纹理

西昌.何雨锋

理                 

LoadTexture(const char* sFilename, const char* sTextureName = NULL, int iWidth = -1, int iHeight = -1, cCONST_TV_COLORKEY eColorKey = cTV_COLORKEY_NO, bool bFilterAndStretch = true);
                 //读取纹理("文件名","纹理名",宽,高,cTV_COLORKEY_NO, true)
 int LoadBumpTexture(const char* sFilename, const char* sTextureName = NULL, int iWidth = -1, int iHeight = -1, bool bTextureFilter = false, float fAmplitude = 32.0f);
                 //读取凹凸纹理
 int LoadVolumeTexture(const char* sFilename,const char* sTextureName = NULL, cCONST_TV_COLORKEY eColorKey = cTV_COLORKEY_NO, bool bTextureFilter = false);
                
 int LoadCubeTexture(const char* sFilename, const char* sTextureName = NULL, int iCubeSize = -1, cCONST_TV_COLORKEY eColorKey = cTV_COLORKEY_NO, bool bTextureFilter = false);
 int LoadDUDVTexture(const char* sFilename,const char* sTextureName = NULL, int iWidth = -1, int iHeight = -1, float fAmplitude = 32.0f, bool bMipMapDecrease = true);
 int LoadAlphaTexture(const char* sFilename,const char* sTextureName = NULL, int iWidth = -1, int iHeight = -1);
                 //读取半透明纹理
 int SetTextureMode(cCONST_TV_TEXTUREMODE eTextureMode);
 bool SaveTexture(int iTextureID, const char* sFilename,  cCONST_TV_IMAGEFORMAT eImageFormat = cTV_IMAGE_BMP);
                 //将某个纹理存为图片文件
 void DeleteTexture(int lTexture);
 cTV_TEXTURE GetTextureInfo(int lTexture);
 int GetUsedTextureMemory();
 int GetFreeTextureMemory();
 int GetTextureCount();
 int GetActiveCount();

 void ConvertNormalMap(int iTexture, bool bFlipBinormalToDirectX = true, bool bInvertNormals = false, bool bFlipTangent = false);
 void DeleteAllTextures(bool bDeleteRendersurfacesToo = true);

 void SetTexturePathStorage(cCONST_TV_TEXTUREPATHSTORAGE eTexPathStorage);
                 //设置纹理保存路径
 int AddAlphaChannel(int iSourceTexture, int iAlphaTexture, const char* sNewTextureName);
                  //增加alpha通道
 int CreateTextureCycle(int iNumTextures, int* pFirstTextureOfArray, float fSpeed = 10.0f,const char* sTextureName = NULL); // 10 Frame Per Seconds
                 
 void SetCycleProperties(int iCycleIndex, float fSpeed, bool bLooping = true);
 void ResetCycle(int iCycleIndex);

 bool LockTexture(int iTextureToLock, bool bReadOnly = false);
 void SetPixel(int iLockedTexture,int iX, int iY, int iColor); // color in TV ARGB format
 int GetPixel(int iLockedTexture,int iX, int iY); // colr in TV ARGB format;
 void UnlockTexture(int iTextureToLock, bool bRebuildMipmap = false);
 void ReleaseTextureDC(int iTextureID , bool bRegenMipmaps = false);
 int GetTextureDC(int iTextureID);
 
 int GetTextureRefCount(int iTextureID);
 int CreateTexture(int iWidth, int iHeight, bool bHasAlpha = true, const char* sTextureName = NULL);
                   //建立某种纹理,最后一个是图片文件名
 int CreateAlphaTexture(int iWidth, int iHeight, const char* sTextureName = NULL);
                 //建立一个半透明的texture
 void SetPixelArray(int iLockedTexture, int iX, int iY, int iWidth, int iHeight, int* pColorArray);
 void SetPixelAlphaArray(int iLockedTexture, int iX, int iY, int iWidth, int iHeight, byte* pAlphaValueArray);
 void SetPixelAlpha(int iLockedTexture, int iX, int iY, int alpha);
 void SetCycleKeyframe(int iCycleIndex, float fKeyFrame);
 void DestroyTextureCycle(int iCycleIndex);


 bool TextureExists(const char* sName);
 void SetTextureSharing(bool bEnable, bool bReplaceTextureWithSameName = false);
 void ForceTextureLoading(bool bEnable);

 int CreateProceduralTexture(const char* sProceduralFunctionString, const char* sFunctionName, int iWidth, int iHeight, int iDepth, cCONST_TV_TEXTURETYPE eTextureType = cTV_TEXTURE_DIFFUSEMAP, const char* sTextureName = NULL);
 int CreateProceduralTextureFromFile(const char* sFunctionDataSource, const char* sFunctionName, int iWidth, int iHeight, int iDepth, cCONST_TV_TEXTURETYPE eTextureType = cTV_TEXTURE_DIFFUSEMAP,const char* sTextureName = NULL);

 int CreateNormalMap(int iHeightmapTexture, float fAmplitude = 32.0f);
                    //根据某个高度纹理建立出map?
 void GetPixelArray(int iLockedTexture, int iX, int iY, int iWidth, int iHeight, int* retAllocatedColorArray);

 void SetPixelFloat(int iLockedTexture , int iX, int iY, cTV_COLOR* cColor);
 cTV_COLOR GetPixelFloat(int iLockedTexture , int iX, int iY);
 void SetPixelArrayFloat(int iLockedTexture, int iX, int iY, int iWidth, int iHeight, cTV_COLOR* pColorArray);
 void GetPixelArrayFloat(int iLockedTexture, int iX, int iY, int iWidth, int iHeight, cTV_COLOR* pAllocatedColorArray);
 void SetPixelArrayFloatEx(int iLockedTexture, int iX, int iY, int iWidth, int iHeight, float* pColorArray);
 void GetPixelArrayFloatEx(int iLockedTexture, int iX, int iY, int iWidth, int iHeight, float* retAllocatedColorArray);
 void DumpAllToDebug();
 void SetTextureName(int iTextureID, const char* sNewTextureName);

 

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