Interface that holds per pass information. Each technique will be made up of one or more passes.
A pass will contain pipe state information and also vertex or pixel shader programs
#include <IGameFX.h>

Public Member Functions |
|
| virtual | ~IGameFXPass () |
| Destructor. |
|
| virtual const MCHAR * | GetPassName ()=0 |
| The name of the pass. |
|
| virtual int | GetNumberOfFXAnnotations ()=0 |
| The number of annotations associated with
the pass. |
|
| virtual bool | GetFXAnnotation (int index, MSTR *languageType, MSTR *key, MSTR *value)=0 |
| Access the key/value pair for the
annotation. |
|
| virtual int | GetNumberofFXPipeStates ()=0 |
| the number of render pipe states |
|
| virtual bool | GetPipeStates (int index, MSTR *key, MSTR *value)=0 |
| Acces the specific key/value pair for the
state. This would typically be render state information. |
|
| virtual bool | GetVertexShader (MSTR *entry, MSTR *code)=0 |
| Access the vertex shader for the current
pass. |
|
| virtual bool | GetPixelShader (MSTR *entry, MSTR *code)=0 |
| Access the pixel shader for the current
pass. |
|
| virtual IGameFX::IGameFXProfile | GetTargetProfile ()=0 |
| Access the profile used for the current
pass. |
|
| virtual ~IGameFXPass | ( | ) | [inline, virtual] |
Destructor.
{;}
| virtual const MCHAR* GetPassName | ( | ) | [pure virtual] |
The name of the pass.
| virtual int GetNumberOfFXAnnotations | ( | ) | [pure virtual] |
The number of annotations associated with the pass.
| virtual bool GetFXAnnotation | ( | int | index, |
| MSTR * | languageType, | ||
| MSTR * | key, | ||
| MSTR * | value | ||
| ) | [pure virtual] |
Access the key/value pair for the annotation.
| virtual int GetNumberofFXPipeStates | ( | ) | [pure virtual] |
the number of render pipe states
Acces the specific key/value pair for the state. This would typically be render state information.
Access the vertex shader for the current pass.
| entry | A buffer to receive the entry name for the function |
| code | A buffer to receive the actual code fragment |
Access the pixel shader for the current pass.
| entry | A buffer to receive the entry name for the function |
| code | A buffer to receive the actual code fragment |
| virtual IGameFX::IGameFXProfile GetTargetProfile | ( | ) | [pure virtual] |
Access the profile used for the current pass.