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Torque/SDK/lib/maxsdk40/IDX8PixelShader.h
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51
Torque/SDK/lib/maxsdk40/IDX8PixelShader.h
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/**********************************************************************
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*<
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FILE: IDX8PixelShader.h
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DESCRIPTION: DirectX 8 Pixel Shader Interface Definition
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CREATED BY: Nikolai Sander and Norbert Jeske
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HISTORY: Created 9/27/00
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*> Copyright (c) 2000, All Rights Reserved.
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**********************************************************************/
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#include <d3dx8.h>
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#define DX8_PIXEL_SHADER_INTERFACE_ID Interface_ID(0x56df1953, 0xc6121a3)
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class ID3DGraphicsWindow;
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class IDX8VertexShader;
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class Material;
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class IDX8PixelShader: public BaseInterface
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{
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public:
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virtual Interface_ID GetID() { return DX8_PIXEL_SHADER_INTERFACE_ID; }
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// Confirm that the Direct3D Device can handle this PixelShader
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virtual HRESULT ConfirmDevice(ID3DGraphicsWindow *gw) = 0;
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// Confirm that an associated VertexShader will work with this PixelShader
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virtual HRESULT ConfirmVertexShader(IDX8VertexShader *pvs) = 0;
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// Load PixelShader instructions and textures. PixelShader instructions
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// should be loaded once and shared among all the nodes using this
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// PixelShader. In addition, any textures necessary for the PixelShader
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// effect should be loaded once and shared among all the nodes using this
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// PixelShader.
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virtual HRESULT Initialize(Material *mtl, INode *node) = 0;
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// Number of passes for the effect this PixelShader creates. Note that
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// this value will depend on the hardware currently in use.
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virtual int GetNumMultiPass() = 0;
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// Retrieve the PixelShader handle for the specified pass for use in GFX
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virtual DWORD GetPixelShaderHandle(int numPass) = 0;
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// Set the PixelShader for the specified pass. This call will be made at
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// least once per object to set the per object data for the PixelShader
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// such as the PixelShader constants.
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virtual HRESULT SetPixelShader(ID3DGraphicsWindow *gw, int numPass) = 0;
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};
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