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nearby/internal/platform/implementation/windows/generated/winrt/impl/Microsoft.UI.Composition.Scenes.0.h
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2026-01-27 23:46:02 -08:00

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// WARNING: Please don't edit this file. It was generated by C++/WinRT
// v2.0.250303.1
#pragma once
#ifndef WINRT_Microsoft_UI_Composition_Scenes_0_H
#define WINRT_Microsoft_UI_Composition_Scenes_0_H
WINRT_EXPORT namespace winrt::Microsoft::Graphics::DirectX {
enum class DirectXPixelFormat : int32_t;
enum class DirectXPrimitiveTopology : int32_t;
}
WINRT_EXPORT namespace winrt::Microsoft::UI::Composition {
enum class CompositionBitmapInterpolationMode : int32_t;
struct Compositor;
struct ICompositionSurface;
}
WINRT_EXPORT namespace winrt::Windows::Foundation { struct MemoryBuffer; }
WINRT_EXPORT namespace winrt::Windows::Foundation::Collections {
template <typename T>
struct WINRT_IMPL_EMPTY_BASES IVector;
}
WINRT_EXPORT namespace winrt::Windows::Foundation::Numerics {}
WINRT_EXPORT namespace winrt::Microsoft::UI::Composition::Scenes {
enum class SceneAlphaMode : int32_t {
Opaque = 0,
AlphaTest = 1,
Blend = 2,
};
enum class SceneAttributeSemantic : int32_t {
Index = 0,
Vertex = 1,
Normal = 2,
TexCoord0 = 3,
TexCoord1 = 4,
Color = 5,
Tangent = 6,
};
enum class SceneComponentType : int32_t {
MeshRendererComponent = 0,
};
enum class SceneWrappingMode : int32_t {
ClampToEdge = 0,
MirroredRepeat = 1,
Repeat = 2,
};
struct ISceneBoundingBox;
struct ISceneComponent;
struct ISceneComponentCollection;
struct ISceneComponentFactory;
struct ISceneMaterial;
struct ISceneMaterialFactory;
struct ISceneMaterialInput;
struct ISceneMaterialInputFactory;
struct ISceneMesh;
struct ISceneMeshMaterialAttributeMap;
struct ISceneMeshRendererComponent;
struct ISceneMeshRendererComponentStatics;
struct ISceneMeshStatics;
struct ISceneMetallicRoughnessMaterial;
struct ISceneMetallicRoughnessMaterialStatics;
struct ISceneModelTransform;
struct ISceneNode;
struct ISceneNodeCollection;
struct ISceneNodeStatics;
struct ISceneObject;
struct ISceneObjectFactory;
struct IScenePbrMaterial;
struct IScenePbrMaterialFactory;
struct ISceneRendererComponent;
struct ISceneRendererComponentFactory;
struct ISceneSurfaceMaterialInput;
struct ISceneSurfaceMaterialInputStatics;
struct ISceneVisual;
struct ISceneVisualStatics;
struct SceneBoundingBox;
struct SceneComponent;
struct SceneComponentCollection;
struct SceneMaterial;
struct SceneMaterialInput;
struct SceneMesh;
struct SceneMeshMaterialAttributeMap;
struct SceneMeshRendererComponent;
struct SceneMetallicRoughnessMaterial;
struct SceneModelTransform;
struct SceneNode;
struct SceneNodeCollection;
struct SceneObject;
struct ScenePbrMaterial;
struct SceneRendererComponent;
struct SceneSurfaceMaterialInput;
struct SceneVisual;
}
namespace winrt::impl {
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneComponent> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneComponentCollection> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneComponentFactory> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialFactory> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInputFactory> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneMesh> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshRendererComponent> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshRendererComponentStatics> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneMeshStatics> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterial> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterialStatics> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneNode> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneNodeCollection> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeStatics> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneObject> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneObjectFactory> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterialFactory> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponentFactory> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::
ISceneSurfaceMaterialInputStatics> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ISceneVisual> {
using type = interface_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::ISceneVisualStatics> {
using type = interface_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneBoundingBox> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneComponent> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneComponentCollection> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneMaterial> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneMesh> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneMeshMaterialAttributeMap> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneMeshRendererComponent> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneMetallicRoughnessMaterial> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneModelTransform> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneNode> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneNodeCollection> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneObject> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::ScenePbrMaterial> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneRendererComponent> {
using type = class_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneSurfaceMaterialInput> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneVisual> {
using type = class_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneAlphaMode> {
using type = enum_category;
};
template <>
struct category<
winrt::Microsoft::UI::Composition::Scenes::SceneAttributeSemantic> {
using type = enum_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneComponentType> {
using type = enum_category;
};
template <>
struct category<winrt::Microsoft::UI::Composition::Scenes::SceneWrappingMode> {
using type = enum_category;
};
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneBoundingBox> =
L"Microsoft.UI.Composition.Scenes.SceneBoundingBox";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneComponent> =
L"Microsoft.UI.Composition.Scenes.SceneComponent";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::SceneComponentCollection> =
L"Microsoft.UI.Composition.Scenes.SceneComponentCollection";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneMaterial> =
L"Microsoft.UI.Composition.Scenes.SceneMaterial";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput> =
L"Microsoft.UI.Composition.Scenes.SceneMaterialInput";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneMesh> =
L"Microsoft.UI.Composition.Scenes.SceneMesh";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::SceneMeshMaterialAttributeMap> =
L"Microsoft.UI.Composition.Scenes.SceneMeshMaterialAttributeMap";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::SceneMeshRendererComponent> =
L"Microsoft.UI.Composition.Scenes.SceneMeshRendererComponent";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::SceneMetallicRoughnessMaterial> =
L"Microsoft.UI.Composition.Scenes.SceneMetallicRoughnessMaterial";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneModelTransform> =
L"Microsoft.UI.Composition.Scenes.SceneModelTransform";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneNode> =
L"Microsoft.UI.Composition.Scenes.SceneNode";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneNodeCollection> =
L"Microsoft.UI.Composition.Scenes.SceneNodeCollection";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneObject> =
L"Microsoft.UI.Composition.Scenes.SceneObject";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ScenePbrMaterial> =
L"Microsoft.UI.Composition.Scenes.ScenePbrMaterial";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneRendererComponent> =
L"Microsoft.UI.Composition.Scenes.SceneRendererComponent";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::SceneSurfaceMaterialInput> =
L"Microsoft.UI.Composition.Scenes.SceneSurfaceMaterialInput";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneVisual> =
L"Microsoft.UI.Composition.Scenes.SceneVisual";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneAlphaMode> =
L"Microsoft.UI.Composition.Scenes.SceneAlphaMode";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneAttributeSemantic> =
L"Microsoft.UI.Composition.Scenes.SceneAttributeSemantic";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneComponentType> =
L"Microsoft.UI.Composition.Scenes.SceneComponentType";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::SceneWrappingMode> =
L"Microsoft.UI.Composition.Scenes.SceneWrappingMode";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox> =
L"Microsoft.UI.Composition.Scenes.ISceneBoundingBox";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneComponent> =
L"Microsoft.UI.Composition.Scenes.ISceneComponent";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneComponentCollection> =
L"Microsoft.UI.Composition.Scenes.ISceneComponentCollection";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneComponentFactory> =
L"Microsoft.UI.Composition.Scenes.ISceneComponentFactory";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial> =
L"Microsoft.UI.Composition.Scenes.ISceneMaterial";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialFactory> =
L"Microsoft.UI.Composition.Scenes.ISceneMaterialFactory";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput> =
L"Microsoft.UI.Composition.Scenes.ISceneMaterialInput";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInputFactory> =
L"Microsoft.UI.Composition.Scenes.ISceneMaterialInputFactory";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMesh> =
L"Microsoft.UI.Composition.Scenes.ISceneMesh";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap> =
L"Microsoft.UI.Composition.Scenes.ISceneMeshMaterialAttributeMap";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshRendererComponent> =
L"Microsoft.UI.Composition.Scenes.ISceneMeshRendererComponent";
template <>
inline constexpr auto& name_v<winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshRendererComponentStatics> =
L"Microsoft.UI.Composition.Scenes.ISceneMeshRendererComponentStatics";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMeshStatics> =
L"Microsoft.UI.Composition.Scenes.ISceneMeshStatics";
template <>
inline constexpr auto& name_v<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterial> =
L"Microsoft.UI.Composition.Scenes.ISceneMetallicRoughnessMaterial";
template <>
inline constexpr auto& name_v<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterialStatics> =
L"Microsoft.UI.Composition.Scenes.ISceneMetallicRoughnessMaterialStatics";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform> =
L"Microsoft.UI.Composition.Scenes.ISceneModelTransform";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneNode> =
L"Microsoft.UI.Composition.Scenes.ISceneNode";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeCollection> =
L"Microsoft.UI.Composition.Scenes.ISceneNodeCollection";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeStatics> =
L"Microsoft.UI.Composition.Scenes.ISceneNodeStatics";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneObject> =
L"Microsoft.UI.Composition.Scenes.ISceneObject";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneObjectFactory> =
L"Microsoft.UI.Composition.Scenes.ISceneObjectFactory";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial> =
L"Microsoft.UI.Composition.Scenes.IScenePbrMaterial";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterialFactory> =
L"Microsoft.UI.Composition.Scenes.IScenePbrMaterialFactory";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent> =
L"Microsoft.UI.Composition.Scenes.ISceneRendererComponent";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponentFactory> =
L"Microsoft.UI.Composition.Scenes.ISceneRendererComponentFactory";
template <>
inline constexpr auto& name_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput> =
L"Microsoft.UI.Composition.Scenes.ISceneSurfaceMaterialInput";
template <>
inline constexpr auto& name_v<winrt::Microsoft::UI::Composition::Scenes::
ISceneSurfaceMaterialInputStatics> =
L"Microsoft.UI.Composition.Scenes.ISceneSurfaceMaterialInputStatics";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneVisual> =
L"Microsoft.UI.Composition.Scenes.ISceneVisual";
template <>
inline constexpr auto&
name_v<winrt::Microsoft::UI::Composition::Scenes::ISceneVisualStatics> =
L"Microsoft.UI.Composition.Scenes.ISceneVisualStatics";
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox>{
0x39FB48E0,
0x216A,
0x5608,
{0x91, 0x86, 0x6B, 0xA9, 0xF9, 0x8B, 0x5C,
0x67}}; // 39FB48E0-216A-5608-9186-6BA9F98B5C67
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneComponent>{
0xF73361CB,
0x8027,
0x50E2,
{0x98, 0xEE, 0xB2, 0xE3, 0xEA, 0x05, 0x0A,
0x54}}; // F73361CB-8027-50E2-98EE-B2E3EA050A54
template <>
inline constexpr guid guid_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneComponentCollection>{
0xE4B21C71,
0x87E2,
0x5AEB,
{0x85, 0xBE, 0x88, 0x4E, 0x83, 0x02, 0x27,
0x3E}}; // E4B21C71-87E2-5AEB-85BE-884E8302273E
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneComponentFactory>{
0x254088B0,
0xBABF,
0x503D,
{0x9A, 0x66, 0x0D, 0x86, 0xAF, 0x5F, 0x73,
0x03}}; // 254088B0-BABF-503D-9A66-0D86AF5F7303
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial>{
0x042142A7,
0xBF6B,
0x57AD,
{0xBA, 0xDC, 0xF5, 0x81, 0xF3, 0x8E, 0xDB,
0x48}}; // 042142A7-BF6B-57AD-BADC-F581F38EDB48
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialFactory>{
0x25747893,
0x8748,
0x5F60,
{0x96, 0x9F, 0x31, 0x8F, 0xA0, 0xB7, 0x35,
0xCA}}; // 25747893-8748-5F60-969F-318FA0B735CA
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput>{
0x446BDADE,
0x719B,
0x5DB4,
{0xB6, 0x99, 0xF2, 0x26, 0xD0, 0x06, 0x2A,
0x2E}}; // 446BDADE-719B-5DB4-B699-F226D0062A2E
template <>
inline constexpr guid guid_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInputFactory>{
0xB4DABD1D,
0x58C0,
0x5710,
{0x92, 0x8A, 0xBC, 0x49, 0xB0, 0x73, 0x56,
0x94}}; // B4DABD1D-58C0-5710-928A-BC49B0735694
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMesh>{
0x5CF846AA,
0xF53F,
0x555E,
{0xA3, 0xAD, 0xF5, 0xBC, 0x52, 0xCA, 0x32,
0xFB}}; // 5CF846AA-F53F-555E-A3AD-F5BC52CA32FB
template <>
inline constexpr guid guid_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap>{
0x2360C457,
0xEDAE,
0x5660,
{0xBE, 0xDC, 0x89, 0x09, 0x65, 0x82, 0xED,
0x70}}; // 2360C457-EDAE-5660-BEDC-89096582ED70
template <>
inline constexpr guid guid_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshRendererComponent>{
0xD2BE85A0,
0x70A8,
0x5C62,
{0x84, 0xD8, 0x8B, 0xA5, 0x5E, 0x4C, 0x64,
0xA9}}; // D2BE85A0-70A8-5C62-84D8-8BA55E4C64A9
template <>
inline constexpr guid guid_v<winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshRendererComponentStatics>{
0xC54F8C5A,
0xA104,
0x5CFA,
{0x89, 0xDC, 0x13, 0xED, 0xAA, 0x6E, 0x3D,
0x88}}; // C54F8C5A-A104-5CFA-89DC-13EDAA6E3D88
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneMeshStatics>{
0x29C52125,
0x964B,
0x5315,
{0x80, 0xF9, 0x38, 0x93, 0x71, 0x32, 0x90,
0xF5}}; // 29C52125-964B-5315-80F9-3893713290F5
template <>
inline constexpr guid guid_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial>{
0x0A4AFCF4,
0x7BAE,
0x5702,
{0x9B, 0x85, 0x8B, 0xC8, 0x49, 0xF3, 0x99,
0x87}}; // 0A4AFCF4-7BAE-5702-9B85-8BC849F39987
template <>
inline constexpr guid guid_v<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterialStatics>{
0xDFFD2043,
0xAB3C,
0x57A0,
{0x8E, 0x13, 0x6F, 0x09, 0x72, 0x5E, 0x97,
0x0F}}; // DFFD2043-AB3C-57A0-8E13-6F09725E970F
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform>{
0x3F05555F,
0x0F67,
0x576E,
{0x9D, 0x8A, 0x93, 0xC1, 0xF2, 0x50, 0xC2,
0x9F}}; // 3F05555F-0F67-576E-9D8A-93C1F250C29F
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneNode>{
0xA1BCE140,
0x79C2,
0x59E6,
{0x9B, 0x68, 0x63, 0xB1, 0xBA, 0xB0, 0xE2,
0xA6}}; // A1BCE140-79C2-59E6-9B68-63B1BAB0E2A6
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeCollection>{
0xF219B68E,
0x5666,
0x5C6C,
{0xAA, 0x4E, 0x08, 0xDB, 0x07, 0xFD, 0x6B,
0xCF}}; // F219B68E-5666-5C6C-AA4E-08DB07FD6BCF
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeStatics>{
0x801C4394,
0x4198,
0x5DA1,
{0xAC, 0x39, 0x6E, 0x8A, 0x44, 0xB5, 0xCE,
0x57}}; // 801C4394-4198-5DA1-AC39-6E8A44B5CE57
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneObject>{
0x4333E514,
0x4FC7,
0x521E,
{0x8B, 0xCA, 0x11, 0xC5, 0x1F, 0xBC, 0xAF,
0x1E}}; // 4333E514-4FC7-521E-8BCA-11C51FBCAF1E
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneObjectFactory>{
0xEE797F7D,
0x77DB,
0x5C4C,
{0xB6, 0xF5, 0xC1, 0x93, 0x0F, 0xAD, 0x85,
0xC5}}; // EE797F7D-77DB-5C4C-B6F5-C1930FAD85C5
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial>{
0x295D0725,
0x56FE,
0x5954,
{0x80, 0x57, 0x3F, 0x4C, 0xA7, 0x51, 0x5B,
0x36}}; // 295D0725-56FE-5954-8057-3F4CA7515B36
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterialFactory>{
0x9E34D32A,
0xE30C,
0x51F5,
{0x84, 0xAC, 0x64, 0x67, 0x95, 0x06, 0x05,
0xCA}}; // 9E34D32A-E30C-51F5-84AC-6467950605CA
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent>{
0x6BAB8030,
0x89C1,
0x5DBC,
{0xA4, 0x8E, 0x18, 0x05, 0xDD, 0xF9, 0xCD,
0xD1}}; // 6BAB8030-89C1-5DBC-A48E-1805DDF9CDD1
template <>
inline constexpr guid guid_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponentFactory>{
0x3CCAC1D6,
0x6A0F,
0x582E,
{0xBB, 0x1A, 0x10, 0xEB, 0xC1, 0xE4, 0x05,
0xCA}}; // 3CCAC1D6-6A0F-582E-BB1A-10EBC1E405CA
template <>
inline constexpr guid guid_v<
winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput>{
0xB9854B4F,
0x286C,
0x50CD,
{0xA7, 0x34, 0x49, 0x1A, 0x25, 0x1D, 0x5F,
0xD3}}; // B9854B4F-286C-50CD-A734-491A251D5FD3
template <>
inline constexpr guid guid_v<winrt::Microsoft::UI::Composition::Scenes::
ISceneSurfaceMaterialInputStatics>{
0x8E1BA937,
0xAD60,
0x51BC,
{0x82, 0x56, 0xCA, 0x62, 0xC4, 0xB2, 0xAE,
0x92}}; // 8E1BA937-AD60-51BC-8256-CA62C4B2AE92
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneVisual>{
0x0144D7AD,
0x6A7D,
0x59CB,
{0xA0, 0xF9, 0x74, 0xA0, 0x4E, 0x85, 0x35,
0x2C}}; // 0144D7AD-6A7D-59CB-A0F9-74A04E85352C
template <>
inline constexpr guid
guid_v<winrt::Microsoft::UI::Composition::Scenes::ISceneVisualStatics>{
0x7B8DA6D1,
0x5BD8,
0x5095,
{0x92, 0x64, 0xE5, 0x57, 0x26, 0x53, 0xEA,
0x07}}; // 7B8DA6D1-5BD8-5095-9264-E5572653EA07
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneBoundingBox> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneComponent> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneComponent;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneComponentCollection> {
using type = winrt::Windows::Foundation::Collections::IVector<
winrt::Microsoft::UI::Composition::Scenes::SceneComponent>;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneMaterial> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput;
};
template <>
struct default_interface<winrt::Microsoft::UI::Composition::Scenes::SceneMesh> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneMesh;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneMeshMaterialAttributeMap> {
using type =
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneMeshRendererComponent> {
using type =
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshRendererComponent;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneMetallicRoughnessMaterial> {
using type = winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterial;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneModelTransform> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform;
};
template <>
struct default_interface<winrt::Microsoft::UI::Composition::Scenes::SceneNode> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneNode;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneNodeCollection> {
using type = winrt::Windows::Foundation::Collections::IVector<
winrt::Microsoft::UI::Composition::Scenes::SceneNode>;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneObject> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneObject;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::ScenePbrMaterial> {
using type = winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneRendererComponent> {
using type =
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneSurfaceMaterialInput> {
using type =
winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput;
};
template <>
struct default_interface<
winrt::Microsoft::UI::Composition::Scenes::SceneVisual> {
using type = winrt::Microsoft::UI::Composition::Scenes::ISceneVisual;
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_Center(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall get_Extents(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall get_Max(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall get_Min(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall get_Size(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneComponent> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_ComponentType(int32_t*) noexcept = 0;
};
};
template <>
struct abi<
winrt::Microsoft::UI::Composition::Scenes::ISceneComponentCollection> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneComponentFactory> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialFactory> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInputFactory> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneMesh> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_Bounds(void**) noexcept = 0;
virtual int32_t __stdcall get_PrimitiveTopology(int32_t*) noexcept = 0;
virtual int32_t __stdcall put_PrimitiveTopology(int32_t) noexcept = 0;
virtual int32_t __stdcall FillMeshAttribute(int32_t, int32_t,
void*) noexcept = 0;
};
};
template <>
struct abi<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshRendererComponent> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_Material(void**) noexcept = 0;
virtual int32_t __stdcall put_Material(void*) noexcept = 0;
virtual int32_t __stdcall get_Mesh(void**) noexcept = 0;
virtual int32_t __stdcall put_Mesh(void*) noexcept = 0;
virtual int32_t __stdcall get_UVMappings(void**) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshRendererComponentStatics> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall Create(void*, void**) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneMeshStatics> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall Create(void*, void**) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterial> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_BaseColorInput(void**) noexcept = 0;
virtual int32_t __stdcall put_BaseColorInput(void*) noexcept = 0;
virtual int32_t __stdcall get_BaseColorFactor(
winrt::Windows::Foundation::Numerics::float4*) noexcept = 0;
virtual int32_t __stdcall put_BaseColorFactor(
winrt::Windows::Foundation::Numerics::float4) noexcept = 0;
virtual int32_t __stdcall get_MetallicFactor(float*) noexcept = 0;
virtual int32_t __stdcall put_MetallicFactor(float) noexcept = 0;
virtual int32_t __stdcall get_MetallicRoughnessInput(void**) noexcept = 0;
virtual int32_t __stdcall put_MetallicRoughnessInput(void*) noexcept = 0;
virtual int32_t __stdcall get_RoughnessFactor(float*) noexcept = 0;
virtual int32_t __stdcall put_RoughnessFactor(float) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterialStatics> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall Create(void*, void**) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_Orientation(
winrt::Windows::Foundation::Numerics::quaternion*) noexcept = 0;
virtual int32_t __stdcall put_Orientation(
winrt::Windows::Foundation::Numerics::quaternion) noexcept = 0;
virtual int32_t __stdcall get_RotationAngle(float*) noexcept = 0;
virtual int32_t __stdcall put_RotationAngle(float) noexcept = 0;
virtual int32_t __stdcall get_RotationAngleInDegrees(float*) noexcept = 0;
virtual int32_t __stdcall put_RotationAngleInDegrees(float) noexcept = 0;
virtual int32_t __stdcall get_RotationAxis(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall put_RotationAxis(
winrt::Windows::Foundation::Numerics::float3) noexcept = 0;
virtual int32_t __stdcall get_Scale(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall put_Scale(
winrt::Windows::Foundation::Numerics::float3) noexcept = 0;
virtual int32_t __stdcall get_Translation(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall put_Translation(
winrt::Windows::Foundation::Numerics::float3) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneNode> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_Children(void**) noexcept = 0;
virtual int32_t __stdcall get_Components(void**) noexcept = 0;
virtual int32_t __stdcall get_Parent(void**) noexcept = 0;
virtual int32_t __stdcall get_Transform(void**) noexcept = 0;
virtual int32_t __stdcall FindFirstComponentOfType(int32_t,
void**) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeCollection> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeStatics> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall Create(void*, void**) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneObject> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneObjectFactory> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_AlphaCutoff(float*) noexcept = 0;
virtual int32_t __stdcall put_AlphaCutoff(float) noexcept = 0;
virtual int32_t __stdcall get_AlphaMode(int32_t*) noexcept = 0;
virtual int32_t __stdcall put_AlphaMode(int32_t) noexcept = 0;
virtual int32_t __stdcall get_EmissiveInput(void**) noexcept = 0;
virtual int32_t __stdcall put_EmissiveInput(void*) noexcept = 0;
virtual int32_t __stdcall get_EmissiveFactor(
winrt::Windows::Foundation::Numerics::float3*) noexcept = 0;
virtual int32_t __stdcall put_EmissiveFactor(
winrt::Windows::Foundation::Numerics::float3) noexcept = 0;
virtual int32_t __stdcall get_IsDoubleSided(bool*) noexcept = 0;
virtual int32_t __stdcall put_IsDoubleSided(bool) noexcept = 0;
virtual int32_t __stdcall get_NormalInput(void**) noexcept = 0;
virtual int32_t __stdcall put_NormalInput(void*) noexcept = 0;
virtual int32_t __stdcall get_NormalScale(float*) noexcept = 0;
virtual int32_t __stdcall put_NormalScale(float) noexcept = 0;
virtual int32_t __stdcall get_OcclusionInput(void**) noexcept = 0;
virtual int32_t __stdcall put_OcclusionInput(void*) noexcept = 0;
virtual int32_t __stdcall get_OcclusionStrength(float*) noexcept = 0;
virtual int32_t __stdcall put_OcclusionStrength(float) noexcept = 0;
};
};
template <>
struct abi<
winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterialFactory> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponentFactory> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {};
};
template <>
struct abi<
winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_BitmapInterpolationMode(
int32_t*) noexcept = 0;
virtual int32_t __stdcall put_BitmapInterpolationMode(int32_t) noexcept = 0;
virtual int32_t __stdcall get_Surface(void**) noexcept = 0;
virtual int32_t __stdcall put_Surface(void*) noexcept = 0;
virtual int32_t __stdcall get_WrappingUMode(int32_t*) noexcept = 0;
virtual int32_t __stdcall put_WrappingUMode(int32_t) noexcept = 0;
virtual int32_t __stdcall get_WrappingVMode(int32_t*) noexcept = 0;
virtual int32_t __stdcall put_WrappingVMode(int32_t) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::
ISceneSurfaceMaterialInputStatics> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall Create(void*, void**) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneVisual> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall get_Root(void**) noexcept = 0;
virtual int32_t __stdcall put_Root(void*) noexcept = 0;
};
};
template <>
struct abi<winrt::Microsoft::UI::Composition::Scenes::ISceneVisualStatics> {
struct WINRT_IMPL_NOVTABLE type : inspectable_abi {
virtual int32_t __stdcall Create(void*, void**) noexcept = 0;
};
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneBoundingBox {
[[nodiscard]] auto Center() const;
[[nodiscard]] auto Extents() const;
[[nodiscard]] auto Max() const;
[[nodiscard]] auto Min() const;
[[nodiscard]] auto Size() const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneBoundingBox> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneBoundingBox<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneComponent {
[[nodiscard]] auto ComponentType() const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneComponent> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneComponent<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneComponentCollection {};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneComponentCollection> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneComponentCollection<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneComponentFactory {};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneComponentFactory> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneComponentFactory<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMaterial {};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterial> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneMaterial<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMaterialFactory {};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialFactory> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneMaterialFactory<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMaterialInput {};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInput> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneMaterialInput<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMaterialInputFactory {};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneMaterialInputFactory> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneMaterialInputFactory<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMesh {
[[nodiscard]] auto Bounds() const;
[[nodiscard]] auto PrimitiveTopology() const;
auto PrimitiveTopology(
winrt::Microsoft::Graphics::DirectX::DirectXPrimitiveTopology const&
value) const;
auto FillMeshAttribute(
winrt::Microsoft::UI::Composition::Scenes::SceneAttributeSemantic const&
semantic,
winrt::Microsoft::Graphics::DirectX::DirectXPixelFormat const& format,
winrt::Windows::Foundation::MemoryBuffer const& memory) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneMesh> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneMesh<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMeshMaterialAttributeMap {
};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneMeshMaterialAttributeMap<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMeshRendererComponent {
[[nodiscard]] auto Material() const;
auto Material(winrt::Microsoft::UI::Composition::Scenes::SceneMaterial const&
value) const;
[[nodiscard]] auto Mesh() const;
auto Mesh(
winrt::Microsoft::UI::Composition::Scenes::SceneMesh const& value) const;
[[nodiscard]] auto UVMappings() const;
};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneMeshRendererComponent> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneMeshRendererComponent<D>;
};
template <typename D>
struct
consume_Microsoft_UI_Composition_Scenes_ISceneMeshRendererComponentStatics {
auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::
ISceneMeshRendererComponentStatics> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneMeshRendererComponentStatics<
D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMeshStatics {
auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneMeshStatics> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneMeshStatics<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial {
[[nodiscard]] auto BaseColorInput() const;
auto BaseColorInput(
winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput const&
value) const;
[[nodiscard]] auto BaseColorFactor() const;
auto BaseColorFactor(
winrt::Windows::Foundation::Numerics::float4 const& value) const;
[[nodiscard]] auto MetallicFactor() const;
auto MetallicFactor(float value) const;
[[nodiscard]] auto MetallicRoughnessInput() const;
auto MetallicRoughnessInput(
winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput const&
value) const;
[[nodiscard]] auto RoughnessFactor() const;
auto RoughnessFactor(float value) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterial> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<
D>;
};
template <typename D>
struct
consume_Microsoft_UI_Composition_Scenes_ISceneMetallicRoughnessMaterialStatics {
auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::
ISceneMetallicRoughnessMaterialStatics> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneMetallicRoughnessMaterialStatics<
D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneModelTransform {
[[nodiscard]] auto Orientation() const;
auto Orientation(
winrt::Windows::Foundation::Numerics::quaternion const& value) const;
[[nodiscard]] auto RotationAngle() const;
auto RotationAngle(float value) const;
[[nodiscard]] auto RotationAngleInDegrees() const;
auto RotationAngleInDegrees(float value) const;
[[nodiscard]] auto RotationAxis() const;
auto RotationAxis(
winrt::Windows::Foundation::Numerics::float3 const& value) const;
[[nodiscard]] auto Scale() const;
auto Scale(winrt::Windows::Foundation::Numerics::float3 const& value) const;
[[nodiscard]] auto Translation() const;
auto Translation(
winrt::Windows::Foundation::Numerics::float3 const& value) const;
};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneModelTransform> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneModelTransform<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneNode {
[[nodiscard]] auto Children() const;
[[nodiscard]] auto Components() const;
[[nodiscard]] auto Parent() const;
[[nodiscard]] auto Transform() const;
auto FindFirstComponentOfType(
winrt::Microsoft::UI::Composition::Scenes::SceneComponentType const&
value) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneNode> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneNode<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneNodeCollection {};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneNodeCollection> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneNodeCollection<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneNodeStatics {
auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneNodeStatics> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneNodeStatics<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneObject {};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneObject> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneObject<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneObjectFactory {};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneObjectFactory> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneObjectFactory<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_IScenePbrMaterial {
[[nodiscard]] auto AlphaCutoff() const;
auto AlphaCutoff(float value) const;
[[nodiscard]] auto AlphaMode() const;
auto AlphaMode(
winrt::Microsoft::UI::Composition::Scenes::SceneAlphaMode const& value)
const;
[[nodiscard]] auto EmissiveInput() const;
auto EmissiveInput(
winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput const&
value) const;
[[nodiscard]] auto EmissiveFactor() const;
auto EmissiveFactor(
winrt::Windows::Foundation::Numerics::float3 const& value) const;
[[nodiscard]] auto IsDoubleSided() const;
auto IsDoubleSided(bool value) const;
[[nodiscard]] auto NormalInput() const;
auto NormalInput(
winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput const&
value) const;
[[nodiscard]] auto NormalScale() const;
auto NormalScale(float value) const;
[[nodiscard]] auto OcclusionInput() const;
auto OcclusionInput(
winrt::Microsoft::UI::Composition::Scenes::SceneMaterialInput const&
value) const;
[[nodiscard]] auto OcclusionStrength() const;
auto OcclusionStrength(float value) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterial> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_IScenePbrMaterial<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_IScenePbrMaterialFactory {};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::IScenePbrMaterialFactory> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_IScenePbrMaterialFactory<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneRendererComponent {};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponent> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneRendererComponent<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneRendererComponentFactory {
};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneRendererComponentFactory> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneRendererComponentFactory<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneSurfaceMaterialInput {
[[nodiscard]] auto BitmapInterpolationMode() const;
auto BitmapInterpolationMode(
winrt::Microsoft::UI::Composition::
CompositionBitmapInterpolationMode const& value) const;
[[nodiscard]] auto Surface() const;
auto Surface(winrt::Microsoft::UI::Composition::ICompositionSurface const&
value) const;
[[nodiscard]] auto WrappingUMode() const;
auto WrappingUMode(
winrt::Microsoft::UI::Composition::Scenes::SceneWrappingMode const& value)
const;
[[nodiscard]] auto WrappingVMode() const;
auto WrappingVMode(
winrt::Microsoft::UI::Composition::Scenes::SceneWrappingMode const& value)
const;
};
template <>
struct consume<
winrt::Microsoft::UI::Composition::Scenes::ISceneSurfaceMaterialInput> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>;
};
template <typename D>
struct
consume_Microsoft_UI_Composition_Scenes_ISceneSurfaceMaterialInputStatics {
auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::
ISceneSurfaceMaterialInputStatics> {
template <typename D>
using type =
consume_Microsoft_UI_Composition_Scenes_ISceneSurfaceMaterialInputStatics<
D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneVisual {
[[nodiscard]] auto Root() const;
auto Root(
winrt::Microsoft::UI::Composition::Scenes::SceneNode const& value) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneVisual> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneVisual<D>;
};
template <typename D>
struct consume_Microsoft_UI_Composition_Scenes_ISceneVisualStatics {
auto Create(
winrt::Microsoft::UI::Composition::Compositor const& compositor) const;
};
template <>
struct consume<winrt::Microsoft::UI::Composition::Scenes::ISceneVisualStatics> {
template <typename D>
using type = consume_Microsoft_UI_Composition_Scenes_ISceneVisualStatics<D>;
};
} // namespace winrt::impl
#endif