📄 d3dx8tex.h
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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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