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📄 d3dx8tex.h

📁 Direct8.1SDK 游戏编程必备SDK 8.1版适用范围广些
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        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DVOLUMETEXTURE8* ppVolumeTexture);

HRESULT WINAPI
    D3DXCreateVolumeTextureFromFileExW(
        LPDIRECT3DDEVICE8         pDevice,
        LPCWSTR                   pSrcFile,
        UINT                      Width,
        UINT                      Height,
        UINT                      Depth,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DVOLUMETEXTURE8* ppVolumeTexture);

#ifdef UNICODE
#define D3DXCreateVolumeTextureFromFileEx D3DXCreateVolumeTextureFromFileExW
#else
#define D3DXCreateVolumeTextureFromFileEx D3DXCreateVolumeTextureFromFileExA
#endif


// FromResourceEx

HRESULT WINAPI
    D3DXCreateTextureFromResourceExA(
        LPDIRECT3DDEVICE8         pDevice,
        HMODULE                   hSrcModule,
        LPCSTR                    pSrcResource,
        UINT                      Width,
        UINT                      Height,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DTEXTURE8*       ppTexture);

HRESULT WINAPI
    D3DXCreateTextureFromResourceExW(
        LPDIRECT3DDEVICE8         pDevice,
        HMODULE                   hSrcModule,
        LPCWSTR                   pSrcResource,
        UINT                      Width,
        UINT                      Height,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DTEXTURE8*       ppTexture);

#ifdef UNICODE
#define D3DXCreateTextureFromResourceEx D3DXCreateTextureFromResourceExW
#else
#define D3DXCreateTextureFromResourceEx D3DXCreateTextureFromResourceExA
#endif


HRESULT WINAPI
    D3DXCreateCubeTextureFromResourceExA(
        LPDIRECT3DDEVICE8         pDevice,
        HMODULE                   hSrcModule,
        LPCSTR                    pSrcResource,
        UINT                      Size,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DCUBETEXTURE8*   ppCubeTexture);

HRESULT WINAPI
    D3DXCreateCubeTextureFromResourceExW(
        LPDIRECT3DDEVICE8         pDevice,
        HMODULE                   hSrcModule,
        LPCWSTR                   pSrcResource,
        UINT                      Size,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DCUBETEXTURE8*   ppCubeTexture);

#ifdef UNICODE
#define D3DXCreateCubeTextureFromResourceEx D3DXCreateCubeTextureFromResourceExW
#else
#define D3DXCreateCubeTextureFromResourceEx D3DXCreateCubeTextureFromResourceExA
#endif


HRESULT WINAPI
    D3DXCreateVolumeTextureFromResourceExA(
        LPDIRECT3DDEVICE8         pDevice,
        HMODULE                   hSrcModule,
        LPCSTR                    pSrcResource,
        UINT                      Width,
        UINT                      Height,
        UINT                      Depth,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DVOLUMETEXTURE8* ppVolumeTexture);

HRESULT WINAPI
    D3DXCreateVolumeTextureFromResourceExW(
        LPDIRECT3DDEVICE8         pDevice,
        HMODULE                   hSrcModule,
        LPCWSTR                   pSrcResource,
        UINT                      Width,
        UINT                      Height,
        UINT                      Depth,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DVOLUMETEXTURE8* ppVolumeTexture);

#ifdef UNICODE
#define D3DXCreateVolumeTextureFromResourceEx D3DXCreateVolumeTextureFromResourceExW
#else
#define D3DXCreateVolumeTextureFromResourceEx D3DXCreateVolumeTextureFromResourceExA
#endif


// FromFileInMemory

HRESULT WINAPI
    D3DXCreateTextureFromFileInMemory(
        LPDIRECT3DDEVICE8         pDevice,
        LPCVOID                   pSrcData,
        UINT                      SrcDataSize,
        LPDIRECT3DTEXTURE8*       ppTexture);

HRESULT WINAPI
    D3DXCreateCubeTextureFromFileInMemory(
        LPDIRECT3DDEVICE8         pDevice,
        LPCVOID                   pSrcData,
        UINT                      SrcDataSize,
        LPDIRECT3DCUBETEXTURE8*   ppCubeTexture);

HRESULT WINAPI
    D3DXCreateVolumeTextureFromFileInMemory(
        LPDIRECT3DDEVICE8         pDevice,
        LPCVOID                   pSrcData,
        UINT                      SrcDataSize,
        LPDIRECT3DVOLUMETEXTURE8* ppVolumeTexture);


// FromFileInMemoryEx

HRESULT WINAPI
    D3DXCreateTextureFromFileInMemoryEx(
        LPDIRECT3DDEVICE8         pDevice,
        LPCVOID                   pSrcData,
        UINT                      SrcDataSize,
        UINT                      Width,
        UINT                      Height,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DTEXTURE8*       ppTexture);

HRESULT WINAPI
    D3DXCreateCubeTextureFromFileInMemoryEx(
        LPDIRECT3DDEVICE8         pDevice,
        LPCVOID                   pSrcData,
        UINT                      SrcDataSize,
        UINT                      Size,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DCUBETEXTURE8*   ppCubeTexture);

HRESULT WINAPI
    D3DXCreateVolumeTextureFromFileInMemoryEx(
        LPDIRECT3DDEVICE8         pDevice,
        LPCVOID                   pSrcData,
        UINT                      SrcDataSize,
        UINT                      Width,
        UINT                      Height,
        UINT                      Depth,
        UINT                      MipLevels,
        DWORD                     Usage,
        D3DFORMAT                 Format,
        D3DPOOL                   Pool,
        DWORD                     Filter,
        DWORD                     MipFilter,
        D3DCOLOR                  ColorKey,
        D3DXIMAGE_INFO*           pSrcInfo,
        PALETTEENTRY*             pPalette,
        LPDIRECT3DVOLUMETEXTURE8* ppVolumeTexture);



//----------------------------------------------------------------------------
// D3DXSaveTextureToFile:
// ----------------------
// Save a texture to a file.
//
// Parameters:
//  pDestFile
//      File name of the destination file
//  DestFormat
//      D3DXIMAGE_FILEFORMAT specifying file format to use when saving.
//  pSrcTexture
//      Source texture, containing the image to be saved
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//
//----------------------------------------------------------------------------


HRESULT WINAPI
    D3DXSaveTextureToFileA(
        LPCSTR                    pDestFile,
        D3DXIMAGE_FILEFORMAT      DestFormat,
        LPDIRECT3DBASETEXTURE8    pSrcTexture,
        CONST PALETTEENTRY*       pSrcPalette);

HRESULT WINAPI
    D3DXSaveTextureToFileW(
        LPCWSTR                   pDestFile,
        D3DXIMAGE_FILEFORMAT      DestFormat,
        LPDIRECT3DBASETEXTURE8    pSrcTexture,
        CONST PALETTEENTRY*       pSrcPalette);

#ifdef UNICODE
#define D3DXSaveTextureToFile D3DXSaveTextureToFileW
#else
#define D3DXSaveTextureToFile D3DXSaveTextureToFileA
#endif




//////////////////////////////////////////////////////////////////////////////
// Misc Texture APIs /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////

//----------------------------------------------------------------------------
// D3DXFilterTexture:
// ------------------
// Filters mipmaps levels of a texture.
//
// Parameters:
//  pBaseTexture
//      The texture object to be filtered
//  pPalette
//      256 color palette to be used, or NULL for non-palettized formats
//  SrcLevel
//      The level whose image is used to generate the subsequent levels. 
//  Filter
//      D3DX_FILTER flags controlling how each miplevel is filtered.
//      Or D3DX_DEFAULT for D3DX_FILTER_BOX,
//
//----------------------------------------------------------------------------

HRESULT WINAPI
    D3DXFilterTexture(
        LPDIRECT3DBASETEXTURE8    pBaseTexture,
        CONST PALETTEENTRY*       pPalette,
        UINT                      SrcLevel,
        DWORD                     Filter);

#define D3DXFilterCubeTexture D3DXFilterTexture
#define D3DXFilterVolumeTexture D3DXFilterTexture



//----------------------------------------------------------------------------
// D3DXFillTexture:
// ----------------
// Uses a user provided function to fill each texel of each mip level of a
// given texture.
//
// Paramters:
//  pTexture, pCubeTexture, pVolumeTexture
//      Pointer to the texture to be filled.
//  pFunction
//      Pointer to user provided evalutor function which will be used to 
//      compute the value of each texel.
//  pData
//      Pointer to an arbitrary block of user defined data.  This pointer 
//      will be passed to the function provided in pFunction
//-----------------------------------------------------------------------------

HRESULT WINAPI
    D3DXFillTexture(
        LPDIRECT3DTEXTURE8        pTexture,
        LPD3DXFILL2D              pFunction,
        LPVOID                    pData);

HRESULT WINAPI
    D3DXFillCubeTexture(
        LPDIRECT3DCUBETEXTURE8    pCubeTexture,
        LPD3DXFILL3D              pFunction,
        LPVOID                    pData);

HRESULT WINAPI
    D3DXFillVolumeTexture(
        LPDIRECT3DVOLUMETEXTURE8  pVolumeTexture,
        LPD3DXFILL3D              pFunction,
        LPVOID                    pData);



//----------------------------------------------------------------------------
// D3DXComputeNormalMap:
// ---------------------
// Converts a height map into a normal map.  The (x,y,z) components of each
// normal are mapped to the (r,g,b) channels of the output texture.
//
// Parameters
//  pTexture
//      Pointer to the destination texture
//  pSrcTexture
//      Pointer to the source heightmap texture 
//  pSrcPalette
//      Source palette of 256 colors, or NULL
//  Flags
//      D3DX_NORMALMAP flags
//  Channel
//      D3DX_CHANNEL specifying source of height information
//  Amplitude
//      The constant value which the height information is multiplied by.
//---------------------------------------------------------------------------

HRESULT WINAPI
    D3DXComputeNormalMap(
        LPDIRECT3DTEXTURE8        pTexture,
        LPDIRECT3DTEXTURE8        pSrcTexture,
        CONST PALETTEENTRY*       pSrcPalette,
        DWORD                     Flags,
        DWORD                     Channel,
        FLOAT                     Amplitude);




#ifdef __cplusplus
}
#endif //__cplusplus

#endif //__D3DX8TEX_H__

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