{******************************************************************************}
{* *}
{* Copyright (C) Microsoft Corporation. All Rights Reserved. *}
{* *}
{* File: d3dx9.h, d3dx9anim.h, d3dx9core.h, d3dx9effect.h, *}
{* d3dx9math.h, d3dx9math.inl, d3dx9mesh.h, d3dx9shader.h, *}
{* d3dx9shape.h, d3dx9tex.h *}
{* *}
{* Content: Direct3DX 9.0 headers *}
{* *}
{* Direct3DX 9.0 Delphi adaptation by Alexey Barkovoy *}
{* E-Mail: clootie@reactor.ru *}
{* *}
{* Modified: 27-Apr-2003 *}
{* *}
{* Latest version can be downloaded from: *}
{* http://clootie.narod.ru/delphi *}
{* *}
{* This File contains only Direct3DX 9.0 Definitions. *}
{* If you want to use previous versions - use D3DX.pas and D3DX8.pas *}
{* *}
{******************************************************************************)
{ }
{ Obtained through: Joint Endeavour of Delphi Innovators (Project JEDI) }
{ }
{ The contents of this file are used with permission, subject to the Mozilla }
{ Public License Version 1.1 (the "License"); you may not use this file except }
{ in compliance with the License. You may obtain a copy of the License at }
{ http://www.mozilla.org/MPL/MPL-1.1.html }
{ }
{ Software distributed under the License is distributed on an "AS IS" basis, }
{ WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for }
{ the specific language governing rights and limitations under the License. }
{ }
{ Alternatively, the contents of this file may be used under the terms of the }
{ GNU Lesser General Public License (the "LGPL License"), in which case the }
{ provisions of the LGPL License are applicable instead of those above. }
{ If you wish to allow use of your version of this file only under the terms }
{ of the LGPL License and not to allow others to use your version of this file }
{ under the MPL, indicate your decision by deleting the provisions above and }
{ replace them with the notice and other provisions required by the LGPL }
{ License. If you do not delete the provisions above, a recipient may use }
{ your version of this file under either the MPL or the LGPL License. }
{ }
{ For more information about the LGPL: http://www.gnu.org/copyleft/lesser.html }
{ }
{******************************************************************************}
// Original source contained in "D3DX9.par"
{$I DirectX.inc}
unit D3DX9;
interface
// Remove "dot" below to link with debug version of D3DX9
// (only in JEDI or TMT pascal version)
{.$DEFINE DEBUG}
// Remove "dot" below to link with separate DLL's (one DLL per part of D3DX9 API)
// instead of monolithic "all-in-one" version of D3DX9
{.$DEFINE D3DX_SEPARATE}
// Remove "dot" below to link with Tim Baumgarten D3D9.pas
// note: it currently has bugged definition of D3DMATRIX (on 27-Apr-2003)
{.$DEFINE DXG_COMPAT}
(*$HPPEMIT '#include "d3dx9.h"' *)
(*$HPPEMIT '#include "dxfile.h"' *)
// Do not emit "hpp" files to C++Builder
{$NOINCLUDE DXFile}
(*$HPPEMIT 'namespace D3dx9' *)
(*$HPPEMIT '{' *)
uses
Windows,
ActiveX,
SysUtils,
{$IFDEF DXG_COMPAT}D3D9{$ELSE}Direct3D9{$ENDIF},
DXFile;
const
//////////// DLL export definitions ///////////////////////////////////////
d3dx9dll ={$IFDEF DEBUG} 'd3dx9d.dll'{$ELSE} 'D3DX9ab.dll'{$ENDIF};
{$IFDEF DEBUG}{$UNDEF D3DX_SEPARATE}{$ENDIF}
d3dx9mathDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abMath.dll'{$ELSE}d3dx9dll{$ENDIF};
d3dx9coreDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abCore.dll'{$ELSE}d3dx9dll{$ENDIF};
d3dx9shaderDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abShader.dll'{$ELSE}d3dx9dll{$ENDIF};
d3dx9effectDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abEffect.dll'{$ELSE}d3dx9dll{$ENDIF};
d3dx9meshDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abMesh.dll'{$ELSE}d3dx9dll{$ENDIF};
d3dx9shapesDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abShapes.dll'{$ELSE}d3dx9dll{$ENDIF};
d3dx9texDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abTex.dll'{$ELSE}d3dx9dll{$ENDIF};
d3dx9animDLL = {$IFDEF D3DX_SEPARATE}'d3dx9abAnim.dll'{$ELSE}d3dx9dll{$ENDIF};
{$IFNDEF COMPILER6_UP}
type
PPointer = ^Pointer;
PPAnsiChar = ^PAnsiChar;
{$ENDIF}
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9.h
// Content: D3DX utility library
//
//////////////////////////////////////////////////////////////////////////////
const
// #define D3DX_DEFAULT ULONG_MAX
// #define D3DX_DEFAULT ((UINT) -1)
D3DX_DEFAULT = Cardinal(-1);
{$EXTERNALSYM D3DX_DEFAULT}
// #define D3DX_DEFAULT_NONPOW2 ((UINT) -2)
D3DX_DEFAULT_NONPOW2 = Cardinal(-2);
{$EXTERNALSYM D3DX_DEFAULT_NONPOW2}
var
// #define D3DX_DEFAULT_FLOAT FLT_MAX
// Forced to define as 'var' cos pascal compiler treats all consts as Double
D3DX_DEFAULT_FLOAT: Single = 3.402823466e+38; // max single value
{$EXTERNALSYM D3DX_DEFAULT_FLOAT}
type
_D3DXERR = HResult;
{$EXTERNALSYM _D3DXERR}
{$IFDEF DXG_COMPAT}
const
MAKE_D3DHRESULT_R = MAKE_D3DHRESULT;
{$ENDIF}
const
D3DXERR_CANNOTMODIFYINDEXBUFFER = HResult(MAKE_D3DHRESULT_R or 2900);
{$EXTERNALSYM D3DXERR_CANNOTMODIFYINDEXBUFFER}
D3DXERR_INVALIDMESH = HResult(MAKE_D3DHRESULT_R or 2901);
{$EXTERNALSYM D3DXERR_INVALIDMESH}
D3DXERR_CANNOTATTRSORT = HResult(MAKE_D3DHRESULT_R or 2902);
{$EXTERNALSYM D3DXERR_CANNOTATTRSORT}
D3DXERR_SKINNINGNOTSUPPORTED = HResult(MAKE_D3DHRESULT_R or 2903);
{$EXTERNALSYM D3DXERR_SKINNINGNOTSUPPORTED}
D3DXERR_TOOMANYINFLUENCES = HResult(MAKE_D3DHRESULT_R or 2904);
{$EXTERNALSYM D3DXERR_TOOMANYINFLUENCES}
D3DXERR_INVALIDDATA = HResult(MAKE_D3DHRESULT_R or 2905);
{$EXTERNALSYM D3DXERR_INVALIDDATA}
D3DXERR_LOADEDMESHASNODATA = HResult(MAKE_D3DHRESULT_R or 2906);
{$EXTERNALSYM D3DXERR_LOADEDMESHASNODATA}
D3DXERR_DUPLICATENAMEDFRAGMENT = HResult(MAKE_D3DHRESULT_R or 2907);
{$EXTERNALSYM D3DXERR_DUPLICATENAMEDFRAGMENT}
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9math.h
// Content: D3DX math types and functions
//
//////////////////////////////////////////////////////////////////////////////
//===========================================================================
//
// General purpose utilities
//
//===========================================================================
const
D3DX_PI: Single = 3.141592654;
{$EXTERNALSYM D3DX_PI}
D3DX_1BYPI: Single = 0.318309886;
{$EXTERNALSYM D3DX_1BYPI}
//#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
function D3DXToRadian(Degree: Single): Single;
{$EXTERNALSYM D3DXToRadian}
//#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
function D3DXToDegree(Radian: Single): Single;
{$EXTERNALSYM D3DXToDegree}
//===========================================================================
//
// 16 bit floating point numbers
//
//===========================================================================
const
D3DX_16F_DIG = 3; // # of decimal digits of precision
{$EXTERNALSYM D3DX_16F_DIG}
D3DX_16F_EPSILON = 4.8875809e-4; // smallest such that 1.0 + epsilon <> 1.0
{$EXTERNALSYM D3DX_16F_EPSILON}
D3DX_16F_MANT_DIG = 11; // # of bits in mantissa
{$EXTERNALSYM D3DX_16F_MANT_DIG}
D3DX_16F_MAX = 6.550400e+004; // max value
{$EXTERNALSYM D3DX_16F_MAX}
D3DX_16F_MAX_10_EXP = 4; // max decimal exponent
{$EXTERNALSYM D3DX_16F_MAX_10_EXP}
D3DX_16F_MAX_EXP = 15; // max binary exponent
{$EXTERNALSYM D3DX_16F_MAX_EXP}
D3DX_16F_MIN = 6.1035156e-5; // min positive value
{$EXTERNALSYM D3DX_16F_MIN}
D3DX_16F_MIN_10_EXP = -4; // min decimal exponent
{$EXTERNALSYM D3DX_16F_MIN_10_EXP}
D3DX_16F_MIN_EXP = -12; // min binary exponent
{$EXTERNALSYM D3DX_16F_MIN_EXP}
D3DX_16F_RADIX = 2; // exponent radix
{$EXTERNALSYM D3DX_16F_RADIX}
D3DX_16F_ROUNDS = 1; // addition rounding: near
{$EXTERNALSYM D3DX_16F_ROUNDS}
type
(*$HPPEMIT 'typedef D3DXFLOAT16 TD3DXFloat16;' *)
(*$HPPEMIT 'typedef D3DXFLOAT16 *PD3DXFloat16;' *)
PD3DXFloat16 = ^TD3DXFloat16;
{$EXTERNALSYM PD3DXFloat16}
TD3DXFloat16 = packed record
value: Word;
end;
{$NODEFINE TD3DXFloat16}
// Some pascal equalents of C++ class functions & operators
const D3DXFloat16Zero: TD3DXFloat16 = (value:0); // 0
function D3DXFloat16(value: Single): TD3DXFloat16;
function D3DXFloat16Equal(const v1, v2: TD3DXFloat16): Boolean;
function D3DXFloat16ToFloat(value: TD3DXFloat16): Single;
//===========================================================================
//
// Vectors
//
//===========================================================================
//--------------------------
// 2D Vector
//--------------------------
type
(*$HPPEMIT 'typedef D3DXVECTOR2 TD3DXVector2;' *)
(*$HPPEMIT 'typedef D3DXVECTOR2 *PD3DXVector2;' *)
PD3DXVector2 = ^TD3DXVector2;
{$EXTERNALSYM PD3DXVector2}
TD3DXVector2 = packed record
x, y: Single;
end;
{$NODEFINE TD3DXVector2}
// Some pascal equalents of C++ class functions & operators
const D3DXVector2Zero: TD3DXVector2 = (x:0; y:0); // (0,0)
function D3DXVector2(_x, _y: Single): TD3DXVector2;
function D3DXVector2Equal(const v1, v2: TD3DXVector2): Boolean;
//--------------------------
// 2D Vector (16 bit)
//--------------------------
type
(*$HPPEMIT 'typedef D3DXVECTOR2_16F TD3DXVector2_16F;' *)
(*$HPPEMIT 'typedef D3DXVECTOR2_16F *PD3DXVector2_16F;' *)
PD3DXVector2_16F = ^TD3DXVector2_16F;
{$EXTERNALSYM PD3DXVector2_16F}
TD3DXVector2_16F = packed record
x, y: TD3DXFloat16;
end;
{$NODEFINE TD3DXVector2_16F}
// Some pascal equalents of C++ class functions & operators
const D3DXVector2_16fZero: TD3DXVector2_16F = (x:(value:0); y:(value:0)); // (0,0)
function D3DXVector2_16F(_x, _y: TD3DXFloat16): TD3DXVector2_16F;
function D3DXVector2_16fEqual(const v1, v2: TD3DXVector2_16F): Boolean;
function D3DXVector2_16fFromVector2(const v: TD3DXVector2): TD3DXVector2_16f;
function D3DXVector2FromVector2_16f(const v: TD3DXVector2_16f): TD3DXVector2;
//--------------------------
// 3D Vector
//--------------------------
type
(*$HPPEMIT 'typedef D3DXVECTOR3 TD3DXVector3;' *)
(*$HPPEMIT 'typedef D3DXVECTOR3 *PD3DXVector3;' *)
PD3DXVector3 = ^TD3DXVector3;
{$EXTERNALSYM PD3DXVector3}
TD3DXVector3 = TD3DVector;
{$NODEFINE TD3DXVector3}
// Some pascal equalents of C++ class functions & operators
const D3DXVector3Zero: TD3DXVector3 = (x:0; y:0; z:0); // (0,0,0)
function D3DXVector3(_x, _y, _z: Single): TD3DXVector3;
function D3DXVector3Equal(const v1, v2: TD3DXVector3): Boolean;
//--------------------------
// 3D Vector (16 bit)
//--------------------------
type
(*$HPPEMIT 'typedef D3DXVECTOR3_16F TD3DXVector3_16F;' *)
(*$HPPEMIT 'typedef D3DXVECTOR3_16F *PD3DXVector3_16F;' *)
PD3DXVector3_16F = ^TD3DXVector3_16F;
{$EXTERNALSYM PD3DXVector3}
TD3DXVector3_16F = packed record
x, y, z: TD3DXFloat16;
end;
{$NODEFINE TD3DXVector3_16F}
// Some pascal equalents of C++ class functions & operators
const D3DXVector3_16fZero: TD3DXVector3_16F = (x:(value:0); y:(value:0); z:(value:0)); // (0,0,0)
function D3DXVector3_16F(_x, _y, _z: TD3DXFloat16): TD3DXVector3_16F;
function D3DXVector3_16fEqual(const v1, v2: TD3DXVector3_16F): Boolean;
function D3DXVector3_16fFromVector3(const v: TD3DXVector3): TD3DXVector3_16f;
function D3DXVector3FromVector3_16f(const v: TD3DXVector3_16f): TD3DXVector3;
//--------------------------
// 4D Vector
//--------------------------
type
(*$HPPEMIT 'typedef D3DXVECTOR4 TD3DXVector4;' *)
(*$HPPEMIT 'typedef D3DXVECTOR4 *PD3DXVector4;' *)
PD3DXVector4 = ^TD3DXVector4;
{$EXTERNALSYM PD3DXVector4}
TD3DXVector4 = packed record
x, y, z, w: Single;
end;
{$NODEFINE TD3DXVector4}
// Some pascal equalents of C++ class functions & operators
const D3DXVector4Zero: TD3DXVector4 = (x:0; y:0; z:0; w:0); // (0,0,0,0)
function D3DXVector4(_x, _y, _z, _w: Single): TD3DXVector4;
function D3DXVector4Equal(const v1, v2: TD3DXVector4): Boolean;
//--------------------------
// 4D Vector (16 bit)
//--------------------------
type
(*$HPPEMIT 'typedef D3DXVECTOR4_16F TD3DXVector4_16F;' *)
(*$HPPEMIT 'typedef D3DXVECTOR4_16F *PD3DXVector4_16F;' *)
PD3DXVector4_16F = ^TD3DXVector4_16F;
{$EXTERNALSYM PD3DXVector4_16F}
TD3DXVector4_16F = packed record
x, y, z, w: TD3DXFloat16;
end;
{$NODEFINE TD3DXVector4_16F}
// Some pascal equalents of C++ class functions & operators
const D3DXVector4_16fZero: TD3DXVector4_16F = (x:(value:0); y:(value:0); z:(value:0); w:(value:0)); // (0,0,0,0)
function D3DXVector4_16F(_x, _y, _z, _w: TD3DXFloat16): TD3DXVector4_16F;
function D3DXVector4_16fEqual(const v1, v2: TD3DXVector4_16F): Boolean;
function D3DXVector4_16fFromVector4(const v: TD3DXVector4): TD3DXVector4_16f;
function D3DXVector4FromVector4_16f(const v: TD3DXVector4_16f): TD3DXVector4;
//===========================================================================
//
// Matrices
//
//===========================================================================
type
(*$HPPEMIT 'typedef D3DXMATRIX TD3DXMatrix;' *)
(*$HPPEMIT 'typedef D3DXMATRIX *PD3DXMatrix;' *)
(*$HPPEMIT 'typedef D3DXMATRIX **PPD3DXMatrix;' *)
PPD3DXMatrix = ^PD3DXMatrix;
PD3DXMatrix = ^TD3DXMatrix;
{$EXTERNALSYM PD3DXMatrix}
TD3DXMatrix = TD3DMatrix;
{$NODEFINE TD3DXMatrix}
// Some pascal equalents of C++ class functions & operators
function D3DXMatrix(
_m00, _m01, _m02, _m03,
_m10, _m11, _m12, _m13,
_m20, _m21, _m22, _m23,
_m30, _m31, _m32, _m33: Single): TD3DXMatrix;
function D3DXMatrixAdd(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
function D3DXMatrixSubtract(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
function D3DXMatrixMul(out mOut: TD3DXMatrix; const m: TD3DXMatrix; MulBy: Single): PD3DXMatrix;
function D3DXMatrixEqual(const m1, m2: TD3DXMatrix): Boolean;
//---------------------------------------------------------------------------
// Aligned Matrices
//
// This class helps keep matrices 16-byte aligned as preferred by P4 cpus.
// It aligns matrices on the stack and on the heap or in global scope.
// It does this using __declspec(align(16)) which works on VC7 and on VC 6
// with the processor pack. Unfortunately there is no way to detect the
// latter so this is turned on only on VC7. On other compilers this is the
// the same as D3DXMATRIX.
//
// Using this class on a compiler that does not actually do the alignment
// can be dangerous since it will not expose bugs that ignore alignment.
// E.g if an object of this class in inside a struct or class, and some code
// memcopys data in it assuming tight packing. This could break on a compiler
// that eventually start aligning the matrix.
//---------------------------------------------------------------------------
// Translator comments: None of current pascal compilers can even align data
// inside records to 16 byte boundary, so we just leave aligned matrix
// declaration equal to standart matrix
type
PD3DXMatrixA16 = ^TD3DXMatrixA16;
TD3DXMatrixA16 = TD3DXMatrix;
//===========================================================================
//
// Quaternions
//
//===========================================================================
type
(*$HPPEMIT 'typedef D3DXQUATERNION TD3DXQuaternion;' *)
PD3DXQuaternion = ^TD3DXQuaternion;
TD3DXQuaternion = packed record
x, y, z, w: Single;
end;
{$NODEFINE TD3DXQuaternion}
// Some pascal equalents of C++ class functions & operators
function D3DXQuaternion(_x, _y, _z, _w: Single): TD3DXQuaternion;
function D3DXQuaternionAdd(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
function D3DXQuaternionSubtract(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
function D3DXQuaternionEqual(const q1, q2: TD3DXQuaternion): Boolean;
function D3DXQuaternionScale(out qOut: TD3DXQuaternion; const q: TD3DXQuaternion;
s: Single): PD3DXQuaternion;
//===========================================================================
//
// Planes
//
//===========================================================================
type
(*$HPPEMIT 'typedef D3DXPLANE TD3DXPlane;' *)
PD3DXPlane = ^TD3DXPlane;
TD3DXPlane = packed record
a, b, c, d: Single;
end;
{$NODEFINE TD3DXPlane}
// Some pascal equalents of C++ class functions & operators
const D3DXPlaneZero: TD3DXPlane = (a:0; b:0; c:0; d:0); // (0,0,0,0)
function D3DXPlane(_a, _b, _c, _d: Single): TD3DXPlane;
function D3DXPlaneEqual(const p1, p2: TD3DXPlane): Boolean;
//===========================================================================
//
// Colors
//
//===========================================================================
type
(*$HPPEMIT 'typedef D3DXCOLOR TD3DXColor;' *)
(*$HPPEMIT 'typedef D3DXCOLOR *PD3DXColor;' *)
PD3DXColor = PD3DColorValue;
{$EXTERNALSYM PD3DXColor}
TD3DXColor = TD3DColorValue;
{$EXTERNALSYM TD3DXColor}
function D3DXColor(_r, _g, _b, _a: Single): TD3DXColor;
function D3DXColorToDWord(c: TD3DXColor): DWord;
function D3DXColorFromDWord(c: DWord): TD3DXColor;
function D3DXColorEqual(const c1, c2: TD3DXColor): Boolean;
//===========================================================================
//
// D3DX math functions:
//
// NOTE:
// * All these functions can take the same object as in and out parameters.
//
// * Out parameters are typically also returned as return values, so that
// the output of one function may be used as a parameter to another.
//
//===========================================================================
//--------------------------
// Float16
//--------------------------
// non-inline
// Converts an array 32-bit floats to 16-bit floats
function D3DXFloat32To16Array(pOut: PD3DXFloat16; pIn: PSingle; n: LongWord): PD3DXFloat16; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXFloat32To16Array}
// Converts an array 16-bit floats to 32-bit floats
function D3DXFloat16To32Array(pOut: PSingle; pIn: PD3DXFloat16; n: LongWord): PSingle; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXFloat16To32Array}
//--------------------------
// 2D Vector
//--------------------------
// inline
function D3DXVec2Length(const v: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2Length}
function D3DXVec2LengthSq(const v: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2LengthSq}
function D3DXVec2Dot(const v1, v2: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2Dot}
// Z component of ((x1,y1,0) cross (x2,y2,0))
function D3DXVec2CCW(const v1, v2: TD3DXVector2): Single;
{$EXTERNALSYM D3DXVec2CCW}
function D3DXVec2Add(const v1, v2: TD3DXVector2): TD3DXVector2;
{$EXTERNALSYM D3DXVec2Add}
function D3DXVec2Subtract(const v1, v2: TD3DXVector2): TD3DXVector2;
{$EXTERNALSYM D3DXVec2Subtract}
// Minimize each component. x = min(x1, x2), y = min(y1, y2)
function D3DXVec2Minimize(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Minimize}
// Maximize each component. x = max(x1, x2), y = max(y1, y2)
function D3DXVec2Maximize(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Maximize}
function D3DXVec2Scale(out vOut: TD3DXVector2; const v: TD3DXVector2; s: Single): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Scale}
// Linear interpolation. V1 + s(V2-V1)
function D3DXVec2Lerp(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2; s: Single): PD3DXVector2;
{$EXTERNALSYM D3DXVec2Lerp}
// non-inline
function D3DXVec2Normalize(out vOut: TD3DXVector2; const v: TD3DXVector2): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2Normalize}
// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec2Hermite(out vOut: TD3DXVector2;
const v1, t1, v2, t2: TD3DXVector2; s: Single): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2Hermite}
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec2CatmullRom(out vOut: TD3DXVector2;
const v0, v1, v2: TD3DXVector2; s: Single): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2CatmullRom}
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
function D3DXVec2BaryCentric(out vOut: TD3DXVector2;
const v1, v2, v3: TD3DXVector2; f, g: Single): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2BaryCentric}
// Transform (x, y, 0, 1) by matrix.
function D3DXVec2Transform(out vOut: TD3DXVector4;
const v: TD3DXVector2; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2Transform}
// Transform (x, y, 0, 1) by matrix, project result back into w=1.
function D3DXVec2TransformCoord(out vOut: TD3DXVector2;
const v: TD3DXVector2; const m: TD3DXMatrix): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformCoord}
// Transform (x, y, 0, 0) by matrix.
function D3DXVec2TransformNormal(out vOut: TD3DXVector2;
const v: TD3DXVector2; const m: TD3DXMatrix): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformNormal}
// Transform Array (x, y, 0, 1) by matrix.
function D3DXVec2TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
pV: PD3DXVector2; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformArray}
// Transform Array (x, y, 0, 1) by matrix, project result back into w=1.
function D3DXVec2TransformCoordArray(pOut: PD3DXVector2; OutStride: LongWord;
pV: PD3DXVector2; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformCoordArray}
// Transform Array (x, y, 0, 0) by matrix.
function D3DXVec2TransformNormalArray(pOut: PD3DXVector2; OutStride: LongWord;
pV: PD3DXVector2; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector2; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec2TransformNormalArray}
//--------------------------
// 3D Vector
//--------------------------
// inline
function D3DXVec3Length(const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXVec3Length}
function D3DXVec3LengthSq(const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXVec3LengthSq}
function D3DXVec3Dot(const v1, v2: TD3DXVector3): Single;
{$EXTERNALSYM D3DXVec3Dot}
function D3DXVec3Cross(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Cross}
function D3DXVec3Add(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Add}
function D3DXVec3Subtract(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Subtract}
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
function D3DXVec3Minimize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Minimize}
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
function D3DXVec3Maximize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Maximize}
function D3DXVec3Scale(out vOut: TD3DXVector3; const v: TD3DXVector3; s: Single): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Scale}
// Linear interpolation. V1 + s(V2-V1)
function D3DXVec3Lerp(out vOut: TD3DXVector3;
const v1, v2: TD3DXVector3; s: Single): PD3DXVector3;
{$EXTERNALSYM D3DXVec3Lerp}
// non-inline
function D3DXVec3Normalize(out vOut: TD3DXVector3;
const v: TD3DXVector3): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Normalize}
// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec3Hermite(out vOut: TD3DXVector3;
const v1, t1, v2, t2: TD3DXVector3; s: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Hermite}
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec3CatmullRom(out vOut: TD3DXVector3;
const v1, v2, v3: TD3DXVector3; s: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3CatmullRom}
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
function D3DXVec3BaryCentric(out vOut: TD3DXVector3;
const v1, v2, v3: TD3DXVector3; f, g: Single): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3BaryCentric}
// Transform (x, y, z, 1) by matrix.
function D3DXVec3Transform(out vOut: TD3DXVector4;
const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Transform}
// Transform (x, y, z, 1) by matrix, project result back into w=1.
function D3DXVec3TransformCoord(out vOut: TD3DXVector3;
const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformCoord}
// Transform (x, y, z, 0) by matrix. If you transforming a normal by a
// non-affine matrix, the matrix you pass to this function should be the
// transpose of the inverse of the matrix you would use to transform a coord.
function D3DXVec3TransformNormal(out vOut: TD3DXVector3;
const v: TD3DXVector3; const m: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformNormal}
// Transform Array (x, y, z, 1) by matrix.
function D3DXVec3TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformArray}
// Transform Array (x, y, z, 1) by matrix, project result back into w=1.
function D3DXVec3TransformCoordArray(pOut: PD3DXVector3; OutStride: LongWord;
pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformCoordArray}
// Transform (x, y, z, 0) by matrix. If you transforming a normal by a
// non-affine matrix, the matrix you pass to this function should be the
// transpose of the inverse of the matrix you would use to transform a coord.
function D3DXVec3TransformNormalArray(pOut: PD3DXVector3; OutStride: LongWord;
pV: PD3DXVector3; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3TransformNormalArray}
// Project vector from object space into screen space
function D3DXVec3Project(out vOut: TD3DXVector3;
const v: TD3DXVector3; const pViewport: TD3DViewport9;
const pProjection, pView, pWorld: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Project}
// Project vector from screen space into object space
function D3DXVec3Unproject(out vOut: TD3DXVector3;
const v: TD3DXVector3; const pViewport: TD3DViewport9;
const pProjection, pView, pWorld: TD3DXMatrix): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3Unproject}
// Project vector Array from object space into screen space
function D3DXVec3ProjectArray(pOut: PD3DXVector3; OutStride: LongWord;
pV: PD3DXVector3; VStride: LongWord; const pViewport: TD3DViewport9;
const pProjection, pView, pWorld: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3ProjectArray}
// Project vector Array from screen space into object space
function D3DXVec3UnprojectArray(pOut: PD3DXVector3; OutStride: LongWord;
pV: PD3DXVector3; VStride: LongWord; const pViewport: TD3DViewport9;
const pProjection, pView, pWorld: TD3DXMatrix; n: LongWord): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec3UnprojectArray}
//--------------------------
// 4D Vector
//--------------------------
// inline
function D3DXVec4Length(const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4Length}
function D3DXVec4LengthSq(const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4LengthSq}
function D3DXVec4Dot(const v1, v2: TD3DXVector4): Single;
{$EXTERNALSYM D3DXVec4Dot}
function D3DXVec4Add(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Add}
function D3DXVec4Subtract(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Subtract}
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
function D3DXVec4Minimize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Minimize}
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
function D3DXVec4Maximize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Maximize}
function D3DXVec4Scale(out vOut: TD3DXVector4; const v: TD3DXVector4; s: Single): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Scale}
// Linear interpolation. V1 + s(V2-V1)
function D3DXVec4Lerp(out vOut: TD3DXVector4;
const v1, v2: TD3DXVector4; s: Single): PD3DXVector4;
{$EXTERNALSYM D3DXVec4Lerp}
// non-inline
// Cross-product in 4 dimensions.
function D3DXVec4Cross(out vOut: TD3DXVector4;
const v1, v2, v3: TD3DXVector4): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Cross}
function D3DXVec4Normalize(out vOut: TD3DXVector4;
const v: TD3DXVector4): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Normalize}
// Hermite interpolation between position V1, tangent T1 (when s == 0)
// and position V2, tangent T2 (when s == 1).
function D3DXVec4Hermite(out vOut: TD3DXVector4;
const v1, t1, v2, t2: TD3DXVector4; s: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Hermite}
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
function D3DXVec4CatmullRom(out vOut: TD3DXVector4;
const v0, v1, v2, v3: TD3DXVector4; s: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4CatmullRom}
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
function D3DXVec4BaryCentric(out vOut: TD3DXVector4;
const v1, v2, v3: TD3DXVector4; f, g: Single): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4BaryCentric}
// Transform vector by matrix.
function D3DXVec4Transform(out vOut: TD3DXVector4;
const v: TD3DXVector4; const m: TD3DXMatrix): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4Transform}
// Transform vector array by matrix.
function D3DXVec4TransformArray(pOut: PD3DXVector4; OutStride: LongWord;
pV: PD3DXVector4; VStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXVector4; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXVec4TransformArray}
//--------------------------
// 4D Matrix
//--------------------------
// inline
function D3DXMatrixIdentity(out mOut: TD3DXMatrix): PD3DXMatrix;
{$EXTERNALSYM D3DXMatrixIdentity}
function D3DXMatrixIsIdentity(const m: TD3DXMatrix): BOOL;
{$EXTERNALSYM D3DXMatrixIsIdentity}
// non-inline
function D3DXMatrixDeterminant(const m: TD3DXMatrix): Single; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixDeterminant}
function D3DXMatrixTranspose(out pOut: TD3DXMatrix; const pM: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTranspose}
// Matrix multiplication. The result represents the transformation M2
// followed by the transformation M1. (Out = M1 * M2)
function D3DXMatrixMultiply(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixMultiply}
// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2))
function D3DXMatrixMultiplyTranspose(out pOut: TD3DXMatrix; const pM1, pM2: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixMultiplyTranspose}
// Calculate inverse of matrix. Inversion my fail, in which case NULL will
// be returned. The determinant of pM is also returned it pfDeterminant
// is non-NULL.
function D3DXMatrixInverse(out mOut: TD3DXMatrix; pfDeterminant: PSingle;
const m: TD3DXMatrix): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixInverse}
// Build a matrix which scales by (sx, sy, sz)
function D3DXMatrixScaling(out mOut: TD3DXMatrix; sx, sy, sz: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixScaling}
// Build a matrix which translates by (x, y, z)
function D3DXMatrixTranslation(out mOut: TD3DXMatrix; x, y, z: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTranslation}
// Build a matrix which rotates around the X axis
function D3DXMatrixRotationX(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationX}
// Build a matrix which rotates around the Y axis
function D3DXMatrixRotationY(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationY}
// Build a matrix which rotates around the Z axis
function D3DXMatrixRotationZ(out mOut: TD3DXMatrix; angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationZ}
// Build a matrix which rotates around an arbitrary axis
function D3DXMatrixRotationAxis(out mOut: TD3DXMatrix; const v: TD3DXVector3;
angle: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationAxis}
// Build a matrix from a quaternion
function D3DXMatrixRotationQuaternion(out mOut: TD3DXMatrix; const Q: TD3DXQuaternion): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationQuaternion}
// Yaw around the Y axis, a pitch around the X axis,
// and a roll around the Z axis.
function D3DXMatrixRotationYawPitchRoll(out mOut: TD3DXMatrix; yaw, pitch, roll: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixRotationYawPitchRoll}
// Build transformation matrix. NULL arguments are treated as identity.
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
function D3DXMatrixTransformation(out mOut: TD3DXMatrix;
pScalingCenter: PD3DXVector3;
pScalingRotation: PD3DXQuaternion; pScaling, pRotationCenter: PD3DXVector3;
pRotation: PD3DXQuaternion; pTranslation: PD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixTransformation}
// Build affine transformation matrix. NULL arguments are treated as identity.
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
function D3DXMatrixAffineTransformation(out mOut: TD3DXMatrix;
Scaling: Single; pRotationCenter: PD3DXVector3;
pRotation: PD3DXQuaternion; pTranslation: PD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixAffineTransformation}
// Build a lookat matrix. (right-handed)
function D3DXMatrixLookAtRH(out mOut: TD3DXMatrix; const Eye, At, Up: TD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixLookAtRH}
// Build a lookat matrix. (left-handed)
function D3DXMatrixLookAtLH(out mOut: TD3DXMatrix; const Eye, At, Up: TD3DXVector3): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixLookAtLH}
// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveRH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveRH}
// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveLH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveLH}
// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveFovRH(out mOut: TD3DXMatrix; flovy, aspect, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveFovRH}
// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveFovLH(out mOut: TD3DXMatrix; flovy, aspect, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveFovLH}
// Build a perspective projection matrix. (right-handed)
function D3DXMatrixPerspectiveOffCenterRH(out mOut: TD3DXMatrix;
l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveOffCenterRH}
// Build a perspective projection matrix. (left-handed)
function D3DXMatrixPerspectiveOffCenterLH(out mOut: TD3DXMatrix;
l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixPerspectiveOffCenterLH}
// Build an ortho projection matrix. (right-handed)
function D3DXMatrixOrthoRH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoRH}
// Build an ortho projection matrix. (left-handed)
function D3DXMatrixOrthoLH(out mOut: TD3DXMatrix; w, h, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoLH}
// Build an ortho projection matrix. (right-handed)
function D3DXMatrixOrthoOffCenterRH(out mOut: TD3DXMatrix;
l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoOffCenterRH}
// Build an ortho projection matrix. (left-handed)
function D3DXMatrixOrthoOffCenterLH(out mOut: TD3DXMatrix;
l, r, b, t, zn, zf: Single): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixOrthoOffCenterLH}
// Build a matrix which flattens geometry into a plane, as if casting
// a shadow from a light.
function D3DXMatrixShadow(out mOut: TD3DXMatrix;
const Light: TD3DXVector4; const Plane: TD3DXPlane): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixShadow}
// Build a matrix which reflects the coordinate system about a plane
function D3DXMatrixReflect(out mOut: TD3DXMatrix;
const Plane: TD3DXPlane): PD3DXMatrix; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXMatrixReflect}
//--------------------------
// Quaternion
//--------------------------
// inline
function D3DXQuaternionLength(const q: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionLength}
// Length squared, or "norm"
function D3DXQuaternionLengthSq(const q: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionLengthSq}
function D3DXQuaternionDot(const q1, q2: TD3DXQuaternion): Single;
{$EXTERNALSYM D3DXQuaternionDot}
// (0, 0, 0, 1)
function D3DXQuaternionIdentity(out qOut: TD3DXQuaternion): PD3DXQuaternion;
{$EXTERNALSYM D3DXQuaternionIdentity}
function D3DXQuaternionIsIdentity (const q: TD3DXQuaternion): BOOL;
{$EXTERNALSYM D3DXQuaternionIsIdentity}
// (-x, -y, -z, w)
function D3DXQuaternionConjugate(out qOut: TD3DXQuaternion;
const q: TD3DXQuaternion): PD3DXQuaternion;
{$EXTERNALSYM D3DXQuaternionConjugate}
// non-inline
// Compute a quaternin's axis and angle of rotation. Expects unit quaternions.
procedure D3DXQuaternionToAxisAngle(const q: TD3DXQuaternion;
out Axis: TD3DXVector3; out Angle: Single); stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionToAxisAngle}
// Build a quaternion from a rotation matrix.
function D3DXQuaternionRotationMatrix(out qOut: TD3DXQuaternion;
const m: TD3DXMatrix): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionRotationMatrix}
// Rotation about arbitrary axis.
function D3DXQuaternionRotationAxis(out qOut: TD3DXQuaternion;
const v: TD3DXVector3; Angle: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionRotationAxis}
// Yaw around the Y axis, a pitch around the X axis,
// and a roll around the Z axis.
function D3DXQuaternionRotationYawPitchRoll(out qOut: TD3DXQuaternion;
yaw, pitch, roll: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionRotationYawPitchRoll}
// Quaternion multiplication. The result represents the rotation Q2
// followed by the rotation Q1. (Out = Q2 * Q1)
function D3DXQuaternionMultiply(out qOut: TD3DXQuaternion;
const q1, q2: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionMultiply}
function D3DXQuaternionNormalize(out qOut: TD3DXQuaternion;
const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionNormalize}
// Conjugate and re-norm
function D3DXQuaternionInverse(out qOut: TD3DXQuaternion;
const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionInverse}
// Expects unit quaternions.
// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v)
function D3DXQuaternionLn(out qOut: TD3DXQuaternion;
const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionLn}
// Expects pure quaternions. (w == 0) w is ignored in calculation.
// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v)
function D3DXQuaternionExp(out qOut: TD3DXQuaternion;
const q: TD3DXQuaternion): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionExp}
// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1).
// Expects unit quaternions.
function D3DXQuaternionSlerp(out qOut: TD3DXQuaternion;
const q1, q2: TD3DXQuaternion; t: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionSlerp}
// Spherical quadrangle interpolation.
// Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t))
function D3DXQuaternionSquad(out qOut: TD3DXQuaternion;
const pQ1, pA, pB, pC: TD3DXQuaternion; t: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionSquad}
// Setup control points for spherical quadrangle interpolation
// from Q1 to Q2. The control points are chosen in such a way
// to ensure the continuity of tangents with adjacent segments.
procedure D3DXQuaternionSquadSetup(out pAOut, pBOut, pCOut: TD3DXQuaternion;
const pQ0, pQ1, pQ2, pQ3: TD3DXQuaternion); stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionSquadSetup}
// Barycentric interpolation.
// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
function D3DXQuaternionBaryCentric(out qOut: TD3DXQuaternion;
const q1, q2, q3: TD3DXQuaternion; f, g: Single): PD3DXQuaternion; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXQuaternionBaryCentric}
//--------------------------
// Plane
//--------------------------
// inline
// ax + by + cz + dw
function D3DXPlaneDot(const p: TD3DXPlane; const v: TD3DXVector4): Single;
{$EXTERNALSYM D3DXPlaneDot}
// ax + by + cz + d
function D3DXPlaneDotCoord(const p: TD3DXPlane; const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXPlaneDotCoord}
// ax + by + cz
function D3DXPlaneDotNormal(const p: TD3DXPlane; const v: TD3DXVector3): Single;
{$EXTERNALSYM D3DXPlaneDotNormal}
// non-inline
// Normalize plane (so that |a,b,c| == 1)
function D3DXPlaneNormalize(out pOut: TD3DXPlane; const p: TD3DXPlane): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneNormalize}
// Find the intersection between a plane and a line. If the line is
// parallel to the plane, NULL is returned.
function D3DXPlaneIntersectLine(out vOut: TD3DXVector3;
const p: TD3DXPlane; const v1, v2: TD3DXVector3): PD3DXVector3; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneIntersectLine}
// Construct a plane from a point and a normal
function D3DXPlaneFromPointNormal(out pOut: TD3DXPlane;
const vPoint, vNormal: TD3DXVector3): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneFromPointNormal}
// Construct a plane from 3 points
function D3DXPlaneFromPoints(out pOut: TD3DXPlane;
const v1, v2, v3: TD3DXVector3): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneFromPoints}
// Transform a plane by a matrix. The vector (a,b,c) must be normal.
// M should be the inverse transpose of the transformation desired.
function D3DXPlaneTransform(out pOut: TD3DXPlane; const m: TD3DXMatrix): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneTransform}
// Transform an array of planes by a matrix. The vectors (a,b,c) must be normal.
// M should be the inverse transpose of the transformation desired.
function D3DXPlaneTransformArray(pOut: PD3DXPlane; OutStride: LongWord;
pP: PD3DXPlane; PStride: LongWord; const m: TD3DXMatrix; n: LongWord): PD3DXPlane; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXPlaneTransformArray}
//--------------------------
// Color
//--------------------------
// inline
// (1-r, 1-g, 1-b, a)
function D3DXColorNegative(out cOut: TD3DXColor; const c: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorNegative}
function D3DXColorAdd(out cOut: TD3DXColor; const c1, c2: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorAdd}
function D3DXColorSubtract(out cOut: TD3DXColor; const c1, c2: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorSubtract}
function D3DXColorScale(out cOut: TD3DXColor; const c: TD3DXColor; s: Single): PD3DXColor;
{$EXTERNALSYM D3DXColorScale}
// (r1*r2, g1*g2, b1*b2, a1*a2)
function D3DXColorModulate(out cOut: TD3DXColor; const c1, c2: TD3DXColor): PD3DXColor;
{$EXTERNALSYM D3DXColorModulate}
// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
function D3DXColorLerp(out cOut: TD3DXColor; const c1, c2: TD3DXColor; s: Single): PD3DXColor;
{$EXTERNALSYM D3DXColorLerp}
// non-inline
// Interpolate r,g,b between desaturated color and color.
// DesaturatedColor + s(Color - DesaturatedColor)
function D3DXColorAdjustSaturation(out cOut: TD3DXColor;
const pC: TD3DXColor; s: Single): PD3DXColor; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXColorAdjustSaturation}
// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey)
function D3DXColorAdjustContrast(out cOut: TD3DXColor;
const pC: TD3DXColor; c: Single): PD3DXColor; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXColorAdjustContrast}
//--------------------------
// Misc
//--------------------------
// Calculate Fresnel term given the cosine of theta (likely obtained by
// taking the dot of two normals), and the refraction index of the material.
function D3DXFresnelTerm(CosTheta, RefractionIndex: Single): Single; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXFresnelTerm}
//===========================================================================
//
// Matrix Stack
//
//===========================================================================
type
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXMatrixStack);'}
{$EXTERNALSYM ID3DXMatrixStack}
ID3DXMatrixStack = interface(IUnknown)
['{E3357330-CC5E-11d2-A434-00A0C90629A8}']
//
// ID3DXMatrixStack methods
//
// Pops the top of the stack, returns the current top
// *after* popping the top.
function Pop: HResult; stdcall;
// Pushes the stack by one, duplicating the current matrix.
function Push: HResult; stdcall;
// Loads identity in the current matrix.
function LoadIdentity: HResult; stdcall;
// Loads the given matrix into the current matrix
function LoadMatrix(const M: TD3DXMatrix): HResult; stdcall;
// Right-Multiplies the given matrix to the current matrix.
// (transformation is about the current world origin)
function MultMatrix(const M: TD3DXMatrix): HResult; stdcall;
// Left-Multiplies the given matrix to the current matrix
// (transformation is about the local origin of the object)
function MultMatrixLocal(const M: TD3DXMatrix): HResult; stdcall;
// Right multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the current world origin)
function RotateAxis(const V: TD3DXVector3; Angle: Single): HResult; stdcall;
// Left multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the local origin of the object)
function RotateAxisLocal(const V: TD3DXVector3; Angle: Single): HResult; stdcall;
// Right multiply the current matrix with the computed rotation
// matrix. All angles are counterclockwise. (rotation is about the
// current world origin)
// The rotation is composed of a yaw around the Y axis, a pitch around
// the X axis, and a roll around the Z axis.
function RotateYawPitchRoll(yaw, pitch, roll: Single): HResult; stdcall;
// Left multiply the current matrix with the computed rotation
// matrix. All angles are counterclockwise. (rotation is about the
// local origin of the object)
// The rotation is composed of a yaw around the Y axis, a pitch around
// the X axis, and a roll around the Z axis.
function RotateYawPitchRollLocal(yaw, pitch, roll: Single): HResult; stdcall;
// Right multiply the current matrix with the computed scale
// matrix. (transformation is about the current world origin)
function Scale(x, y, z: Single): HResult; stdcall;
// Left multiply the current matrix with the computed scale
// matrix. (transformation is about the local origin of the object)
function ScaleLocal(x, y, z: Single): HResult; stdcall;
// Right multiply the current matrix with the computed translation
// matrix. (transformation is about the current world origin)
function Translate(x, y, z: Single): HResult; stdcall;
// Left multiply the current matrix with the computed translation
// matrix. (transformation is about the local origin of the object)
function TranslateLocal(x, y, z: Single): HResult; stdcall;
// Obtain the current matrix at the top of the stack
function GetTop: PD3DXMatrix; stdcall;
end;
type
IID_ID3DXMatrixStack = ID3DXMatrixStack;
{$EXTERNALSYM IID_ID3DXMatrixStack}
function D3DXCreateMatrixStack(Flags: DWord; out Stack: ID3DXMatrixStack): HResult; stdcall; external d3dx9mathDLL;
{$EXTERNALSYM D3DXCreateMatrixStack}
///////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9core.h
// Content: D3DX core types and functions
//
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// D3DX_SDK_VERSION:
// -----------------
// This identifier is passed to D3DXCheckVersion in order to ensure that an
// application was built against the correct header files and lib files.
// This number is incremented whenever a header (or other) change would
// require applications to be rebuilt. If the version doesn't match,
// D3DXCreateVersion will return FALSE. (The number itself has no meaning.)
///////////////////////////////////////////////////////////////////////////
const
D3DX_VERSION = 0900;
{$EXTERNALSYM D3DX_VERSION}
D3DX_SDK_VERSION = 9;
{$EXTERNALSYM D3DX_SDK_VERSION}
function D3DXCheckVersion(D3DSdkVersion, D3DXSdkVersion: LongWord): BOOL; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCheckVersion}
///////////////////////////////////////////////////////////////////////////
// D3DXGetDriverLevel:
// Returns driver version information:
//
// 700 - DX7 level driver
// 800 - DX8 level driver
// 900 - DX9 level driver
///////////////////////////////////////////////////////////////////////////
function D3DXGetDriverLevel(pDevice: IDirect3DDevice9): LongWord; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXGetDriverLevel}
///////////////////////////////////////////////////////////////////////////
// ID3DXBuffer:
// ------------
// The buffer object is used by D3DX to return arbitrary size data.
//
// GetBufferPointer -
// Returns a pointer to the beginning of the buffer.
//
// GetBufferSize -
// Returns the size of the buffer, in bytes.
///////////////////////////////////////////////////////////////////////////
type
PID3DXBuffer = ^ID3DXBuffer;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXBuffer);'}
{$EXTERNALSYM ID3DXBuffer}
ID3DXBuffer = interface(IUnknown)
['{932E6A7E-C68E-45dd-A7BF-53D19C86DB1F}']
// ID3DXBuffer
function GetBufferPointer: Pointer; stdcall;
function GetBufferSize: DWord; stdcall;
end;
///////////////////////////////////////////////////////////////////////////
// ID3DXFont:
// ----------
// Font objects contain the textures and resources needed to render
// a specific font on a specific device.
//
// Begin -
// Prepartes device for drawing text. This is optional.. if DrawText
// is called outside of Begin/End, it will call Begin and End for you.
//
// DrawText -
// Draws formatted text on a D3D device. Some parameters are
// surprisingly similar to those of GDI's DrawText function. See GDI
// documentation for a detailed description of these parameters.
//
// End -
// Restores device state to how it was when Begin was called.
//
// OnLostDevice, OnResetDevice -
// Call OnLostDevice() on this object before calling Reset() on the
// device, so that this object can release any stateblocks and video
// memory resources. After Reset(), the call OnResetDevice().
//
///////////////////////////////////////////////////////////////////////////
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXFont);'}
{$EXTERNALSYM ID3DXFont}
ID3DXFont = interface(IUnknown)
['{4AAE6B4D-D15F-4909-B09F-8D6AA34AC06B}']
// ID3DXFont
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function GetLogFont(out pLogFont: TLogFont): HResult; stdcall;
function _Begin: HResult; stdcall;
function DrawTextA(pString: PAnsiChar; Count: Integer; const pRect: TRect; Format: DWord; Color: TD3DColor): Integer; stdcall;
function DrawTextW(pString: PWideChar; Count: Integer; const pRect: TRect; Format: DWord; Color: TD3DColor): Integer; stdcall;
function _End: HResult; stdcall;
function OnLostDevice: HResult; stdcall;
function OnResetDevice: HResult; stdcall;
end;
function D3DXCreateFont(pDevice: IDirect3DDevice9; hFont: HFONT;
out ppFont: ID3DXFont): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateFont}
function D3DXCreateFontIndirect(pDevice: IDirect3DDevice9;
const pLogFont: TLogFont; out ppFont: ID3DXFont): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateFontIndirect}
///////////////////////////////////////////////////////////////////////////
// ID3DXSprite:
// ------------
// This object intends to provide an easy way to drawing sprites using D3D.
//
// Begin -
// Prepares device for drawing sprites
//
// Draw, DrawAffine, DrawTransform -
// Draws a sprite in screen-space. Before transformation, the sprite is
// the size of SrcRect, with its top-left corner at the origin (0,0).
// The color and alpha channels are modulated by Color.
//
// End -
// Restores device state to how it was when Begin was called.
//
// OnLostDevice, OnResetDevice -
// Call OnLostDevice() on this object before calling Reset() on the
// device, so that this object can release any stateblocks and video
// memory resources. After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXSprite);'}
{$EXTERNALSYM ID3DXSprite}
ID3DXSprite = interface(IUnknown)
['{B07EC84A-8D35-4e86-A9A0-8DFF21D71075}']
// ID3DXSprite
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function _Begin: HResult; stdcall;
function Draw(pSrcTexture: IDirect3DTexture9; pSrcRect: PRect;
pScaling, pRotationCenter: PD3DXVector2; Rotation: Single;
pTranslation: PD3DXVector2; Color: TD3DColor): HResult; stdcall;
function DrawTransform(pSrcTexture: IDirect3DTexture9; pSrcRect: PRect;
const pTransform: TD3DXMatrix; Color: TD3DColor): HResult; stdcall;
function _End: HResult; stdcall;
function OnLostDevice: HResult; stdcall;
function OnResetDevice: HResult; stdcall;
end;
function D3DXCreateSprite(ppDevice: IDirect3DDevice9;
out ppSprite: ID3DXSprite): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateSprite}
///////////////////////////////////////////////////////////////////////////
// ID3DXRenderToSurface:
// ---------------------
// This object abstracts rendering to surfaces. These surfaces do not
// necessarily need to be render targets. If they are not, a compatible
// render target is used, and the result copied into surface at end scene.
//
// BeginScene, EndScene -
// Call BeginScene() and EndScene() at the beginning and ending of your
// scene. These calls will setup and restore render targets, viewports,
// etc..
//
// OnLostDevice, OnResetDevice -
// Call OnLostDevice() on this object before calling Reset() on the
// device, so that this object can release any stateblocks and video
// memory resources. After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type
PD3DXRTSDesc = ^TD3DXRTSDesc;
_D3DXRTS_DESC = packed record
Width: LongWord;
Height: LongWord;
Format: TD3DFormat;
DepthStencil: BOOL;
DepthStencilFormat: TD3DFormat;
end {_D3DXRTS_DESC};
{$EXTERNALSYM _D3DXRTS_DESC}
D3DXRTS_DESC = _D3DXRTS_DESC;
{$EXTERNALSYM D3DXRTS_DESC}
TD3DXRTSDesc = _D3DXRTS_DESC;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXRenderToSurface);'}
{$EXTERNALSYM ID3DXRenderToSurface}
ID3DXRenderToSurface = interface(IUnknown)
['{0D014791-8863-4c2c-A1C0-02F3E0C0B653}']
// ID3DXRenderToSurface
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function GetDesc(out pDesc: TD3DXRTSDesc): HResult; stdcall;
function BeginScene(pSurface: IDirect3DSurface9; pViewport: PD3DViewport9): HResult; stdcall;
function EndScene(MipFilter: DWORD): HResult; stdcall;
function OnLostDevice: HResult; stdcall;
function OnResetDevice: HResult; stdcall;
end;
function D3DXCreateRenderToSurface(ppDevice: IDirect3DDevice9;
Width: LongWord;
Height: LongWord;
Format: TD3DFormat;
DepthStencil: BOOL;
DepthStencilFormat: TD3DFormat;
out ppRenderToSurface: ID3DXRenderToSurface): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateRenderToSurface}
///////////////////////////////////////////////////////////////////////////
// ID3DXRenderToEnvMap:
// --------------------
// This object abstracts rendering to environment maps. These surfaces
// do not necessarily need to be render targets. If they are not, a
// compatible render target is used, and the result copied into the
// environment map at end scene.
//
// BeginCube, BeginSphere, BeginHemisphere, BeginParabolic -
// This function initiates the rendering of the environment map. As
// parameters, you pass the textures in which will get filled in with
// the resulting environment map.
//
// Face -
// Call this function to initiate the drawing of each face. For each
// environment map, you will call this six times.. once for each face
// in D3DCUBEMAP_FACES.
//
// End -
// This will restore all render targets, and if needed compose all the
// rendered faces into the environment map surfaces.
//
// OnLostDevice, OnResetDevice -
// Call OnLostDevice() on this object before calling Reset() on the
// device, so that this object can release any stateblocks and video
// memory resources. After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type
PD3DXRTEDesc = ^TD3DXRTEDesc;
_D3DXRTE_DESC = record
Size: LongWord;
MipLevels: LongWord;
Format: TD3DFormat;
DepthStencil: Bool;
DepthStencilFormat: TD3DFormat;
end {_D3DXRTE_DESC};
{$EXTERNALSYM _D3DXRTE_DESC}
D3DXRTE_DESC = _D3DXRTE_DESC;
{$EXTERNALSYM D3DXRTE_DESC}
TD3DXRTEDesc = _D3DXRTE_DESC;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXRenderToEnvMap);'}
{$EXTERNALSYM ID3DXRenderToEnvMap}
ID3DXRenderToEnvMap = interface(IUnknown)
['{1561135E-BC78-495b-8586-94EA537BD557}']
// ID3DXRenderToEnvMap
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function GetDesc(out pDesc: TD3DXRTEDesc): HResult; stdcall;
function BeginCube(pCubeTex: IDirect3DCubeTexture9): HResult; stdcall;
function BeginSphere(pTex: IDirect3DTexture9): HResult; stdcall;
function BeginHemisphere(pTexZPos, pTexZNeg: IDirect3DTexture9): HResult; stdcall;
function BeginParabolic(pTexZPos, pTexZNeg: IDirect3DTexture9): HResult; stdcall;
function Face(Face: TD3DCubemapFaces; MipFilter: DWORD): HResult; stdcall;
function _End(MipFilter: DWORD): HResult; stdcall;
function OnLostDevice: HResult; stdcall;
function OnResetDevice: HResult; stdcall;
end;
function D3DXCreateRenderToEnvMap(ppDevice: IDirect3DDevice9;
Size: LongWord;
MipLevels: LongWord;
Format: TD3DFormat;
DepthStencil: BOOL;
DepthStencilFormat: TD3DFormat;
out ppRenderToEnvMap: ID3DXRenderToEnvMap): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateRenderToEnvMap}
///////////////////////////////////////////////////////////////////////////
// ID3DXLine:
// ------------
// This object intends to provide an easy way to draw lines using D3D.
//
// Begin -
// Prepares device for drawing lines
//
// Draw -
// Draws a line strip in screen-space.
// Input is in the form of a array defining points on the line strip. of D3DXVECTOR2
//
// DrawTransform -
// Draws a line in screen-space with a specified input transformation matrix.
//
// End -
// Restores device state to how it was when Begin was called.
//
// SetPattern -
// Applies a stipple pattern to the line. Input is one 32-bit
// DWORD which describes the stipple pattern. 1 is opaque, 0 is
// transparent.
//
// SetPatternScale -
// Stretches the stipple pattern in the u direction. Input is one
// floating-point value. 0.0f is no scaling, whereas 1.0f doubles
// the length of the stipple pattern.
//
// SetWidth -
// Specifies the thickness of the line in the v direction. Input is
// one floating-point value.
//
// SetAntialias -
// Toggles line antialiasing. Input is a BOOL.
// TRUE = Antialiasing on.
// FALSE = Antialiasing off.
//
// SetGLLines -
// Toggles non-antialiased OpenGL line emulation. Input is a BOOL.
// TRUE = OpenGL line emulation on.
// FALSE = OpenGL line emulation off.
//
// OpenGL line: Regular line:
// *\ *\
// | \ / \
// | \ *\ \
// *\ \ \ \
// \ \ \ \
// \ * \ *
// \ | \ /
// \| *
// *
//
// OnLostDevice, OnResetDevice -
// Call OnLostDevice() on this object before calling Reset() on the
// device, so that this object can release any stateblocks and video
// memory resources. After Reset(), the call OnResetDevice().
///////////////////////////////////////////////////////////////////////////
type
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXLine);'}
{$EXTERNALSYM ID3DXLine}
ID3DXLine = interface(IUnknown)
['{72CE4D70-CC40-4143-A896-32E50AD2EF35}']
// ID3DXLine
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function _Begin: HResult; stdcall;
function Draw(pVertexList: PD3DXVector2; dwVertexListCount: DWORD; Color: TD3DColor): HResult; stdcall;
function DrawTransform(pVertexList: PD3DXVector3; dwVertexListCount: DWORD;
const pTransform: TD3DXMatrix; Color: TD3DColor): HResult; stdcall;
function SetPattern(dwPattern: DWORD): HResult; stdcall;
function GetPattern: DWORD; stdcall;
function SetPatternScale(fPatternScale: Single): HResult; stdcall;
function GetPatternScale: Single; stdcall;
function SetWidth(fWidth: Single): HResult; stdcall;
function GetWidth: Single; stdcall;
function SetAntialias(bAntialias: BOOL): HResult; stdcall;
function GetAntialias: BOOL; stdcall;
function SetGLLines(bGLLines: BOOL): HResult; stdcall;
function GetGLLines: BOOL; stdcall;
function _End: HResult; stdcall;
function OnLostDevice: HResult; stdcall;
function OnResetDevice: HResult; stdcall;
end;
function D3DXCreateLine(ppDevice: IDirect3DDevice9;
out ppLine: ID3DXLine): HResult; stdcall; external d3dx9coreDLL;
{$EXTERNALSYM D3DXCreateLine}
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: d3dx9shader.h
// Content: D3DX Shader APIs
//
//////////////////////////////////////////////////////////////////////////////
//---------------------------------------------------------------------------
// D3DXTX_VERSION:
// --------------
// Version token used to create a procedural texture filler in effects
// Used by D3DXFill[]TX functions
//---------------------------------------------------------------------------
// #define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
function D3DXTX_VERSION(_Major, _Minor: Byte): DWORD;
{$EXTERNALSYM D3DXTX_VERSION}
//----------------------------------------------------------------------------
// D3DXSHADER flags:
// -----------------
// D3DXSHADER_DEBUG
// Insert debug file/line/type/symbol information.
//
// D3DXSHADER_SKIPVALIDATION
// Do not validate the generated code against known capabilities and
// constraints. This option is only recommended when compiling shaders
// you KNOW will work. (ie. have compiled before without this option.)
// Shaders are always validated by D3D before they are set to the device.
//
// D3DXSHADER_SKIPOPTIMIZATION (valid for D3DXCompileShader calls only)
// Instructs the compiler to skip optimization steps during code generation.
// Unless you are trying to isolate a problem in your code, and suspect the
// compiler, using this option is not recommended.
//
// D3DXSHADER_PACKMATRIX_ROWMAJOR
// Unless explicitly specified, matrices will be packed in row-major order
// on input and output from the shader.
//
// D3DXSHADER_PACKMATRIX_COLUMNMAJOR
// Unless explicitly specified, matrices will be packed in column-major
// order on input and output from the shader. This is generally more
// efficient, since it allows vector-matrix multiplication to be performed
// using a series of dot-products.
//----------------------------------------------------------------------------
const
D3DXSHADER_DEBUG = (1 shl 0);
{$EXTERNALSYM D3DXSHADER_DEBUG}
D3DXSHADER_SKIPVALIDATION = (1 shl 2);
{$EXTERNALSYM D3DXSHADER_SKIPVALIDATION}
D3DXSHADER_SKIPOPTIMIZATION = (1 shl 3);
{$EXTERNALSYM D3DXSHADER_SKIPOPTIMIZATION}
D3DXSHADER_PACKMATRIX_ROWMAJOR = (1 shl 4);
{$EXTERNALSYM D3DXSHADER_PACKMATRIX_ROWMAJOR}
D3DXSHADER_PACKMATRIX_COLUMNMAJOR = (1 shl 5);
{$EXTERNALSYM D3DXSHADER_PACKMATRIX_COLUMNMAJOR}
//----------------------------------------------------------------------------
// D3DXHANDLE:
// -----------
// Handle values used to efficiently reference shader and effect parameters.
// Strings can be used as handles. However, handles are not always strings.
//----------------------------------------------------------------------------
type
{$HPPEMIT 'typedef D3DXHANDLE TD3DXHandle;'}
{$HPPEMIT 'typedef D3DXHANDLE *PD3DXHandle;'}
PD3DXHandle = ^TD3DXHandle;
{$EXTERNALSYM PD3DXHandle}
TD3DXHandle = {$IFDEF TYPE_IDENTITY}type {$ENDIF}PAnsiChar;
{$NODEFINE TD3DXHandle}
//----------------------------------------------------------------------------
// D3DXMACRO:
// ----------
// Preprocessor macro definition. The application pass in a NULL-terminated
// array of this structure to various D3DX APIs. This enables the application
// to #define tokens at runtime, before the file is parsed.
//----------------------------------------------------------------------------
PD3DXMacro = ^TD3DXMacro;
_D3DXMACRO = packed record
Name: PAnsiChar;
Definition: PAnsiChar;
end;
{$EXTERNALSYM _D3DXMACRO}
D3DXMACRO = _D3DXMACRO;
{$EXTERNALSYM D3DXMACRO}
TD3DXMacro = _D3DXMACRO;
//----------------------------------------------------------------------------
// D3DXSEMANTIC:
//----------------------------------------------------------------------------
PD3DXSemantic = ^TD3DXSemantic;
_D3DXSEMANTIC = packed record
Usage: LongWord;
UsageIndex: LongWord;
end;
{$EXTERNALSYM _D3DXSEMANTIC}
D3DXSEMANTIC = _D3DXSEMANTIC;
{$EXTERNALSYM D3DXSEMANTIC}
TD3DXSemantic = _D3DXSEMANTIC;
//----------------------------------------------------------------------------
// D3DXFRAGMENT_DESC:
//----------------------------------------------------------------------------
PD3DXFragmentDesc = ^TD3DXFragmentDesc;
_D3DXFRAGMENT_DESC = packed record
Name: PAnsiChar;
Target: DWORD;
end;
{$EXTERNALSYM _D3DXFRAGMENT_DESC}
D3DXFRAGMENT_DESC = _D3DXFRAGMENT_DESC;
{$EXTERNALSYM D3DXFRAGMENT_DESC}
TD3DXFragmentDesc = _D3DXFRAGMENT_DESC;
//----------------------------------------------------------------------------
// D3DXREGISTER_SET:
//----------------------------------------------------------------------------
_D3DXREGISTER_SET = (
D3DXRS_BOOL,
D3DXRS_INT4,
D3DXRS_FLOAT4,
D3DXRS_SAMPLER
);
{$EXTERNALSYM _D3DXREGISTER_SET}
D3DXREGISTER_SET = _D3DXREGISTER_SET;
{$EXTERNALSYM D3DXREGISTER_SET}
TD3DXRegisterSet = _D3DXREGISTER_SET;
//----------------------------------------------------------------------------
// D3DXPARAMETER_CLASS:
//----------------------------------------------------------------------------
_D3DXPARAMETER_CLASS = (
D3DXPC_SCALAR,
D3DXPC_VECTOR,
D3DXPC_MATRIX_ROWS,
D3DXPC_MATRIX_COLUMNS,
D3DXPC_OBJECT,
D3DXPC_STRUCT
);
{$EXTERNALSYM _D3DXPARAMETER_CLASS}
D3DXPARAMETER_CLASS = _D3DXPARAMETER_CLASS;
{$EXTERNALSYM D3DXPARAMETER_CLASS}
TD3DXParameterClass = _D3DXPARAMETER_CLASS;
//----------------------------------------------------------------------------
// D3DXPARAMETER_TYPE:
//----------------------------------------------------------------------------
_D3DXPARAMETER_TYPE = (
D3DXPT_VOID,
D3DXPT_BOOL,
D3DXPT_INT,
D3DXPT_FLOAT,
D3DXPT_STRING,
D3DXPT_TEXTURE,
D3DXPT_TEXTURE1D,
D3DXPT_TEXTURE2D,
D3DXPT_TEXTURE3D,
D3DXPT_TEXTURECUBE,
D3DXPT_SAMPLER,
D3DXPT_SAMPLER1D,
D3DXPT_SAMPLER2D,
D3DXPT_SAMPLER3D,
D3DXPT_SAMPLERCUBE,
D3DXPT_PIXELSHADER,
D3DXPT_VERTEXSHADER,
D3DXPT_PIXELFRAGMENT,
D3DXPT_VERTEXFRAGMENT
);
{$EXTERNALSYM _D3DXPARAMETER_TYPE}
D3DXPARAMETER_TYPE = _D3DXPARAMETER_TYPE;
{$EXTERNALSYM D3DXPARAMETER_TYPE}
TD3DXParameterType = _D3DXPARAMETER_TYPE;
//----------------------------------------------------------------------------
// D3DXCONSTANTTABLE_DESC:
//----------------------------------------------------------------------------
PD3DXConstantTableDesc = ^TD3DXConstantTableDesc;
_D3DXCONSTANTTABLE_DESC = packed record
Creator: PAnsiChar; // Creator string
Version: DWORD; // Shader version
Constants: LongWord; // Number of constants
end;
{$EXTERNALSYM _D3DXCONSTANTTABLE_DESC}
D3DXCONSTANTTABLE_DESC = _D3DXCONSTANTTABLE_DESC;
{$EXTERNALSYM D3DXCONSTANTTABLE_DESC}
TD3DXConstantTableDesc = _D3DXCONSTANTTABLE_DESC;
//----------------------------------------------------------------------------
// D3DXCONSTANT_DESC:
//----------------------------------------------------------------------------
PD3DXConstantDesc = ^TD3DXConstantDesc;
_D3DXCONSTANT_DESC = packed record
Name: PAnsiChar; // Constant name
RegisterSet: TD3DXRegisterSet; // Register set
RegisterIndex: LongWord; // Register index
RegisterCount: LongWord; // Number of registers occupied
_Class: TD3DXParameterClass; // Class
_Type: TD3DXParameterType; // Component type
Rows: LongWord; // Number of rows
Columns: LongWord; // Number of columns
Elements: LongWord; // Number of array elements
StructMembers: LongWord; // Number of structure member sub-parameters
Bytes: LongWord; // Data size, in bytes
DefaultValue: Pointer; // Pointer to default value
end;
{$EXTERNALSYM _D3DXCONSTANT_DESC}
D3DXCONSTANT_DESC = _D3DXCONSTANT_DESC;
{$EXTERNALSYM D3DXCONSTANT_DESC}
TD3DXConstantDesc = _D3DXCONSTANT_DESC;
//----------------------------------------------------------------------------
// ID3DXConstantTable:
//----------------------------------------------------------------------------
PID3DXConstantTable = ^ID3DXConstantTable;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXConstantTable);'}
{$EXTERNALSYM ID3DXConstantTable}
ID3DXConstantTable = interface(ID3DXBuffer)
['{9DCA3190-38B9-4fc3-92E3-39C6DDFB358B}']
// Descs
function GetDesc(out pDesc: TD3DXConstantTableDesc): HResult; stdcall;
function GetConstantDesc(hConstant: TD3DXHandle; pConstantDesc: PD3DXConstantDesc; var pCount: LongWord): HResult; stdcall;
// Handle operations
function GetConstant(hConstant: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
function GetConstantByName(hConstant: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;
function GetConstantElement(hConstant: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
// Set Constants
function SetDefaults(pDevice: IDirect3DDevice9): HResult; stdcall;
function SetValue(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pData: Pointer; Bytes: LongWord): HResult; stdcall;
function SetBool(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; b: BOOL): HResult; stdcall;
function SetBoolArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pb: PBOOL; Count: LongWord): HResult; stdcall;
function SetInt(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; n: Integer): HResult; stdcall;
function SetIntArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pn: PInteger; Count: LongWord): HResult; stdcall;
function SetFloat(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; f: Single): HResult; stdcall;
function SetFloatArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pf: PSingle; Count: LongWord): HResult; stdcall;
function SetVector(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; const pVector: TD3DXVector4): HResult; stdcall;
function SetVectorArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pVector: PD3DXVector4; Count: LongWord): HResult; stdcall;
function SetMatrix(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
function SetMatrixArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
function SetMatrixPointerArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
function SetMatrixTranspose(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
function SetMatrixTransposeArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
function SetMatrixTransposePointerArray(pDevice: IDirect3DDevice9; hConstant: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
end;
//----------------------------------------------------------------------------
// ID3DXFragmentLinker
//----------------------------------------------------------------------------
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXFragmentLinker);'}
{$EXTERNALSYM ID3DXFragmentLinker}
ID3DXFragmentLinker = interface(IUnknown)
['{D59D3777-C973-4a3c-B4B0-2A62CD3D8B40}']
// ID3DXFragmentLinker
// fragment access and information retrieval functions
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function GetNumberOfFragments: LongWord; stdcall;
function GetFragmentHandleByIndex(Index: LongWord): TD3DXHandle; stdcall;
function GetFragmentHandleByName(Name: PAnsiChar): TD3DXHandle; stdcall;
function GetFragmentDesc(Name: TD3DXHandle; out FragDesc: TD3DXFragmentDesc): HResult; stdcall;
// add the fragments in the buffer to the linker
function AddFragments(Fragments: PDWORD): HResult; stdcall;
// Create a buffer containing the fragments. Suitable for saving to disk
function GetAllFragments(out ppBuffer: ID3DXBuffer): HResult; stdcall;
function GetFragment(Name: TD3DXHandle; out ppBuffer: ID3DXBuffer): HResult; stdcall;
function LinkShader(pTarget: PAnsiChar; Flags: DWORD; rgFragmentHandles: PD3DXHandle; cFragments: LongWord; out ppBuffer: ID3DXBuffer; ppErrorMsgs: PID3DXBuffer): HResult; stdcall;
function LinkVertexShader(pTarget: PAnsiChar; Flags: DWORD; rgFragmentHandles: PD3DXHandle; cFragments: LongWord; out pVShader: IDirect3DVertexShader9; ppErrorMsgs: PID3DXBuffer): HResult; stdcall;
function ClearCache: HResult; stdcall;
end;
//----------------------------------------------------------------------------
// D3DXINCLUDE_TYPE:
//----------------------------------------------------------------------------
type
PD3DXIncludeType = ^TD3DXIncludeType;
_D3DXINCLUDE_TYPE = (
D3DXINC_LOCAL,
D3DXINC_SYSTEM
);
{$EXTERNALSYM _D3DXINCLUDE_TYPE}
D3DXINCLUDE_TYPE = _D3DXINCLUDE_TYPE;
{$EXTERNALSYM D3DXINCLUDE_TYPE}
TD3DXIncludeType = _D3DXINCLUDE_TYPE;
//----------------------------------------------------------------------------
// ID3DXInclude:
// -------------
// This interface is intended to be implemented by the application, and can
// be used by various D3DX APIs. This enables application-specific handling
// of #include directives in source files.
//
// Open()
// Opens an include file. If successful, it should fill in ppData and
// pBytes. The data pointer returned must remain valid until Close is
// subsequently called.
// Close()
// Closes an include file. If Open was successful, Close is guaranteed
// to be called before the API using this interface returns.
//----------------------------------------------------------------------------
PID3DXInclude = ^ID3DXInclude;
{$EXTERNALSYM ID3DXInclude}
ID3DXInclude = class
function Open(IncludeType: TD3DXIncludeType; pFileName: PAnsiChar; pParentData: Pointer; out ppData: Pointer; out pBytes: LongWord): HResult; virtual; stdcall; abstract;
function Close(pData: Pointer): HResult; virtual; stdcall; abstract;
end;
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXAssembleShader:
// -------------------
// Assembles a shader.
//
// Parameters:
// pSrcFile
// Source file name
// hSrcModule
// Module handle. if NULL, current module will be used
// pSrcResource
// Resource name in module
// pSrcData
// Pointer to source code
// SrcDataLen
// Size of source code, in bytes
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when assembling
// from file, and will error when assembling from resource or memory.
// Flags
// See D3DXSHADER_xxx flags
// ppShader
// Returns a buffer containing the created shader. This buffer contains
// the assembled shader code, as well as any embedded debug info.
// (See D3DXGetShaderDebugInfo)
// ppErrorMsgs
// Returns a buffer containing a listing of errors and warnings that were
// encountered during assembly. If you are running in a debugger,
// these are the same messages you will see in your debug output.
//----------------------------------------------------------------------------
function D3DXAssembleShaderFromFileA(
pSrcFile: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromFileA';
{$EXTERNALSYM D3DXAssembleShaderFromFileA}
function D3DXAssembleShaderFromFileW(
pSrcFile: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromFileW';
{$EXTERNALSYM D3DXAssembleShaderFromFileW}
function D3DXAssembleShaderFromFile(
pSrcFile: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromFileA';
{$EXTERNALSYM D3DXAssembleShaderFromFile}
function D3DXAssembleShaderFromResourceA(
hSrcModule: HModule;
pSrcResource: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromResourceA';
{$EXTERNALSYM D3DXAssembleShaderFromResourceA}
function D3DXAssembleShaderFromResourceW(
hSrcModule: HModule;
pSrcResource: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromResourceW';
{$EXTERNALSYM D3DXAssembleShaderFromResourceW}
function D3DXAssembleShaderFromResource(
hSrcModule: HModule;
pSrcResource: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXAssembleShaderFromResourceA';
{$EXTERNALSYM D3DXAssembleShaderFromResource}
function D3DXAssembleShader(
pSrcData: PAnsiChar;
SrcDataLen: LongWord;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXAssembleShader}
//----------------------------------------------------------------------------
// D3DXCompileShader:
// ------------------
// Compiles a shader.
//
// Parameters:
// pSrcFile
// Source file name.
// hSrcModule
// Module handle. if NULL, current module will be used.
// pSrcResource
// Resource name in module.
// pSrcData
// Pointer to source code.
// SrcDataLen
// Size of source code, in bytes.
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when compiling
// from file, and will error when compiling from resource or memory.
// pFunctionName
// Name of the entrypoint function where execution should begin.
// pTarget
// Instruction set to be used when generating code. Currently supported
// targets are "vs_1_1", "vs_2_0", "vs_2_sw", "ps_1_1", "ps_1_2", "ps_1_3",
// "ps_1_4", "ps_2_0", "ps_2_sw", "tx_1_0"
// Flags
// See D3DXSHADER_xxx flags.
// ppShader
// Returns a buffer containing the created shader. This buffer contains
// the compiled shader code, as well as any embedded debug and symbol
// table info. (See D3DXGetShaderDebugInfo, D3DXGetShaderConstantTable)
// ppErrorMsgs
// Returns a buffer containing a listing of errors and warnings that were
// encountered during the compile. If you are running in a debugger,
// these are the same messages you will see in your debug output.
// ppConstantTable
// Returns a ID3DXConstantTable object which can be used to set
// shader constants to the device. Alternatively, an application can
// parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within
// the shader.
//----------------------------------------------------------------------------
function D3DXCompileShaderFromFileA(
pSrcFile: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
pFunctionName: PAnsiChar;
pTarget: PAnsiChar;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer;
ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromFileA';
{$EXTERNALSYM D3DXCompileShaderFromFileA}
function D3DXCompileShaderFromFileW(
pSrcFile: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
pFunctionName: PAnsiChar;
pTarget: PAnsiChar;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer;
ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromFileW';
{$EXTERNALSYM D3DXCompileShaderFromFileW}
function D3DXCompileShaderFromFile(
pSrcFile: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
pFunctionName: PAnsiChar;
pTarget: PAnsiChar;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer;
ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromFileA';
{$EXTERNALSYM D3DXCompileShaderFromFile}
function D3DXCompileShaderFromResourceA(
hSrcModule: HModule;
pSrcResource: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
pFunctionName: PAnsiChar;
pTarget: PAnsiChar;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer;
ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromResourceA';
{$EXTERNALSYM D3DXCompileShaderFromResourceA}
function D3DXCompileShaderFromResourceW(
hSrcModule: HModule;
pSrcResource: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
pFunctionName: PAnsiChar;
pTarget: PAnsiChar;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer;
ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromResourceW';
{$EXTERNALSYM D3DXCompileShaderFromResourceW}
function D3DXCompileShaderFromResource(
hSrcModule: HModule;
pSrcResource: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
pFunctionName: PAnsiChar;
pTarget: PAnsiChar;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer;
ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL name 'D3DXCompileShaderFromResourceA';
{$EXTERNALSYM D3DXCompileShaderFromResource}
function D3DXCompileShader(
pSrcData: PAnsiChar;
SrcDataLen: LongWord;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
pFunctionName: PAnsiChar;
pTarget: PAnsiChar;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer;
ppConstantTable: PID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXCompileShader}
//----------------------------------------------------------------------------
// D3DXFindShaderComment:
// ----------------------
// Searches through a shader for a particular comment, denoted by a FourCC in
// the first DWORD of the comment. If the comment is not found, and no other
// error has occurred, S_FALSE is returned.
//
// Parameters:
// pFunction
// Pointer to the function DWORD stream
// FourCC
// FourCC used to identify the desired comment block.
// ppData
// Returns a pointer to the comment data (not including comment token
// and FourCC). Can be NULL.
// pSizeInBytes
// Returns the size of the comment data in bytes. Can be NULL.
//----------------------------------------------------------------------------
function D3DXFindShaderComment(
pFunction: PDWORD;
FourCC: DWORD;
ppData: PPointer;
pSizeInBytes: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXFindShaderComment}
//----------------------------------------------------------------------------
// D3DXGetShaderSemantics:
// -----------------------
// Gets semantics for all input elements referenced inside a given shader.
//
// Parameters:
// pFunction
// Pointer to the function DWORD stream
// pSemantics
// Pointer to an array of D3DXSEMANTIC structures. The function will
// fill this array with the semantics for each input element referenced
// inside the shader. This array is assumed to contain at least
// MAXD3DDECLLENGTH elements.
// pCount
// Returns the number of elements referenced by the shader
//----------------------------------------------------------------------------
function D3DXGetShaderInputSemantics(
pFunction: PDWORD;
pSemantics: PD3DXSemantic;
pCount: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderInputSemantics}
function D3DXGetShaderOutputSemantics(
pFunction: PDWORD;
pSemantics: PD3DXSemantic;
pCount: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderOutputSemantics}
//----------------------------------------------------------------------------
// D3DXGetShaderSamplers:
// ----------------------
// Gets semantics for all input elements referenced inside a given shader.
//
// pFunction
// Pointer to the function DWORD stream
// pSamplers
// Pointer to an array of LPCSTRs. The function will fill this array
// with pointers to the sampler names contained within pFunction, for
// each sampler referenced inside the shader. This array is assumed to
// contain at least 16 elements.
// pCount
// Returns the number of samplers referenced by the shader
//----------------------------------------------------------------------------
function D3DXGetShaderSamplers(
pFunction: PDWORD;
pSamplers: PPAnsiChar;
pCount: PLongWord): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderSamplers}
//----------------------------------------------------------------------------
// D3DXGetShaderConstantTable:
// ---------------------------
// Gets shader constant table embedded inside shader. A constant table is
// generated by D3DXAssembleShader and D3DXCompileShader, and is embedded in
// the body of the shader.
//
// Parameters:
// pFunction
// Pointer to the function DWORD stream
// ppConstantTable
// Returns a ID3DXConstantTable object which can be used to set
// shader constants to the device. Alternatively, an application can
// parse the D3DXSHADER_CONSTANTTABLE block embedded as a comment within
// the shader.
//----------------------------------------------------------------------------
function D3DXGetShaderConstantTable(
pFunction: PDWORD;
out ppConstantTable: ID3DXConstantTable): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderConstantTable}
//----------------------------------------------------------------------------
// D3DXGetShaderDebugInfo:
// -----------------------
// Gets shader debug info. Debug info is generated D3DXAssembleShader and
// D3DXCompileShader and is embedded the body of the shader.
//
// Parameters:
// pFunction
// Pointer to the function DWORD stream
// ppDebugInfo
// Buffer used to return debug info. For information about the layout
// of this buffer, see definition of D3DXSHADER_DEBUGINFO above.
//----------------------------------------------------------------------------
function D3DXGetShaderDebugInfo(
pFunction: PDWORD;
out ppDebugInfo: ID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGetShaderDebugInfo}
//----------------------------------------------------------------------------
// D3DXGatherFragments:
// -------------------
// Assembles shader fragments into a buffer to be passed to a fragment linker.
// will generate shader fragments for all fragments in the file
//
// Parameters:
// pSrcFile
// Source file name
// hSrcModule
// Module handle. if NULL, current module will be used
// pSrcResource
// Resource name in module
// pSrcData
// Pointer to source code
// SrcDataLen
// Size of source code, in bytes
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when assembling
// from file, and will error when assembling from resource or memory.
// Flags
// See D3DXSHADER_xxx flags
// ppShader
// Returns a buffer containing the created shader fragments. This buffer contains
// the assembled shader code, as well as any embedded debug info.
// ppErrorMsgs
// Returns a buffer containing a listing of errors and warnings that were
// encountered during assembly. If you are running in a debugger,
// these are the same messages you will see in your debug output.
//----------------------------------------------------------------------------
function D3DXGatherFragmentsFromFileA(
pSrcFile: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromFileA';
{$EXTERNALSYM D3DXGatherFragmentsFromFileA}
function D3DXGatherFragmentsFromFileW(
pSrcFile: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromFileW';
{$EXTERNALSYM D3DXGatherFragmentsFromFileW}
function D3DXGatherFragmentsFromFile(
pSrcFile: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromFileA';
{$EXTERNALSYM D3DXGatherFragmentsFromFile}
function D3DXGatherFragmentsFromResourceA(
hSrcModule: HModule;
pSrcResource: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromResourceA';
{$EXTERNALSYM D3DXGatherFragmentsFromResourceA}
function D3DXGatherFragmentsFromResourceW(
hSrcModule: HModule;
pSrcResource: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromResourceW';
{$EXTERNALSYM D3DXGatherFragmentsFromResourceW}
function D3DXGatherFragmentsFromResource(
hSrcModule: HModule;
pSrcResource: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL name 'D3DXGatherFragmentsFromResourceA';
{$EXTERNALSYM D3DXGatherFragmentsFromResource}
function D3DXGatherFragments(
pSrcData: PAnsiChar;
SrcDataLen: LongWord;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWord;
ppShader: PID3DXBuffer;
ppErrorMsgs: PID3DXBuffer): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXGatherFragments}
//----------------------------------------------------------------------------
// D3DXCreateFragmentLinker:
// -------------------------
// Creates a fragment linker with a given cache size. The interface returned
// can be used to link together shader fragments. (both HLSL & ASM fragements)
//
// Parameters:
// pDevice
// Pointer of the device on which to create the effect
// ShaderCacheSize
// Size of the shader cache
// ppFragmentLinker
// pointer to a memory location to put the created interface pointer
//
//----------------------------------------------------------------------------
function D3DXCreateFragmentLinker(
pDevice: IDirect3DDevice9;
ShaderCacheSize: LongWord;
out ppFragmentLinker: ID3DXFragmentLinker): HResult; stdcall; external d3dx9shaderDLL;
{$EXTERNALSYM D3DXCreateFragmentLinker}
//////////////////////////////////////////////////////////////////////////////
// Shader comment block layouts //////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXSHADER_CONSTANTTABLE:
// -------------------------
// Shader constant information; included as an CTAB comment block inside
// shaders. All offsets are BYTE offsets from start of CONSTANTTABLE struct.
// Entries in the table are sorted by Name in ascending order.
//----------------------------------------------------------------------------
type
PD3DXShaderConstantTable = ^TD3DXShaderConstantTable;
_D3DXSHADER_CONSTANTTABLE = packed record
Size: DWORD; // sizeof(D3DXSHADER_CONSTANTTABLE)
Creator: DWORD; // LPCSTR offset
Version: DWORD; // shader version
Constants: DWORD; // number of constants
ConstantInfo: DWORD; // D3DXSHADER_CONSTANTINFO[Constants] offset
end;
{$EXTERNALSYM _D3DXSHADER_CONSTANTTABLE}
D3DXSHADER_CONSTANTTABLE = _D3DXSHADER_CONSTANTTABLE;
{$EXTERNALSYM D3DXSHADER_CONSTANTTABLE}
TD3DXShaderConstantTable = _D3DXSHADER_CONSTANTTABLE;
PD3DXShaderConstantInfo = ^TD3DXShaderConstantInfo;
_D3DXSHADER_CONSTANTINFO = packed record
Name: DWORD; // LPCSTR offset
RegisterSet: Word; // D3DXREGISTER_SET
RegisterIndex: Word; // register number
RegisterCount: Word; // number of registers
Reserved: Word; // reserved
TypeInfo: DWORD; // D3DXSHADER_TYPEINFO offset
DefaultValue: DWORD; // offset of default value
end;
{$EXTERNALSYM _D3DXSHADER_CONSTANTINFO}
D3DXSHADER_CONSTANTINFO = _D3DXSHADER_CONSTANTINFO;
{$EXTERNALSYM D3DXSHADER_CONSTANTINFO}
TD3DXShaderConstantInfo = _D3DXSHADER_CONSTANTINFO;
PD3DXShaderTypeInfo = ^TD3DXShaderTypeInfo;
_D3DXSHADER_TYPEINFO = packed record
_Class: Word; // D3DXPARAMETER_CLASS
_Type: Word; // D3DXPARAMETER_TYPE
Rows: Word; // number of rows (matrices)
Columns: Word; // number of columns (vectors and matrices)
Elements: Word; // array dimension
StructMembers: Word; // number of struct members
StructMemberInfo: DWORD; // D3DXSHADER_STRUCTMEMBERINFO[Members] offset
end;
{$EXTERNALSYM _D3DXSHADER_TYPEINFO}
D3DXSHADER_TYPEINFO = _D3DXSHADER_TYPEINFO;
{$EXTERNALSYM D3DXSHADER_TYPEINFO}
TD3DXShaderTypeInfo = _D3DXSHADER_TYPEINFO;
PD3DXShaderStructMemberInfo = ^TD3DXShaderStructMemberInfo;
_D3DXSHADER_STRUCTMEMBERINFO = packed record
Name: DWORD; // LPCSTR offset
TypeInfo: DWORD; // D3DXSHADER_TYPEINFO offset
end;
{$EXTERNALSYM _D3DXSHADER_STRUCTMEMBERINFO}
D3DXSHADER_STRUCTMEMBERINFO = _D3DXSHADER_STRUCTMEMBERINFO;
{$EXTERNALSYM D3DXSHADER_STRUCTMEMBERINFO}
TD3DXShaderStructMemberInfo = _D3DXSHADER_STRUCTMEMBERINFO;
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: d3dx9effect.h
// Content: D3DX effect types and Shaders
//
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXFX_DONOTSAVESTATE
// This flag is used as a parameter to ID3DXEffect::Begin(). When this flag
// is specified, device state is not saved and restored in Begin/End.
// D3DXFX_DONOTSAVESHADERSTATE
// This flag is used as a parameter to ID3DXEffect::Begin(). When this flag
// is specified, shader device state is not saved and restored in Begin/End.
// This includes pixel/vertex shaders and shader constants
//----------------------------------------------------------------------------
const
D3DXFX_DONOTSAVESTATE = (1 shl 0);
{$EXTERNALSYM D3DXFX_DONOTSAVESTATE}
D3DXFX_DONOTSAVESHADERSTATE = (1 shl 1);
{$EXTERNALSYM D3DXFX_DONOTSAVESHADERSTATE}
//----------------------------------------------------------------------------
// D3DX_PARAMETER_SHARED
// Indicates that the value of a parameter will be shared with all effects
// which share the same namespace. Changing the value in one effect will
// change it in all.
//
// D3DX_PARAMETER_LITERAL
// Indicates that the value of this parameter can be treated as literal.
// Literal parameters can be marked when the effect is compiled, and their
// cannot be changed after the effect is compiled. Shared parameters cannot
// be literal.
//----------------------------------------------------------------------------
const
D3DX_PARAMETER_SHARED = (1 shl 0);
{$EXTERNALSYM D3DX_PARAMETER_SHARED}
D3DX_PARAMETER_LITERAL = (1 shl 1);
{$EXTERNALSYM D3DX_PARAMETER_LITERAL}
D3DX_PARAMETER_ANNOTATION = (1 shl 2);
{$EXTERNALSYM D3DX_PARAMETER_ANNOTATION}
//----------------------------------------------------------------------------
// D3DXEFFECT_DESC:
//----------------------------------------------------------------------------
type
_D3DXEFFECT_DESC = packed record
Creator: PAnsiChar; // Creator string
Parameters: LongWord; // Number of parameters
Techniques: LongWord; // Number of techniques
Functions: LongWord; // Number of function entrypoints
end;
{$EXTERNALSYM _D3DXEFFECT_DESC}
D3DXEFFECT_DESC = _D3DXEFFECT_DESC;
{$EXTERNALSYM D3DXEFFECT_DESC}
TD3DXEffectDesc = _D3DXEFFECT_DESC;
//----------------------------------------------------------------------------
// D3DXPARAMETER_DESC:
//----------------------------------------------------------------------------
PD3DXParameterDesc = ^TD3DXParameterDesc;
_D3DXPARAMETER_DESC = packed record
Name: PAnsiChar; // Parameter name
Semantic: PAnsiChar; // Parameter semantic
_Class: TD3DXParameterClass; // Class
_Type: TD3DXParameterType; // Component type
Rows: LongWord; // Number of rows
Columns: LongWord; // Number of columns
Elements: LongWord; // Number of array elements
Annotations: LongWord; // Number of annotations
StructMembers: LongWord; // Number of structure member sub-parameters
Flags: DWORD; // D3DX_PARAMETER_* flags
Bytes: LongWord; // Parameter size, in bytes
end;
{$EXTERNALSYM _D3DXPARAMETER_DESC}
D3DXPARAMETER_DESC = _D3DXPARAMETER_DESC;
{$EXTERNALSYM D3DXPARAMETER_DESC}
TD3DXParameterDesc = _D3DXPARAMETER_DESC;
//----------------------------------------------------------------------------
// D3DXTECHNIQUE_DESC:
//----------------------------------------------------------------------------
PD3DXTechniqueDesc = ^TD3DXTechniqueDesc;
_D3DXTECHNIQUE_DESC = packed record
Name: PAnsiChar; // Technique name
Passes: LongWord; // Number of passes
Annotations: LongWord; // Number of annotations
end;
{$EXTERNALSYM _D3DXTECHNIQUE_DESC}
D3DXTECHNIQUE_DESC = _D3DXTECHNIQUE_DESC;
{$EXTERNALSYM D3DXTECHNIQUE_DESC}
TD3DXTechniqueDesc = _D3DXTECHNIQUE_DESC;
//----------------------------------------------------------------------------
// D3DXPASS_DESC:
//----------------------------------------------------------------------------
PD3DXPassDesc = ^TD3DXPassDesc;
_D3DXPASS_DESC = packed record
Name: PAnsiChar; // Pass name
Annotations: LongWord; // Number of annotations
VSVersion: DWORD; // Vertex shader version (0 in case of NULL shader)
PSVersion: DWORD; // Pixel shader version (0 in case of NULL shader)
VSSemanticsUsed: LongWord;
VSSemantics: array [0..MAXD3DDECLLENGTH-1] of TD3DXSemantic;
PSSemanticsUsed: LongWord;
PSSemantics: array [0..MAXD3DDECLLENGTH-1]of TD3DXSemantic;
PSSamplersUsed: LongWord;
PSSamplers: array [0..15] of PAnsiChar;
end;
{$EXTERNALSYM _D3DXPASS_DESC}
D3DXPASS_DESC = _D3DXPASS_DESC;
{$EXTERNALSYM D3DXPASS_DESC}
TD3DXPassDesc = _D3DXPASS_DESC;
//----------------------------------------------------------------------------
// D3DXFUNCTION_DESC:
//----------------------------------------------------------------------------
PD3DXFunctionDesc = ^TD3DXFunctionDesc;
_D3DXFUNCTION_DESC = packed record
Name: PAnsiChar; // Function name
Annotations: LongWord; // Number of annotations
end;
{$EXTERNALSYM _D3DXFUNCTION_DESC}
D3DXFUNCTION_DESC = _D3DXFUNCTION_DESC;
{$EXTERNALSYM D3DXFUNCTION_DESC}
TD3DXFunctionDesc = _D3DXFUNCTION_DESC;
//////////////////////////////////////////////////////////////////////////////
// ID3DXEffectPool ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXEffectPool);'}
{$EXTERNALSYM ID3DXEffectPool}
ID3DXEffectPool = interface(IUnknown)
['{53CA7768-C0D0-4664-8E79-D156E4F5B7E0}']
// No public methods
end;
//////////////////////////////////////////////////////////////////////////////
// ID3DXBaseEffect ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXBaseEffect);'}
{$EXTERNALSYM ID3DXBaseEffect}
ID3DXBaseEffect = interface(IUnknown)
['{804EF574-CCC1-4bf6-B06A-B1404ABDEADE}']
// Descs
function GetDesc(out pDesc: TD3DXEffectDesc): HResult; stdcall;
function GetParameterDesc(hParameter: TD3DXHandle; out pDesc: TD3DXParameterDesc): HResult; stdcall;
function GetTechniqueDesc(hTechnique: TD3DXHandle; out pDesc: TD3DXTechniqueDesc): HResult; stdcall;
function GetPassDesc(hPass: TD3DXHandle; out pDesc: TD3DXPassDesc): HResult; stdcall;
function GetFunctionDesc(hShader: TD3DXHandle; out pDesc: TD3DXFunctionDesc): HResult; stdcall;
// Handle operations
function GetParameter(hParameter: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
function GetParameterByName(hParameter: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;
function GetParameterBySemantic(hParameter: TD3DXHandle; pSemantic: PAnsiChar): TD3DXHandle; stdcall;
function GetParameterElement(hParameter: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
function GetTechnique(Index: LongWord): TD3DXHandle; stdcall;
function GetTechniqueByName(pName: PAnsiChar): TD3DXHandle; stdcall;
function GetPass(hTechnique: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
function GetPassByName(hTechnique: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;
function GetFunction(Index: LongWord): TD3DXHandle; stdcall;
function GetFunctionByName(pName: PAnsiChar): TD3DXHandle; stdcall;
function GetAnnotation(hObject: TD3DXHandle; Index: LongWord): TD3DXHandle; stdcall;
function GetAnnotationByName(hObject: TD3DXHandle; pName: PAnsiChar): TD3DXHandle; stdcall;
// Get/Set Parameters
function SetValue(hParameter: TD3DXHandle; pData: Pointer; Bytes: LongWord): HResult; stdcall;
function GetValue(hParameter: TD3DXHandle; pData: Pointer; Bytes: LongWord): HResult; stdcall;
function SetBool(hParameter: TD3DXHandle; b: BOOL): HResult; stdcall;
function GetBool(hParameter: TD3DXHandle; out pb: BOOL): HResult; stdcall;
function SetBoolArray(hParameter: TD3DXHandle; pb: PBOOL; Count: LongWord): HResult; stdcall;
function GetBoolArray(hParameter: TD3DXHandle; pb: PBOOL; Count: LongWord): HResult; stdcall;
function SetInt(hParameter: TD3DXHandle; n: Integer): HResult; stdcall;
function GetInt(hParameter: TD3DXHandle; out pn: Integer): HResult; stdcall;
function SetIntArray(hParameter: TD3DXHandle; pn: PInteger; Count: LongWord): HResult; stdcall;
function GetIntArray(hParameter: TD3DXHandle; pn: PInteger; Count: LongWord): HResult; stdcall;
function SetFloat(hParameter: TD3DXHandle; f: Single): HResult; stdcall;
function GetFloat(hParameter: TD3DXHandle; out pf: Single): HResult; stdcall;
function SetFloatArray(hParameter: TD3DXHandle; pf: PSingle; Count: LongWord): HResult; stdcall;
function GetFloatArray(hParameter: TD3DXHandle; pf: PSingle; Count: LongWord): HResult; stdcall;
function SetVector(hParameter: TD3DXHandle; const pVector: TD3DXVector4): HResult; stdcall;
function GetVector(hParameter: TD3DXHandle; out pVector: TD3DXVector4): HResult; stdcall;
function SetVectorArray(hParameter: TD3DXHandle; pVector: PD3DXVector4; Count: LongWord): HResult; stdcall;
function GetVectorArray(hParameter: TD3DXHandle; pVector: PD3DXVector4; Count: LongWord): HResult; stdcall;
function SetMatrix(hParameter: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
function GetMatrix(hParameter: TD3DXHandle; out pMatrix: TD3DXMatrix): HResult; stdcall;
function SetMatrixArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
function GetMatrixArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
function SetMatrixPointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
function GetMatrixPointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
function SetMatrixTranspose(hParameter: TD3DXHandle; const pMatrix: TD3DXMatrix): HResult; stdcall;
function GetMatrixTranspose(hParameter: TD3DXHandle; out pMatrix: TD3DXMatrix): HResult; stdcall;
function SetMatrixTransposeArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
function GetMatrixTransposeArray(hParameter: TD3DXHandle; pMatrix: PD3DXMatrix; Count: LongWord): HResult; stdcall;
function SetMatrixTransposePointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
function GetMatrixTransposePointerArray(hParameter: TD3DXHandle; ppMatrix: PPD3DXMatrix; Count: LongWord): HResult; stdcall;
function SetString(hParameter: TD3DXHandle; pString: PAnsiChar): HResult; stdcall;
function GetString(hParameter: TD3DXHandle; out ppString: PAnsiChar): HResult; stdcall;
function SetTexture(hParameter: TD3DXHandle; pTexture: IDirect3DBaseTexture9): HResult; stdcall;
function GetTexture(hParameter: TD3DXHandle; out ppTexture: IDirect3DBaseTexture9): HResult; stdcall;
function SetPixelShader(hParameter: TD3DXHandle; pPShader: IDirect3DPixelShader9): HResult; stdcall;
function GetPixelShader(hParameter: TD3DXHandle; out ppPShader: IDirect3DPixelShader9): HResult; stdcall;
function SetVertexShader(hParameter: TD3DXHandle; pVShader: IDirect3DVertexShader9): HResult; stdcall;
function GetVertexShader(hParameter: TD3DXHandle; out ppVShader: IDirect3DVertexShader9): HResult; stdcall;
end;
//////////////////////////////////////////////////////////////////////////////
// ID3DXEffect ///////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXEffect);'}
{$EXTERNALSYM ID3DXEffect}
ID3DXEffect = interface(ID3DXBaseEffect)
['{B589B04A-293D-4516-AF0B-3D7DBCF5AC54}']
// Pool
function GetPool(out ppPool: ID3DXEffectPool): HResult; stdcall;
// Selecting and setting a technique
function SetTechnique(hTechnique: TD3DXHandle): HResult; stdcall;
function GetCurrentTechnique: TD3DXHandle; stdcall;
function ValidateTechnique(hTechnique: TD3DXHandle): HResult; stdcall;
function FindNextValidTechnique(hTechnique: TD3DXHandle; out pTechnique: TD3DXHandle): HResult; stdcall;
function IsParameterUsed(hParameter: TD3DXHandle; hTechnique: TD3DXHandle): BOOL; stdcall;
// Using current technique
function _Begin(pPasses: PLongWord; Flags: DWORD): HResult; stdcall;
function Pass(Pass: LongWord): HResult; stdcall;
function _End: HResult; stdcall;
// Managing D3D Device
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function OnLostDevice: HResult; stdcall;
function OnResetDevice: HResult; stdcall;
// Cloning
function CloneEffect(pDevice: IDirect3DDevice9; out ppEffect: ID3DXEffect): HResult; stdcall;
end;
//////////////////////////////////////////////////////////////////////////////
// ID3DXEffectCompiler ///////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXEffectCompiler);'}
{$EXTERNALSYM ID3DXEffectCompiler}
ID3DXEffectCompiler = interface(ID3DXBaseEffect)
['{F8EE90D3-FCC6-4f14-8AE8-6374AE968E33}']
// Parameter sharing, specialization, and information
function SetLiteral(hParameter: TD3DXHandle; Literal: BOOL): HResult; stdcall;
function GetLiteral(hParameter: TD3DXHandle; out pLiteral: BOOL): HResult; stdcall;
// Compilation
function CompileEffect(Flags: DWORD; ppEffect, ppErrorMsgs: PID3DXBuffer): HResult; stdcall;
function CompileShader(hFunction: TD3DXHandle; pTarget: PAnsiChar; Flags: DWORD;
ppShader, ppErrorMsgs: PID3DXBuffer; ppConstantTable: PID3DXConstantTable): HResult; stdcall;
end;
//////////////////////////////////////////////////////////////////////////////
// APIs //////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXCreateEffectPool:
// ---------------------
// Creates an effect pool. Pools are used for sharing parameters between
// multiple effects. For all effects within a pool, shared parameters of the
// same name all share the same value.
//
// Parameters:
// ppPool
// Returns the created pool.
//----------------------------------------------------------------------------
function D3DXCreateEffectPool(
out ppPool: ID3DXEffectPool): HResult; stdcall; external d3dx9effectDLL;
{$EXTERNALSYM D3DXCreateEffectPool}
//----------------------------------------------------------------------------
// D3DXCreateEffect:
// -----------------
// Creates an effect from an ascii or binary effect description.
//
// Parameters:
// pDevice
// Pointer of the device on which to create the effect
// pSrcFile
// Name of the file containing the effect description
// hSrcModule
// Module handle. if NULL, current module will be used.
// pSrcResource
// Resource name in module
// pSrcData
// Pointer to effect description
// SrcDataSize
// Size of the effect description in bytes
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when compiling
// from file, and will error when compiling from resource or memory.
// pPool
// Pointer to ID3DXEffectPool object to use for shared parameters.
// If NULL, no parameters will be shared.
// ppEffect
// Returns a buffer containing created effect.
// ppCompilationErrors
// Returns a buffer containing any error messages which occurred during
// compile. Or NULL if you do not care about the error messages.
//
//----------------------------------------------------------------------------
function D3DXCreateEffectFromFileA(
pDevice: IDirect3DDevice9;
pSrcFile: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
pPool: ID3DXEffectPool;
out ppEffect: ID3DXEffect;
ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromFileA';
{$EXTERNALSYM D3DXCreateEffectFromFileA}
function D3DXCreateEffectFromFileW(
pDevice: IDirect3DDevice9;
pSrcFile: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
pPool: ID3DXEffectPool;
out ppEffect: ID3DXEffect;
ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromFileW';
{$EXTERNALSYM D3DXCreateEffectFromFileW}
function D3DXCreateEffectFromFile(
pDevice: IDirect3DDevice9;
pSrcFile: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
pPool: ID3DXEffectPool;
out ppEffect: ID3DXEffect;
ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromFileA';
{$EXTERNALSYM D3DXCreateEffectFromFile}
function D3DXCreateEffectFromResourceA(
pDevice: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
pPool: ID3DXEffectPool;
out ppEffect: ID3DXEffect;
ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromResourceA';
{$EXTERNALSYM D3DXCreateEffectFromResourceA}
function D3DXCreateEffectFromResourceW(
pDevice: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
pPool: ID3DXEffectPool;
out ppEffect: ID3DXEffect;
ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromResourceW';
{$EXTERNALSYM D3DXCreateEffectFromResourceW}
function D3DXCreateEffectFromResource(
pDevice: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
pPool: ID3DXEffectPool;
out ppEffect: ID3DXEffect;
ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectFromResourceA';
{$EXTERNALSYM D3DXCreateEffectFromResource}
function D3DXCreateEffect(
pDevice: IDirect3DDevice9;
pSrcData: Pointer;
SrcDataLen: LongWord;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
pPool: ID3DXEffectPool;
out ppEffect: ID3DXEffect;
ppCompilationErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL;
{$EXTERNALSYM D3DXCreateEffect}
//----------------------------------------------------------------------------
// D3DXCreateEffectCompiler:
// -------------------------
// Creates an effect from an ascii or binary effect description.
//
// Parameters:
// pSrcFile
// Name of the file containing the effect description
// hSrcModule
// Module handle. if NULL, current module will be used.
// pSrcResource
// Resource name in module
// pSrcData
// Pointer to effect description
// SrcDataSize
// Size of the effect description in bytes
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when compiling
// from file, and will error when compiling from resource or memory.
// pPool
// Pointer to ID3DXEffectPool object to use for shared parameters.
// If NULL, no parameters will be shared.
// ppCompiler
// Returns a buffer containing created effect compiler.
// ppParseErrors
// Returns a buffer containing any error messages which occurred during
// parse. Or NULL if you do not care about the error messages.
//
//----------------------------------------------------------------------------
function D3DXCreateEffectCompilerFromFileA(
pSrcFile: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
out ppCompiler: ID3DXEffectCompiler;
ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromFileA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromFileA}
function D3DXCreateEffectCompilerFromFileW(
pSrcFile: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
out ppCompiler: ID3DXEffectCompiler;
ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromFileW';
{$EXTERNALSYM D3DXCreateEffectCompilerFromFileW}
function D3DXCreateEffectCompilerFromFile(
pSrcFile: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
out ppCompiler: ID3DXEffectCompiler;
ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromFileA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromFile}
function D3DXCreateEffectCompilerFromResourceA(
hSrcModule: HModule;
pSrcResource: PAnsiChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
out ppCompiler: ID3DXEffectCompiler;
ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromResourceA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromResourceA}
function D3DXCreateEffectCompilerFromResourceW(
hSrcModule: HModule;
pSrcResource: PWideChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
out ppCompiler: ID3DXEffectCompiler;
ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromResourceW';
{$EXTERNALSYM D3DXCreateEffectCompilerFromResourceW}
function D3DXCreateEffectCompilerFromResource(
hSrcModule: HModule;
pSrcResource: PChar;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
out ppCompiler: ID3DXEffectCompiler;
ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL name 'D3DXCreateEffectCompilerFromResourceA';
{$EXTERNALSYM D3DXCreateEffectCompilerFromResource}
function D3DXCreateEffectCompiler(
pSrcData: Pointer;
SrcDataLen: LongWord;
pDefines: PD3DXMacro;
pInclude: ID3DXInclude;
Flags: DWORD;
out ppCompiler: ID3DXEffectCompiler;
ppParseErrors: PID3DXBuffer): HResult; stdcall; external d3dx9effectDLL;
{$EXTERNALSYM D3DXCreateEffectCompiler}
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9mesh.h
// Content: D3DX mesh types and functions
//
//////////////////////////////////////////////////////////////////////////////
type
//patch mesh can be quads or tris
_D3DXPATCHMESHTYPE = (
{$IFNDEF COMPILER6_UP}
D3DXPATCHMESH_invalid_0,
D3DXPATCHMESH_RECT {= $001},
D3DXPATCHMESH_TRI {= $002},
D3DXPATCHMESH_NPATCH {= $003}
{$ELSE}
D3DXPATCHMESH_RECT = $001,
D3DXPATCHMESH_TRI = $002,
D3DXPATCHMESH_NPATCH = $003
{$ENDIF}
);
{$EXTERNALSYM _D3DXPATCHMESHTYPE}
D3DXPATCHMESHTYPE = _D3DXPATCHMESHTYPE;
{$EXTERNALSYM D3DXPATCHMESHTYPE}
TD3DXPatchMeshType = _D3DXPATCHMESHTYPE;
type
_D3DXMESH = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
{$EXTERNALSYM _D3DXMESH}
TD3DXMesh = _D3DXMESH;
// Mesh options - lower 3 bytes only, upper byte used by _D3DXMESHOPT option flags
const
D3DXMESH_32BIT = $001; // If set, then use 32 bit indices, if not set use 16 bit indices.
{$EXTERNALSYM D3DXMESH_32BIT}
D3DXMESH_DONOTCLIP = $002; // Use D3DUSAGE_DONOTCLIP for VB & IB.
{$EXTERNALSYM D3DXMESH_DONOTCLIP}
D3DXMESH_POINTS = $004; // Use D3DUSAGE_POINTS for VB & IB.
{$EXTERNALSYM D3DXMESH_POINTS}
D3DXMESH_RTPATCHES = $008; // Use D3DUSAGE_RTPATCHES for VB & IB.
{$EXTERNALSYM D3DXMESH_RTPATCHES}
D3DXMESH_NPATCHES = $4000;// Use D3DUSAGE_NPATCHES for VB & IB.
{$EXTERNALSYM D3DXMESH_NPATCHES}
D3DXMESH_VB_SYSTEMMEM = $010; // Use D3DPOOL_SYSTEMMEM for VB. Overrides D3DXMESH_MANAGEDVERTEXBUFFER
{$EXTERNALSYM D3DXMESH_VB_SYSTEMMEM}
D3DXMESH_VB_MANAGED = $020; // Use D3DPOOL_MANAGED for VB.
{$EXTERNALSYM D3DXMESH_VB_MANAGED}
D3DXMESH_VB_WRITEONLY = $040; // Use D3DUSAGE_WRITEONLY for VB.
{$EXTERNALSYM D3DXMESH_VB_WRITEONLY}
D3DXMESH_VB_DYNAMIC = $080; // Use D3DUSAGE_DYNAMIC for VB.
{$EXTERNALSYM D3DXMESH_VB_DYNAMIC}
D3DXMESH_VB_SOFTWAREPROCESSING = $8000; // Use D3DUSAGE_SOFTWAREPROCESSING for VB.
{$EXTERNALSYM D3DXMESH_VB_SOFTWAREPROCESSING}
D3DXMESH_IB_SYSTEMMEM = $100; // Use D3DPOOL_SYSTEMMEM for IB. Overrides D3DXMESH_MANAGEDINDEXBUFFER
{$EXTERNALSYM D3DXMESH_IB_SYSTEMMEM}
D3DXMESH_IB_MANAGED = $200; // Use D3DPOOL_MANAGED for IB.
{$EXTERNALSYM D3DXMESH_IB_MANAGED}
D3DXMESH_IB_WRITEONLY = $400; // Use D3DUSAGE_WRITEONLY for IB.
{$EXTERNALSYM D3DXMESH_IB_WRITEONLY}
D3DXMESH_IB_DYNAMIC = $800; // Use D3DUSAGE_DYNAMIC for IB.
{$EXTERNALSYM D3DXMESH_IB_DYNAMIC}
D3DXMESH_IB_SOFTWAREPROCESSING= $10000; // Use D3DUSAGE_SOFTWAREPROCESSING for IB.
{$EXTERNALSYM D3DXMESH_IB_SOFTWAREPROCESSING}
D3DXMESH_VB_SHARE = $1000; // Valid for Clone* calls only, forces cloned mesh/pmesh to share vertex buffer
{$EXTERNALSYM D3DXMESH_VB_SHARE}
D3DXMESH_USEHWONLY = $2000; // Valid for ID3DXSkinMesh::ConvertToBlendedMesh
{$EXTERNALSYM D3DXMESH_USEHWONLY}
// Helper options
D3DXMESH_SYSTEMMEM = $110; // D3DXMESH_VB_SYSTEMMEM | D3DXMESH_IB_SYSTEMMEM
{$EXTERNALSYM D3DXMESH_SYSTEMMEM}
D3DXMESH_MANAGED = $220; // D3DXMESH_VB_MANAGED | D3DXMESH_IB_MANAGED
{$EXTERNALSYM D3DXMESH_MANAGED}
D3DXMESH_WRITEONLY = $440; // D3DXMESH_VB_WRITEONLY | D3DXMESH_IB_WRITEONLY
{$EXTERNALSYM D3DXMESH_WRITEONLY}
D3DXMESH_DYNAMIC = $880; // D3DXMESH_VB_DYNAMIC | D3DXMESH_IB_DYNAMIC
{$EXTERNALSYM D3DXMESH_DYNAMIC}
D3DXMESH_SOFTWAREPROCESSING = $18000; // D3DXMESH_VB_SOFTWAREPROCESSING | D3DXMESH_IB_SOFTWAREPROCESSING
{$EXTERNALSYM D3DXMESH_SOFTWAREPROCESSING}
type
//patch mesh options
_D3DXPATCHMESH = (
D3DXPATCHMESH_DEFAULT {= 000,}
);
{$EXTERNALSYM _D3DXPATCHMESH}
D3DXPATCHMESH = _D3DXPATCHMESH;
{$EXTERNALSYM D3DXPATCHMESH}
TD3DXPatchMesh = _D3DXPATCHMESH;
// option field values for specifying min value in D3DXGeneratePMesh and D3DXSimplifyMesh
_D3DXMESHSIMP = (
{$IFNDEF COMPILER6_UP}
D3DXMESHSIMP_invalid_0{= 0x0},
D3DXMESHSIMP_VERTEX {= 0x1},
D3DXMESHSIMP_FACE {= 0x2}
{$ELSE}
D3DXMESHSIMP_VERTEX = $1,
D3DXMESHSIMP_FACE = $2
{$ENDIF}
);
{$EXTERNALSYM _D3DXMESHSIMP}
TD3DMeshSimp = _D3DXMESHSIMP;
_MAX_FVF_DECL_SIZE = DWord;
{$EXTERNALSYM _MAX_FVF_DECL_SIZE}
const
MAX_FVF_DECL_SIZE = MAXD3DDECLLENGTH + 1; // +1 for END
{$EXTERNALSYM MAX_FVF_DECL_SIZE}
type
TFVFDeclaration = array [0..MAX_FVF_DECL_SIZE-1] of TD3DVertexElement9;
PD3DXAttributeRange = ^TD3DXAttributeRange;
_D3DXATTRIBUTERANGE = packed record
AttribId: DWord;
FaceStart: DWord;
FaceCount: DWord;
VertexStart: DWord;
VertexCount: DWord;
end;
{$EXTERNALSYM _D3DXATTRIBUTERANGE}
D3DXATTRIBUTERANGE = _D3DXATTRIBUTERANGE;
{$EXTERNALSYM D3DXATTRIBUTERANGE}
TD3DXAttributeRange = _D3DXATTRIBUTERANGE;
PD3DXMaterial = ^TD3DXMaterial;
_D3DXMATERIAL = packed record
MatD3D: TD3Dmaterial9;
pTextureFilename: PAnsiChar;
end;
{$EXTERNALSYM _D3DXMATERIAL}
D3DXMATERIAL = _D3DXMATERIAL;
{$EXTERNALSYM D3DXMATERIAL}
TD3DXMaterial = _D3DXMATERIAL;
_D3DXEFFECTDEFAULTTYPE = (
{$IFNDEF COMPILER6_UP}
D3DXEDT_invalid_0,
D3DXEDT_STRING {= $1}, // pValue points to a null terminated ASCII string
D3DXEDT_FLOATS {= $2}, // pValue points to an array of floats - number of floats is NumBytes / sizeof(float)
D3DXEDT_DWORD {= $3} // pValue points to a DWORD
{$ELSE}
D3DXEDT_STRING = $1, // pValue points to a null terminated ASCII string
D3DXEDT_FLOATS = $2, // pValue points to an array of floats - number of floats is NumBytes / sizeof(float)
D3DXEDT_DWORD = $3 // pValue points to a DWORD
{$ENDIF}
);
{$EXTERNALSYM _D3DXEFFECTDEFAULTTYPE}
D3DXEFFECTDEFAULTTYPE = _D3DXEFFECTDEFAULTTYPE;
{$EXTERNALSYM D3DXEFFECTDEFAULTTYPE}
TD3DXEffectDefaultType = _D3DXEFFECTDEFAULTTYPE;
PD3DXEffectDefault = ^TD3DXEffectDefault;
_D3DXEFFECTDEFAULT = packed record
pParamName: PAnsiChar;
_Type: TD3DXEffectDefaultType; // type of the data pointed to by pValue
NumBytes: DWORD; // size in bytes of the data pointed to by pValue
pValue: Pointer; // data for the default of the effect
end;
{$EXTERNALSYM _D3DXEFFECTDEFAULT}
D3DXEFFECTDEFAULT = _D3DXEFFECTDEFAULT;
{$EXTERNALSYM D3DXEFFECTDEFAULT}
TD3DXEffectDefault = _D3DXEFFECTDEFAULT;
PD3DXEffectInstance = ^TD3DXEffectInstance;
_D3DXEFFECTINSTANCE = packed record
pEffectFilename: PAnsiChar;
NumDefaults: DWORD;
pDefaults: PD3DXEffectDefault;
end;
{$EXTERNALSYM _D3DXEFFECTINSTANCE}
D3DXEFFECTINSTANCE = _D3DXEFFECTINSTANCE;
{$EXTERNALSYM D3DXEFFECTINSTANCE}
TD3DXEffectInstance = _D3DXEFFECTINSTANCE;
PD3DXAttributeWeights = ^TD3DXAttributeWeights;
_D3DXATTRIBUTEWEIGHTS = packed record
Position: Single;
Boundary: Single;
Normal: Single;
Diffuse: Single;
Specular: Single;
Texcoord: array[0..7] of Single;
Tangent: Single;
Binormal: Single;
end;
{$EXTERNALSYM _D3DXATTRIBUTEWEIGHTS}
D3DXATTRIBUTEWEIGHTS = _D3DXATTRIBUTEWEIGHTS;
{$EXTERNALSYM D3DXATTRIBUTEWEIGHTS}
TD3DXAttributeWeights = _D3DXATTRIBUTEWEIGHTS;
_D3DXWELDEPSILONSFLAGS = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
{$EXTERNALSYM _D3DXWELDEPSILONSFLAGS}
TD3DXWeldEpsilonsFlags = _D3DXWELDEPSILONSFLAGS;
const
D3DXWELDEPSILONS_WELDALL = $1; // weld all vertices marked by adjacency as being overlapping
{$EXTERNALSYM D3DXWELDEPSILONS_WELDALL}
D3DXWELDEPSILONS_WELDPARTIALMATCHES = $2; // if a given vertex component is within epsilon, modify partial matched
// vertices so that both components identical AND if all components "equal"
// remove one of the vertices
{$EXTERNALSYM D3DXWELDEPSILONS_WELDPARTIALMATCHES}
D3DXWELDEPSILONS_DONOTREMOVEVERTICES = $4; // instructs weld to only allow modifications to vertices and not removal
// ONLY valid if D3DXWELDEPSILONS_WELDPARTIALMATCHES is set
// useful to modify vertices to be equal, but not allow vertices to be removed
{$EXTERNALSYM D3DXWELDEPSILONS_DONOTREMOVEVERTICES}
D3DXWELDEPSILONS_DONOTSPLIT = $8; // instructs weld to specify the D3DXMESHOPT_DONOTSPLIT flag when doing an Optimize(ATTR_SORT)
// if this flag is not set, all vertices that are in separate attribute groups
// will remain split and not welded. Setting this flag can slow down software vertex processing
{$EXTERNALSYM D3DXWELDEPSILONS_DONOTSPLIT}
type
PD3DXWeldEpsilons = ^TD3DXWeldEpsilons;
_D3DXWELDEPSILONS = packed record
Position: Single; // 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
BlendWeights: Single;
Normal: Single;
PSize: Single;
Specular: Single;
Diffuse: Single;
Texcoord: array[0..7] of Single;
Tangent: Single;
Binormal: Single;
TessFactor: Single;
end;
{$EXTERNALSYM _D3DXWELDEPSILONS}
D3DXWELDEPSILONS = _D3DXWELDEPSILONS;
{$EXTERNALSYM D3DXWELDEPSILONS}
TD3DXWeldEpsilons = _D3DXWELDEPSILONS;
ID3DXMesh = interface;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXBaseMesh);'}
{$EXTERNALSYM ID3DXBaseMesh}
ID3DXBaseMesh = interface(IUnknown)
['{2A835771-BF4D-43f4-8E14-82A809F17D8A}']
// ID3DXBaseMesh
function DrawSubset(AttribId: DWord): HResult; stdcall;
function GetNumFaces: DWord; stdcall;
function GetNumVertices: DWord; stdcall;
function GetFVF: DWord; stdcall;
function GetDeclaration(out Declaration: TFVFDeclaration): HResult; stdcall;
function GetNumBytesPerVertex: DWORD;
function GetOptions: DWord; stdcall;
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function CloneMeshFVF(Options, FVF: DWord; pD3DDevice: IDirect3DDevice9;
out ppCloneMesh: ID3DXMesh): HResult; stdcall;
function CloneMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
pD3DDevice: IDirect3DDevice9; out ppCloneMesh: ID3DXMesh): HResult; stdcall;
function GetVertexBuffer(out ppVB: IDirect3DVertexBuffer9): HResult; stdcall;
function GetIndexBuffer(out ppIB: IDirect3DIndexBuffer9): HResult; stdcall;
function LockVertexBuffer(Flags: DWord; out ppData: Pointer): HResult; stdcall;
function UnlockVertexBuffer: HResult; stdcall;
function LockIndexBuffer(Flags: DWord; out ppData: Pointer): HResult; stdcall;
function UnlockIndexBuffer: HResult; stdcall;
function GetAttributeTable(pAttribTable: PD3DXAttributeRange;
pAttribTableSize: PDWord): HResult; stdcall;
function ConvertPointRepsToAdjacency(pPRep: PDWord; pAdjacency: PDWord): HResult; stdcall;
function ConvertAdjacencyToPointReps(pAdjacency: PDWord; pPRep: PDWord): HResult; stdcall;
function GenerateAdjacency(Epsilon: Single; pAdjacency: PDWord): HResult; stdcall;
function UpdateSemantics(const Declaration: TFVFDeclaration): HResult; stdcall;
end;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXMesh);'}
{$EXTERNALSYM ID3DXMesh}
ID3DXMesh = interface(ID3DXBaseMesh)
['{CCAE5C3B-4DD1-4d0f-997E-4684CA64557F}']
// ID3DXMesh
function LockAttributeBuffer(Flags: DWord; out ppData: PByte): HResult; stdcall;
function UnlockAttributeBuffer: HResult; stdcall;
function Optimize(Flags: DWord; pAdjacencyIn, pAdjacencyOut: PDWord;
pFaceRemap: PDWord; ppVertexRemap: PID3DXBuffer;
out ppOptMesh: ID3DXMesh): HResult; stdcall;
function OptimizeInplace(Flags: DWord; pAdjacencyIn, pAdjacencyOut: PDWord;
pFaceRemap: PDWord; ppVertexRemap: PID3DXBuffer): HResult; stdcall;
function SetAttributeTable(pAttribTable: PD3DXAttributeRange; cAttribTableSize: DWORD): HResult; stdcall;
end;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXPMesh);'}
{$EXTERNALSYM ID3DXPMesh}
ID3DXPMesh = interface(ID3DXBaseMesh)
['{19FBE386-C282-4659-97BD-CB869B084A6C}']
// ID3DXPMesh
function ClonePMeshFVF(Options, FVF: DWord; ppDevice: IDirect3DDevice9;
out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
function ClonePMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
pD3D: IDirect3DDevice9; out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
function SetNumFaces(Faces: DWord): HResult; stdcall;
function SetNumVertices(Vertices: DWord): HResult; stdcall;
function GetMaxFaces: DWord; stdcall;
function GetMinFaces: DWord; stdcall;
function GetMaxVertices: DWord; stdcall;
function GetMinVertices: DWord; stdcall;
function Save(pStream: IStream; pMaterials: PD3DXMaterial;
pEffectInstances: PD3DXEffectInstance; NumMaterials: DWORD): HResult; stdcall;
function Optimize(Flags: DWord; pAdjacencyOut: PDWord;
pFaceRemap: PDWord; ppVertexRemap: PID3DXBuffer;
out ppOptMesh: ID3DXMesh): HResult; stdcall;
function OptimizeBaseLOD(Flags: DWord; pFaceRemap: PDWord): HResult; stdcall;
function TrimByFaces(NewFacesMin, NewFacesMax: DWord; rgiFaceRemap, rgiVertRemap: PDWord): HResult; stdcall;
function TrimByVertices(NewVerticesMin, NewVerticesMax: DWord; rgiFaceRemap, rgiVertRemap: PDWord): HResult; stdcall;
function GetAdjacency(pAdjacency: PDWord): HResult; stdcall;
// 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
function GenerateVertexHistory(pVertexHistory: PDWORD): HResult; stdcall;
end;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXSPMesh);'}
{$EXTERNALSYM ID3DXSPMesh}
ID3DXSPMesh = interface(IUnknown)
['{4E3CA05C-D4FF-4d11-8A02-16459E08F6F4}']
// ID3DXSPMesh
function GetNumFaces: DWord; stdcall;
function GetNumVertices: DWord; stdcall;
function GetFVF: DWord; stdcall;
function GetDeclaration(out Declaration: TFVFDeclaration): HResult; stdcall;
function GetOptions: DWord; stdcall;
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function CloneMeshFVF(Options, FVF: DWord; ppDevice: IDirect3DDevice9;
pAdjacencyOut, pVertexRemapOut: PDWord;
out ppCloneMesh: ID3DXMesh): HResult; stdcall;
function CloneMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
pD3DDevice: IDirect3DDevice9; pAdjacencyOut, pVertexRemapOut: PDWORD;
out ppCloneMesh: ID3DXMesh): HResult; stdcall;
function ClonePMeshFVF(Options, FVF: DWORD; pD3D: IDirect3DDevice9;
pVertexRemapOut: PDWORD; pErrorsByFace: PSingle; out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
function ClonePMesh(Options: DWORD; pDeclaration: PD3DVertexElement9;
pD3D: IDirect3DDevice9; pVertexRemapOut: PDWORD; pErrorsbyFace: PSingle;
out ppCloneMesh: ID3DXPMesh): HResult; stdcall;
function ReduceFaces(Faces: DWord): HResult; stdcall;
function ReduceVertices(Vertices: DWord): HResult; stdcall;
function GetMaxFaces: DWord; stdcall;
function GetMaxVertices: DWord; stdcall;
function GetVertexAttributeWeights(pVertexAttributeWeights: PD3DXAttributeWeights): HResult; stdcall;
function GetVertexWeights(pVertexWeights: PSingle): HResult; stdcall;
end;
const
UNUSED16 = $ffff;
{$EXTERNALSYM UNUSED16}
UNUSED32 = $ffffffff;
{$EXTERNALSYM UNUSED32}
// ID3DXMesh::Optimize options - upper byte only, lower 3 bytes used from _D3DXMESH option flags
type
_D3DXMESHOPT = {$IFDEF TYPE_IDENTITY}type {$ENDIF}DWord;
{$EXTERNALSYM _D3DXMESHOPT}
TD3DXMeshOpt = _D3DXMESHOPT;
const
D3DXMESHOPT_COMPACT = $01000000;
{$EXTERNALSYM D3DXMESHOPT_COMPACT}
D3DXMESHOPT_ATTRSORT = $02000000;
{$EXTERNALSYM D3DXMESHOPT_ATTRSORT}
D3DXMESHOPT_VERTEXCACHE = $04000000;
{$EXTERNALSYM D3DXMESHOPT_VERTEXCACHE}
D3DXMESHOPT_STRIPREORDER = $08000000;
{$EXTERNALSYM D3DXMESHOPT_STRIPREORDER}
D3DXMESHOPT_IGNOREVERTS = $10000000; // optimize faces only; don't touch vertices
{$EXTERNALSYM D3DXMESHOPT_IGNOREVERTS}
D3DXMESHOPT_DONOTSPLIT = $20000000; // do not split vertices shared between attribute groups when attribute sorting
{$EXTERNALSYM D3DXMESHOPT_DONOTSPLIT}
D3DXMESHOPT_DEVICEINDEPENDENT = $00400000; // Only affects VCache. uses a static known good cache size for all cards
{$EXTERNALSYM D3DXMESHOPT_DEVICEINDEPENDENT}
// D3DXMESHOPT_SHAREVB has been removed, please use D3DXMESH_VB_SHARE instead
// Subset of the mesh that has the same attribute and bone combination.
// This subset can be rendered in a single draw call
type
PDWordArray = ^TDWordArray;
{$NODEFINE PDWordArray}
TDWordArray = array[0..MaxInt div SizeOf(DWORD) - 1] of DWord;
{$NODEFINE TDWordArray}
PD3DXBoneCombination = ^TD3DXBoneCombination;
_D3DXBONECOMBINATION = packed record
AttribId: DWord;
FaceStart: DWord;
FaceCount: DWord;
VertexStart: DWord;
VertexCount: DWord;
BoneId: PDWordArray; // [ DWORD* ] in original d3dx8mesh.h
end;
{$EXTERNALSYM _D3DXBONECOMBINATION}
D3DXBONECOMBINATION = _D3DXBONECOMBINATION;
{$EXTERNALSYM D3DXBONECOMBINATION}
TD3DXBoneCombination = _D3DXBONECOMBINATION;
// 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
PD3DXPatchInfo = ^TD3DXPatchInfo;
_D3DXPATCHINFO = packed record
PatchType: TD3DXPatchMeshType;
Degree: TD3DDegreeType;
Basis: TD3DBasisType;
end;
{$EXTERNALSYM _D3DXPATCHINFO}
D3DXPATCHINFO = _D3DXPATCHINFO;
{$EXTERNALSYM D3DXPATCHINFO}
TD3DXPatchInfo = _D3DXPATCHINFO;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXPatchMesh);'}
{$EXTERNALSYM ID3DXPatchMesh}
ID3DXPatchMesh = interface(IUnknown)
['{0AD3E8BC-290D-4dc7-91AB-73A82755B13E}']
// ID3DXPatchMesh
// Return creation parameters
function GetNumPatches: DWORD; stdcall;
function GetNumVertices: DWORD; stdcall;
function GetDeclaration(pDeclaration: PD3DVertexElement9): HResult; stdcall;
function GetControlVerticesPerPatch: DWORD; stdcall;
function GetOptions: DWORD; stdcall;
function GetDevice(out ppDevice: IDirect3DDevice9): HResult; stdcall;
function GetPatchInfo(out PatchInfo: TD3DXPatchInfo): HResult; stdcall;
// Control mesh access
function GetVertexBuffer(out ppVB: IDirect3DVertexBuffer9): HResult; stdcall;
function GetIndexBuffer(out ppIB: IDirect3DIndexBuffer9): HResult; stdcall;
function LockVertexBuffer(flags: DWORD; out ppData: Pointer): HResult; stdcall;
function UnlockVertexBuffer: HResult; stdcall;
function LockIndexBuffer(flags: DWORD; out ppData: Pointer): HResult; stdcall;
function UnlockIndexBuffer: HResult; stdcall;
function LockAttributeBuffer(flags: DWORD; out ppData: PDWORD): HResult; stdcall;
function UnlockAttributeBuffer: HResult; stdcall;
// 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.
function GetTessSize(fTessLevel: Single; Adaptive: LongBool; out NumTriangles, NumVertices: DWORD): HResult; stdcall;
//GenerateAdjacency determines which patches are adjacent with provided tolerance
//this information is used internally to optimize tessellation
function GenerateAdjacency(Tolerance: Single): HResult; stdcall;
//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
function CloneMesh(Options: DWORD; pDecl: PD3DVertexElement9; out pMesh: ID3DXPatchMesh): HResult; stdcall;
// 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
function Optimize(flags: DWORD): HResult; stdcall;
//gets and sets displacement parameters
//displacement maps can only be 2D textures MIP-MAPPING is ignored for non adapative tessellation
function SetDisplaceParam(Texture: IDirect3DBaseTexture9;
MinFilter: TD3DTextureFilterType;
MagFilter: TD3DTextureFilterType;
MipFilter: TD3DTextureFilterType;
Wrap: TD3DTextureAddress;
dwLODBias: DWORD): HResult; stdcall;
function GetDisplaceParam(out Texture: IDirect3DBaseTexture9;
out MinFilter: TD3DTextureFilterType;
out MagFilter: TD3DTextureFilterType;
out MipFilter: TD3DTextureFilterType;
out Wrap: TD3DTextureAddress;
out dwLODBias: DWORD): HResult; stdcall;
// 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.
function Tessellate(fTessLevel: Single; pMesh: ID3DXMesh): HResult; stdcall;
// 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.
function TessellateAdaptive(const pTrans: TD3DXVector4; dwMaxTessLevel, dwMinTessLevel: DWORD; pMesh: ID3DXMesh): HResult; stdcall;
end;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXSkinInfo);'}
{$EXTERNALSYM ID3DXSkinInfo}
ID3DXSkinInfo = interface(IUnknown)
['{0E7DBBF3-421A-4dd8-B738-A5DAC3A48767}']
// Specify the which vertices do each bones influence and by how much
function SetBoneInfluence(bone, numInfluences: DWORD; vertices: PDWORD; weights: PSingle): HResult; stdcall;
function GetNumBoneInfluences(bone: DWORD): DWORD; stdcall;
function GetBoneInfluence(bone: DWORD; vertices: PDWORD; weights: PSingle): HResult; stdcall;
function GetMaxVertexInfluences(out maxVertexInfluences: DWORD): HResult; stdcall;
function GetNumBones: DWORD; stdcall;
// This gets the max face influences based on a triangle mesh with the specified index buffer
function GetMaxFaceInfluences(pIB: IDirect3DIndexBuffer9; NumFaces: DWORD; out maxFaceInfluences:DWORD): HResult; stdcall;
// Set min bone influence. Bone influences that are smaller than this are ignored
function SetMinBoneInfluence(MinInfl: Single): HResult; stdcall;
// Get min bone influence.
function GetMinBoneInfluence: Single; stdcall;
// Bone names are returned by D3DXLoadSkinMeshFromXof. They are not used by any other method of this object
function SetBoneName(Bone: DWORD; pName: PAnsiChar): HResult; stdcall; // pName is copied to an internal string buffer
function GetBoneName(Bone: DWORD): PAnsiChar; stdcall; // 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
function SetBoneOffsetMatrix(Bone: DWORD; const pBoneTransform: TD3DXMatrix): HResult; stdcall; // pBoneTransform is copied to an internal buffer
function GetBoneOffsetMatrix(Bone: DWORD): PD3DXMatrix; stdcall; // A pointer to an internal matrix is returned. Do not free this.
// Clone a skin info object
function Clone(out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall;
// Update bone influence information to match vertices after they are reordered. This should be called
// if the target vertex buffer has been reordered externally.
function Remap(NumVertices: DWORD; pVertexRemap: PDWORD): HResult; stdcall;
// These methods enable the modification of the vertex layout of the vertices that will be skinned
function SetFVF(FVF: DWORD): HResult; stdcall;
function SetDeclaration(pDeclaration: PD3DVertexElement9): HResult; stdcall;
function GetFVF: DWORD; stdcall;
function GetDeclaration(Declaration: TFVFDeclaration): HResult; stdcall;
// Apply SW skinning based on current pose matrices to the target vertices.
function UpdateSkinnedMesh(
pBoneTransforms: PD3DXMatrix;
pBoneInvTransposeTransforms: PD3DXMatrix;
pVerticesSrc: Pointer;
pVerticesDst: Pointer): HResult; stdcall;
// 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
function ConvertToBlendedMesh(
pMesh: ID3DXMesh;
Options: DWORD;
pAdjacencyIn: PDWORD;
pAdjacencyOut: PDWORD;
pFaceRemap: PDWORD;
ppVertexRemap: PID3DXBuffer;
pMaxFaceInfl: PDWORD;
out pNumBoneCombinations: DWORD;
out ppBoneCombinationTable: ID3DXBuffer;
out ppMesh: ID3DXMesh): HResult; stdcall;
// 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
function ConvertToIndexedBlendedMesh(
pMesh: ID3DXMesh;
Options: DWORD;
paletteSize: DWORD;
pAdjacencyIn: PDWORD;
pAdjacencyOut: PDWORD;
pFaceRemap: PDWORD;
ppVertexRemap: PID3DXBuffer;
pMaxVertexInfl: PDWORD;
out pNumBoneCombinations: DWORD;
out ppBoneCombinationTable: ID3DXBuffer;
out ppMesh: ID3DXMesh): HResult; stdcall;
end;
type
IID_ID3DXBaseMesh = ID3DXBaseMesh;
{$EXTERNALSYM IID_ID3DXBaseMesh}
IID_ID3DXMesh = ID3DXMesh;
{$EXTERNALSYM IID_ID3DXMesh}
IID_ID3DXPMesh = ID3DXPMesh;
{$EXTERNALSYM IID_ID3DXPMesh}
IID_ID3DXSPMesh = ID3DXSPMesh;
{$EXTERNALSYM IID_ID3DXSPMesh}
IID_ID3DXSkinInfo = ID3DXSkinInfo;
{$EXTERNALSYM IID_ID3DXSkinInfo}
IID_ID3DXPatchMesh = ID3DXPatchMesh;
{$EXTERNALSYM IID_ID3DXPatchMesh}
function D3DXCreateMesh(NumFaces, NumVertices: DWord; Options: DWord;
pDeclaration: PD3DVertexElement9;
pD3D: IDirect3DDevice9; out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateMesh}
function D3DXCreateMeshFVF(NumFaces, NumVertices: DWord; Options: DWord;
FVF: DWord; pD3D: IDirect3DDevice9; out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateMeshFVF}
function D3DXCreateSPMesh(pMesh: ID3DXMesh; pAdjacency: PDWord;
pVertexAttributeWeights: PD3DXAttributeWeights; pVertexWeights: PSingle;
out ppSMesh: ID3DXSPMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSPMesh}
// clean a mesh up for simplification, try to make manifold
function D3DXCleanMesh(pMeshIn: ID3DXMesh; pAdjacencyIn: PDWord;
out ppMeshOut: ID3DXMesh; pAdjacencyOut: PDWord;
ppErrorsAndWarnings: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCleanMesh}
function D3DXValidMesh(pMeshIn: ID3DXMesh; pAdjacency: PDWord;
ppErrorsAndWarnings: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXValidMesh}
function D3DXGeneratePMesh(pMesh: ID3DXMesh; pAdjacency: PDWord;
pVertexAttributeWeights: PD3DXAttributeWeights; pVertexWeights: PSingle;
MinValue: DWord; Options: TD3DMeshSimp; out ppPMesh: ID3DXPMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGeneratePMesh}
function D3DXSimplifyMesh(pMesh: ID3DXMesh; pAdjacency: PDWord;
pVertexAttributeWeights: PD3DXAttributeWeights; pVertexWeights: PSingle;
MinValue: DWord; Options: TD3DMeshSimp; out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXSimplifyMesh}
function D3DXComputeBoundingSphere(
pFirstPosition: PD3DXVector3; // pointer to first position
NumVertices: DWORD;
dwStride: DWORD; // count in bytes to subsequent position vectors
out pCenter: TD3DXVector3;
out pRadius: Single): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeBoundingSphere}
function D3DXComputeBoundingBox(
pFirstPosition: PD3DXVector3; // pointer to first position
NumVertices: DWORD;
dwStride: DWORD; // count in bytes to subsequent position vectors
out pMin, pMax: TD3DXVector3): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeBoundingBox}
function D3DXComputeNormals(pMesh: ID3DXBaseMesh; pAdjacency: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeNormals}
function D3DXCreateBuffer(NumBytes: DWord; out ppBuffer: ID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateBuffer}
function D3DXLoadMeshFromXA(
pFilename: PAnsiChar;
Options: DWord;
pD3D: IDirect3DDevice9;
ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWORD;
out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL name 'D3DXLoadMeshFromXA';
{$EXTERNALSYM D3DXLoadMeshFromXA}
function D3DXLoadMeshFromXW(
pFilename: PWideChar;
Options: DWord;
pD3D: IDirect3DDevice9;
ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWORD;
out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL name 'D3DXLoadMeshFromXW';
{$EXTERNALSYM D3DXLoadMeshFromXW}
function D3DXLoadMeshFromX(
pFilename: PChar;
Options: DWord;
pD3D: IDirect3DDevice9;
ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWORD;
out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL name 'D3DXLoadMeshFromXA';
{$EXTERNALSYM D3DXLoadMeshFromX}
function D3DXLoadMeshFromXInMemory(
Memory: Pointer;
SizeOfMemory: DWORD;
Options: DWORD;
pD3D: IDirect3DDevice9;
ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWORD;
out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadMeshFromXInMemory}
function D3DXLoadMeshFromXResource(
Module: HModule;
Name: PAnsiChar;
_Type: PAnsiChar;
Options: DWORD;
pD3D: IDirect3DDevice9;
ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWORD;
out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadMeshFromXResource}
function D3DXSaveMeshToXA(
pFilename: PAnsiChar;
pMesh: ID3DXMesh;
pAdjacency: PDWORD;
pMaterials: PD3DXMaterial;
pEffectInstances: PD3DXEffectInstance;
NumMaterials: DWORD;
Format: DWORD): HResult; stdcall; external d3dx9meshDLL name 'D3DXSaveMeshToXA';
{$EXTERNALSYM D3DXSaveMeshToXA}
function D3DXSaveMeshToXW(
pFilename: PWideChar;
pMesh: ID3DXMesh;
pAdjacency: PDWORD;
pMaterials: PD3DXMaterial;
pEffectInstances: PD3DXEffectInstance;
NumMaterials: DWORD;
Format: DWORD): HResult; stdcall; external d3dx9meshDLL name 'D3DXSaveMeshToXW';
{$EXTERNALSYM D3DXSaveMeshToXW}
function D3DXSaveMeshToX(
pFilename: PChar;
pMesh: ID3DXMesh;
pAdjacency: PDWORD;
pMaterials: PD3DXMaterial;
pEffectInstances: PD3DXEffectInstance;
NumMaterials: DWORD;
Format: DWORD): HResult; stdcall; external d3dx9meshDLL name 'D3DXSaveMeshToXA';
{$EXTERNALSYM D3DXSaveMeshToX}
function D3DXCreatePMeshFromStream(
pStream: IStream;
Options: DWORD;
pD3DDevice: IDirect3DDevice9;
ppMaterials: PID3DXBuffer;
ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWORD;
out ppPMesh: ID3DXPMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreatePMeshFromStream}
// 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.
function D3DXCreateSkinInfo(
NumVertices: DWORD;
pDeclaration: PD3DVertexElement9;
NumBones: DWORD;
out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSkinInfo}
// Creates a skin info object based on the number of vertices, number of bones, and a FVF describing the vertex layout of the target vertices
// The bone names and initial bone transforms are not filled in the skin info object by this method.
function D3DXCreateSkinInfoFVF(
NumVertices: DWORD;
FVF: DWORD;
NumBones: DWORD;
out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSkinInfoFVF}
function D3DXLoadMeshFromXof(
pXofObjMesh: IDirectXFileData;
Options: DWord;
pD3D: IDirect3DDevice9;
ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWord;
out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadMeshFromXof}
// This similar to D3DXLoadMeshFromXof, except also returns skinning info if present in the file
// If skinning info is not present, ppSkinInfo will be NULL
function D3DXLoadSkinMeshFromXof(
pXofObjMesh: IDirectXFileData;
Options: DWORD;
pD3D: IDirect3DDevice9;
ppAdjacency, ppMaterials, ppEffectInstances: PID3DXBuffer;
pMatOut: PDWORD;
out ppSkinInfo: ID3DXSkinInfo;
out ppMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadSkinMeshFromXof}
// 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.
function D3DXCreateSkinInfoFromBlendedMesh(
pMesh: ID3DXBaseMesh;
NumBoneCombinations: DWORD;
pBoneCombinationTable: PD3DXBoneCombination;
out ppSkinInfo: ID3DXSkinInfo): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateSkinInfoFromBlendedMesh}
function D3DXTessellateNPatches(pMeshIn: ID3DXMesh;
pAdjacencyIn: PDWord; NumSegs: Single;
QuadraticInterpNormals: BOOL; // if false use linear intrep for normals, if true use quadratic
out ppMeshOut: ID3DXMesh; ppAdjacencyOut: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTessellateNPatches}
//generates implied outputdecl from input decl
//the decl generated from this should be used to generate the output decl for
//the tessellator subroutines.
function D3DXGenerateOutputDecl(
pOutput: PD3DVertexElement9;
pInput: PD3DVertexElement9): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGenerateOutputDecl}
//loads patches from an XFileData
//since an X file can have up to 6 different patch meshes in it,
//returns them in an array - pNumPatches will contain the number of
//meshes in the actual file.
function D3DXLoadPatchMeshFromXof(
pXofObjMesh: IDirectXFileData;
Options: DWORD;
pDevice: IDirect3DDevice9;
ppMaterials: PID3DXBuffer;
ppEffectInstances: PID3DXBuffer;
pNumMaterials: PDWORD;
out ppMesh: ID3DXPatchMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXLoadPatchMeshFromXof}
//computes the size a single rect patch.
function D3DXRectPatchSize(
pfNumSegs: PSingle; //segments for each edge (4)
pdwTriangles: PDWORD; //output number of triangles
pdwVertices: PDWORD //output number of vertices
): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXRectPatchSize}
//computes the size of a single triangle patch
function D3DXTriPatchSize(
pfNumSegs: PSingle; //segments for each edge (3)
pdwTriangles: PDWORD; //output number of triangles
pdwVertices: PDWORD //output number of vertices
): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTriPatchSize}
//tessellates a patch into a created mesh
//similar to D3D RT patch
function D3DXTessellateRectPatch(
pVB: IDirect3DVertexBuffer9;
pNumSegs: PSingle;
pdwInDecl: PD3DVertexElement9;
const pRectPatchInfo: TD3DRectPatchInfo;
pMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTessellateRectPatch}
function D3DXTessellateTriPatch(
pVB: IDirect3DVertexBuffer9;
pNumSegs: PSingle;
pInDecl: PD3DVertexElement9;
pTriPatchInfo: TD3DTriPatchInfo;
pMesh: ID3DXMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXTessellateTriPatch}
//creates an NPatch PatchMesh from a D3DXMESH
function D3DXCreateNPatchMesh(
pMeshSysMem: ID3DXMesh;
out pPatchMesh: ID3DXPatchMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreateNPatchMesh}
//creates a patch mesh
function D3DXCreatePatchMesh(
const pInfo: TD3DXPatchInfo; //patch type
dwNumPatches: DWORD; //number of patches
dwNumVertices: DWORD; //number of control vertices
dwOptions: DWORD; //options
pDecl: PD3DVertexElement9; //format of control vertices
pDevice: IDirect3DDevice9;
out pPatchMesh: ID3DXPatchMesh): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXCreatePatchMesh}
//returns the number of degenerates in a patch mesh -
//text output put in string.
function D3DXValidPatchMesh(
pMesh: ID3DXPatchMesh;
dwcDegenerateVertices: PDWORD;
dwcDegeneratePatches: PDWORD;
ppErrorsAndWarnings: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXValidPatchMesh}
function D3DXGetFVFVertexSize(FVF: DWord): LongWord; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGetFVFVertexSize}
function D3DXGetDeclVertexSize(pDecl: PD3DVertexElement9; Stream: DWORD): LongWord; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGetDeclVertexSize}
function D3DXGetDeclLength(pDecl: PD3DVertexElement9): LongWord; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXGetDeclLength}
function D3DXDeclaratorFromFVF(FVF: DWord; out Declaration: TFVFDeclaration): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXDeclaratorFromFVF}
function D3DXFVFFromDeclarator(pDeclarator: PD3DVertexElement9; out pFVF: DWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXFVFFromDeclarator}
function D3DXWeldVertices(
pMesh: ID3DXMesh;
Flags: DWORD;
pEpsilons: PD3DXWeldEpsilons;
rgdwAdjacencyIn, rgdwAdjacencyOut, pFaceRemap: PDWord;
ppVertexRemap: PID3DXBuffer): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXWeldVertices}
type
PD3DXIntersectInfo = ^TD3DXIntersectInfo;
_D3DXINTERSECTINFO = packed record
FaceIndex: DWord; // index of face intersected
U: Single; // Barycentric Hit Coordinates
V: Single; // Barycentric Hit Coordinates
Dist: Single; // Ray-Intersection Parameter Distance
end;
{$EXTERNALSYM _D3DXINTERSECTINFO}
D3DXINTERSECTINFO = _D3DXINTERSECTINFO;
{$EXTERNALSYM D3DXINTERSECTINFO}
TD3DXIntersectInfo = _D3DXINTERSECTINFO;
function D3DXIntersect(pMesh: ID3DXBaseMesh;
const pRayPos, pRayDir: TD3DXVector3;
out pHit: BOOL; // True if any faces were intersected
pFaceIndex: PDWord; // index of closest face intersected
pU: PSingle; // Barycentric Hit Coordinates
pV: PSingle; // Barycentric Hit Coordinates
pDist: PSingle; // Ray-Intersection Parameter Distance
ppAllHits: PID3DXBuffer; // Array of D3DXINTERSECTINFOs for all hits (not just closest)
pCountOfHits: PDWord // Number of entries in AllHits array
): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXIntersect}
function D3DXIntersectSubset(pMesh: ID3DXBaseMesh; AttribId: DWord;
const pRayPos, pRayDir: TD3DXVector3;
out pHit: BOOL; // True if any faces were intersected
pFaceIndex: PDWord; // index of closest face intersected
pU: PSingle; // Barycentric Hit Coordinates
pV: PSingle; // Barycentric Hit Coordinates
pDist: PSingle; // Ray-Intersection Parameter Distance
ppAllHits: PID3DXBuffer; // Array of D3DXINTERSECTINFOs for all hits (not just closest)
pCountOfHits: PDWord // Number of entries in AllHits array
): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXIntersectSubset}
function D3DXSplitMesh(pMeshIn: ID3DXMesh; pAdjacencyIn: PDWord;
MaxSize, Options: DWord;
out pMeshesOut: DWord; out ppMeshArrayOut: ID3DXBuffer;
ppAdjacencyArrayOut, ppFaceRemapArrayOut, ppVertRemapArrayOut: PID3DXBuffer
): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXSplitMesh}
function D3DXIntersectTri(
const p0: TD3DXVector3; // Triangle vertex 0 position
const p1: TD3DXVector3; // Triangle vertex 1 position
const p2: TD3DXVector3; // Triangle vertex 2 position
const pRayPos: TD3DXVector3; // Ray origin
const pRayDir: TD3DXVector3; // Ray direction
out pU: Single; // Barycentric Hit Coordinates
out pV: Single; // Barycentric Hit Coordinates
out pDist: Single // Ray-Intersection Parameter Distance
): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXIntersectTri}
function D3DXSphereBoundProbe(const pCenter: TD3DXVector3; Radius: Single;
out pRayPosition, pRayDirection: TD3DXVector3): BOOL; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXSphereBoundProbe}
function D3DXBoxBoundProbe(const pMin, pMax: TD3DXVector3;
out pRayPosition, pRayDirection: TD3DXVector3): BOOL; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXBoxBoundProbe}
//D3DXComputeTangent
//
//Computes the Tangent vectors for the TexStage texture coordinates
//and places the results in the TANGENT[TangentIndex] specified in the meshes' DECL
//puts the binorm in BINORM[BinormIndex] also specified in the decl.
//
//If neither the binorm or the tangnet are in the meshes declaration,
//the function will fail.
//
//If a tangent or Binorm field is in the Decl, but the user does not
//wish D3DXComputeTangent to replace them, then D3DX_DEFAULT specified
//in the TangentIndex or BinormIndex will cause it to ignore the specified
//semantic.
//
//Wrap should be specified if the texture coordinates wrap.
function D3DXComputeTangent(
Mesh: ID3DXMesh;
TexStage: DWORD;
TangentIndex: DWORD;
BinormIndex: DWORD;
Wrap: DWORD;
Adjacency: PDWORD): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXComputeTangent}
function D3DXConvertMeshSubsetToSingleStrip(
MeshIn: ID3DXBaseMesh;
AttribId: DWord;
IBOptions: DWord;
out ppIndexBuffer: IDirect3DIndexBuffer9;
pNumIndices: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXConvertMeshSubsetToSingleStrip}
function D3DXConvertMeshSubsetToStrips(
MeshIn: ID3DXBaseMesh;
AttribId: DWord;
IBOptions: DWord;
out ppIndexBuffer: IDirect3DIndexBuffer9;
pNumIndices: PDWord;
ppStripLengths: PID3DXBuffer;
pNumStrips: PDWord): HResult; stdcall; external d3dx9meshDLL;
{$EXTERNALSYM D3DXConvertMeshSubsetToStrips}
//////////////////////////////////////////////////////////////////////////////
//
// Definitions of .X file templates used by mesh load/save functions
// that are not RM standard
//
//////////////////////////////////////////////////////////////////////////////
const
DXFILEOBJ_XSkinMeshHeader: TGUID = '{3CF169CE-FF7C-44ab-93C0-F78F62D172E2}';
{$EXTERNALSYM DXFILEOBJ_XSkinMeshHeader}
DXFILEOBJ_VertexDuplicationIndices: TGUID = '{B8D65549-D7C9-4995-89CF-53A9A8B031E3}';
{$EXTERNALSYM DXFILEOBJ_VertexDuplicationIndices}
DXFILEOBJ_FaceAdjacency: TGUID = '{A64C844A-E282-4756-8B80-250CDE04398C}';
{$EXTERNALSYM DXFILEOBJ_FaceAdjacency}
DXFILEOBJ_SkinWeights: TGUID = '{6F0D123B-BAD2-4167-A0D0-80224F25FABB}';
{$EXTERNALSYM DXFILEOBJ_SkinWeights}
DXFILEOBJ_Patch: TGUID = '{A3EB5D44-FC22-429d-9AFB-3221CB9719A6}';
{$EXTERNALSYM DXFILEOBJ_Patch}
DXFILEOBJ_PatchMesh: TGUID = '{D02C95CC-EDBA-4305-9B5D-1820D7704BBF}';
{$EXTERNALSYM DXFILEOBJ_PatchMesh}
DXFILEOBJ_PatchMesh9: TGUID = '{B9EC94E1-B9A6-4251-BA18-94893F02C0EA}';
{$EXTERNALSYM DXFILEOBJ_PatchMesh9}
DXFILEOBJ_PMInfo: TGUID = '{B6C3E656-EC8B-4b92-9B62-681659522947}';
{$EXTERNALSYM DXFILEOBJ_PMInfo}
DXFILEOBJ_PMAttributeRange: TGUID = '{917E0427-C61E-4a14-9C64-AFE65F9E9844}';
{$EXTERNALSYM DXFILEOBJ_PMAttributeRange}
DXFILEOBJ_PMVSplitRecord: TGUID = '{574CCC14-F0B3-4333-822D-93E8A8A08E4C}';
{$EXTERNALSYM DXFILEOBJ_PMVSplitRecord}
DXFILEOBJ_FVFData: TGUID = '{B6E70A0E-8EF9-4e83-94AD-ECC8B0C04897}';
{$EXTERNALSYM DXFILEOBJ_FVFData}
DXFILEOBJ_VertexElement: TGUID = '{F752461C-1E23-48f6-B9F8-8350850F336F}';
{$EXTERNALSYM DXFILEOBJ_VertexElement}
DXFILEOBJ_DeclData: TGUID = '{BF22E553-292C-4781-9FEA-62BD554BDD93}';
{$EXTERNALSYM DXFILEOBJ_DeclData}
DXFILEOBJ_EffectFloats: TGUID = '{F1CFE2B3-0DE3-4e28-AFA1-155A750A282D}';
{$EXTERNALSYM DXFILEOBJ_EffectFloats}
DXFILEOBJ_EffectString: TGUID = '{D55B097E-BDB6-4c52-B03D-6051C89D0E42}';
{$EXTERNALSYM DXFILEOBJ_EffectString}
DXFILEOBJ_EffectDWord: TGUID = '{622C0ED0-956E-4da9-908A-2AF94F3CE716}';
{$EXTERNALSYM DXFILEOBJ_EffectDWord}
DXFILEOBJ_EffectParamFloats: TGUID = '{3014B9A0-62F5-478c-9B86-E4AC9F4E418B}';
{$EXTERNALSYM DXFILEOBJ_EffectParamFloats}
DXFILEOBJ_EffectParamString: TGUID = '{1DBC4C88-94C1-46ee-9076-2C28818C9481}';
{$EXTERNALSYM DXFILEOBJ_EffectParamString}
DXFILEOBJ_EffectParamDWord: TGUID = '{E13963BC-AE51-4c5d-B00F-CFA3A9D97CE5}';
{$EXTERNALSYM DXFILEOBJ_EffectParamDWord}
DXFILEOBJ_EffectInstance: TGUID = '{E331F7E4-0559-4cc2-8E99-1CEC1657928F}';
{$EXTERNALSYM DXFILEOBJ_EffectInstance}
DXFILEOBJ_AnimTicksPerSecond: TGUID = '{9E415A43-7BA6-4a73-8743-B73D47E88476}';
{$EXTERNALSYM DXFILEOBJ_AnimTicksPerSecond}
const
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; ' +
'} ';
{$EXTERNALSYM XSKINEXP_TEMPLATES}
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]; ' +
'} ';
{$EXTERNALSYM XEXTENSIONS_TEMPLATES}
///////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9shapes.h
// Content: D3DX simple shapes
//
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Functions:
///////////////////////////////////////////////////////////////////////////
//-------------------------------------------------------------------------
// D3DXCreatePolygon:
// ------------------
// Creates a mesh containing an n-sided polygon. The polygon is centered
// at the origin.
//
// Parameters:
//
// pDevice The D3D device with which the mesh is going to be used.
// Length Length of each side.
// Sides Number of sides the polygon has. (Must be >= 3)
// ppMesh The mesh object which will be created
// ppAdjacency Returns a buffer containing adjacency info. Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreatePolygon(ppDevice: IDirect3DDevice9;
Length: Single;
Sides: LongWord;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreatePolygon}
//-------------------------------------------------------------------------
// D3DXCreateBox:
// --------------
// Creates a mesh containing an axis-aligned box. The box is centered at
// the origin.
//
// Parameters:
//
// pDevice The D3D device with which the mesh is going to be used.
// Width Width of box (along X-axis)
// Height Height of box (along Y-axis)
// Depth Depth of box (along Z-axis)
// ppMesh The mesh object which will be created
// ppAdjacency Returns a buffer containing adjacency info. Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateBox(ppDevice: IDirect3DDevice9;
Width,
Height,
Depth: Single;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateBox}
//-------------------------------------------------------------------------
// D3DXCreateCylinder:
// -------------------
// Creates a mesh containing a cylinder. The generated cylinder is
// centered at the origin, and its axis is aligned with the Z-axis.
//
// Parameters:
//
// pDevice The D3D device with which the mesh is going to be used.
// Radius1 Radius at -Z end (should be >= 0.0f)
// Radius2 Radius at +Z end (should be >= 0.0f)
// Length Length of cylinder (along Z-axis)
// Slices Number of slices about the main axis
// Stacks Number of stacks along the main axis
// ppMesh The mesh object which will be created
// ppAdjacency Returns a buffer containing adjacency info. Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateCylinder(ppDevice: IDirect3DDevice9;
Radius1,
Radius2,
Length: Single;
Slices,
Stacks: LongWord;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateCylinder}
//-------------------------------------------------------------------------
// D3DXCreateSphere:
// -----------------
// Creates a mesh containing a sphere. The sphere is centered at the
// origin.
//
// Parameters:
//
// pDevice The D3D device with which the mesh is going to be used.
// Radius Radius of the sphere (should be >= 0.0f)
// Slices Number of slices about the main axis
// Stacks Number of stacks along the main axis
// ppMesh The mesh object which will be created
// ppAdjacency Returns a buffer containing adjacency info. Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateSphere(ppDevice: IDirect3DDevice9;
Radius: Single;
Slices,
Stacks: LongWord;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateSphere}
//-------------------------------------------------------------------------
// D3DXCreateTorus:
// ----------------
// Creates a mesh containing a torus. The generated torus is centered at
// the origin, and its axis is aligned with the Z-axis.
//
// Parameters:
//
// pDevice The D3D device with which the mesh is going to be used.
// InnerRadius Inner radius of the torus (should be >= 0.0f)
// OuterRadius Outer radius of the torue (should be >= 0.0f)
// Sides Number of sides in a cross-section (must be >= 3)
// Rings Number of rings making up the torus (must be >= 3)
// ppMesh The mesh object which will be created
// ppAdjacency Returns a buffer containing adjacency info. Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateTorus(ppDevice: IDirect3DDevice9;
InnerRadius,
OuterRadius: Single;
Sides,
Rings: LongWord;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateTorus}
//-------------------------------------------------------------------------
// D3DXCreateTeapot:
// -----------------
// Creates a mesh containing a teapot.
//
// Parameters:
//
// pDevice The D3D device with which the mesh is going to be used.
// ppMesh The mesh object which will be created
// ppAdjacency Returns a buffer containing adjacency info. Can be NULL.
//-------------------------------------------------------------------------
function D3DXCreateTeapot(ppDevice: IDirect3DDevice9;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer): HResult; stdcall; external d3dx9shapesDLL;
{$EXTERNALSYM D3DXCreateTeapot}
//-------------------------------------------------------------------------
// D3DXCreateText:
// ---------------
// Creates a mesh containing the specified text using the font associated
// with the device context.
//
// Parameters:
//
// pDevice The D3D device with which the mesh is going to be used.
// hDC Device context, with desired font selected
// pText Text to generate
// Deviation Maximum chordal deviation from true font outlines
// Extrusion Amount to extrude text in -Z direction
// ppMesh The mesh object which will be created
// pGlyphMetrics Address of buffer to receive glyph metric data (or NULL)
//-------------------------------------------------------------------------
function D3DXCreateTextA(ppDevice: IDirect3DDevice9;
hDC: HDC;
pText: PAnsiChar;
Deviation: Single;
Extrusion: Single;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer;
pGlyphMetrics: PGlyphMetricsFloat): HResult; stdcall; external d3dx9shapesDLL name 'D3DXCreateTextA';
{$EXTERNALSYM D3DXCreateTextA}
function D3DXCreateTextW(ppDevice: IDirect3DDevice9;
hDC: HDC;
pText: PWideChar;
Deviation: Single;
Extrusion: Single;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer;
pGlyphMetrics: PGlyphMetricsFloat): HResult; stdcall; external d3dx9shapesDLL name 'D3DXCreateTextW';
{$EXTERNALSYM D3DXCreateTextW}
function D3DXCreateText(ppDevice: IDirect3DDevice9;
hDC: HDC;
pText: PChar;
Deviation: Single;
Extrusion: Single;
out ppMesh: ID3DXMesh;
ppAdjacency: PID3DXBuffer;
pGlyphMetrics: PGlyphMetricsFloat): HResult; stdcall; external d3dx9shapesDLL name 'D3DXCreateTextA';
{$EXTERNALSYM D3DXCreateText}
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9tex.h
// Content: D3DX texturing APIs
//
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DX_FILTER flags:
// ------------------
//
// A valid filter must contain one of these values:
//
// D3DX_FILTER_NONE
// No scaling or filtering will take place. Pixels outside the bounds
// of the source image are assumed to be transparent black.
// D3DX_FILTER_POINT
// Each destination pixel is computed by sampling the nearest pixel
// from the source image.
// D3DX_FILTER_LINEAR
// Each destination pixel is computed by linearly interpolating between
// the nearest pixels in the source image. This filter works best
// when the scale on each axis is less than 2.
// D3DX_FILTER_TRIANGLE
// Every pixel in the source image contributes equally to the
// destination image. This is the slowest of all the filters.
// D3DX_FILTER_BOX
// Each pixel is computed by averaging a 2x2(x2) box pixels from
// the source image. Only works when the dimensions of the
// destination are half those of the source. (as with mip maps)
//
// And can be OR'd with any of these optional flags:
//
// D3DX_FILTER_MIRROR_U
// Indicates that pixels off the edge of the texture on the U-axis
// should be mirrored, not wraped.
// D3DX_FILTER_MIRROR_V
// Indicates that pixels off the edge of the texture on the V-axis
// should be mirrored, not wraped.
// D3DX_FILTER_MIRROR_W
// Indicates that pixels off the edge of the texture on the W-axis
// should be mirrored, not wraped.
// D3DX_FILTER_MIRROR
// Same as specifying D3DX_FILTER_MIRROR_U | D3DX_FILTER_MIRROR_V |
// D3DX_FILTER_MIRROR_V
// D3DX_FILTER_DITHER
// Dithers the resulting image using a 4x4 order dither pattern.
// D3DX_FILTER_SRGB_IN
// Denotes that the input data is in sRGB (gamma 2.2) colorspace.
// D3DX_FILTER_SRGB_OUT
// Denotes that the output data is in sRGB (gamma 2.2) colorspace.
// D3DX_FILTER_SRGB
// Same as specifying D3DX_FILTER_SRGB_IN | D3DX_FILTER_SRGB_OUT
//
//----------------------------------------------------------------------------
const
D3DX_FILTER_NONE = (1 shl 0);
{$EXTERNALSYM D3DX_FILTER_NONE}
D3DX_FILTER_POINT = (2 shl 0);
{$EXTERNALSYM D3DX_FILTER_POINT}
D3DX_FILTER_LINEAR = (3 shl 0);
{$EXTERNALSYM D3DX_FILTER_LINEAR}
D3DX_FILTER_TRIANGLE = (4 shl 0);
{$EXTERNALSYM D3DX_FILTER_TRIANGLE}
D3DX_FILTER_BOX = (5 shl 0);
{$EXTERNALSYM D3DX_FILTER_BOX}
D3DX_FILTER_MIRROR_U = (1 shl 16);
{$EXTERNALSYM D3DX_FILTER_MIRROR_U}
D3DX_FILTER_MIRROR_V = (2 shl 16);
{$EXTERNALSYM D3DX_FILTER_MIRROR_V}
D3DX_FILTER_MIRROR_W = (4 shl 16);
{$EXTERNALSYM D3DX_FILTER_MIRROR_W}
D3DX_FILTER_MIRROR = (7 shl 16);
{$EXTERNALSYM D3DX_FILTER_MIRROR}
D3DX_FILTER_DITHER = (1 shl 19);
{$EXTERNALSYM D3DX_FILTER_DITHER}
D3DX_FILTER_SRGB_IN = (1 shl 20);
{$EXTERNALSYM D3DX_FILTER_SRGB_IN}
D3DX_FILTER_SRGB_OUT = (2 shl 20);
{$EXTERNALSYM D3DX_FILTER_SRGB_OUT}
D3DX_FILTER_SRGB = (3 shl 20);
{$EXTERNALSYM D3DX_FILTER_SRGB}
//----------------------------------------------------------------------------
// D3DX_NORMALMAP flags:
// ---------------------
// These flags are used to control how D3DXComputeNormalMap generates normal
// maps. Any number of these flags may be OR'd together in any combination.
//
// D3DX_NORMALMAP_MIRROR_U
// Indicates that pixels off the edge of the texture on the U-axis
// should be mirrored, not wraped.
// D3DX_NORMALMAP_MIRROR_V
// Indicates that pixels off the edge of the texture on the V-axis
// should be mirrored, not wraped.
// D3DX_NORMALMAP_MIRROR
// Same as specifying D3DX_NORMALMAP_MIRROR_U | D3DX_NORMALMAP_MIRROR_V
// D3DX_NORMALMAP_INVERTSIGN
// Inverts the direction of each normal
// D3DX_NORMALMAP_COMPUTE_OCCLUSION
// Compute the per pixel Occlusion term and encodes it into the alpha.
// An Alpha of 1 means that the pixel is not obscured in anyway, and
// an alpha of 0 would mean that the pixel is completly obscured.
//
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
const
D3DX_NORMALMAP_MIRROR_U = (1 shl 16);
{$EXTERNALSYM D3DX_NORMALMAP_MIRROR_U}
D3DX_NORMALMAP_MIRROR_V = (2 shl 16);
{$EXTERNALSYM D3DX_NORMALMAP_MIRROR_V}
D3DX_NORMALMAP_MIRROR = (3 shl 16);
{$EXTERNALSYM D3DX_NORMALMAP_MIRROR}
D3DX_NORMALMAP_INVERTSIGN = (8 shl 16);
{$EXTERNALSYM D3DX_NORMALMAP_INVERTSIGN}
D3DX_NORMALMAP_COMPUTE_OCCLUSION = (16 shl 16);
{$EXTERNALSYM D3DX_NORMALMAP_COMPUTE_OCCLUSION}
//----------------------------------------------------------------------------
// D3DX_CHANNEL flags:
// -------------------
// These flags are used by functions which operate on or more channels
// in a texture.
//
// D3DX_CHANNEL_RED
// Indicates the red channel should be used
// D3DX_CHANNEL_BLUE
// Indicates the blue channel should be used
// D3DX_CHANNEL_GREEN
// Indicates the green channel should be used
// D3DX_CHANNEL_ALPHA
// Indicates the alpha channel should be used
// D3DX_CHANNEL_LUMINANCE
// Indicates the luminaces of the red green and blue channels should be
// used.
//
//----------------------------------------------------------------------------
const
D3DX_CHANNEL_RED = (1 shl 0);
{$EXTERNALSYM D3DX_CHANNEL_RED}
D3DX_CHANNEL_BLUE = (1 shl 1);
{$EXTERNALSYM D3DX_CHANNEL_BLUE}
D3DX_CHANNEL_GREEN = (1 shl 2);
{$EXTERNALSYM D3DX_CHANNEL_GREEN}
D3DX_CHANNEL_ALPHA = (1 shl 3);
{$EXTERNALSYM D3DX_CHANNEL_ALPHA}
D3DX_CHANNEL_LUMINANCE = (1 shl 4);
{$EXTERNALSYM D3DX_CHANNEL_LUMINANCE}
//----------------------------------------------------------------------------
// D3DXIMAGE_FILEFORMAT:
// ---------------------
// This enum is used to describe supported image file formats.
//
//----------------------------------------------------------------------------
type
PD3DXImageFileFormat = ^TD3DXImageFileFormat;
_D3DXIMAGE_FILEFORMAT = (
D3DXIFF_BMP {= 0},
D3DXIFF_JPG {= 1},
D3DXIFF_TGA {= 2},
D3DXIFF_PNG {= 3},
D3DXIFF_DDS {= 4},
D3DXIFF_PPM {= 5},
D3DXIFF_DIB {= 6}
);
{$EXTERNALSYM _D3DXIMAGE_FILEFORMAT}
D3DXIMAGE_FILEFORMAT = _D3DXIMAGE_FILEFORMAT;
{$EXTERNALSYM D3DXIMAGE_FILEFORMAT}
TD3DXImageFileFormat = _D3DXIMAGE_FILEFORMAT;
//----------------------------------------------------------------------------
// LPD3DXFILL2D and LPD3DXFILL3D:
// ------------------------------
// Function types used by the texture fill functions.
//
// Parameters:
// pOut
// Pointer to a vector which the function uses to return its result.
// X,Y,Z,W will be mapped to R,G,B,A respectivly.
// pTexCoord
// Pointer to a vector containing the coordinates of the texel currently
// being evaluated. Textures and VolumeTexture texcoord components
// range from 0 to 1. CubeTexture texcoord component range from -1 to 1.
// pTexelSize
// Pointer to a vector containing the dimensions of the current texel.
// pData
// Pointer to user data.
//
//----------------------------------------------------------------------------
type
//typedef VOID (WINAPI *LPD3DXFILL2D)(D3DXVECTOR4 *pOut,
// CONST D3DXVECTOR2 *pTexCoord, CONST D3DXVECTOR2 *pTexelSize, LPVOID pData);
TD3DXFill2D = procedure (out pOut: TD3DXVector4; const pTexCoord, pTexelSize: TD3DXVector2; var pData);
{$NODEFINE TD3DXFill2D}
{$HPPEMIT 'typedef LPD3DXFILL2D TD3DXFill2D;'}
//typedef VOID (WINAPI *LPD3DXFILL3D)(D3DXVECTOR4 *pOut,
// CONST D3DXVECTOR3 *pTexCoord, CONST D3DXVECTOR3 *pTexelSize, LPVOID pData);
TD3DXFill3D = procedure (out pOut: TD3DXVector4; const pTexCoord, pTexelSize: TD3DXVector3; var pData);
{$NODEFINE TD3DXFill3D}
{$HPPEMIT 'typedef LPD3DXFILL3D TD3DXFill3D;'}
//----------------------------------------------------------------------------
// D3DXIMAGE_INFO:
// ---------------
// This structure is used to return a rough description of what the
// the original contents of an image file looked like.
//
// Width
// Width of original image in pixels
// Height
// Height of original image in pixels
// Depth
// Depth of original image in pixels
// MipLevels
// Number of mip levels in original image
// Format
// D3D format which most closely describes the data in original image
// ResourceType
// D3DRESOURCETYPE representing the type of texture stored in the file.
// D3DRTYPE_TEXTURE, D3DRTYPE_VOLUMETEXTURE, or D3DRTYPE_CUBETEXTURE.
// ImageFileFormat
// D3DXIMAGE_FILEFORMAT representing the format of the image file.
//
//----------------------------------------------------------------------------
type
PD3DXImageInfo = ^TD3DXImageInfo;
_D3DXIMAGE_INFO = packed record
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Format: TD3DFormat;
ResourceType: TD3DResourceType;
ImageFileFormat: TD3DXImageFileFormat;
end;
{$EXTERNALSYM _D3DXIMAGE_INFO}
D3DXIMAGE_INFO = _D3DXIMAGE_INFO;
{$EXTERNALSYM D3DXIMAGE_INFO}
TD3DXImageInfo = _D3DXIMAGE_INFO;
//////////////////////////////////////////////////////////////////////////////
// Image File APIs ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// GetImageInfoFromFile/Resource:
// ------------------------------
// Fills in a D3DXIMAGE_INFO struct with information about an image file.
//
// Parameters:
// pSrcFile
// File name of the source image.
// pSrcModule
// Module where resource is located, or NULL for module associated
// with image the os used to create the current process.
// pSrcResource
// Resource name
// pSrcData
// Pointer to file in memory.
// SrcDataSize
// Size in bytes of file in memory.
// pSrcInfo
// Pointer to a D3DXIMAGE_INFO structure to be filled in with the
// description of the data in the source image file.
//
//----------------------------------------------------------------------------
function D3DXGetImageInfoFromFileA(
pSrcFile: PAnsiChar;
out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromFileA';
{$EXTERNALSYM D3DXGetImageInfoFromFileA}
function D3DXGetImageInfoFromFileW(
pSrcFile: PWideChar;
out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromFileW';
{$EXTERNALSYM D3DXGetImageInfoFromFileW}
function D3DXGetImageInfoFromFile(
pSrcFile: PChar;
out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromFileA';
{$EXTERNALSYM D3DXGetImageInfoFromFile}
function D3DXGetImageInfoFromResourceA(
hSrcModule: HModule;
pSrcResource: PAnsiChar;
out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromResourceA';
{$EXTERNALSYM D3DXGetImageInfoFromResourceA}
function D3DXGetImageInfoFromResourceW(
hSrcModule: HModule;
pSrcResource: PWideChar;
out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromResourceW';
{$EXTERNALSYM D3DXGetImageInfoFromResourceW}
function D3DXGetImageInfoFromResource(
hSrcModule: HModule;
pSrcResource: PChar;
out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXGetImageInfoFromResourceA';
{$EXTERNALSYM D3DXGetImageInfoFromResource}
function D3DXGetImageInfoFromFileInMemory(
const pSrcData;
SrcDataSize: LongWord;
out pSrcInfo: TD3DXImageInfo): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXGetImageInfoFromFileInMemory}
//////////////////////////////////////////////////////////////////////////////
// Load/Save Surface APIs ////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXLoadSurfaceFromFile/Resource:
// ---------------------------------
// Load surface from a file or resource
//
// Parameters:
// pDestSurface
// Destination surface, which will receive the image.
// pDestPalette
// Destination palette of 256 colors, or NULL
// pDestRect
// Destination rectangle, or NULL for entire surface
// pSrcFile
// File name of the source image.
// 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.
// pSrcRect
// Source rectangle, or NULL for entire image
// Filter
// D3DX_FILTER flags controlling how the image is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
// ColorKey
// Color to replace with transparent black, or 0 to disable colorkey.
// This is always a 32-bit ARGB color, independent of the source image
// format. Alpha is significant, and should usually be set to FF for
// opaque colorkeys. (ex. Opaque black == 0xff000000)
// pSrcInfo
// Pointer to a D3DXIMAGE_INFO structure to be filled in with the
// description of the data in the source image file, or NULL.
//
//----------------------------------------------------------------------------
function D3DXLoadSurfaceFromFileA(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
pSrcFile: PAnsiChar;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromFileA';
{$EXTERNALSYM D3DXLoadSurfaceFromFileA}
function D3DXLoadSurfaceFromFileW(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
pSrcFile: PWideChar;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromFileW';
{$EXTERNALSYM D3DXLoadSurfaceFromFileW}
function D3DXLoadSurfaceFromFile(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
pSrcFile: PChar;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromFileA';
{$EXTERNALSYM D3DXLoadSurfaceFromFile}
function D3DXLoadSurfaceFromResourceA(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromResourceA';
{$EXTERNALSYM D3DXLoadSurfaceFromResourceA}
function D3DXLoadSurfaceFromResourceW(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
hSrcModule: HModule;
pSrcResource: PWideChar;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromResourceW';
{$EXTERNALSYM D3DXLoadSurfaceFromResourceW}
function D3DXLoadSurfaceFromResource(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
hSrcModule: HModule;
pSrcResource: PChar;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadSurfaceFromResourceA';
{$EXTERNALSYM D3DXLoadSurfaceFromResource}
function D3DXLoadSurfaceFromFileInMemory(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
const pSrcData;
SrcDataSize: LongWord;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadSurfaceFromFileInMemory}
//----------------------------------------------------------------------------
// D3DXLoadSurfaceFromSurface:
// ---------------------------
// Load surface from another surface (with color conversion)
//
// Parameters:
// pDestSurface
// Destination surface, which will receive the image.
// pDestPalette
// Destination palette of 256 colors, or NULL
// pDestRect
// Destination rectangle, or NULL for entire surface
// pSrcSurface
// Source surface
// pSrcPalette
// Source palette of 256 colors, or NULL
// pSrcRect
// Source rectangle, or NULL for entire surface
// Filter
// D3DX_FILTER flags controlling how the image is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
// ColorKey
// Color to replace with transparent black, or 0 to disable colorkey.
// This is always a 32-bit ARGB color, independent of the source image
// format. Alpha is significant, and should usually be set to FF for
// opaque colorkeys. (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------
function D3DXLoadSurfaceFromSurface(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
pSrcSurface: IDirect3DSurface9;
pSrcPalette: PPaletteEntry;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadSurfaceFromSurface}
//----------------------------------------------------------------------------
// D3DXLoadSurfaceFromMemory:
// ---------------------------
// Load surface from memory.
//
// Parameters:
// pDestSurface
// Destination surface, which will receive the image.
// pDestPalette
// Destination palette of 256 colors, or NULL
// pDestRect
// Destination rectangle, or NULL for entire surface
// pSrcMemory
// Pointer to the top-left corner of the source image in memory
// SrcFormat
// Pixel format of the source image.
// SrcPitch
// Pitch of source image, in bytes. For DXT formats, this number
// should represent the width of one row of cells, in bytes.
// pSrcPalette
// Source palette of 256 colors, or NULL
// pSrcRect
// Source rectangle.
// Filter
// D3DX_FILTER flags controlling how the image is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
// ColorKey
// Color to replace with transparent black, or 0 to disable colorkey.
// This is always a 32-bit ARGB color, independent of the source image
// format. Alpha is significant, and should usually be set to FF for
// opaque colorkeys. (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------
function D3DXLoadSurfaceFromMemory(
pDestSurface: IDirect3DSurface9;
pDestPalette: PPaletteEntry;
pDestRect: PRect;
const pSrcMemory;
SrcFormat: TD3DFormat;
SrcPitch: LongWord;
pSrcPalette: PPaletteEntry;
pSrcRect: PRect;
Filter: DWord;
ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadSurfaceFromMemory}
//----------------------------------------------------------------------------
// D3DXSaveSurfaceToFile:
// ----------------------
// Save a surface to a image file.
//
// Parameters:
// pDestFile
// File name of the destination file
// DestFormat
// D3DXIMAGE_FILEFORMAT specifying file format to use when saving.
// pSrcSurface
// Source surface, containing the image to be saved
// pSrcPalette
// Source palette of 256 colors, or NULL
// pSrcRect
// Source rectangle, or NULL for the entire image
//
//----------------------------------------------------------------------------
function D3DXSaveSurfaceToFileA(
pDestFile: PAnsiChar;
DestFormat: TD3DXImageFileFormat;
pSrcSurface: IDirect3DSurface9;
pSrcPalette: PPaletteEntry;
pSrcRect: PRect): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveSurfaceToFileA';
{$EXTERNALSYM D3DXSaveSurfaceToFileA}
function D3DXSaveSurfaceToFileW(
pDestFile: PWideChar;
DestFormat: TD3DXImageFileFormat;
pSrcSurface: IDirect3DSurface9;
pSrcPalette: PPaletteEntry;
pSrcRect: PRect): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveSurfaceToFileW';
{$EXTERNALSYM D3DXSaveSurfaceToFileW}
function D3DXSaveSurfaceToFile(
pDestFile: PChar;
DestFormat: TD3DXImageFileFormat;
pSrcSurface: IDirect3DSurface9;
pSrcPalette: PPaletteEntry;
pSrcRect: PRect): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveSurfaceToFileA';
{$EXTERNALSYM D3DXSaveSurfaceToFile}
//////////////////////////////////////////////////////////////////////////////
// Load/Save Volume APIs /////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXLoadVolumeFromFile/Resource:
// --------------------------------
// Load volume from a file or resource
//
// Parameters:
// pDestVolume
// Destination volume, which will receive the image.
// pDestPalette
// Destination palette of 256 colors, or NULL
// pDestBox
// Destination box, or NULL for entire volume
// pSrcFile
// File name of the source image.
// 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.
// pSrcBox
// Source box, or NULL for entire image
// Filter
// D3DX_FILTER flags controlling how the image is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
// ColorKey
// Color to replace with transparent black, or 0 to disable colorkey.
// This is always a 32-bit ARGB color, independent of the source image
// format. Alpha is significant, and should usually be set to FF for
// opaque colorkeys. (ex. Opaque black == 0xff000000)
// pSrcInfo
// Pointer to a D3DXIMAGE_INFO structure to be filled in with the
// description of the data in the source image file, or NULL.
//
//----------------------------------------------------------------------------
function D3DXLoadVolumeFromFileA(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
pSrcFile: PAnsiChar;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromFileA';
{$EXTERNALSYM D3DXLoadVolumeFromFileA}
function D3DXLoadVolumeFromFileW(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
pSrcFile: PWideChar;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromFileW';
{$EXTERNALSYM D3DXLoadVolumeFromFileW}
function D3DXLoadVolumeFromFile(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
pSrcFile: PChar;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromFileA';
{$EXTERNALSYM D3DXLoadVolumeFromFile}
function D3DXLoadVolumeFromResourceA(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromResourceA';
{$EXTERNALSYM D3DXLoadVolumeFromResourceA}
function D3DXLoadVolumeFromResourceW(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
hSrcModule: HModule;
pSrcResource: PWideChar;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromResourceW';
{$EXTERNALSYM D3DXLoadVolumeFromResourceW}
function D3DXLoadVolumeFromResource(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
hSrcModule: HModule;
pSrcResource: PChar;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL name 'D3DXLoadVolumeFromResourceA';
{$EXTERNALSYM D3DXLoadVolumeFromResource}
function D3DXLoadVolumeFromFileInMemory(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
const pSrcData;
SrcDataSize: LongWord;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadVolumeFromFileInMemory}
//----------------------------------------------------------------------------
// D3DXLoadVolumeFromVolume:
// ---------------------------
// Load volume from another volume (with color conversion)
//
// Parameters:
// pDestVolume
// Destination volume, which will receive the image.
// pDestPalette
// Destination palette of 256 colors, or NULL
// pDestBox
// Destination box, or NULL for entire volume
// pSrcVolume
// Source volume
// pSrcPalette
// Source palette of 256 colors, or NULL
// pSrcBox
// Source box, or NULL for entire volume
// Filter
// D3DX_FILTER flags controlling how the image is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
// ColorKey
// Color to replace with transparent black, or 0 to disable colorkey.
// This is always a 32-bit ARGB color, independent of the source image
// format. Alpha is significant, and should usually be set to FF for
// opaque colorkeys. (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------
function D3DXLoadVolumeFromVolume(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
pSrcVolume: IDirect3DVolume9;
pSrcPalette: PPaletteEntry;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadVolumeFromVolume}
//----------------------------------------------------------------------------
// D3DXLoadVolumeFromMemory:
// ---------------------------
// Load volume from memory.
//
// Parameters:
// pDestVolume
// Destination volume, which will receive the image.
// pDestPalette
// Destination palette of 256 colors, or NULL
// pDestBox
// Destination box, or NULL for entire volume
// pSrcMemory
// Pointer to the top-left corner of the source volume in memory
// SrcFormat
// Pixel format of the source volume.
// SrcRowPitch
// Pitch of source image, in bytes. For DXT formats, this number
// should represent the size of one row of cells, in bytes.
// SrcSlicePitch
// Pitch of source image, in bytes. For DXT formats, this number
// should represent the size of one slice of cells, in bytes.
// pSrcPalette
// Source palette of 256 colors, or NULL
// pSrcBox
// Source box.
// Filter
// D3DX_FILTER flags controlling how the image is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
// ColorKey
// Color to replace with transparent black, or 0 to disable colorkey.
// This is always a 32-bit ARGB color, independent of the source image
// format. Alpha is significant, and should usually be set to FF for
// opaque colorkeys. (ex. Opaque black == 0xff000000)
//
//----------------------------------------------------------------------------
function D3DXLoadVolumeFromMemory(
pDestVolume: IDirect3DVolume9;
pDestPalette: PPaletteEntry;
pDestBox: TD3DBox;
const pSrcMemory;
SrcFormat: TD3DFormat;
SrcRowPitch: LongWord;
SrcSlicePitch: LongWord;
pSrcPalette: PPaletteEntry;
pSrcBox: TD3DBox;
Filter: DWord;
ColorKey: TD3DColor): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXLoadVolumeFromMemory}
//----------------------------------------------------------------------------
// D3DXSaveVolumeToFile:
// ---------------------
// Save a volume to a image file.
//
// Parameters:
// pDestFile
// File name of the destination file
// DestFormat
// D3DXIMAGE_FILEFORMAT specifying file format to use when saving.
// pSrcVolume
// Source volume, containing the image to be saved
// pSrcPalette
// Source palette of 256 colors, or NULL
// pSrcBox
// Source box, or NULL for the entire volume
//
//----------------------------------------------------------------------------
function D3DXSaveVolumeToFileA(
pDestFile: PAnsiChar;
DestFormat: TD3DXImageFileFormat;
pSrcVolume: IDirect3DVolume9;
pSrcPalette: PPaletteEntry;
pSrcBox: TD3DBox): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveVolumeToFileA';
{$EXTERNALSYM D3DXSaveVolumeToFileA}
function D3DXSaveVolumeToFileW(
pDestFile: PWideChar;
DestFormat: TD3DXImageFileFormat;
pSrcVolume: IDirect3DVolume9;
pSrcPalette: PPaletteEntry;
pSrcBox: TD3DBox): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveVolumeToFileW';
{$EXTERNALSYM D3DXSaveVolumeToFileW}
function D3DXSaveVolumeToFile(
pDestFile: PChar;
DestFormat: TD3DXImageFileFormat;
pSrcVolume: IDirect3DVolume9;
pSrcPalette: PPaletteEntry;
pSrcBox: TD3DBox): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveVolumeToFileA';
{$EXTERNALSYM D3DXSaveVolumeToFile}
//////////////////////////////////////////////////////////////////////////////
// Create/Save Texture APIs //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXCheckTextureRequirements:
// -----------------------------
// Checks texture creation parameters. If parameters are invalid, this
// function returns corrected parameters.
//
// Parameters:
//
// pDevice
// The D3D device to be used
// pWidth, pHeight, pDepth, pSize
// Desired size in pixels, or NULL. Returns corrected size.
// pNumMipLevels
// Number of desired mipmap levels, or NULL. Returns corrected number.
// Usage
// Texture usage flags
// pFormat
// Desired pixel format, or NULL. Returns corrected format.
// Pool
// Memory pool to be used to create texture
//
//----------------------------------------------------------------------------
function D3DXCheckTextureRequirements(
pDevice: IDirect3DDevice9;
pWidth: PLongWord;
pHeight: PLongWord;
pNumMipLevels: PLongWord;
Usage: DWord;
pFormat: PD3DFormat;
Pool: TD3DPool): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCheckTextureRequirements}
function D3DXCheckCubeTextureRequirements(
pDevice: IDirect3DDevice9;
pSize: PLongWord;
pNumMipLevels: PLongWord;
Usage: DWord;
pFormat: PD3DFormat;
Pool: TD3DPool): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCheckCubeTextureRequirements}
function D3DXCheckVolumeTextureRequirements(
pDevice: IDirect3DDevice9;
pWidth: PLongWord;
pHeight: PLongWord;
pDepth: PLongWord;
pNumMipLevels: PLongWord;
Usage: DWord;
pFormat: PD3DFormat;
Pool: TD3DPool): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCheckVolumeTextureRequirements}
//----------------------------------------------------------------------------
// D3DXCreateTexture:
// ------------------
// Create an empty texture
//
// Parameters:
//
// pDevice
// The D3D device with which the texture is going to be used.
// Width, Height, Depth, Size
// size in pixels. these must be non-zero
// MipLevels
// number of mip levels desired. if zero or D3DX_DEFAULT, a complete
// mipmap chain will be created.
// Usage
// Texture usage flags
// Format
// Pixel format.
// Pool
// Memory pool to be used to create texture
// ppTexture, ppCubeTexture, ppVolumeTexture
// The texture object that will be created
//
//----------------------------------------------------------------------------
function D3DXCreateTexture(
Device: IDirect3DDevice9;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateTexture}
function D3DXCreateCubeTexture(
Device: IDirect3DDevice9;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateCubeTexture}
function D3DXCreateVolumeTexture(
Device: IDirect3DDevice9;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateVolumeTexture}
//----------------------------------------------------------------------------
// D3DXCreateTextureFromFile/Resource:
// -----------------------------------
// 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.
// Width, Height, Depth, Size
// Size in pixels. If zero or D3DX_DEFAULT, the size will be taken from
// the file and rounded up to a power of two. If D3DX_DEFAULT_NONPOW2,
// the size will be not be rounded, if the device supports NONPOW2 textures.
// MipLevels
// Number of mip levels. If zero or D3DX_DEFAULT, a complete mipmap
// chain will be created.
// Usage
// Texture usage flags
// Format
// Desired pixel format. If D3DFMT_UNKNOWN, the format will be
// taken from the file.
// Pool
// Memory pool to be used to create texture
// Filter
// D3DX_FILTER flags controlling how the image is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_TRIANGLE.
// MipFilter
// D3DX_FILTER flags controlling how each miplevel is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_BOX,
// ColorKey
// Color to replace with transparent black, or 0 to disable colorkey.
// This is always a 32-bit ARGB color, independent of the source image
// format. Alpha is significant, and should usually be set to FF for
// opaque colorkeys. (ex. Opaque black == 0xff000000)
// pSrcInfo
// Pointer to a D3DXIMAGE_INFO structure to be filled in with the
// description of the data in the source image file, or NULL.
// pPalette
// 256 color palette to be filled in, or NULL
// ppTexture, ppCubeTexture, ppVolumeTexture
// The texture object that will be created
//
//----------------------------------------------------------------------------
// FromFile
function D3DXCreateTextureFromFileA(
Device: IDirect3DDevice9;
pSrcFile: PAnsiChar;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileA';
{$EXTERNALSYM D3DXCreateTextureFromFileA}
function D3DXCreateTextureFromFileW(
Device: IDirect3DDevice9;
pSrcFile: PWideChar;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileW';
{$EXTERNALSYM D3DXCreateTextureFromFileW}
function D3DXCreateTextureFromFile(
Device: IDirect3DDevice9;
pSrcFile: PChar;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileA';
{$EXTERNALSYM D3DXCreateTextureFromFile}
function D3DXCreateCubeTextureFromFileA(
Device: IDirect3DDevice9;
pSrcFile: PAnsiChar;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileA}
function D3DXCreateCubeTextureFromFileW(
Device: IDirect3DDevice9;
pSrcFile: PWideChar;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileW';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileW}
function D3DXCreateCubeTextureFromFile(
Device: IDirect3DDevice9;
pSrcFile: PChar;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFile}
function D3DXCreateVolumeTextureFromFileA(
Device: IDirect3DDevice9;
pSrcFile: PAnsiChar;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileA}
function D3DXCreateVolumeTextureFromFileW(
Device: IDirect3DDevice9;
pSrcFile: PWideChar;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileW}
function D3DXCreateVolumeTextureFromFile(
Device: IDirect3DDevice9;
pSrcFile: PChar;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFile}
// FromResource
function D3DXCreateTextureFromResourceA(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceA';
{$EXTERNALSYM D3DXCreateTextureFromResourceA}
function D3DXCreateTextureFromResourceW(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PWideChar;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceW';
{$EXTERNALSYM D3DXCreateTextureFromResourceW}
function D3DXCreateTextureFromResource(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PChar;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceA';
{$EXTERNALSYM D3DXCreateTextureFromResource}
function D3DXCreateCubeTextureFromResourceA(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceA}
function D3DXCreateCubeTextureFromResourceW(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PWideChar;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceW';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceW}
function D3DXCreateCubeTextureFromResource(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PChar;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResource}
function D3DXCreateVolumeTextureFromResourceA(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceA}
function D3DXCreateVolumeTextureFromResourceW(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PWideChar;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceW}
function D3DXCreateVolumeTextureFromResource(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PChar;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResource}
// FromFileEx
function D3DXCreateTextureFromFileExA(
Device: IDirect3DDevice9;
pSrcFile: PAnsiChar;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileExA';
{$EXTERNALSYM D3DXCreateTextureFromFileExA}
function D3DXCreateTextureFromFileExW(
Device: IDirect3DDevice9;
pSrcFile: PWideChar;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileExW';
{$EXTERNALSYM D3DXCreateTextureFromFileExW}
function D3DXCreateTextureFromFileEx(
Device: IDirect3DDevice9;
pSrcFile: PChar;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromFileExA';
{$EXTERNALSYM D3DXCreateTextureFromFileEx}
function D3DXCreateCubeTextureFromFileExA(
Device: IDirect3DDevice9;
pSrcFile: PAnsiChar;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileExA}
function D3DXCreateCubeTextureFromFileExW(
Device: IDirect3DDevice9;
pSrcFile: PWideChar;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileExW';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileExW}
function D3DXCreateCubeTextureFromFileEx(
Device: IDirect3DDevice9;
pSrcFile: PChar;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromFileEx}
function D3DXCreateVolumeTextureFromFileExA(
Device: IDirect3DDevice9;
pSrcFile: PAnsiChar;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileExA}
function D3DXCreateVolumeTextureFromFileExW(
Device: IDirect3DDevice9;
pSrcFile: PWideChar;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileExW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileExW}
function D3DXCreateVolumeTextureFromFileEx(
Device: IDirect3DDevice9;
pSrcFile: PChar;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromFileExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileEx}
// FromResourceEx
function D3DXCreateTextureFromResourceExA(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateTextureFromResourceExA}
function D3DXCreateTextureFromResourceExW(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PWideChar;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceExW';
{$EXTERNALSYM D3DXCreateTextureFromResourceExW}
function D3DXCreateTextureFromResourceEx(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PChar;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateTextureFromResourceEx}
function D3DXCreateCubeTextureFromResourceExA(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceExA}
function D3DXCreateCubeTextureFromResourceExW(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PWideChar;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceExW';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceExW}
function D3DXCreateCubeTextureFromResourceEx(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PChar;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateCubeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateCubeTextureFromResourceEx}
function D3DXCreateVolumeTextureFromResourceExA(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PAnsiChar;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceExA}
function D3DXCreateVolumeTextureFromResourceExW(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PWideChar;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceExW';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceExW}
function D3DXCreateVolumeTextureFromResourceEx(
Device: IDirect3DDevice9;
hSrcModule: HModule;
pSrcResource: PChar;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL name 'D3DXCreateVolumeTextureFromResourceExA';
{$EXTERNALSYM D3DXCreateVolumeTextureFromResourceEx}
// FromFileInMemory
function D3DXCreateTextureFromFileInMemory(
Device: IDirect3DDevice9;
const pSrcData;
SrcDataSize: LongWord;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateTextureFromFileInMemory}
function D3DXCreateCubeTextureFromFileInMemory(
Device: IDirect3DDevice9;
const pSrcData;
SrcDataSize: LongWord;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateCubeTextureFromFileInMemory}
function D3DXCreateVolumeTextureFromFileInMemory(
Device: IDirect3DDevice9;
const pSrcData;
SrcDataSize: LongWord;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileInMemory}
// FromFileInMemoryEx
function D3DXCreateTextureFromFileInMemoryEx(
Device: IDirect3DDevice9;
const pSrcData;
SrcDataSize: LongWord;
Width: LongWord;
Height: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppTexture: IDirect3DTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateTextureFromFileInMemoryEx}
function D3DXCreateCubeTextureFromFileInMemoryEx(
Device: IDirect3DDevice9;
const pSrcData;
SrcDataSize: LongWord;
Size: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppCubeTexture: IDirect3DCubeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateCubeTextureFromFileInMemoryEx}
function D3DXCreateVolumeTextureFromFileInMemoryEx(
Device: IDirect3DDevice9;
const pSrcData;
SrcDataSize: LongWord;
Width: LongWord;
Height: LongWord;
Depth: LongWord;
MipLevels: LongWord;
Usage: DWord;
Format: TD3DFormat;
Pool: TD3DPool;
Filter: DWord;
MipFilter: DWord;
ColorKey: TD3DColor;
pSrcInfo: PD3DXImageInfo;
pPalette: PPaletteEntry;
out ppVolumeTexture: IDirect3DVolumeTexture9): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXCreateVolumeTextureFromFileInMemoryEx}
//----------------------------------------------------------------------------
// 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
//
//----------------------------------------------------------------------------
function D3DXSaveTextureToFileA(
pDestFile: PAnsiChar;
DestFormat: TD3DXImageFileFormat;
pSrcTexture: IDirect3DBaseTexture9;
pSrcPalette: PPaletteEntry): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveTextureToFileA';
{$EXTERNALSYM D3DXSaveTextureToFileA}
function D3DXSaveTextureToFileW(
pDestFile: PWideChar;
DestFormat: TD3DXImageFileFormat;
pSrcTexture: IDirect3DBaseTexture9;
pSrcPalette: PPaletteEntry): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveTextureToFileW';
{$EXTERNALSYM D3DXSaveTextureToFileW}
function D3DXSaveTextureToFile(
pDestFile: PChar;
DestFormat: TD3DXImageFileFormat;
pSrcTexture: IDirect3DBaseTexture9;
pSrcPalette: PPaletteEntry): HResult; stdcall; external d3dx9texDLL name 'D3DXSaveTextureToFileA';
{$EXTERNALSYM D3DXSaveTextureToFile}
//////////////////////////////////////////////////////////////////////////////
// Misc Texture APIs /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DXFilterTexture:
// ------------------
// Filters mipmaps levels of a texture.
//
// Parameters:
// pBaseTexture
// The texture object to be filtered
// pPalette
// 256 color palette to be used, or NULL for non-palettized formats
// SrcLevel
// The level whose image is used to generate the subsequent levels.
// Filter
// D3DX_FILTER flags controlling how each miplevel is filtered.
// Or D3DX_DEFAULT for D3DX_FILTER_BOX,
//
//-------------------------------------------------------------------------
function D3DXFilterTexture(
pTexture: IDirect3DTexture9;
pPalette: PPaletteEntry;
SrcLevel: LongWord;
Filter: DWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFilterTexture}
// #define D3DXFilterCubeTexture D3DXFilterTexture
// In Pascal this mapped to DLL-exported "D3DXFilterTexture" function
function D3DXFilterCubeTexture(
pTexture: IDirect3DCubeTexture9;
pPalette: PPaletteEntry;
SrcLevel: LongWord;
Filter: DWord): HResult; stdcall; external d3dx9texDLL name 'D3DXFilterTexture';
{$EXTERNALSYM D3DXFilterCubeTexture}
// #define D3DXFilterVolumeTexture D3DXFilterTexture
// In Pascal this mapped to DLL-exported "D3DXFilterTexture" function
function D3DXFilterVolumeTexture(
pTexture: IDirect3DVolumeTexture9;
pPalette: PPaletteEntry;
SrcLevel: LongWord;
Filter: DWord): HResult; stdcall; external d3dx9texDLL name 'D3DXFilterTexture';
{$EXTERNALSYM D3DXFilterVolumeTexture}
//----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
function D3DXFillTexture(
pTexture: IDirect3DTexture9;
pFunction: TD3DXFill2D;
const pData): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillTexture}
function D3DXFillCubeTexture(
pCubeTexture: IDirect3DCubeTexture9;
pFunction: TD3DXFill2D;
const pData): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillCubeTexture}
function D3DXFillVolumeTexture(
pVolumeTexture: IDirect3DVolumeTexture9;
pFunction: TD3DXFill3D;
const pData): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillVolumeTexture}
//----------------------------------------------------------------------------
// D3DXFillTextureTX:
// ----------------
// Uses a TX Shader target to function to fill each texel of each mip level of a
// given texture. The TX Shader target should be a compiled function taking 2
// 2 paramters and returning a float4 color.
//
// Paramters:
// pTexture, pCubeTexture, pVolumeTexture
// Pointer to the texture to be filled.
// pFunction:
// Pointer to the compiled function returned by D3DX
// pConstants
// Constants used by program. Should be filled by user by parsing constant
// Table information
// Constants
// Number of Constants
//-----------------------------------------------------------------------------
function D3DXFillTextureTX(
pTexture: IDirect3DTexture9;
pFunction: PDWORD;
pConstants: PD3DXVector4;
Constants: LongWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillTextureTX}
function D3DXFillCubeTextureTX(
pCubeTexture: IDirect3DCubeTexture9;
pFunction: PDWORD;
pConstants: PD3DXVector4;
Constants: LongWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillCubeTextureTX}
function D3DXFillVolumeTextureTX(
pVolumeTexture: IDirect3DVolumeTexture9;
pFunction: PDWORD;
pConstants: PD3DXVector4;
Constants: LongWord): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXFillVolumeTextureTX}
//----------------------------------------------------------------------------
// 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.
//---------------------------------------------------------------------------
function D3DXComputeNormalMap(
pTexture: IDirect3DTexture9;
pSrcTexture: IDirect3DTexture9;
pSrcPalette: PPaletteEntry;
Flags: DWord;
Channel: DWord;
Amplitude: Single): HResult; stdcall; external d3dx9texDLL;
{$EXTERNALSYM D3DXComputeNormalMap}
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9anim.h
// Content: D3DX mesh types and functions
//
//////////////////////////////////////////////////////////////////////////////
type
//----------------------------------------------------------------------------
// This enum defines the type of mesh data present in a MeshData structure
//----------------------------------------------------------------------------
_D3DXMESHDATATYPE = (
{$IFNDEF COMPILER6_UP}
D3DXMESHTYPE_invalid_0,
D3DXMESHTYPE_MESH {= $001}, // normal ID3DXMesh data
D3DXMESHTYPE_PMESH {= $002}, // Progressive Mesh - ID3DXPMesh
D3DXMESHTYPE_PATCHMESH {= $003} // Patch MEsh - ID3DXPatchMesh
{$ELSE}
D3DXMESHTYPE_MESH = $001, // normal ID3DXMesh data
D3DXMESHTYPE_PMESH = $002, // Progressive Mesh - ID3DXPMesh
D3DXMESHTYPE_PATCHMESH = $003 // Patch MEsh - ID3DXPatchMesh
{$ENDIF}
);
{$EXTERNALSYM _D3DXMESHDATATYPE}
D3DXMESHDATATYPE = _D3DXMESHDATATYPE;
{$EXTERNALSYM D3DXMESHDATATYPE}
TD3DXMeshDataType = _D3DXMESHDATATYPE;
//----------------------------------------------------------------------------
// This struct encapsulates a the mesh data that can be present in a mesh
// container. The supported mesh types are pMesh, pPMesh, pPatchMesh
// The valid way to access this is determined by the MeshType enum
//----------------------------------------------------------------------------
PD3DXMeshData = ^TD3DXMeshData;
_D3DXMESHDATA = packed record
_Type: TD3DXMeshDataType;
// current mesh data interface
// *** Translator ***: Delphi doesn't allow interfaces in variant records
// so I declare only one field that can be casted in code, for examples, as:
// either "mesh := ID3DXPatchMesh(pPatchMesh)"
// or "mesh := pPatchMesh as ID3DXPatchMesh"
pMesh: IUnknown;
{ case Byte of // In Delphi use pMesh record item as defined above
0: (pMesh: ID3DXMesh);
1: (pPMesh: ID3DXPMesh);
2: (pPatchMesh: ID3DXPatchMesh); }
end;
{$EXTERNALSYM _D3DXMESHDATA}
D3DXMESHDATA = _D3DXMESHDATA;
{$EXTERNALSYM D3DXMESHDATA}
TD3DXMeshData = _D3DXMESHDATA;
//----------------------------------------------------------------------------
// This struct encapsulates a mesh object in a transformation frame
// hierarchy. The app can derive from this structure to add other app specific
// data to this
//----------------------------------------------------------------------------
PD3DXMeshContainer = ^TD3DXMeshContainer;
_D3DXMESHCONTAINER = packed record
Name: PAnsiChar;
MeshData: TD3DXMeshData;
pMaterials: PD3DXMaterial;
pEffects: PD3DXEffectInstance;
NumMaterials: DWORD;
pAdjacency: PDWORD;
pSkinInfo: ID3DXSkinInfo;
pNextMeshContainer: PD3DXMeshContainer;
end;
{$EXTERNALSYM _D3DXMESHCONTAINER}
D3DXMESHCONTAINER = _D3DXMESHCONTAINER;
{$EXTERNALSYM D3DXMESHCONTAINER}
TD3DXMeshContainer = _D3DXMESHCONTAINER;
//----------------------------------------------------------------------------
// This struct is the encapsulates a transform frame in a transformation frame
// hierarchy. The app can derive from this structure to add other app specific
// data to this
//----------------------------------------------------------------------------
PD3DXFrame = ^TD3DXFrame;
_D3DXFRAME = packed record
Name: PAnsiChar;
TransformationMatrix: TD3DXMatrix;
pMeshContainer: PD3DXMeshContainer;
pFrameSibling: PD3DXFrame;
pFrameFirstChild: PD3DXFrame;
end;
{$EXTERNALSYM _D3DXFRAME}
D3DXFRAME = _D3DXFRAME;
{$EXTERNALSYM D3DXFRAME}
TD3DXFrame = _D3DXFRAME;
//----------------------------------------------------------------------------
// This interface is implemented by the application to allocate/free frame and
// mesh container objects. Methods on this are called during loading and
// destroying frame hierarchies
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXAllocateHierarchy ////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
{$EXTERNALSYM ID3DXAllocateHierarchy}
ID3DXAllocateHierarchy = class
// ID3DXAllocateHierarchy
//------------------------------------------------------------------------
// CreateFrame:
// ------------
// Requests allocation of a frame object.
//
// Parameters:
// Name
// Name of the frame to be created
// ppNewFrame
// Returns returns the created frame object
//
//------------------------------------------------------------------------
function CreateFrame(Name: PAnsiChar; out ppNewFrame: PD3DXFrame): HResult; virtual; stdcall; abstract;
//------------------------------------------------------------------------
// CreateMeshContainer:
// --------------------
// Requests allocation of a mesh container object.
//
// Parameters:
// Name
// Name of the mesh
// pMesh
// Pointer to the mesh object if basic polygon data found
// pPMesh
// Pointer to the progressive mesh object if progressive mesh data found
// pPatchMesh
// Pointer to the patch mesh object if patch data found
// pMaterials
// Array of materials used in the mesh
// pEffectInstances
// Array of effect instances used in the mesh
// NumMaterials
// Num elements in the pMaterials array
// pAdjacency
// Adjacency array for the mesh
// pSkinInfo
// Pointer to the skininfo object if the mesh is skinned
// pBoneNames
// Array of names, one for each bone in the skinned mesh.
// The numberof bones can be found from the pSkinMesh object
// pBoneOffsetMatrices
// Array of matrices, one for each bone in the skinned mesh.
//
//------------------------------------------------------------------------
function CreateMeshContainer(Name: PAnsiChar; const pMeshData: TD3DXMeshData;
pMaterials: PD3DXMaterial; pEffectInstances: PD3DXEffectInstance;
NumMaterials: DWORD; pAdjacency: PDWORD; pSkinInfo: ID3DXSkinInfo;
out ppNewMeshContainer: PD3DXMeshContainer): HResult; virtual; stdcall; abstract;
//------------------------------------------------------------------------
// DestroyFrame:
// -------------
// Requests de-allocation of a frame object.
//
// Parameters:
// pFrameToFree
// Pointer to the frame to be de-allocated
//
//------------------------------------------------------------------------
function DestroyFrame(pFrameToFree: PD3DXFrame): HResult; virtual; stdcall; abstract;
//------------------------------------------------------------------------
// DestroyMeshContainer:
// ---------------------
// Requests de-allocation of a mesh container object.
//
// Parameters:
// pMeshContainerToFree
// Pointer to the mesh container object to be de-allocated
//
//------------------------------------------------------------------------
function DestroyMeshContainer(pMeshContainerToFree: PD3DXMeshContainer): HResult; virtual; stdcall; abstract;
end;
//----------------------------------------------------------------------------
// This interface is implemented by the application to load user data in a .X file
// When user data is found, these callbacks will be used to allow the application
// to load the data
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXLoadUserData ////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
{$EXTERNALSYM ID3DXLoadUserData}
ID3DXLoadUserData = class
function LoadTopLevelData(pXofChildData: IDirectXFileData): HResult; virtual; stdcall; abstract;
function LoadFrameChildData(pFrame: PD3DXFrame;
pXofChildData: IDirectXFileData): HResult; virtual; stdcall; abstract;
function LoadMeshChildData(pMeshContainer: PD3DXMeshContainer;
pXofChildData: IDirectXFileData): HResult; virtual; stdcall; abstract;
end;
//----------------------------------------------------------------------------
// This interface is implemented by the application to save user data in a .X file
// The callbacks are called for all data saved. The user can then add any
// child data objects to the object provided to the callback
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXSaveUserData /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
{$EXTERNALSYM ID3DXSaveUserData}
ID3DXSaveUserData = class
function AddFrameChildData(pFrame: PD3DXFrame;
pXofSave: IDirectXFileSaveObject; pXofFrameData: IDirectXFileData): HResult; virtual; stdcall; abstract;
function AddMeshChildData(pMeshContainer: PD3DXMeshContainer;
pXofSave: IDirectXFileSaveObject; pXofMeshData: IDirectXFileData): HResult; virtual; stdcall; abstract;
// NOTE: this is called once per Save. All top level objects should be added using the
// provided interface. One call adds objects before the frame hierarchy, the other after
function AddTopLevelDataObjectsPre(pXofSave: IDirectXFileSaveObject): HResult; virtual; stdcall; abstract;
function AddTopLevelDataObjectsPost(pXofSave: IDirectXFileSaveObject): HResult; virtual; stdcall; abstract;
// callbacks for the user to register and then save templates to the XFile
function RegisterTemplates(pXFileApi: IDirectXFile): HResult; virtual; stdcall; abstract;
function SaveTemplates(pXofSave: IDirectXFileSaveObject): HResult; virtual; stdcall; abstract;
end;
//----------------------------------------------------------------------------
// This interface defines a SRT (scale/rotate/translate) interpolator. This
// is an abstract interface. ID3DXKeyFrameInterpolator inherits from this.
// An application can implement this for custom SRT interpolator
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXInterpolator /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
PID3DXInterpolator = ^ID3DXInterpolator;
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXInterpolator);'}
{$EXTERNALSYM ID3DXInterpolator}
ID3DXInterpolator = interface(IUnknown)
['{ADE2C06D-3747-4b9f-A514-3440B8284980}']
// ID3DXInterpolator
function GetName: PAnsiChar; stdcall;
function GetPeriod: Double; stdcall;
//----------------------------------------------------------------------------
// GetSRT:
// -------
// Returns the scale, rotation and translation at a given time
//
// Parameters:
// Time
// Time at which the interpolator should be queried
// pScale
// Returns the scale vector
// pRotate
// Returns the rotation qaternion
// pTranslate
// Returns the translate vector
//
//----------------------------------------------------------------------------
function GetSRT(Time: Double; pScale: PD3DXVector3; pRotate: PD3DXQuaternion; pTranslate: PD3DXVector3): HResult; stdcall;
function GetLastSRT(pScale: PD3DXVector3; pRotate: PD3DXQuaternion; pTranslate: PD3DXVector3): HResult; stdcall;
end;
//----------------------------------------------------------------------------
// This structure describes a vector key for use in keyframe animation.
// It specifies a vector Value at a given Time. This is used for scale and
// translation keys
//----------------------------------------------------------------------------
type
PD3DXKeyVector3 = ^TD3DXKeyVector3;
_D3DXKEY_VECTOR3 = packed record
Time: Single;
Value: TD3DXVector3;
end;
{$EXTERNALSYM _D3DXKEY_VECTOR3}
D3DXKEY_VECTOR3 = _D3DXKEY_VECTOR3;
{$EXTERNALSYM D3DXKEY_VECTOR3}
TD3DXKeyVector3 = _D3DXKEY_VECTOR3;
//----------------------------------------------------------------------------
// This structure describes a quaternion key for use in keyframe animation.
// It specifies a quaternion Value at a given Time. This is used for rotation
// keys
//----------------------------------------------------------------------------
type
PD3DXKeyQuaternion = ^TD3DXKeyQuaternion;
_D3DXKEY_QUATERNION = packed record
Time: Single;
Value: TD3DXQuaternion;
end;
{$EXTERNALSYM _D3DXKEY_QUATERNION}
D3DXKEY_QUATERNION = _D3DXKEY_QUATERNION;
{$EXTERNALSYM D3DXKEY_QUATERNION}
TD3DXKeyQuaternion = _D3DXKEY_QUATERNION;
//----------------------------------------------------------------------------
// This interface implements an SRT (scale/rotate/translate) interpolator
// It takes a scattered set of keys and interpolates the transform for any
// given time
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXKeyFrameInterpolator /////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXKeyFrameInterpolator);'}
{$EXTERNALSYM ID3DXKeyFrameInterpolator}
ID3DXKeyFrameInterpolator = interface(ID3DXInterpolator)
['{6CAA71F8-0972-4cdb-A55B-43B968997515}']
// ID3DXKeyFrameInterpolator
function GetNumScaleKeys: LongWord; stdcall;
function GetScaleKeys(pKeys: PD3DXKeyVector3): HResult; stdcall;
function GetNumRotationKeys: LongWord; stdcall;
function GetRotationKeys(pKeys: PD3DXKeyQuaternion): HResult; stdcall;
function GetNumTranslationKeys: LongWord; stdcall;
function GetTranslationKeys(pKeys: PD3DXKeyVector3): HResult; stdcall;
// the value passed to D3DXCreateKeyFrameInterpolator to scale from the times in LPD3DXKEY_VECTOR3 to global/anim time.
function GetSourceTicksPerSecond: Double; stdcall;
end;
//----------------------------------------------------------------------------
// This interface implements an set of interpolators. The set consists of
// interpolators for many nodes for the same animation.
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXAnimationSet /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXAnimationSet);'}
{$EXTERNALSYM ID3DXAnimationSet}
ID3DXAnimationSet = interface(IUnknown)
['{54B569AC-0AEF-473e-9704-3FEF317F64AB}']
// ID3DXAnimationSet
function GetName: PAnsiChar; stdcall;
function GetPeriod: Double; stdcall;
function GetNumInterpolators: LongWord; stdcall;
function GetInterpolatorByIndex(Index: LongWord; out ppInterpolator: ID3DXInterpolator): HResult; stdcall;
function GetInterpolatorByName(pName: PAnsiChar; out ppInterpolator: ID3DXInterpolator): HResult; stdcall;
end;
//----------------------------------------------------------------------------
// This structure describes an animation track. A track is a combination
// of an animation set (stored separately) and mixing information.
// the mixing information consists of the current position, speed, and blending
// weight for the track. The Flags field also specifies whether the track
// is low or high priority. Tracks with the same priority are blended together
// and then the two resulting values are blended using the priority blend factor.
//----------------------------------------------------------------------------
type
PD3DXTrackDesc = ^TD3DXTrackDesc;
_D3DXTRACK_DESC = packed record
Flags: DWORD;
Weight: Single;
Speed: Single;
Enable: BOOL;
AnimTime: Double;
end;
{$EXTERNALSYM _D3DXTRACK_DESC}
D3DXTRACK_DESC = _D3DXTRACK_DESC;
{$EXTERNALSYM D3DXTRACK_DESC}
TD3DXTrackDesc = _D3DXTRACK_DESC;
//----------------------------------------------------------------------------
// This enum defines the type of transtion performed on a event that transitions from one value to another
//----------------------------------------------------------------------------
type
PD3DXTrackFlag = ^TD3DXTrackFlag;
_D3DXTRACKFLAG = (
D3DXTF_LOWPRIORITY {= $000}, // This track should be blended with all low priority tracks before mixed with the high priority result
D3DXTF_HIGHPRIORITY {= $001} // This track should be blended with all high priority tracks before mixed with the low priority result
);
{$EXTERNALSYM _D3DXTRACKFLAG}
D3DXTRACKFLAG = _D3DXTRACKFLAG;
{$EXTERNALSYM D3DXTRACKFLAG}
TD3DXTrackFlag = _D3DXTRACKFLAG;
//----------------------------------------------------------------------------
// This interface implements the main animation functionality. It connects
// animation sets with the transform frames that are being animated. Allows
// mixing multiple animations for blended animations or for transistions
// It adds also has methods to modify blending parameters over time to
// enable smooth transistions and other effects.
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// This enum defines the type of transtion performed on a event that transitions from one value to another
//----------------------------------------------------------------------------
type
PD3DXTransitionType = ^TD3DXTransitionType;
_D3DXTRANSITIONTYPE = (
D3DXTRANSITION_LINEAR {= $000}, // Linear transition from one value to the next
D3DXTRANSITION_EASEINEASEOUT {= $001} // Ease-In Ease-Out spline transtion from one value to the next
);
{$EXTERNALSYM _D3DXTRANSITIONTYPE}
D3DXTRANSITIONTYPE = _D3DXTRANSITIONTYPE;
{$EXTERNALSYM D3DXTRANSITIONTYPE}
TD3DXTransitionType = _D3DXTRANSITIONTYPE;
//////////////////////////////////////////////////////////////////////////////
// ID3DXAnimationController //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
type
{$HPPEMIT 'DECLARE_DINTERFACE_TYPE(ID3DXAnimationController);'}
{$EXTERNALSYM ID3DXAnimationController}
ID3DXAnimationController = interface(IUnknown)
['{3A714D34-FF61-421e-909F-639F38356708}']
// mixing functionality
// register outputs of SetTime
function RegisterMatrix(Name: PAnsiChar; const pMatrix: TD3DXMatrix): HResult; stdcall;
// AnimationSets
function GetNumAnimationSets: LongWord; stdcall;
function GetAnimationSet(iAnimationSet: DWORD; out ppAnimSet: ID3DXAnimationSet): HResult; stdcall;
function RegisterAnimationSet(pAnimSet: ID3DXAnimationSet): HResult; stdcall;
function UnregisterAnimationSet(pAnimSet: ID3DXAnimationSet): HResult; stdcall;
// Tracks
function GetMaxNumTracks: LongWord; stdcall;
function GetTrackDesc(Track: DWORD; out pDesc: TD3DXTrackDesc): HResult; stdcall;
function SetTrackDesc(Track: DWORD; const pDesc: TD3DXTrackDesc): HResult; stdcall;
function GetTrackAnimationSet(Track: DWORD; out ppAnimSet: ID3DXAnimationSet): HResult; stdcall;
function SetTrackAnimationSet(Track: DWORD; pAnimSet: ID3DXAnimationSet): HResult; stdcall;
// Individual track field access
function SetTrackSpeed(Track: DWORD; Speed: Single): HResult; stdcall;
function SetTrackWeight(Track: DWORD; Weight: Single): HResult; stdcall;
function SetTrackAnimTime(Track: DWORD; AnimTime: Double): HResult; stdcall;
function SetTrackEnable(Track: DWORD; Enable: BOOL): HResult; stdcall;
// Time
function GetTime: Double; stdcall;
function SetTime(Time: Double): HResult; stdcall;
function CloneAnimationController(MaxNumMatrices, MaxNumAnimationSets, MaxNumTracks, MaxNumEvents: LongWord; out ppAnimController: ID3DXAnimationController): HResult; stdcall;
function GetMaxNumMatrices: LongWord; stdcall;
function GetMaxNumEvents: LongWord; stdcall;
function GetMaxNumAnimationSets: LongWord; stdcall;
// Sequencing abilities
function KeyTrackSpeed(Track: DWORD; NewSpeed: Single; StartTime, Duration: Double; Method: DWORD): HResult; stdcall;
function KeyTrackWeight(Track: DWORD; NewWeight: Single; StartTime, Duration: Double; Method: DWORD): HResult; stdcall;
function KeyTrackAnimTime(Track: DWORD; NewAnimTime, StartTime: Double): HResult; stdcall;
function KeyTrackEnable(Track: DWORD; NewEnable: BOOL; StartTime: Double): HResult; stdcall;
// this functions sets the blend weight to be used to blend high and low priority tracks together.
// NOTE: this has no effect unless there are active animations on tracks for a given matrix that have both high and low results
function GetPriorityBlend: Single; stdcall;
function SetPriorityBlend(BlendWeight: Single): HResult; stdcall;
function KeyPriorityBlend(NewBlendWeight: Single; StartTime, Duration: Double; Method: DWORD): HResult; stdcall;
end;
type
IID_ID3DXInterpolator = ID3DXInterpolator;
{$EXTERNALSYM IID_ID3DXInterpolator}
IID_ID3DXKeyFrameInterpolator = ID3DXKeyFrameInterpolator;
{$EXTERNALSYM IID_ID3DXKeyFrameInterpolator}
IID_ID3DXAnimationSet = ID3DXAnimationSet;
{$EXTERNALSYM IID_ID3DXAnimationSet}
IID_ID3DXAnimationController = ID3DXAnimationController;
{$EXTERNALSYM IID_ID3DXAnimationController}
//----------------------------------------------------------------------------
// D3DXLoadMeshHierarchyFromX:
// ---------------------------
// Loads the first frame hierarchy in a .X file.
//
// Parameters:
// Filename
// Name of the .X file
// MeshOptions
// Mesh creation options for meshes in the file (see d3dx9mesh.h)
// pD3DDevice
// D3D9 device on which meshes in the file are created in
// pAlloc
// Allocation interface used to allocate nodes of the frame hierarchy
// pUserDataLoader
// Application provided interface to allow loading of user data
// ppFrameHierarchy
// Returns root node pointer of the loaded frame hierarchy
// ppAnimController
// Returns pointer to an animation controller corresponding to animation
// in the .X file. This is created with default max tracks and events
//
//----------------------------------------------------------------------------
function D3DXLoadMeshHierarchyFromXA(
Filename: PAnsiChar;
MeshOptions: DWORD;
pD3DDevice: IDirect3DDevice9;
pAlloc: ID3DXAllocateHierarchy;
pUserDataLoader: ID3DXLoadUserData;
out ppFrameHierarchy: PD3DXFrame;
out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL name 'D3DXLoadMeshHierarchyFromXA';
{$EXTERNALSYM D3DXLoadMeshHierarchyFromXA}
function D3DXLoadMeshHierarchyFromXW(
Filename: PWideChar;
MeshOptions: DWORD;
pD3DDevice: IDirect3DDevice9;
pAlloc: ID3DXAllocateHierarchy;
pUserDataLoader: ID3DXLoadUserData;
out ppFrameHierarchy: PD3DXFrame;
out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL name 'D3DXLoadMeshHierarchyFromXW';
{$EXTERNALSYM D3DXLoadMeshHierarchyFromXW}
function D3DXLoadMeshHierarchyFromX(
Filename: PChar;
MeshOptions: DWORD;
pD3DDevice: IDirect3DDevice9;
pAlloc: ID3DXAllocateHierarchy;
pUserDataLoader: ID3DXLoadUserData;
out ppFrameHierarchy: PD3DXFrame;
out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL name 'D3DXLoadMeshHierarchyFromXA';
{$EXTERNALSYM D3DXLoadMeshHierarchyFromX}
function D3DXLoadMeshHierarchyFromXInMemory(
Memory: Pointer;
SizeOfMemory: DWORD;
MeshOptions: DWORD;
pD3DDevice: IDirect3DDevice9;
pAlloc: ID3DXAllocateHierarchy;
pUserDataLoader: ID3DXLoadUserData;
out ppFrameHierarchy: PD3DXFrame;
out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXLoadMeshHierarchyFromXInMemory}
//----------------------------------------------------------------------------
// D3DXSaveMeshHierarchyToFile:
// ---------------------------
// Creates a .X file and saves the mesh hierarchy and corresponding animations
// in it
//
// Parameters:
// Filename
// Name of the .X file
// XFormat
// Format of the .X file (text or binary, compressed or not, etc)
// pFrameRoot
// Root node of the hierarchy to be saved
// pAnimController
// The animation mixer whose animation sets are to be stored
// pUserDataSaver
// Application provided interface to allow adding of user data to
// data objects saved to .X file
//
//----------------------------------------------------------------------------
function D3DXSaveMeshHierarchyToFileA(
Filename: PAnsiChar;
XFormat: TDXFileFormat;
pFrameRoot: PD3DXFrame;
pAnimMixer: ID3DXAnimationController;
pUserDataSaver: ID3DXSaveUserData): HResult; stdcall; external d3dx9animDLL name 'D3DXSaveMeshHierarchyToFileA';
{$EXTERNALSYM D3DXSaveMeshHierarchyToFileA}
function D3DXSaveMeshHierarchyToFileW(
Filename: PWideChar;
XFormat: TDXFileFormat;
pFrameRoot: PD3DXFrame;
pAnimMixer: ID3DXAnimationController;
pUserDataSaver: ID3DXSaveUserData): HResult; stdcall; external d3dx9animDLL name 'D3DXSaveMeshHierarchyToFileW';
{$EXTERNALSYM D3DXSaveMeshHierarchyToFileW}
function D3DXSaveMeshHierarchyToFile(
Filename: PChar;
XFormat: TDXFileFormat;
pFrameRoot: PD3DXFrame;
pAnimMixer: ID3DXAnimationController;
pUserDataSaver: ID3DXSaveUserData): HResult; stdcall; external d3dx9animDLL name 'D3DXSaveMeshHierarchyToFileA';
{$EXTERNALSYM D3DXSaveMeshHierarchyToFile}
//----------------------------------------------------------------------------
// D3DXFrameDestroy:
// -----------------
// Destroys the subtree of frames under the root, including the root
//
// Parameters:
// pFrameRoot
// Pointer to the root node
// pAlloc
// Allocation interface used to de-allocate nodes of the frame hierarchy
//
//----------------------------------------------------------------------------
function D3DXFrameDestroy(
pFrameRoot: PD3DXFrame;
pAlloc: ID3DXAllocateHierarchy): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameDestroy}
//----------------------------------------------------------------------------
// D3DXFrameAppendChild:
// ---------------------
// Add a child frame to a frame
//
// Parameters:
// pFrameParent
// Pointer to the parent node
// pFrameChild
// Pointer to the child node
//
//----------------------------------------------------------------------------
function D3DXFrameAppendChild(
pFrameParent: PD3DXFrame;
pFrameChild: PD3DXFrame): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameAppendChild}
//----------------------------------------------------------------------------
// D3DXFrameFind:
// --------------
// Finds a frame with the given name. Returns NULL if no frame found.
//
// Parameters:
// pFrameRoot
// Pointer to the root node
// Name
// Name of frame to find
//
//----------------------------------------------------------------------------
function D3DXFrameFind(
pFrameRoot: PD3DXFrame;
Name: PAnsiChar): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameFind}
//----------------------------------------------------------------------------
// D3DXFrameRegisterNamedMatrices:
// --------------------------
// Finds all frames that have non-null names and registers each of those frame
// matrices to the given animation mixer
//
// Parameters:
// pFrameRoot
// Pointer to the root node
// pAnimMixer
// Pointer to the animation mixer where the matrices are registered
//
//----------------------------------------------------------------------------
function D3DXFrameRegisterNamedMatrices(
pFrameRoot: PD3DXFrame;
pAnimMixer: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameRegisterNamedMatrices}
//----------------------------------------------------------------------------
// D3DXFrameNumNamedMatrices:
// --------------------------
// Counts number of frames in a subtree that have non-null names
//
// Parameters:
// pFrameRoot
// Pointer to the root node of the subtree
// Return Value:
// Count of frames
//
//----------------------------------------------------------------------------
function D3DXFrameNumNamedMatrices(
pFrameRoot: PD3DXFrame): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameNumNamedMatrices}
//----------------------------------------------------------------------------
// D3DXFrameCalculateBoundingSphere:
// ---------------------------------
// Computes the bounding sphere of all the meshes in the frame hierarchy
//
// Parameters:
// pFrameRoot
// Pointer to the root node
// pObjectCenter
// Returns the center of the bounding sphere
// pObjectRadius
// Returns the radius of the bounding sphere
//
//----------------------------------------------------------------------------
function D3DXFrameCalculateBoundingSphere(
pFrameRoot: PD3DXFrame;
out pObjectCenter: TD3DXVector3;
out pObjectRadius: Single): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXFrameCalculateBoundingSphere}
//----------------------------------------------------------------------------
// D3DXCreateKeyFrameInterpolator:
// -------------------------------
// Creates a SRT key frame interpolator object from the given set of keys
//
// Parameters:
// ScaleKeys
// Array of scale key vectors
// NumScaleKeys
// Num elements in ScaleKeys array
// RotationKeys
// Array of rotation key quternions
// NumRotationKeys
// Num elements in RotationKeys array
// TranslateKeys
// Array of translation key vectors
// NumTranslateKeys
// Num elements in TranslateKeys array
// ScaleInputTimeBy
// All key times are scaled by this factor
// ppNewInterpolator
// Returns the keyframe interpolator interface
//
//----------------------------------------------------------------------------
function D3DXCreateKeyFrameInterpolator(Name: PAnsiChar;
ScaleKeys: PD3DXKeyVector3; NumScaleKeys: LongWord;
RotationKeys: PD3DXKeyQuaternion; NumRotationKeys: LongWord;
TranslateKeys: PD3DXKeyVector3; NumTranslateKeys: LongWord;
ScaleInputTimeBy: Double; out ppNewInterpolator: ID3DXKeyFrameInterpolator): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXCreateKeyFrameInterpolator}
//----------------------------------------------------------------------------
// D3DXCreateAnimationSet:
// -----------------------
// Creates an animtions set interface given a set of interpolators
//
// Parameters:
// Name
// Name of the animation set
// pInterpolators
// Array of interpolators
// NumInterpolators
// Num elements in the pInterpolators array
// ppAnimSet
// Returns the animation set interface
//
//-----------------------------------------------------------------------------
function D3DXCreateAnimationSet(Name: PAnsiChar;
ppInterpolators: PID3DXInterpolator; NumInterpolators: LongWord;
out ppAnimSet: ID3DXAnimationSet): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXCreateAnimationSet}
//----------------------------------------------------------------------------
// D3DXCreateAnimationController:
// -------------------------
// Creates an animtion mixer object
//
// Parameters:
// MaxNumMatrices
// The upper limit for the number of matrices that can be animated by the
// the object
// MaxNumAnimationSets
// The upper limit of the number of animation sets that can be played by
// the object
// MaxNumTracks
// The upper limit of the number of animation sets that can be blended at
// any time.
// MaxNumEvents
// The upper limit of the number of outstanding events that can be
// scheduled at once.
// ppAnimController
// Returns the animation controller interface
//
//-----------------------------------------------------------------------------
function D3DXCreateAnimationController(
MaxNumMatrices, MaxNumAnimationSets, MaxNumTracks, MaxNumEvents: LongWord;
out ppAnimController: ID3DXAnimationController): HResult; stdcall; external d3dx9animDLL;
{$EXTERNALSYM D3DXCreateAnimationController}
(*$HPPEMIT '} /* namespace D3dx9 */' *)
//***************************************************************************//
//***************************************************************************//
//***************************************************************************//
implementation
//***************************************************************************//
//***************************************************************************//
//***************************************************************************//
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx8math.h
// Content: D3DX math types and functions
//
//////////////////////////////////////////////////////////////////////////////
//===========================================================================
//
// General purpose utilities
//
//===========================================================================
function D3DXToRadian(Degree: Single): Single;
begin
Result:= Degree * (D3DX_PI / 180.0);
end;
function D3DXToDegree(Radian: Single): Single;
begin
Result:= Radian * (180.0 / D3DX_PI);
end;
//===========================================================================
//
// 16 bit floating point numbers
//
//===========================================================================
function D3DXFloat16(value: Single): TD3DXFloat16;
begin
D3DXFloat32To16Array(@Result, @value, 1);
end;
function D3DXFloat16Equal(const v1, v2: TD3DXFloat16): Boolean;
begin
Result:= (v1.value = v2.value);
end;
function D3DXFloat16ToFloat(value: TD3DXFloat16): Single;
begin
D3DXFloat16To32Array(@Result, @value, 1);
end;
//===========================================================================
//
// Vectors
//
//===========================================================================
//--------------------------
// 2D Vector
//--------------------------
function D3DXVector2(_x, _y: Single): TD3DXVector2;
begin
Result.x:= _x; Result.y:= _y;
end;
function D3DXVector2Equal(const v1, v2: TD3DXVector2): Boolean;
begin
Result:= (v1.x = v2.x) and (v1.y = v2.y);
end;
//--------------------------
// 2D Vector (16 bit)
//--------------------------
function D3DXVector2_16F(_x, _y: TD3DXFloat16): TD3DXVector2_16F;
begin
with Result do
begin
x:= _x;
y:= _y;
end;
end;
function D3DXVector2_16fEqual(const v1, v2: TD3DXVector2_16F): Boolean;
begin
Result:= (DWORD(v1) = DWORD(v2));
end;
function D3DXVector2_16fFromVector2(const v: TD3DXVector2): TD3DXVector2_16f;
begin
D3DXFloat32To16Array(@Result.x, @v.x, 2);
end;
function D3DXVector2FromVector2_16f(const v: TD3DXVector2_16f): TD3DXVector2;
begin
D3DXFloat16To32Array(@Result.x, @v.x, 2);
end;
//--------------------------
// 3D Vector
//--------------------------
function D3DXVector3(_x, _y, _z: Single): TD3DXVector3;
begin
with Result do
begin
x:= _x; y:= _y; z:=_z;
end;
end;
function D3DXVector3Equal(const v1, v2: TD3DXVector3): Boolean;
begin
Result:= (v1.x = v2.x) and (v1.y = v2.y) and (v1.z = v2.z);
end;
//--------------------------
// 3D Vector (16 bit)
//--------------------------
function D3DXVector3_16F(_x, _y, _z: TD3DXFloat16): TD3DXVector3_16F;
begin
with Result do
begin
x:= _x; y:= _y; z:= _z;
end;
end;
function D3DXVector3_16fEqual(const v1, v2: TD3DXVector3_16F): Boolean;
begin
Result:= (PDWORD(@v1.x)^ = PDWORD(@v2.x)^) and
(Word (v1.z) = Word (v2.z));
end;
function D3DXVector3_16fFromVector3(const v: TD3DXVector3): TD3DXVector3_16f;
begin
D3DXFloat32To16Array(@Result.x, @v.x, 3);
end;
function D3DXVector3FromVector3_16f(const v: TD3DXVector3_16f): TD3DXVector3;
begin
D3DXFloat16To32Array(@Result.x, @v.x, 3);
end;
//--------------------------
// 4D Vector
//--------------------------
function D3DXVector4(_x, _y, _z, _w: Single): TD3DXVector4;
begin
with Result do
begin
x:= _x; y:= _y; z:= _z; w:= _w;
end;
end;
function D3DXVector4Equal(const v1, v2: TD3DXVector4): Boolean;
begin
Result:= (v1.x = v2.x) and (v1.y = v2.y) and
(v1.z = v2.z) and (v1.w = v2.w);
end;
//--------------------------
// 4D Vector (16 bit)
//--------------------------
function D3DXVector4_16F(_x, _y, _z, _w: TD3DXFloat16): TD3DXVector4_16F;
begin
with Result do
begin
x:= _x; y:= _y; z:= _z; w:= _w;
end;
end;
function D3DXVector4_16fEqual(const v1, v2: TD3DXVector4_16F): Boolean;
begin
Result:= (PDWORD(@v1.x)^ = PDWORD(@v2.x)^) and
(PDWORD(@v1.z)^ = PDWORD(@v2.z)^);
end;
function D3DXVector4_16fFromVector4(const v: TD3DXVector4): TD3DXVector4_16f;
begin
D3DXFloat32To16Array(@Result.x, @v.x, 4);
end;
function D3DXVector4FromVector4_16f(const v: TD3DXVector4_16f): TD3DXVector4;
begin
D3DXFloat16To32Array(@Result.x, @v.x, 4);
end;
//--------------------------
// 4D Matrix
//--------------------------
function D3DXMatrix(
_m00, _m01, _m02, _m03,
_m10, _m11, _m12, _m13,
_m20, _m21, _m22, _m23,
_m30, _m31, _m32, _m33: Single): TD3DXMatrix;
begin
with Result do
begin
m[0,0]:= _m00; m[0,1]:= _m01; m[0,2]:= _m02; m[0,3]:= _m03;
m[1,0]:= _m10; m[1,1]:= _m11; m[1,2]:= _m12; m[1,3]:= _m13;
m[2,0]:= _m20; m[2,1]:= _m21; m[2,2]:= _m22; m[2,3]:= _m23;
m[3,0]:= _m30; m[3,1]:= _m31; m[3,2]:= _m32; m[3,3]:= _m33;
end;
end;
function D3DXMatrixAdd(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
var
pOut, p1, p2: PSingle; x: Integer;
begin
pOut:= @mOut._11; p1:= @m1._11; p2:= @m2._11;
for x:= 0 to 15 do
begin
pOut^:= p1^+p2^;
Inc(pOut); Inc(p1); Inc(p2);
end;
Result:= @mOut;
end;
function D3DXMatrixSubtract(out mOut: TD3DXMatrix; const m1, m2: TD3DXMatrix): PD3DXMatrix;
var
pOut, p1, p2: PSingle; x: Integer;
begin
pOut:= @mOut._11; p1:= @m1._11; p2:= @m2._11;
for x:= 0 to 15 do
begin
pOut^:= p1^-p2^;
Inc(pOut); Inc(p1); Inc(p2);
end;
Result:= @mOut;
end;
function D3DXMatrixMul(out mOut: TD3DXMatrix; const m: TD3DXMatrix; MulBy: Single): PD3DXMatrix;
var
pOut, p: PSingle; x: Integer;
begin
pOut:= @mOut._11; p:= @m._11;
for x:= 0 to 15 do
begin
pOut^:= p^* MulBy;
Inc(pOut); Inc(p);
end;
Result:= @mOut;
end;
function D3DXMatrixEqual(const m1, m2: TD3DXMatrix): Boolean;
begin
Result:= CompareMem(@m1, @m2, SizeOf(TD3DXMatrix));
end;
//--------------------------
// Quaternion
//--------------------------
function D3DXQuaternion(_x, _y, _z, _w: Single): TD3DXQuaternion;
begin
with Result do
begin
x:= _x; y:= _y; z:= _z; w:= _w;
end;
end;
function D3DXQuaternionAdd(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
begin
with Result do
begin
x:= q1.x+q2.x; y:= q1.y+q2.y; z:= q1.z+q2.z; w:= q1.w+q2.w;
end;
end;
function D3DXQuaternionSubtract(const q1, q2: TD3DXQuaternion): TD3DXQuaternion;
begin
with Result do
begin
x:= q1.x-q2.x; y:= q1.y-q2.y; z:= q1.z-q2.z; w:= q1.w-q2.w;
end;
end;
function D3DXQuaternionEqual(const q1, q2: TD3DXQuaternion): Boolean;
begin
Result:= (q1.x = q2.x) and (q1.y = q2.y) and
(q1.z = q2.z) and (q1.w = q2.w);
end;
function D3DXQuaternionScale(out qOut: TD3DXQuaternion; const q: TD3DXQuaternion;
s: Single): PD3DXQuaternion;
begin
with qOut do
begin
x:= q.x*s; y:= q.y*s; z:= q.z*s; w:= q.w*s;
end;
Result:= @qOut;
end;
//--------------------------
// Plane
//--------------------------
function D3DXPlane(_a, _b, _c, _d: Single): TD3DXPlane;
begin
with Result do
begin
a:= _a; b:= _b; c:= _c; d:= _d;
end;
end;
function D3DXPlaneEqual(const p1, p2: TD3DXPlane): Boolean;
begin
Result:=
(p1.a = p2.a) and (p1.b = p2.b) and
(p1.c = p2.c) and (p1.d = p2.d);
end;
//--------------------------
// Color
//--------------------------
function D3DXColor(_r, _g, _b, _a: Single): TD3DXColor;
begin
with Result do
begin
r:= _r; g:= _g; b:= _b; a:= _a;
end;
end;
function D3DXColorToDWord(c: TD3DXColor): DWord;
function ColorLimit(const x: Single): DWord;
begin
if x > 1.0 then Result:= 255
else if x < 0 then Result:= 0
else Result:= Trunc(x * 255.0 + 0.5);
end;
begin
Result:= ColorLimit(c.a) shl 24 or ColorLimit(c.r) shl 16
or ColorLimit(c.g) shl 8 or ColorLimit(c.b);
end;
function D3DXColorFromDWord(c: DWord): TD3DXColor;
const
f: Single = 1/255;
begin
with Result do
begin
r:= f * Byte(c shr 16);
g:= f * Byte(c shr 8);
b:= f * Byte(c shr 0);
a:= f * Byte(c shr 24);
end;
end;
function D3DXColorEqual(const c1, c2: TD3DXColor): Boolean;
begin
Result:= (c1.r = c2.r) and (c1.g = c2.g) and (c1.b = c2.b) and (c1.a = c2.a);
end;
//===========================================================================
//
// D3DX math functions:
//
// NOTE:
// * All these functions can take the same object as in and out parameters.
//
// * Out parameters are typically also returned as return values, so that
// the output of one function may be used as a parameter to another.
//
//===========================================================================
//--------------------------
// 2D Vector
//--------------------------
// "inline"
function D3DXVec2Length(const v: TD3DXVector2): Single;
begin
with v do Result:= Sqrt(x*x + y*y);
end;
function D3DXVec2LengthSq(const v: TD3DXVector2): Single;
begin
with v do Result:= x*x + y*y;
end;
function D3DXVec2Dot(const v1, v2: TD3DXVector2): Single;
begin
Result:= v1.x*v2.x + v1.y*v2.y;
end;
// Z component of ((x1,y1,0) cross (x2,y2,0))
function D3DXVec2CCW(const v1, v2: TD3DXVector2): Single;
begin
Result:= v1.x*v2.y - v1.y*v2.x;
end;
function D3DXVec2Add(const v1, v2: TD3DXVector2): TD3DXVector2;
begin
Result.x:= v1.x + v2.x;
Result.y:= v1.y + v2.y;
end;
function D3DXVec2Subtract(const v1, v2: TD3DXVector2): TD3DXVector2;
begin
Result.x:= v1.x - v2.x;
Result.y:= v1.y - v2.y;
end;
// Minimize each component. x = min(x1, x2), y = min(y1, y2)
function D3DXVec2Minimize(out vOut: TD3DXVector2; const v1, v2: TD3DXVEctor2): PD3DXVector2;
begin
if v1.x < v2.x then vOut.x:= v1.x else vOut.y:= v2.x;
if v1.y < v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
Result:= @vOut;
end;
// Maximize each component. x = max(x1, x2), y = max(y1, y2)
function D3DXVec2Maximize(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2): PD3DXVector2;
begin
if v1.x > v2.x then vOut.x:= v1.x else vOut.y:= v2.x;
if v1.y > v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
Result:= @vOut;
end;
function D3DXVec2Scale(out vOut: TD3DXVector2; const v: TD3DXVector2; s: Single): PD3DXVector2;
begin
vOut.x:= v.x*s; vOut.y:= v.y*s;
Result:= @vOut;
end;
// Linear interpolation. V1 + s(V2-V1)
function D3DXVec2Lerp(out vOut: TD3DXVector2; const v1, v2: TD3DXVector2; s: Single): PD3DXVector2;
begin
vOut.x:= v1.x + s * (v2.x-v1.x);
vOut.y:= v1.y + s * (v2.y-v1.y);
Result:= @vOut;
end;
//--------------------------
// 3D Vector
//--------------------------
function D3DXVec3Length(const v: TD3DXVector3): Single;
begin
with v do Result:= Sqrt(x*x + y*y + z*z);
end;
function D3DXVec3LengthSq(const v: TD3DXVector3): Single;
begin
with v do Result:= x*x + y*y + z*z;
end;
function D3DXVec3Dot(const v1, v2: TD3DXVector3): Single;
begin
Result:= v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
end;
function D3DXVec3Cross(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
vOut.x:= v1.y * v2.z - v1.z * v2.y;
vOut.y:= v1.z * v2.x - v1.x * v2.z;
vOut.z:= v1.x * v2.y - v1.y * v2.x;
Result:= @vOut;
end;
function D3DXVec3Add(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
with vOut do
begin
x:= v1.x + v2.x;
y:= v1.y + v2.y;
z:= v1.z + v2.z;
end;
Result:= @vOut;
end;
function D3DXVec3Subtract(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
with vOut do
begin
x:= v1.x - v2.x;
y:= v1.y - v2.y;
z:= v1.z - v2.z;
end;
Result:= @vOut;
end;
// Minimize each component. x = min(x1, x2), y = min(y1, y2)
function D3DXVec3Minimize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
if v1.x < v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
if v1.y < v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
if v1.z < v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
Result:= @vOut;
end;
// Maximize each component. x = max(x1, x2), y = max(y1, y2)
function D3DXVec3Maximize(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3): PD3DXVector3;
begin
if v1.x > v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
if v1.y > v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
if v1.z > v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
Result:= @vOut;
end;
function D3DXVec3Scale(out vOut: TD3DXVector3; const v: TD3DXVector3; s: Single): PD3DXVector3;
begin
with vOut do
begin
x:= v.x * s; y:= v.y * s; z:= v.z * s;
end;
Result:= @vOut;
end;
// Linear interpolation. V1 + s(V2-V1)
function D3DXVec3Lerp(out vOut: TD3DXVector3; const v1, v2: TD3DXVector3; s: Single): PD3DXVector3;
begin
vOut.x:= v1.x + s * (v2.x-v1.x);
vOut.y:= v1.y + s * (v2.y-v1.y);
vOut.z:= v1.z + s * (v2.z-v1.z);
Result:= @vOut;
end;
//--------------------------
// 4D Vector
//--------------------------
function D3DXVec4Length(const v: TD3DXVector4): Single;
begin
with v do Result:= Sqrt(x*x + y*y + z*z + w*w);
end;
function D3DXVec4LengthSq(const v: TD3DXVector4): Single;
begin
with v do Result:= x*x + y*y + z*z + w*w
end;
function D3DXVec4Dot(const v1, v2: TD3DXVector4): Single;
begin
Result:= v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
end;
function D3DXVec4Add(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
with vOut do
begin
x:= v1.x + v2.x;
y:= v1.y + v2.y;
z:= v1.z + v2.z;
w:= v1.w + v2.w;
end;
Result:= @vOut;
end;
function D3DXVec4Subtract(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
with vOut do
begin
x:= v1.x - v2.x;
y:= v1.y - v2.y;
z:= v1.z - v2.z;
w:= v1.w - v2.w;
end;
Result:= @vOut;
end;
// Minimize each component. x = min(x1, x2), y = min(y1, y2)
function D3DXVec4Minimize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
if v1.x < v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
if v1.y < v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
if v1.z < v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
if v1.w < v2.w then vOut.w:= v1.w else vOut.w:= v2.w;
Result:= @vOut;
end;
// Maximize each component. x = max(x1, x2), y = max(y1, y2)
function D3DXVec4Maximize(out vOut: TD3DXVector4; const v1, v2: TD3DXVector4): PD3DXVector4;
begin
if v1.x > v2.x then vOut.x:= v1.x else vOut.x:= v2.x;
if v1.y > v2.y then vOut.y:= v1.y else vOut.y:= v2.y;
if v1.z > v2.z then vOut.z:= v1.z else vOut.z:= v2.z;
if v1.w > v2.w then vOut.w:= v1.w else vOut.w:= v2.w;
Result:= @vOut;
end;
function D3DXVec4Scale(out vOut: TD3DXVector4; const v: TD3DXVector4; s: Single): PD3DXVector4;
begin
with vOut do
begin
x:= v.x * s; y:= v.y * s; z:= v.z * s; w:= v.w * s;
end;
Result:= @vOut;
end;
// Linear interpolation. V1 + s(V2-V1)
function D3DXVec4Lerp(out vOut: TD3DXVector4;
const v1, v2: TD3DXVector4; s: Single): PD3DXVector4;
begin
with vOut do
begin
x:= v1.x + s * (v2.x - v1.x);
y:= v1.y + s * (v2.y - v1.y);
z:= v1.z + s * (v2.z - v1.z);
w:= v1.w + s * (v2.w - v1.w);
end;
Result:= @vOut;
end;
//--------------------------
// 4D Matrix
//--------------------------
// inline
function D3DXMatrixIdentity(out mOut: TD3DXMatrix): PD3DXMatrix;
begin
FillChar(mOut, SizeOf(mOut), 0);
mOut._11:= 1; mOut._22:= 1; mOut._33:= 1; mOut._44:= 1;
Result:= @mOut;
end;
function D3DXMatrixIsIdentity(const m: TD3DXMatrix): BOOL;
begin
with m do Result:=
(_11 = 1) and (_12 = 0) and (_13 = 0) and (_14 = 0) and
(_21 = 0) and (_22 = 1) and (_23 = 0) and (_24 = 0) and
(_31 = 0) and (_32 = 0) and (_33 = 1) and (_34 = 0) and
(_41 = 0) and (_42 = 0) and (_43 = 0) and (_44 = 1);
end;
//--------------------------
// Quaternion
//--------------------------
// inline
function D3DXQuaternionLength(const q: TD3DXQuaternion): Single;
begin
with q do Result:= Sqrt(x*x + y*y + z*z + w*w);
end;
// Length squared, or "norm"
function D3DXQuaternionLengthSq(const q: TD3DXQuaternion): Single;
begin
with q do Result:= x*x + y*y + z*z + w*w;
end;
function D3DXQuaternionDot(const q1, q2: TD3DXQuaternion): Single;
begin
Result:= q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
end;
function D3DXQuaternionIdentity(out qOut: TD3DXQuaternion): PD3DXQuaternion;
begin
with qOut do
begin
x:= 0; y:= 0; z:= 0; w:= 1.0;
end;
Result:= @qOut;
end;
function D3DXQuaternionIsIdentity(const q: TD3DXQuaternion): BOOL;
begin
with q do Result:= (x = 0) and (y = 0) and (z = 0) and (w = 1);
end;
// (-x, -y, -z, w)
function D3DXQuaternionConjugate(out qOut: TD3DXQuaternion;
const q: TD3DXQuaternion): PD3DXQuaternion;
begin
with qOut do
begin
x:= -q.x; y:= -q.y; z:= -q.z; w:= q.w;
end;
Result:= @qOut;
end;
//--------------------------
// Plane
//--------------------------
// ax + by + cz + dw
function D3DXPlaneDot(const p: TD3DXPlane; const v: TD3DXVector4): Single;
begin
with p,v do Result:= a*x + b*y + c*z + d*w;
end;
// ax + by + cz + d
function D3DXPlaneDotCoord(const p: TD3DXPlane; const v: TD3DXVector3): Single;
begin
with p,v do Result:= a*x + b*y + c*z + d;
end;
// ax + by + cz
function D3DXPlaneDotNormal(const p: TD3DXPlane; const v: TD3DXVector3): Single;
begin
with p,v do Result:= a*x + b*y + c*z;
end;
//--------------------------
// Color
//--------------------------
// inline
function D3DXColorNegative(out cOut: TD3DXColor; const c: TD3DXColor): PD3DXColor;
begin
with cOut do
begin
r:= 1.0 - c.r; g:= 1.0 - c.g; b:= 1.0 - c.b;
a:= c.a;
end;
Result:= @cOut;
end;
function D3DXColorAdd(out cOut: TD3DXColor; const c1,c2: TD3DXColor): PD3DXColor;
begin
with cOut do
begin
r:= c1.r + c2.r; g:= c1.g + c2.g; b:= c1.b + c2.b;
a:= c1.a + c2.a;
end;
Result:= @cOut;
end;
function D3DXColorSubtract(out cOut: TD3DXColor; const c1,c2: TD3DXColor): PD3DXColor;
begin
with cOut do
begin
r:= c1.r - c2.r; g:= c1.g - c2.g; b:= c1.b - c2.b;
a:= c1.a - c2.a;
end;
Result:= @cOut;
end;
function D3DXColorScale(out cOut: TD3DXColor; const c: TD3DXColor; s: Single): PD3DXColor;
begin
with cOut do
begin
r:= c.r * s; g:= c.g * s;
b:= c.b * s; a:= c.a * s;
end;
Result:= @cOut;
end;
// (r1*r2, g1*g2, b1*b2, a1*a2)
function D3DXColorModulate(out cOut: TD3DXColor; const c1,c2: TD3DXColor): PD3DXColor;
begin
with cOut do
begin
r:= c1.r * c2.r; g:= c1.g * c2.g;
b:= c1.b * c2.b; a:= c1.a * c2.a;
end;
Result:= @cOut;
end;
// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
function D3DXColorLerp(out cOut: TD3DXColor; const c1,c2: TD3DXColor; s: Single): PD3DXColor;
begin
with cOut do
begin
r:= c1.r + s * (c2.r - c1.r);
g:= c1.g + s * (c2.g - c1.g);
b:= c1.b + s * (c2.b - c1.b);
a:= c1.a + s * (c2.a - c1.a);
end;
Result:= @cOut;
end;
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: d3dx9shader.h
// Content: D3DX Shader APIs
//
//////////////////////////////////////////////////////////////////////////////
//---------------------------------------------------------------------------
// D3DXTX_VERSION:
// --------------
// Version token used to create a procedural texture filler in effects
// Used by D3DXFill[]TX functions
//---------------------------------------------------------------------------
// #define D3DXTX_VERSION(_Major,_Minor) (('T' << 24) | ('X' << 16) | ((_Major) << 8) | (_Minor))
function D3DXTX_VERSION(_Major, _Minor: Byte): DWORD;
begin
Result := (Ord('T') shl 24) or (Ord('X') shl 16) or (_Major shl 8) or (_Minor);
end;
end.