#include <IDX10HardwareRenderer.h>
THis is work in progress and will be activated in another code drop.
This interface is used typically by the mesh and mnmesh to draw hardware optimized objects.
Public Member Functions |
|
virtual Interface_ID | GetID () |
virtual bool | BuildCachedMesh (IHardwareMesh *pHWMesh)=0 |
virtual bool | DrawCachedMesh (DWORD_PTR pdwHWMesh, DWORD dwAttrib)=0 |
virtual void | ReleaseCachedMesh (DWORD_PTR pdwHWMesh)=0 |
virtual bool | CanCacheMesh ()=0 |
virtual bool | ObjectDrawnByShader ()=0 |
virtual void | StartObject ()=0 |
virtual void | EndObject ()=0 |
virtual int | GetNumActiveWindows ()=0 |
virtual void | SetMaterial (const Material &mtl)=0 |
virtual void | SetShaderResource (Material *gfxMat, Mesh *mesh, int mtlNum)=0 |
virtual void | SetShaderResource (Material *gfxMat, MNMesh *mesh, int mtlNum)=0 |
virtual Interface_ID GetID | ( | ) | [inline, virtual] |
Reimplemented from BaseInterface.
{ return D3D10_HARDWARE_RENDERER_INTERFACE_ID; }
virtual bool BuildCachedMesh | ( | IHardwareMesh * | pHWMesh | ) | [pure virtual] |
virtual bool DrawCachedMesh | ( | DWORD_PTR | pdwHWMesh, |
DWORD | dwAttrib | ||
) | [pure virtual] |
virtual void ReleaseCachedMesh | ( | DWORD_PTR | pdwHWMesh | ) | [pure virtual] |
virtual bool CanCacheMesh | ( | ) | [pure virtual] |
virtual bool ObjectDrawnByShader | ( | ) | [pure virtual] |
virtual void StartObject | ( | ) | [pure virtual] |
virtual void EndObject | ( | ) | [pure virtual] |
virtual int GetNumActiveWindows | ( | ) | [pure virtual] |
virtual void SetMaterial | ( | const Material & | mtl | ) | [pure virtual] |