Public Types | Public Member Functions

IDxSceneTransformManager Class Reference

Search for all occurrences

Detailed Description

An interface to allow access to scene transforms.

This is important as depending on the pass different transforms may be required. Using this system makes sure the correct transform is used.

#include <RTMax.h>

Inheritance diagram for IDxSceneTransformManager:
Inheritance graph
[legend]

List of all members.

Public Types

enum   TransformType { kWorldXform, kViewXform, kProjectionXform }

Public Member Functions

virtual  ~IDxSceneTransformManager ()
  Destructor.
virtual D3DXMATRIX  GetD3DMatrix (TransformType matType)=0
  Get the current matrix.
virtual void  SetD3DMatrix (MCHAR *paramName)=0
  Set the current Matrix.
virtual void  SetD3DMatrix (D3DXMATRIX mat, TransformType matType)=0
  Set the currentMatrix.
virtual D3DXMATRIX  GetD3DMatrix (MCHAR *paramName, TransformType matType)=0
  Get the current matrix.

Member Enumeration Documentation


Constructor & Destructor Documentation

virtual ~IDxSceneTransformManager ( ) [inline, virtual]

Destructor.

{;}

Member Function Documentation

virtual D3DXMATRIX GetD3DMatrix ( TransformType  matType ) [pure virtual]

Get the current matrix.

Get the Scene based Transforms such as View and Projection, this shouldn't be used for world matrix info

Parameters:
matType The matrix to receive
Returns:
A D3D Matrix
virtual void SetD3DMatrix ( MCHAR *  paramName ) [pure virtual]

Set the current Matrix.

Set the Projection and View Matrix for the parameter supplied. This currently only supports lights

Parameters:
paramName A pointer to a string containing the name as defined in the effect file.
virtual void SetD3DMatrix ( D3DXMATRIX  mat,
TransformType  matType 
) [pure virtual]

Set the currentMatrix.

Allows a developer to store Projection and View matrix data. This will be typically used to store effect specific matrices used in environmental rendering. An example would be cube map generation. The developer needs to make sure the data is up to date for when the shaders require this. Ideally this would set in a PreRender method.

Parameters:
mat The matrix to store
matType The type of matrix to store
virtual D3DXMATRIX GetD3DMatrix ( MCHAR *  paramName,
TransformType  matType 
) [pure virtual]

Get the current matrix.

Returns the matrix for the specified parameter

Parameters:
paramName A pointer to a string containing the name as defined in the effect file
matType The transform to obtain
Returns:
A D3D Matrix

IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager
IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager IDxSceneTransformManager