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