATRIX* pBoneInvTransposeTransforms,
__in LPCVOID pVerticesSrc,
__out 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_
__in LPD3DXMESH pMesh,
DWORD Options,
__in CONST DWORD *pAdjacencyIn,
__out LPDWORD pAdjacencyOut,
__out_opt DWORD* pFaceRemap,
__deref_opt_out LPD3DXBUFFER *ppVertexRemap,
__out DWORD* pMaxFaceInfl,
__out DWORD* pNumBoneCombinations,
__deref_out LPD3DXBUFFER* ppBoneCombinationTable,
__deref_out 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_
__in LPD3DXMESH pMesh,
DWORD Options,
DWORD paletteSize,
__in CONST DWORD *pAdjacencyIn,
__out LPDWORD pAdjacencyOut,
__out_opt DWORD* pFaceRemap,
__deref_opt_out LPD3DXBUFFER *ppVertexRemap,
__out DWORD* pMaxVertexInfl,
__out DWORD* pNumBoneCombinations,
__deref_out LPD3DXBUFFER* ppBoneCombinationTable,
__deref_out LPD3DXMESH* ppMesh) PURE;
};
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
HRESULT WINAPI
D3DXCreateMesh(
DWORD NumFaces,
DWORD NumVertices,
DWORD Options,
__in CONST D3DVERTEXELEMENT9 *pDeclaration,
__in LPDIRECT3DDEVICE9 pD3D,
__deref_out LPD3DXMESH* ppMesh);
HRESULT WINAPI
D3DXCreateMeshFVF(
DWORD NumFaces,
DWORD NumVertices,
DWORD Options,
DWORD FVF,
__in LPDIRECT3DDEVICE9 pD3D,
__deref_out LPD3DXMESH* ppMesh);
HRESULT WINAPI
D3DXCreateSPMesh(
__in LPD3DXMESH pMesh,
__in CONST DWORD* pAdjacency,
__in_opt CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
__in_opt CONST FLOAT *pVertexWeights,
__deref_out LPD3DXSPMESH* ppSMesh);
// clean a mesh up for simplification, try to make manifold
HRESULT WINAPI
D3DXCleanMesh(
__in LPD3DXMESH pMeshIn,
__in CONST DWORD* pAdjacencyIn,
__deref_out LPD3DXMESH* ppMeshOut,
__out DWORD* pAdjacencyOut,
__deref_opt_out LPD3DXBUFFER* ppErrorsAndWarnings);
HRESULT WINAPI
D3DXValidMesh(
__in LPD3DXMESH pMeshIn,
__in CONST DWORD* pAdjacency,
__deref_opt_out LPD3DXBUFFER* ppErrorsAndWarnings);
HRESULT WINAPI
D3DXGeneratePMesh(
__in LPD3DXMESH pMesh,
__in CONST DWORD* pAdjacency,
__in_opt CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
__in_opt CONST FLOAT *pVertexWeights,
DWORD MinValue,
DWORD Options,
__deref_out LPD3DXPMESH* ppPMesh);
HRESULT WINAPI
D3DXSimplifyMesh(
__in LPD3DXMESH pMesh,
__in CONST DWORD* pAdjacency,
__in_opt CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
__in_opt CONST FLOAT *pVertexWeights,
DWORD MinValue,
DWORD Options,
__deref_out LPD3DXMESH* ppMesh);
HRESULT WINAPI
D3DXComputeBoundingSphere(
__in CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
DWORD NumVertices,
DWORD dwStride, // count in bytes to subsequent position vectors
__out D3DXVECTOR3 *pCenter,
__out FLOAT *pRadius);
HRESULT WINAPI
D3DXComputeBoundingBox(
__in CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
DWORD NumVertices,
DWORD dwStride, // count in bytes to subsequent position vectors
__out D3DXVECTOR3 *pMin,
__out D3DXVECTOR3 *pMax);
HRESULT WINAPI
D3DXComputeNormals(
__inout LPD3DXBASEMESH pMesh,
__in_opt CONST DWORD *pAdjacency);
HRESULT WINAPI
D3DXCreateBuffer(
DWORD NumBytes,
__deref_out LPD3DXBUFFER *ppBuffer);
HRESULT WINAPI
D3DXLoadMeshFromXA(
__in_z LPCSTR pFilename,
DWORD Options,
__in LPDIRECT3DDEVICE9 pD3D,
__deref_opt_out LPD3DXBUFFER *ppAdjacency,
__deref_opt_out LPD3DXBUFFER *ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt DWORD *pNumMaterials,
__deref_out LPD3DXMESH *ppMesh);
HRESULT WINAPI
D3DXLoadMeshFromXW(
__in_z LPCWSTR pFilename,
DWORD Options,
__in LPDIRECT3DDEVICE9 pD3D,
__deref_opt_out LPD3DXBUFFER *ppAdjacency,
__deref_opt_out LPD3DXBUFFER *ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt DWORD *pNumMaterials,
__deref_out LPD3DXMESH *ppMesh);
#ifdef UNICODE
#define D3DXLoadMeshFromX D3DXLoadMeshFromXW
#else
#define D3DXLoadMeshFromX D3DXLoadMeshFromXA
#endif
HRESULT WINAPI
D3DXLoadMeshFromXInMemory(
__in_bcount(SizeOfMemory) LPCVOID Memory,
DWORD SizeOfMemory,
DWORD Options,
__in LPDIRECT3DDEVICE9 pD3D,
__deref_opt_out LPD3DXBUFFER *ppAdjacency,
__deref_opt_out LPD3DXBUFFER *ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt DWORD *pNumMaterials,
__deref_out LPD3DXMESH *ppMesh);
HRESULT WINAPI
D3DXLoadMeshFromXResource(
__in HMODULE Module,
__in_z LPCSTR Name,
__in_z LPCSTR Type,
DWORD Options,
__in LPDIRECT3DDEVICE9 pD3D,
__deref_opt_out LPD3DXBUFFER *ppAdjacency,
__deref_opt_out LPD3DXBUFFER *ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt DWORD *pNumMaterials,
__deref_out LPD3DXMESH *ppMesh);
HRESULT WINAPI
D3DXSaveMeshToXA(
__in_z LPCSTR pFilename,
__in LPD3DXMESH pMesh,
__in_opt CONST DWORD* pAdjacency,
__in_opt CONST D3DXMATERIAL* pMaterials,
__in_opt CONST D3DXEFFECTINSTANCE* pEffectInstances,
DWORD NumMaterials,
DWORD Format
);
HRESULT WINAPI
D3DXSaveMeshToXW(
__in_z LPCWSTR pFilename,
__in LPD3DXMESH pMesh,
__in_opt CONST DWORD* pAdjacency,
__in_opt CONST D3DXMATERIAL* pMaterials,
__in_opt CONST D3DXEFFECTINSTANCE* pEffectInstances,
DWORD NumMaterials,
DWORD Format
);
#ifdef UNICODE
#define D3DXSaveMeshToX D3DXSaveMeshToXW
#else
#define D3DXSaveMeshToX D3DXSaveMeshToXA
#endif
HRESULT WINAPI
D3DXCreatePMeshFromStream(
__in IStream *pStream,
DWORD Options,
__in LPDIRECT3DDEVICE9 pD3DDevice,
__deref_opt_out LPD3DXBUFFER *ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt DWORD* pNumMaterials,
__deref_out 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,
__in CONST D3DVERTEXELEMENT9 *pDeclaration,
DWORD NumBones,
__deref_out 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,
__deref_out LPD3DXSKININFO* ppSkinInfo);
#ifdef __cplusplus
}
extern "C" {
#endif //__cplusplus
HRESULT WINAPI
D3DXLoadMeshFromXof(
__in LPDIRECTXFILEDATA pXofObjMesh,
DWORD Options,
__in LPDIRECT3DDEVICE9 pD3DDevice,
__deref_opt_out LPD3DXBUFFER *ppAdjacency,
__deref_opt_out LPD3DXBUFFER *ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt DWORD *pNumMaterials,
__deref_out 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(
__in LPDIRECTXFILEDATA pxofobjMesh,
DWORD Options,
__in LPDIRECT3DDEVICE9 pD3D,
__deref_opt_out LPD3DXBUFFER* ppAdjacency,
__deref_opt_out LPD3DXBUFFER* ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt DWORD *pMatOut,
__deref_out LPD3DXSKININFO* ppSkinInfo,
__deref_out 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(
__in LPD3DXBASEMESH pMesh,
DWORD NumBoneCombinations,
__in_ecount(NumBoneCombinations) CONST D3DXBONECOMBINATION *pBoneCombinationTable,
__deref_out LPD3DXSKININFO* ppSkinInfo);
HRESULT WINAPI
D3DXTessellateNPatches(
__in LPD3DXMESH pMeshIn,
__in_opt CONST DWORD* pAdjacencyIn,
FLOAT NumSegs,
BOOL QuadraticInterpNormals, // if false use linear intrep for normals, if true use quadratic
__deref_out LPD3DXMESH *ppMeshOut,
__deref_opt_out 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(
__out D3DVERTEXELEMENT9 *pOutput,
__in 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(
__in LPDIRECTXFILEDATA pXofObjMesh,
DWORD Options,
__in LPDIRECT3DDEVICE9 pDevice,
__deref_opt_out LPD3DXBUFFER *ppMaterials,
__deref_opt_out LPD3DXBUFFER *ppEffectInstances,
__out_opt PDWORD pNumMaterials,
__deref_out LPD3DXPATCHMESH *ppMesh);
//computes the size a single rect patch.
HRESULT WINAPI
D3DXRectPatchSize(
__in CONST FLOAT *pfNumSegs, //segments for each edge (4)
__out DWORD *pdwTriangles, //output number of triangles
__out DWORD *pdwVertices); //output number of vertices
//computes the size of a single triangle patch
HRESULT WINAPI
D3DXTriPatchSize(
__in CONST FLOAT *pfNumSegs, //segments for each edge (3)
__out DWORD *pdwTriangles, //output number of triangles
__out DWORD *pdwVertices); //output number of vertices
//tessellates a patch into a created mesh
//similar to D3D RT patch
HRESULT WINAPI
D3DXTessellateRectPatch(
__in LPDIRECT3DVERTEXBUFFER9 pVB,
__in CONST FLOAT *pNumSegs,
__in CONST D3DVERTEXELEMENT9 *pdwInDecl,
__in CONST D3DRECTPATCH_INFO *pRectPatchInfo,
__inout LPD3DXMESH pMesh);
HRESULT WINAPI
D3DXTessellateTriPatch(
__in LPDIRECT3DVERTEXBUFFER9 pVB,
__in CONST FLOAT *pNumSegs,
__in CONST D3DVERTEXELEMENT9 *pInDecl,
__in CONST D3DTRIPATCH_INFO *pTriPatchInfo,
__inout LPD3DXMESH pMesh);
//creates an NPatch PatchMesh from a D3DXMESH
HRESULT WINAPI
D3DXCreateNPatchMesh(
__in LPD3DXMESH pMeshSysMem,
__deref_out LPD3DXPATCHMESH *ppPatchMesh);
//creates a patch mesh
HRESULT WINAPI
D3DXCreatePatchMesh(
__in CONST D3DXPATCHINFO *pInfo, //patch type
DWORD dwNumPatches, //number of patches
DWORD dwNumVertices, //number of control vertices
DWORD dwOptions, //options
__in CONST D3DVERTEXELEMENT9 *pDecl, //format of control vertices
__in LPDIRECT3DDEVICE9 pDevice,
__deref_out LPD3DXPATCHMESH *ppPatchMesh);
//returns the number of degenerates in a patch mesh -
//text output put in string.
HRESULT WINAPI
D3DXValidPatchMesh(__in LPD3DXPATCHMESH pMesh,
__out DWORD *dwcDegenerateVertices,
__out DWORD *dwcDegeneratePatches,
__deref_opt_out LPD3DXBUFFER *ppErrorsAndWarnings);
UINT WINAPI
D3DXGetFVFVertexSize(DWORD FVF);
UINT WINAPI
D3DXGetDeclVertexSize(__in CONST D3DVERTEXELEMENT9 *pDecl,DWORD Stream);
UINT WINAPI
D3DXGetDeclLength(__in CONST D3DVERTEXELEMENT9 *pDecl);
HRESULT WINAPI
D3DXDeclaratorFromFVF(
DWORD FVF,
__out D3DVERTEXELEMENT9 pDeclarator[MAX_FVF_DECL_SIZE]);
HRESULT WINAPI
D3DXFVFFromDeclarator(
__in CONST D3DVERTEXELEMENT9 *pDeclarator,
__out DWORD *pFVF);
HRESULT WINAPI
D3DXWeldVertices(
__inout LPD3DXMESH pMesh,
DWORD Flags,
__in_opt CONST D3DXWELDEPSILONS *pEpsilons,
__in_opt CONST DWORD *pAdjacencyIn,
__out_opt DWORD *pAdjacencyOut,
__out_opt DWORD *pFaceRemap,
__deref_opt_out 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(
__in LPD3DXBASEMESH pMesh,
__in CONST D3DXVECTOR3 *pRayPos,
__in CONST D3DXVECTOR3 *pRayDir,
__out BOOL *pHit, // True if any faces were intersected
__out_opt DWORD *pFaceIndex, // index of closest face intersected
__out_opt FLOAT *pU, // Barycentric Hit Coordinates
__out_opt FLOAT *pV, // Barycentric Hit Coordinates
__out_opt FLOAT *pDist, // Ray-Intersection Parameter Distance
__deref_opt_out LPD3DXBUFFER *ppAllHits, // Array of D3DXINTERSECTINFOs for all hits (not just closest)
__out_opt DWORD *pCountOfHits); // Number of entries in AllHits array
HRESULT WINAPI
D3DXIntersectSubset(
__in LPD3DXBASEMESH pMesh,
DWORD AttribId,
__in CONST D3DXVECTOR3 *pRayPos,
__in CONST D3DXVECTOR3 *pRayDir,
__out BOOL *pHit, // True if any faces were intersected
__out_opt DWORD *pFaceIndex, // index of closest face intersected
__out_opt FLOAT *pU, // Barycentric Hit Coordinates
__out_opt FLOAT *pV, // Barycentric Hit Coordinates
__out_opt FLOAT *pDist, // Ray-Intersection Parameter Distance
__deref_opt_out LPD3DXBUFFER *ppAllHits, // Array of D3DXINTERSECTINFOs for all hits (not just closest)
__out_opt DWORD *pCountOfHits); // Number of entries in AllHits array
HRESULT WINAPI D3DXSplitMesh
(
__in LPD3DXMESH pMeshIn,
__in_opt CONST DWORD *pAdjacencyIn,
CONST DWORD MaxSize,
CONST DWORD Options,
__out DWORD *pMeshesOut,
__deref_out LPD3DXBUFFER *ppMeshArrayOut,
__deref_opt_out LPD3DXBUFFER *ppAdjacencyArrayOut,
__deref_opt_out LPD3DXBUFFER *ppFaceRemapArrayOut,
__deref_opt_out LPD3DXBUFFER *ppVertRemapArrayOut
);
BOOL WINAPI D3DXIntersectTri
(
__in CONST D3DXVECTOR3 *p0, // Triangle vertex 0 position
__in CONST D3DXVECTOR3 *p1, // Triangle vertex 1 position
__in CONST D3DXVECTOR3 *p2, // Triangle vertex 2 position
__in CONST D3DXVECTOR3 *pRayPos, // Ray origin
__in CONST D3DXVECTOR3 *pRayDir, // Ray direction
__out_opt FLOAT *pU, // Barycentric Hit Coordinates
__out_opt FLOAT *pV, // Barycentric Hit Coordinates
__out_opt FLOAT *pDist); // Ray-Intersection Parameter Distance
BOOL WINAPI
D3DXSphereBoundProbe(
__in CONST D3DXVECTOR3 *pCenter,
FLOAT Radius,
__in CONST D3DXVECTOR3 *pRayPosition,
__in CONST D3DXVECTOR3 *pRayDirection);
BOOL WINAPI
D3DXBoxBoundProbe(
__in CONST D3DXVECTOR3 *pMin,
__in CONST D3DXVECTOR3 *pMax,
__in CONST D3DXVECTOR3 *pRayPosition,
__in 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(__in LPD3DXMESH Mesh,
DWORD TexStage,
DWORD TangentIndex,
DWORD BinormIndex,
DWORD Wrap,
__in_opt CONST DWORD *pAdjacency);
HRESULT WINAPI
D3DXConvertMeshSubsetToSingleStrip(
__in LPD3DXBASEMESH MeshIn,
DWORD AttribId,
DWORD IBOptions,
__deref_out LPDIRECT3DINDEXBUFFER9 *ppIndexBuffer,
__out_opt DWORD *pNumIndices);
HRESULT WINAPI
D3DXConvertMeshSubsetToStrips(
__in LPD3DXBASEMESH MeshIn,
DWORD AttribId,
DWORD IBOptions,
__deref_out LPDIRECT3DINDEXBUFFER9 *ppIndexBuffer,
__out_opt DWORD *pNumIndices,
__deref_opt_out LPD3DXBUFFER *ppStripLengths,
__out_opt 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(
__in LPCVOID pbIndices,
UINT cFaces,
UINT cVertices,
BOOL b32BitIndices,
__out_ecount(cFaces) 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(
__in LPCVOID pbIndices,
UINT cFaces,
UINT cVertices,
BOOL b32BitIndices,
__out_ecount(cVertices) 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;
// for all properties that are colors the red channel is used
// if the simulator is run with bSpectral FALSE
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;
typedef struct _D3DXSHPRTBUFFER_DESC {
UINT NumSamples; // number of texels or vertices sampled
UINT Order; // order of spherical harmonics used
UINT NumChannels;
UINT Width;
UINT Height;
} D3DXSHPRTBUFFER_DESC;
typedef struct _D3DXSHPRTCOMPBUFFER_DESC {
UINT SampleSize;
UINT NumSamples; // number of texels or vertices sampled
UINT NumClusters;
UINT NumPCA;
UINT Order; // order of spherical harmonics used
UINT NumChannels;
} D3DXSHPRTCOMPBUFFER_DESC;
// 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);
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//===========================================================================
//
// Spherical Harmonic Precomputation Routines
//
// NOTE:
// * These functions are intended for offline use, extraction routines can
// be used at load time, but the simulators and compressor should only be
// used when authoring content.
//
//============================================================================
//============================================================================
//
// D3DXSHPRTSimulation:
// --------------------
// Runs the PRT simulation on a set of input meshes using a corresponding
// set of materials. This function can take a long time to run and should
// only done offline.
//
// Parameters:
// Order
// Order of SH to use, generates Order^2 coeffs (Degree is Order - 1)
// NumMeshes
// Number of meshes in the scene, where each mesh has a unique material
// ppScene
// Meshes that represent the scene
// ppMaterials
// Materials for each corresponding mesh
// NumRays
// Number of rays to shoot at each vertex
// NumBounces
// Number of bounces simulated - if this is not zero inter-reflections
// are computed
// EnableSubSurf
// Indicates whether or not Subsurface Scattering is to be used
// LengthScale
// Scale used for subsurface scattering (1 would be a 1mm cube)
// EnableSpectral
// TRUE enables color bleeding by computing RGB transfer vectors
// FALSE just uses the red channel for material properties
// ppSimulationResults
// Buffer that is allocated and filled in by the simulator
// pProgressCallback
// Optional function pointer that is called periodically
// Must return S_OK or simulator exits
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTSimulation
(
UINT Order,
UINT NumMeshes,
__in_ecount(NumMeshes) LPD3DXMESH *ppScene,
__in_ecount(NumMeshes) D3DXSHMATERIAL **ppMaterials,
UINT NumRays,
UINT NumBounces,
BOOL EnableSubSurf,
FLOAT LengthScale,
BOOL EnableSpectral,
__deref_out LPD3DXBUFFER *ppSimulationResults,
__in_opt LPD3DXSHPRTSIMCB pProgressCallback
);
//============================================================================
//
// D3DXSHPRTExtractChannel:
// ------------------------
// Pulls the data for a given channel out of pSimulationResults
//
// Parameters:
// Order
// Order of spherical harmonic coefficients to extract
// pTransferCoefficients
// Array of Order^2 floats into which transfer coefficients for the
// specified channel are written
// Channel
// Specifies the channel to extract (0/1/2 for R/G/B)
// pSimulationResults
// Buffer obtained from D3DXSHPRTSimulation
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTExtractChannel
(
UINT Order,
__out FLOAT *pTransferCoefficients,
UINT Channel,
__in LPD3DXBUFFER pSimulationResults
);
//============================================================================
//
// D3DXSHPRTGetRawDataPointer:
// ---------------------------
// Given a buffer that has been simulated, makes ppData reference the
// raw data in the buffer. This pointer is invalid after the buffer
// has been released. The data is formatted as follows:
// FLOAT fRawData[NumSamples][NumChannels][Order*Order]
// where NumSamples is the number of texels/vertices in the scene.
//
// Parameters:
// pSimulationResults
// Buffer obtained from the simulator that contains transfer vectors
// ppRawData
// Returns a pointer to the raw data inside the buffer
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTGetRawDataPointer
(
__in LPD3DXBUFFER pSimulationResults,
__deref_out FLOAT **ppRawData
);
//============================================================================
//
// D3DXSHPRTExtractDesc:
// ---------------------
// Given the result of a PRT simulation, this function extracts its
// description.
//
// Parameters:
// pSimulationResults
// Buffer obtained from the simulator
// pDesc
// Structure to be filled in with information from the buffer
// Width/Height non-zero only if the textured simulator was used
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTExtractDesc
(
__in LPD3DXBUFFER pSimulationResults,
__out D3DXSHPRTBUFFER_DESC *pDesc
);
//============================================================================
//
// D3DXSHPRTSimulationTex:
// -----------------------
// Runs the PRT simulation on an input mesh in texture space.
// Returns a buffer that contains PRT results for every texel.
// This function can take a long time to run and should only done offline.
//
// Parameters:
// Order
// Order of SH to use, generates Order^2 coeffs per channel per texel
// pScene
// Mesh that represents the scene
// pMaterial
// Material which specifies the albedo for the scene (if no albedo
// texture was specified), and the subsurface scattering properties
// NumRays
// Number of rays to shoot at each texel
// NumBounces
// Number of bounces simulated - if this is not zero inter-reflections
// are computed
// EnableSubSurf
// Indicates whether or not subsurface scattering is to be used
// LengthScale
// Scale used for subsurface scattering (1 would be a 1mm cube)
// EnableSpectral
// TRUE enables color bleeding by computing RGB transfer vectors
// FALSE just uses the red channel for material properties
// ppSimulationResults
// Buffer that is allocated and filled in by the simulator
// Width
// Number of texels to sample across horizontally
// Height
// Number of texels to sample across vertically
// pAlbedoTexture
// Albedo (diffuse reflectance) of surface (can be NULL)
// pProgressCallback
// Optional function pointer that is called periodically
// (must return S_OK or simulator exits)
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTSimulationTex
(
UINT Order,
__in LPD3DXMESH pScene,
__in D3DXSHMATERIAL *pMaterial,
UINT NumRays,
UINT NumBounces,
BOOL EnableSubSurf,
FLOAT LengthScale,
BOOL EnableSpectral,
__deref_out LPD3DXBUFFER *ppSimulationResults,
UINT Width,
UINT Height,
__in_opt LPDIRECT3DTEXTURE9 pAlbedoTexture,
__in_opt LPD3DXSHPRTSIMCB pProgressCallback
);
//============================================================================
//
// D3DXSHPRTExtractTexture:
// ------------------------
// Pulls the data for a given channel out of pSimulationResults.
//
// Parameters:
// Channel
// Channel to be extracted.
// StartCoefficient
// Initial coefficient to extract
// NumCoefficients
// Number of coefficients to extract
// pSimulationResults
// Buffer obtained from D3DXSHPRTSimulationTex
// pTexture
// Texture where data will be stored - must match dimensions specified
// when simulator was run and be a signed or float format
//
// Example:
// For an order 4 simulation, there are 16 coefficients, which can be
// stored into four 4-channel textures by calling D3DXSPHRTExtractTexture
// 4 times with NumCoefficients set to 4, and StartCoefficient set to
// 0, 4, 8, and 12 in succession.
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTExtractTexture
(
UINT Channel,
UINT StartCoefficent,
UINT NumCoefficients,
__in LPD3DXBUFFER pSimulationResults,
__in LPDIRECT3DTEXTURE9 pTexture
);
//============================================================================
//
// D3DXSHPRTExtractToMesh:
// -----------------------
// Pulls transfer coefficients from the buffer containing the simulation
// results and attaches them to the input mesh.
// Can only be called on single channel buffers (use D3DXSHPRTExtractChannel
// otherwise).
//
// Parameters:
// Order
// Order of SH to use, generates Order^2 coeffs, degree is Order-1
// pScene
// Single mesh that data is going to be packed into
// pSimulationResults
// Buffer obtained from D3DXSHPRTSimulation
// Usage
// D3DDECLUSAGE where coefficients are to be stored
// UsageIndexStart
// Starting index for coefficients to be stored
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTExtractToMesh
(
UINT Order,
__in LPD3DXMESH pScene,
__in LPD3DXBUFFER pSimulationResults,
D3DDECLUSAGE Usage,
UINT UsageIndexStart
);
//============================================================================
//
// D3DXSHPRTCompress:
// ------------------
// This function compresses a PRT buffer, generating a new compressed
// buffer.
//
// Parameters:
// Order
// Order of SH to compress, generates Order^2 coeffs, degree is Order-1
// pSimulationResults
// Buffer obtained from the simulator that contains transfer vectors.
// Quality
// Type of compression to use
// NumClusters
// Number of clusters to use for compression
// NumPCA
// Number of PCA vectors to use in each cluster
// ppCompressedResults
// Returns the compressed data
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompress
(
UINT Order,
__in LPD3DXBUFFER pSimulationResults,
D3DXSHCOMPRESSQUALITYTYPE Quality,
UINT NumClusters,
UINT NumPCA,
__deref_out LPD3DXBUFFER *ppCompressedResults
);
//============================================================================
//
// D3DXSHPRTCompExtractToMesh:
// ---------------------------
// Pulls PCA coefficients from compressed buffer and attaches them to the
// mesh.
//
// Parameters:
// NumPCA
// Number of PCA coefficients to extract
// pScene
// Single mesh that data is going to be packed into
// pCompressedResults
// Buffer obtained from D3DXSHPRTCompress
// Usage
// D3DDECLUSAGE where coefficients are to be stored
// UsageIndexStart
// Starting index for coefficients to be stored
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompExtractToMesh
(
UINT NumPCA,
__in LPD3DXMESH pScene,
__in LPD3DXBUFFER pCompressedResults,
D3DDECLUSAGE Usage,
UINT UsageIndexStart
);
//============================================================================
//
// D3DXSHPRTCompExtractDesc:
// -------------------------
// Given a compressed buffer, extracts a description of the data.
//
// Parameters:
// pCompressedResults
// Buffer obtained D3DXSHPRTCompress
// pDesc
// Structure to be filled in with information from the buffer
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompExtractDesc
(
__in LPD3DXBUFFER pCompressedResults,
__out D3DXSHPRTCOMPBUFFER_DESC *pDesc
);
//============================================================================
//
// D3DXSHPRTCompNormalizeData:
// ---------------------------
// Given a compressed buffer, rescales all of the PCA projection coefficients
// so that they are within [-1, 1]. The PCA vectors are scaled so that
// reconstruction is still correct. This maximizes precision when packing
// into textures.
//
// Parameters:
// pCompressedResults
// Buffer obtained from D3DXSHPRTCompress
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompNormalizeData
(
__inout LPD3DXBUFFER pCompressedResults
);
//============================================================================
//
// D3DXSHPRTCompExtractBasis:
// --------------------------
// Extracts the mean + PCA basis vectors for a given cluster from a
// compressed buffer. The data is laid out in memory:
// FLOAT fData[NumSamples][NumChannels][Order*Order]
// Where NumSamples/NumChannels/Order are from the D3DXSHPRTCOMPBUFFER_DESC
// that can be extracted from pBuffer.
//
// Parameters:
// Cluster
// Cluster whose basis is going to be extracted
// pCompressedResults
// Buffer obtained from D3DXSHPRTCompress
// pClusterBasis
// Array of floats into which cluster basis is written
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompExtractBasis
(
UINT Cluster,
__in LPD3DXBUFFER pCompressedResults,
__out FLOAT *pClusterBasis
);
//============================================================================
//
// D3DXSHPRTCompExtractClusterIDs:
// -------------------------------
// Extracts the per sample cluster ID from a compressed data set.
//
// Parameters:
// pCompressedResults
// Buffer obtained from D3DXSHPRTCompress
// pClusterIDs
// Pointer where D3DXSHPRTCOMPBUFFER_DESC::NumSamples IDs are written
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompExtractClusterIDs
(
__in LPD3DXBUFFER pCompressedResults,
__out UINT *pClusterIDs
);
//============================================================================
//
// D3DXSHPRTCompExtractPCA:
// ------------------------
// Extracts the per-sample PCA coefficients from a compressed buffer.
//
// Parameters:
// StartPCA
// Starting PCA projection coefficient to extract
// NumExtract
// Number of PCA projection coefficients to extract
// pCompressedResults
// Buffer obtained from D3DXSHPRTCompress
// pPCACoefficients
// Pointer where NumSamples * NumPCA PCA coefficients are written
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompExtractPCA
(
UINT StartPCA,
UINT NumExtract,
__in LPD3DXBUFFER pCompressedResults,
__out FLOAT *pPCACoefficients
);
//============================================================================
//
// D3DXSHPRTCompExtractTexture:
// ----------------------------
// Extracts the per sample PCA coefficients from a compressed data set. They
// are extracted into a texture that has already been allocated.
//
// Parameters:
// StartPCA
// Starting PCA projection coefficient to extract
// NumExtract
// Number of PCA projection coefficients to extract
// pCompressedResults
// Buffer obtained from D3DXSHPRTCompress
// pTexture
// Texture where data is stored - must match dimensions of simulator
// and be a signed or floating point format
//
//============================================================================
HRESULT WINAPI
D3DXSHPRTCompExtractTexture
(
UINT StartPCA,
UINT NumExtract,
__in LPD3DXBUFFER pCompressedResults,
__inout LPDIRECT3DTEXTURE9 pTexture
);
//============================================================================
//
// 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
(
__in UINT *pClusterIDs,
__in LPD3DXMESH pScene,
UINT MaxNumClusters,
UINT NumClusters,
__out_ecount(NumClusters) UINT *pSuperClusterIDs,
__out 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
// 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
// Mapping of each face in ppIBData to original faces. Length is
// *pIBDataLength/3. Allocated in function
// ppVertData
// 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
(
__in UINT *pClusterIDs,
UINT NumVertices,
UINT NumClusters,
__out_ecount(NumClusters) UINT *pSuperClusterIDs,
UINT NumSuperClusters,
__in LPVOID pInputIB,
BOOL InputIBIs32Bit,
UINT NumFaces,
__deref_out LPVOID *ppIBData,
__out UINT *pIBDataLength,
BOOL OutputIBIs32Bit,
__deref_out UINT **ppFaceRemap,
__deref_out D3DXSHPRTSPLITMESHVERTDATA **ppVertData,
__out UINT *pVertDataLength,
__out UINT *pSCClusterList,
__out 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);
#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; \
} "
#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__