#include <RTMax.h>
Implemented by a plugin, typically a material, to provide access to the underlying shader code.
A developer can use this interface to access the actual shader
code used to draw the material when in hardware mode. The interface
can be accessed with the following code
IEffectFile* l_pEffectFile =
static_cast<IEffectFile*>(lpMaterial->GetInterface(EFFECT_FILE_INTERFACE));
All methods are implemented by the host plugin
Public Member Functions |
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virtual Interface_ID | GetID () |
virtual bool | SaveEffectFile (const MCHAR *fileName)=0 |
Save the current material as a D3D compliant
Effect file. |
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virtual bool | SaveEffectFile (MCHAR *fileName) sealed |
virtual Interface_ID GetID | ( | ) | [inline, virtual] |
Reimplemented from BaseInterface.
{ return EFFECT_FILE_INTERFACE; }
virtual bool SaveEffectFile | ( | const MCHAR * | fileName | ) | [pure virtual] |
Save the current material as a D3D compliant Effect file.
This will save the underlying shader code to the file provided. The shader code will be as a UTF8 encoded string without a UTF8 Byte Order Marker (BOM).
*fileName | The name of the file to save |
virtual bool SaveEffectFile | ( | MCHAR * | fileName | ) | [inline, sealed, virtual] |
{ return SaveEffectFile(const_cast<const MCHAR*>(fileName)); }