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GXMiscD3DFunctions.h File Reference

#include "GXStandardDefines.h"
#include "GXSquareGenerators.h"

Go to the source code of this file.

Compounds

struct  SGXFloatRect

Functions

bool GXFillTextureWithSquare (CGXSquare< D3DXCOLOR > *pColorMap, IDirect3DTexture8 *pTextureOut)
bool GXFillSquareWithTexture (IDirect3DTexture8 *pTextureIn, CGXSquare< D3DXCOLOR > *pColorMapOut)
bool GXGetSWVPFromDevice (CGXDeviceContainer *pDevice)
void GXGetColorAtPoint (D3DSURFACE_DESC *pDesc, D3DLOCKED_RECT *pRect, UINT uX, UINT uY, D3DXCOLOR *pOut)
void GXSetColorAtPoint (D3DSURFACE_DESC *pDesc, D3DLOCKED_RECT *pRect, UINT uX, UINT uY, D3DXCOLOR *pIn)
void GXGetColorAtPoint (D3DSURFACE_DESC *pDesc, D3DLOCKED_RECT *pRect, D3DXVECTOR2 *pCoords, D3DXCOLOR *pOut)
void GXSetColorAtPoint (D3DSURFACE_DESC *pDesc, D3DLOCKED_RECT *pRect, D3DXVECTOR2 *pCoords, D3DXCOLOR *pIn)
bool GXWriteTextureToStream (IStream *pStream, IDirect3DTexture8 *pTexture)
bool GXLoadTextureFromStream (IStream *pStream, CGXDeviceContainer *pDevice, IDirect3DTexture8 **ppOut)
bool GXGenerateNormalMap (CGXDeviceContainer *pDevice, IDirect3DTexture8 *pHeightMap, float fAmplitude, IDirect3DTexture8 **ppOut)
DWORD GXCreateShaderFromFile (CGXDeviceContainer *pDevice, char *szShader)
DWORD GXCreateShaderFromString (CGXDeviceContainer *pDevice, char *szShader)
DWORD CGXLoadShader (ID3DXBuffer *pShader, ID3DXBuffer *pConstants, CGXDeviceContainer *pDevice)
bool GXSetupLinearFiltering (CGXDeviceContainer *pDevice)
bool GXAssembleTextures (CGXDeviceContainer *pDevice, SGXFloatRect *pCoordRemaps, char **ppInNames, UINT uNameCount, char *szOut, UINT uWidth, UINT uHeight)
bool GXPasteTextures (IDirect3DTexture8 **ppTextures, UINT uTextureCount, SGXFloatRect *pCoordRemaps, IDirect3DTexture8 *pOut)
bool GXCopyTexture (IDirect3DTexture8 *pIn, SGXFloatRect *pInRect, IDirect3DTexture8 *pOut, SGXFloatRect *pOutRect)
bool GXMakeNoiseTexture (IDirect3DTexture8 *pTexture)
float GXLuminance (D3DXCOLOR *pColor)
UINT GXGetTime ()


Function Documentation

DWORD CGXLoadShader ID3DXBuffer *    pShader,
ID3DXBuffer *    pConstants,
CGXDeviceContainer   pDevice
 

bool GXAssembleTextures CGXDeviceContainer   pDevice,
SGXFloatRect   pCoordRemaps,
char **    ppInNames,
UINT    uNameCount,
char *    szOut,
UINT    uWidth,
UINT    uHeight
 

bool GXCopyTexture IDirect3DTexture8 *    pIn,
SGXFloatRect   pInRect,
IDirect3DTexture8 *    pOut,
SGXFloatRect   pOutRect
 

DWORD GXCreateShaderFromFile CGXDeviceContainer   pDevice,
char *    szShader
 

DWORD GXCreateShaderFromString CGXDeviceContainer   pDevice,
char *    szShader
 

bool GXFillSquareWithTexture IDirect3DTexture8 *    pTextureIn,
CGXSquare< D3DXCOLOR > *    pColorMapOut
 

bool GXFillTextureWithSquare CGXSquare< D3DXCOLOR > *    pColorMap,
IDirect3DTexture8 *    pTexture
 

bool GXGenerateNormalMap CGXDeviceContainer   pDevice,
IDirect3DTexture8 *    pHeightMap,
float    fAmplitude,
IDirect3DTexture8 **    ppOut
 

void GXGetColorAtPoint D3DSURFACE_DESC *    pDesc,
D3DLOCKED_RECT *    pRect,
D3DXVECTOR2 *    pCoords,
D3DXCOLOR *    pOut
 

void GXGetColorAtPoint D3DSURFACE_DESC *    pDesc,
D3DLOCKED_RECT *    pRect,
UINT    uX,
UINT    uY,
D3DXCOLOR *    pOut
 

bool GXGetSWVPFromDevice CGXDeviceContainer   pDevice
 

UINT GXGetTime   [inline]
 

bool GXLoadTextureFromStream IStream *    pStream,
CGXDeviceContainer   pDevice,
IDirect3DTexture8 **    ppOut
 

float GXLuminance D3DXCOLOR *    pColor [inline]
 

bool GXMakeNoiseTexture IDirect3DTexture8 *    pTexture
 

bool GXPasteTextures IDirect3DTexture8 **    ppTextures,
UINT    uTextureCount,
SGXFloatRect   pCoordRemaps,
IDirect3DTexture8 *    pOut
 

void GXSetColorAtPoint D3DSURFACE_DESC *    pDesc,
D3DLOCKED_RECT *    pRect,
D3DXVECTOR2 *    pCoords,
D3DXCOLOR *    pIn
 

void GXSetColorAtPoint D3DSURFACE_DESC *    pDesc,
D3DLOCKED_RECT *    pRect,
UINT    uX,
UINT    uY,
D3DXCOLOR *    pIn
 

bool GXSetupLinearFiltering CGXDeviceContainer   pDevice
 

bool GXWriteTextureToStream IStream *    pStream,
IDirect3DTexture8 *    pTexture
 


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