tge/lib/maxsdk70/include/idx9pixelshader.h
2017-04-17 06:17:10 -06:00

56 lines
1.9 KiB
C++
Executable File

/**********************************************************************
*<
FILE: IDX9PixelShader.h
DESCRIPTION: DirectX 9 Pixel Shader Interface Definition
CREATED BY: Nikolai Sander and Norbert Jeske
HISTORY: Created 9/27/00
*> Copyright (c) 2000, All Rights Reserved.
**********************************************************************/
#include <d3dx9.h>
#ifndef IDX9_PIXELSHADER9_H
#define IDX9_PIXELSHADER9_H
#define DX9_PIXEL_SHADER_INTERFACE_ID Interface_ID(0x544218fd, 0x7b344bc9)
class ID3D9GraphicsWindow;
class IDX9VertexShader;
class Material;
class IDX9PixelShader: public BaseInterface
{
public:
virtual Interface_ID GetID() { return DX9_PIXEL_SHADER_INTERFACE_ID; }
// Confirm that the Direct3D Device can handle this PixelShader
virtual HRESULT ConfirmDevice(ID3D9GraphicsWindow *gw) = 0;
// Confirm that an associated VertexShader will work with this PixelShader
virtual HRESULT ConfirmVertexShader(IDX9VertexShader *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 LPDIRECT3DPIXELSHADER9 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(ID3D9GraphicsWindow *gw, int numPass) = 0;
};
#endif