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📄 d3dx10tex.h

📁 VC+DirectX写的飞机小游戏
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//  pSrcModule
//      Module where resource is located, or NULL for module associated
//      with image the os used to create the current process.
//  pSrcResource
//      Resource name.
//  pSrcData
//      Pointer to file in memory.
//  SrcDataSize
//      Size in bytes of file in memory.
//  pPump
//      Optional pointer to a thread pump object to use.
//  pSrcInfo
//      Pointer to a D3DX10_IMAGE_INFO structure to be filled in with the 
//      description of the data in the source image file.
//
//----------------------------------------------------------------------------

HRESULT WINAPI
    D3DX10GetImageInfoFromFileA(
        LPCSTR                    pSrcFile,
        ID3DX10ThreadPump*        pPump,
        D3DX10_IMAGE_INFO*         pSrcInfo);

HRESULT WINAPI
    D3DX10GetImageInfoFromFileW(
        LPCWSTR                   pSrcFile,
        ID3DX10ThreadPump*        pPump,
        D3DX10_IMAGE_INFO*         pSrcInfo);

#ifdef UNICODE
#define D3DX10GetImageInfoFromFile D3DX10GetImageInfoFromFileW
#else
#define D3DX10GetImageInfoFromFile D3DX10GetImageInfoFromFileA
#endif


HRESULT WINAPI
    D3DX10GetImageInfoFromResourceA(
        HMODULE                   hSrcModule,
        LPCSTR                    pSrcResource,
        ID3DX10ThreadPump*        pPump,
        D3DX10_IMAGE_INFO*         pSrcInfo);

HRESULT WINAPI
    D3DX10GetImageInfoFromResourceW(
        HMODULE                   hSrcModule,
        LPCWSTR                   pSrcResource,
        ID3DX10ThreadPump*        pPump,
        D3DX10_IMAGE_INFO*         pSrcInfo);

#ifdef UNICODE
#define D3DX10GetImageInfoFromResource D3DX10GetImageInfoFromResourceW
#else
#define D3DX10GetImageInfoFromResource D3DX10GetImageInfoFromResourceA
#endif


HRESULT WINAPI
    D3DX10GetImageInfoFromMemory(
        LPCVOID                   pSrcData,
        SIZE_T                    SrcDataSize,
        ID3DX10ThreadPump*        pPump,
        D3DX10_IMAGE_INFO*         pSrcInfo);

//////////////////////////////////////////////////////////////////////////////
// Create/Save Texture APIs //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////


//----------------------------------------------------------------------------
// D3DX10CreateTextureFromFile/Resource/Memory:
// D3DX10CreateShaderResourceViewFromFile/Resource/Memory:
// -----------------------------------
// Create a texture object from a file or resource.
//
// Parameters:
//
//  pDevice
//      The D3D device with which the texture is going to be used.
//  pSrcFile
//      File name.
//  hSrcModule
//      Module handle. if NULL, current module will be used.
//  pSrcResource
//      Resource name in module
//  pvSrcData
//      Pointer to file in memory.
//  SrcDataSize
//      Size in bytes of file in memory.
//  pLoadInfo
//      Optional pointer to a D3DX10_IMAGE_LOAD_INFO structure that
//      contains additional loader parameters.
//  pPump
//      Optional pointer to a thread pump object to use.
//  ppTexture
//      [out] Created texture object.
//  ppShaderResourceView
//      [out] Shader resource view object created.
//
//----------------------------------------------------------------------------


// FromFile

HRESULT WINAPI
    D3DX10CreateShaderResourceViewFromFileA(
        ID3D10Device*               pDevice,
        LPCSTR                      pSrcFile,
        D3DX10_IMAGE_LOAD_INFO      *pLoadInfo,
        ID3DX10ThreadPump*          pPump,
        ID3D10ShaderResourceView**  ppShaderResourceView);

HRESULT WINAPI
    D3DX10CreateShaderResourceViewFromFileW(
        ID3D10Device*               pDevice,
        LPCWSTR                     pSrcFile,
        D3DX10_IMAGE_LOAD_INFO      *pLoadInfo,
        ID3DX10ThreadPump*          pPump,
        ID3D10ShaderResourceView**  ppShaderResourceView);

#ifdef UNICODE
#define D3DX10CreateShaderResourceViewFromFile D3DX10CreateShaderResourceViewFromFileW
#else
#define D3DX10CreateShaderResourceViewFromFile D3DX10CreateShaderResourceViewFromFileA
#endif

HRESULT WINAPI
    D3DX10CreateTextureFromFileA(
        ID3D10Device*               pDevice,
        LPCSTR                      pSrcFile,
        D3DX10_IMAGE_LOAD_INFO      *pLoadInfo,
        ID3DX10ThreadPump*          pPump,
        ID3D10Resource**            ppTexture);

HRESULT WINAPI
    D3DX10CreateTextureFromFileW(
        ID3D10Device*               pDevice,
        LPCWSTR                     pSrcFile,
        D3DX10_IMAGE_LOAD_INFO      *pLoadInfo,
        ID3DX10ThreadPump*          pPump,
        ID3D10Resource**            ppTexture);

#ifdef UNICODE
#define D3DX10CreateTextureFromFile D3DX10CreateTextureFromFileW
#else
#define D3DX10CreateTextureFromFile D3DX10CreateTextureFromFileA
#endif

// FromResource (resources in dll/exes)

HRESULT WINAPI
    D3DX10CreateShaderResourceViewFromResourceA(
        ID3D10Device*              pDevice,
        HMODULE                    hSrcModule,
        LPCSTR                     pSrcResource,
        D3DX10_IMAGE_LOAD_INFO     *pLoadInfo,
        ID3DX10ThreadPump*         pPump,
        ID3D10ShaderResourceView** ppShaderResourceView);

HRESULT WINAPI
    D3DX10CreateShaderResourceViewFromResourceW(
        ID3D10Device*             pDevice,
        HMODULE                   hSrcModule,
        LPCWSTR                   pSrcResource,
        D3DX10_IMAGE_LOAD_INFO    *pLoadInfo,
        ID3DX10ThreadPump*        pPump,
        ID3D10ShaderResourceView** ppShaderResourceView);

#ifdef UNICODE
#define D3DX10CreateShaderResourceViewFromResource D3DX10CreateShaderResourceViewFromResourceW
#else
#define D3DX10CreateShaderResourceViewFromResource D3DX10CreateShaderResourceViewFromResourceA
#endif

HRESULT WINAPI
    D3DX10CreateTextureFromResourceA(
        ID3D10Device*            pDevice,
        HMODULE                  hSrcModule,
        LPCSTR                   pSrcResource,
        D3DX10_IMAGE_LOAD_INFO   *pLoadInfo,  
        ID3DX10ThreadPump*       pPump,   
        ID3D10Resource**         ppTexture);

HRESULT WINAPI
    D3DX10CreateTextureFromResourceW(
        ID3D10Device*         pDevice,
        HMODULE               hSrcModule,
        LPCWSTR               pSrcResource,
        D3DX10_IMAGE_LOAD_INFO *pLoadInfo,
        ID3DX10ThreadPump*    pPump,
        ID3D10Resource**      ppTexture);

#ifdef UNICODE
#define D3DX10CreateTextureFromResource D3DX10CreateTextureFromResourceW
#else
#define D3DX10CreateTextureFromResource D3DX10CreateTextureFromResourceA
#endif


// FromFileInMemory

HRESULT WINAPI
    D3DX10CreateShaderResourceViewFromMemory(
        ID3D10Device*             pDevice,
        LPCVOID                   pSrcData,
        SIZE_T                    SrcDataSize,
        D3DX10_IMAGE_LOAD_INFO    *pLoadInfo,
        ID3DX10ThreadPump*        pPump,        
        ID3D10ShaderResourceView** ppShaderResourceView);

HRESULT WINAPI
    D3DX10CreateTextureFromMemory(
        ID3D10Device*             pDevice,
        LPCVOID                   pSrcData,
        SIZE_T                    SrcDataSize,
        D3DX10_IMAGE_LOAD_INFO    *pLoadInfo,    
        ID3DX10ThreadPump*        pPump,    
        ID3D10Resource**          ppTexture);


//----------------------------------------------------------------------------
// D3DX10SaveTextureToFile:
// ----------------------
// Save a texture to a file.
//
// Parameters:
//  pDestFile
//      File name of the destination file
//  DestFormat
//      D3DX10_IMAGE_FILE_FORMAT specifying file format to use when saving.
//  pSrcTexture
//      Source texture, containing the image to be saved
//
//----------------------------------------------------------------------------


HRESULT WINAPI
    D3DX10SaveTextureToFileA(
        ID3D10Resource            *pSrcTexture,
        D3DX10_IMAGE_FILE_FORMAT    DestFormat,
        LPCSTR                    pDestFile);

HRESULT WINAPI
    D3DX10SaveTextureToFileW(
        ID3D10Resource            *pSrcTexture,
        D3DX10_IMAGE_FILE_FORMAT    DestFormat,
        LPCWSTR                   pDestFile);

#ifdef UNICODE
#define D3DX10SaveTextureToFile D3DX10SaveTextureToFileW
#else
#define D3DX10SaveTextureToFile D3DX10SaveTextureToFileA
#endif

//----------------------------------------------------------------------------
// D3DX10SaveTextureToMemory:
// ----------------------
// Save a texture to a file.
//
// Parameters:
//  ppDestBuf
//      address of a d3dxbuffer pointer to return the image data
//  DestFormat
//      D3DX10_IMAGE_FILE_FORMAT specifying file format to use when saving.
//  pSrcTexture
//      Source texture, containing the image to be saved
//
//----------------------------------------------------------------------------

HRESULT WINAPI
    D3DX10SaveTextureToMemory(
        ID3D10Resource            *pSrcTexture,
        D3DX10_IMAGE_FILE_FORMAT      DestFormat,
        LPD3D10BLOB*                ppDestBuf);


//----------------------------------------------------------------------------
// D3DX10ComputeNormalMap:
// ---------------------
// Converts a height map into a normal map.  The (x,y,z) components of each
// normal are mapped to the (r,g,b) channels of the output texture.
//
// Parameters
//  pSrcTexture
//      Pointer to the source heightmap texture 
//  Flags
//      D3DX10_NORMALMAP flags
//  Channel
//      D3DX10_CHANNEL specifying source of height information
//  Amplitude
//      The constant value which the height information is multiplied by.
//  pDestTexture
//      Pointer to the destination texture
//---------------------------------------------------------------------------

HRESULT WINAPI
    D3DX10ComputeNormalMap(
        ID3D10Texture2D		     *pSrcTexture,
        UINT                      Flags,
        UINT                      Channel,
        FLOAT                     Amplitude,
        ID3D10Texture2D		     *pDestTexture);

#ifdef __cplusplus
}
#endif //__cplusplus

#endif //__D3DX10TEX_H__

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