dlangui/3rdparty/win32/directx/d3dx10mesh.d

165 lines
6.9 KiB
D

/***********************************************************************\
* d3dx10mesh.d *
* *
* Windows API header module *
* *
* Placed into public domain *
\***********************************************************************/
module win32.directx.d3dx10mesh;
version(Windows):
private import win32.windows;
private import win32.directx.d3d10;
private import win32.directx.d3dx10;
extern(C) const GUID IID_ID3DX10BaseMesh = {0x7ed943dd, 0x52e8, 0x40b5, [0xa8, 0xd8, 0x76, 0x68, 0x5c, 0x40, 0x63, 0x30]};
extern(C) const GUID IID_ID3DX10MeshBuffer = {0x4b0d117, 0x1041, 0x46b1, [0xaa, 0x8a, 0x39, 0x52, 0x84, 0x8b, 0xa2, 0x2e]};
extern(C) const GUID IID_ID3DX10Mesh = {0x4020e5c2, 0x1403, 0x4929, [0x88, 0x3f, 0xe2, 0xe8, 0x49, 0xfa, 0xc1, 0x95]};
extern(C) const GUID IID_ID3DX10PMesh = {0x8875769a, 0xd579, 0x4088, [0xaa, 0xeb, 0x53, 0x4d, 0x1a, 0xd8, 0x4e, 0x96]};
extern(C) const GUID IID_ID3DX10SPMesh = {0x667ea4c7, 0xf1cd, 0x4386, [0xb5, 0x23, 0x7c, 0x2, 0x90, 0xb8, 0x3c, 0xc5]};
extern(C) const GUID IID_ID3DX10PatchMesh = {0x3ce6cc22, 0xdbf2, 0x44f4, [0x89, 0x4d, 0xf9, 0xc3, 0x4a, 0x33, 0x71, 0x39]};
enum D3DX10_MESH {
D3DX10_MESH_32_BIT = 0x001,
D3DX10_MESH_GS_ADJACENCY = 0x004
}
struct D3DX10_ATTRIBUTE_RANGE {
UINT AttribId;
UINT FaceStart;
UINT FaceCount;
UINT VertexStart;
UINT VertexCount;
}
enum D3DX10_MESH_DISCARD_FLAGS {
D3DX10_MESH_DISCARD_ATTRIBUTE_BUFFER = 0x01,
D3DX10_MESH_DISCARD_ATTRIBUTE_TABLE = 0x02,
D3DX10_MESH_DISCARD_POINTREPS = 0x04,
D3DX10_MESH_DISCARD_ADJACENCY = 0x08,
D3DX10_MESH_DISCARD_DEVICE_BUFFERS = 0x10
}
struct D3DX10_WELD_EPSILONS {
FLOAT Position;
FLOAT BlendWeights;
FLOAT Normal;
FLOAT PSize;
FLOAT Specular;
FLOAT Diffuse;
FLOAT[8] Texcoord;
FLOAT Tangent;
FLOAT Binormal;
FLOAT TessFactor;
}
struct D3DX10_INTERSECT_INFO {
UINT FaceIndex;
FLOAT U;
FLOAT V;
FLOAT Dist;
}
interface ID3DX10MeshBuffer : IUnknown {
extern(Windows) :
HRESULT Map(void** ppData, SIZE_T* pSize);
HRESULT Unmap();
SIZE_T GetSize();
}
interface ID3DX10Mesh : IUnknown {
extern(Windows) :
UINT GetFaceCount();
UINT GetVertexCount();
UINT GetVertexBufferCount();
UINT GetFlags();
HRESULT GetVertexDescription(D3D10_INPUT_ELEMENT_DESC** ppDesc, UINT* pDeclCount);
HRESULT SetVertexData(UINT iBuffer, void* pData);
HRESULT GetVertexBuffer(UINT iBuffer, ID3DX10MeshBuffer** ppVertexBuffer);
HRESULT SetIndexData(void* pData, UINT cIndices);
HRESULT GetIndexBuffer(ID3DX10MeshBuffer** ppIndexBuffer);
HRESULT SetAttributeData(UINT* pData);
HRESULT GetAttributeBuffer(ID3DX10MeshBuffer** ppAttributeBuffer);
HRESULT SetAttributeTable(D3DX10_ATTRIBUTE_RANGE* pAttribTable, UINT cAttribTableSize);
HRESULT GetAttributeTable(D3DX10_ATTRIBUTE_RANGE* pAttribTable, UINT* pAttribTableSize);
HRESULT GenerateAdjacencyAndPointReps(FLOAT Epsilon);
HRESULT GenerateGSAdjacency();
HRESULT SetAdjacencyData(UINT* pAdjacency);
HRESULT GetAdjacencyBuffer(ID3DX10MeshBuffer** ppAdjacency);
HRESULT SetPointRepData(UINT* pPointReps);
HRESULT GetPointRepBuffer(ID3DX10MeshBuffer** ppPointReps);
HRESULT Discard(D3DX10_MESH_DISCARD_FLAGS dwDiscard);
HRESULT CloneMesh(UINT Flags, LPCSTR pPosSemantic, D3D10_INPUT_ELEMENT_DESC* pDesc, UINT DeclCount, ID3DX10Mesh** ppCloneMesh);
HRESULT Optimize(UINT Flags, UINT * pFaceRemap, ID3D10Blob* ppVertexRemap);
HRESULT GenerateAttributeBufferFromTable();
HRESULT Intersect(D3DXVECTOR3* pRayPos, D3DXVECTOR3* pRayDir, UINT* pHitCount, UINT* pFaceIndex, float* pU, float* pV, float* pDist, ID3D10Blob* ppAllHits);
HRESULT IntersectSubset(UINT AttribId, D3DXVECTOR3* pRayPos, D3DXVECTOR3* pRayDir, UINT* pHitCount, UINT* pFaceIndex, float* pU, float* pV, float* pDist, ID3D10Blob* ppAllHits);
HRESULT CommitToDevice();
HRESULT DrawSubset(UINT AttribId);
HRESULT DrawSubsetInstanced(UINT AttribId, UINT InstanceCount, UINT StartInstanceLocation);
HRESULT GetDeviceVertexBuffer(UINT iBuffer, ID3D10Buffer** ppVertexBuffer);
HRESULT GetDeviceIndexBuffer(ID3D10Buffer** ppIndexBuffer);
}
HRESULT D3DX10CreateMesh(ID3D10Device* pDevice, D3D10_INPUT_ELEMENT_DESC* pDeclaration, UINT DeclCount, LPCSTR pPositionSemantic, UINT VertexCount, UINT FaceCount, UINT Options, ID3DX10Mesh** ppMesh);
enum D3DX10_MESHOPT {
D3DX10_MESHOPT_COMPACT = 0x01000000,
D3DX10_MESHOPT_ATTR_SORT = 0x02000000,
D3DX10_MESHOPT_VERTEX_CACHE = 0x04000000,
D3DX10_MESHOPT_STRIP_REORDER = 0x08000000,
D3DX10_MESHOPT_IGNORE_VERTS = 0x10000000,
D3DX10_MESHOPT_DO_NOT_SPLIT = 0x20000000,
D3DX10_MESHOPT_DEVICE_INDEPENDENT = 0x00400000
}
extern(C) const GUID IID_ID3DX10SkinInfo = {0x420bd604, 0x1c76, 0x4a34, [0xa4, 0x66, 0xe4, 0x5d, 0x6, 0x58, 0xa3, 0x2c]};
const D3DX10_SKININFO_NO_SCALING = 0;
const D3DX10_SKININFO_SCALE_TO_1 = 1;
const D3DX10_SKININFO_SCALE_TO_TOTAL = 2;
struct D3DX10_SKINNING_CHANNEL {
UINT SrcOffset;
UINT DestOffset;
BOOL IsNormal;
}
interface ID3DX10SkinInfo : IUnknown {
extern(Windows) :
HRESULT QueryInterface(REFIID iid, LPVOID* ppv);
ULONG AddRef();
ULONG Release();
UINT GetNumVertices();
UINT GetNumBones();
UINT GetMaxBoneInfluences();
HRESULT AddVertices(UINT Count);
HRESULT RemapVertices(UINT NewVertexCount, UINT* pVertexRemap);
HRESULT AddBones(UINT Count);
HRESULT RemoveBone(UINT Index);
HRESULT RemapBones(UINT NewBoneCount, UINT* pBoneRemap);
HRESULT AddBoneInfluences(UINT BoneIndex, UINT InfluenceCount, UINT* pIndices, float* pWeights);
HRESULT ClearBoneInfluences(UINT BoneIndex);
UINT GetBoneInfluenceCount(UINT BoneIndex);
HRESULT GetBoneInfluences(UINT BoneIndex, UINT Offset, UINT Count, UINT* pDestIndices, float* pDestWeights);
HRESULT FindBoneInfluenceIndex(UINT BoneIndex, UINT VertexIndex, UINT* pInfluenceIndex);
HRESULT SetBoneInfluence(UINT BoneIndex, UINT InfluenceIndex, float Weight);
HRESULT GetBoneInfluence(UINT BoneIndex, UINT InfluenceIndex, float* pWeight);
HRESULT Compact(UINT MaxPerVertexInfluences, UINT ScaleMode, float MinWeight);
HRESULT DoSoftwareSkinning(UINT StartVertex, UINT VertexCount, void* pSrcVertices, UINT SrcStride, void* pDestVertices, UINT DestStride, D3DXMATRIX* pBoneMatrices, D3DXMATRIX* pInverseTransposeBoneMatrices, D3DX10_SKINNING_CHANNEL* pChannelDescs, UINT NumChannels);
}
HRESULT D3DX10CreateSkinInfo(ID3DX10SkinInfo* ppSkinInfo);
struct D3DX10_ATTRIBUTE_WEIGHTS {
FLOAT Position;
FLOAT Boundary;
FLOAT Normal;
FLOAT Diffuse;
FLOAT Specular;
FLOAT[8] Texcoord;
FLOAT Tangent;
FLOAT Binormal;
}