#include <ihardwareshader.h>
List of all
members.
Public Member Functions
|
virtual
Interface_ID |
GetID
() |
virtual
Interface_ID |
GetVSID
()=0 |
virtual
Interface_ID |
GetPSID
()=0 |
virtual
LifetimeType |
LifetimeControl
() |
virtual
void |
StartObject
(Mesh *mesh)=0 |
virtual
void |
StartObject
(MNMesh
*mnmesh)=0 |
virtual
void |
InitializeShaders
(Mesh *mesh, BaseInterface *pbvs, Material *mtlArray, int numMtl,
GFX_ESCAPE_FN fn)=0 |
virtual
void |
InitializeShaders
(MNMesh *mnmesh,
BaseInterface
*pbvs, Material
*mtlArray, int numMtl, GFX_ESCAPE_FN fn)=0 |
virtual
bool |
CanTryStrips
()=0 |
virtual
DWORD |
GetRndMode
()=0 |
virtual
Material * |
GetMaterial
(int numMat)=0 |
virtual
void |
SetMaterial
(const Material
&m, int index=0)=0 |
virtual
int |
GetNumMultiPass
(int numMtl)=0 |
virtual
void |
SetNumMultiPass
(int numPass)=0 |
virtual
void |
DrawMeshStrips
(MeshData *data,
GFX_ESCAPE_FN fn)=0 |
virtual
void |
DrawWireMesh
(WireMeshData
*data, GFX_ESCAPE_FN fn)=0 |
virtual
void |
StartLines
(WireMeshData
*data)=0 |
virtual
void |
AddLine
(DWORD *vert, int vis)=0 |
virtual
void |
DrawLines
()=0 |
virtual
void |
EndLines
(GFX_ESCAPE_FN fn)=0 |
virtual
void |
StartTriangles
(MeshFaceData
*data)=0 |
virtual
void |
AddTriangle
(DWORD index, int *edgeVis)=0 |
virtual
void |
DrawTriangles
()=0 |
virtual
void |
EndTriangles
(GFX_ESCAPE_FN fn)=0 |
virtual
void |
EndObject
(Mesh *mesh)=0 |
virtual
void |
EndObject
(MNMesh
*mnmesh)=0 |
Member Function Documentation
- Returns:
- One of the following LifetimeTypes:
noRelease
Do not call release, use interface as long as you like.
immediateRelease
The interface is only good for one calls. The release is implied so
a call to release is not required.
wantsRelease
The clients are controlling the lifetime, so the interface needs a
Release() when the client has finished. This is the default.
serverControlled
The server controls the lifetime and will use the InterfaceNotifyCallback
to inform the code when it is gone.
- Default Implementation:
- { return noRelease; }
Reimplemented from BaseInterface.
Reimplemented in IHardwareRenderer.
virtual void StartObject |
( |
Mesh
* |
mesh |
) |
[pure virtual] |
virtual void StartObject |
( |
MNMesh * |
mnmesh |
) |
[pure virtual] |
virtual void InitializeShaders |
( |
Mesh
* |
mesh, |
|
|
BaseInterface * |
pbvs, |
|
|
Material * |
mtlArray, |
|
|
int |
numMtl, |
|
|
GFX_ESCAPE_FN |
fn |
|
) |
|
[pure virtual] |
virtual void InitializeShaders |
( |
MNMesh * |
mnmesh, |
|
|
BaseInterface * |
pbvs, |
|
|
Material * |
mtlArray, |
|
|
int |
numMtl, |
|
|
GFX_ESCAPE_FN |
fn |
|
) |
|
[pure virtual] |
virtual bool CanTryStrips |
( |
|
) |
[pure virtual] |
virtual DWORD GetRndMode |
( |
|
) |
[pure virtual] |
virtual Material* GetMaterial |
( |
int |
numMat |
) |
[pure virtual] |
virtual void SetMaterial |
( |
const Material & |
m, |
|
|
int |
index = 0 |
|
) |
|
[pure virtual] |
virtual int GetNumMultiPass |
( |
int |
numMtl |
) |
[pure virtual] |
virtual void SetNumMultiPass |
( |
int |
numPass |
) |
[pure virtual] |
virtual void DrawMeshStrips |
( |
MeshData * |
data, |
|
|
GFX_ESCAPE_FN |
fn |
|
) |
|
[pure virtual] |
virtual void DrawWireMesh |
( |
WireMeshData * |
data, |
|
|
GFX_ESCAPE_FN |
fn |
|
) |
|
[pure virtual] |
virtual void StartLines |
( |
WireMeshData * |
data |
) |
[pure virtual] |
virtual void AddLine |
( |
DWORD * |
vert, |
|
|
int |
vis |
|
) |
|
[pure virtual] |
virtual void DrawLines |
( |
|
) |
[pure virtual] |
virtual void EndLines |
( |
GFX_ESCAPE_FN |
fn |
) |
[pure virtual] |
virtual void StartTriangles |
( |
MeshFaceData * |
data |
) |
[pure virtual] |
virtual void AddTriangle |
( |
DWORD |
index, |
|
|
int * |
edgeVis |
|
) |
|
[pure virtual] |
virtual void DrawTriangles |
( |
|
) |
[pure virtual] |
virtual void EndTriangles |
( |
GFX_ESCAPE_FN |
fn |
) |
[pure virtual] |
virtual void EndObject |
( |
Mesh
* |
mesh |
) |
[pure virtual] |
virtual void EndObject |
( |
MNMesh * |
mnmesh |
) |
[pure virtual] |
IHardwareShader IHardwareShader
IHardwareShader IHardwareShader IHardwareShader IHardwareShader
IHardwareShader IHardwareShader IHardwareShader
IHardwareShader
IHardwareShader IHardwareShader
IHardwareShader IHardwareShader IHardwareShader IHardwareShader
IHardwareShader IHardwareShader IHardwareShader
IHardwareShader