librw/src/rwd3d8.h

63 lines
1.4 KiB
C++

namespace rw {
namespace d3d8 {
struct InstanceData
{
uint32 minVert;
int32 stride;
int32 numVertices;
int32 numIndices;
Material *material;
uint32 vertexShader;
uint32 primType;
void *indexBuffer;
void *vertexBuffer;
uint32 baseIndex;
uint8 vertexAlpha;
uint8 managed;
uint8 remapped;
};
struct InstanceDataHeader : rw::InstanceDataHeader
{
uint16 serialNumber;
uint16 numMeshes;
InstanceData *inst;
};
uint32 makeFVFDeclaration(uint32 flags, int32 numTex);
int32 getStride(uint32 flags, int32 numTex);
void *destroyNativeData(void *object, int32, int32);
void readNativeData(Stream *stream, int32 len, void *object, int32, int32);
void writeNativeData(Stream *stream, int32 len, void *object, int32, int32);
int32 getSizeNativeData(void *object, int32, int32);
void registerNativeDataPlugin(void);
class ObjPipeline : public rw::ObjPipeline
{
public:
void (*instanceCB)(Geometry *geo, InstanceData *header);
void (*uninstanceCB)(Geometry *geo, InstanceData *header);
ObjPipeline(uint32 platform);
virtual void instance(Atomic *atomic);
virtual void uninstance(Atomic *atomic);
};
ObjPipeline *makeDefaultPipeline(void);
ObjPipeline *makeSkinPipeline(void);
ObjPipeline *makeMatFXPipeline(void);
// Native Texture and Raster
Texture *readNativeTexture(Stream *stream);
void writeNativeTexture(Texture *tex, Stream *stream);
uint32 getSizeNativeTexture(Texture *tex);
}
}