typedef shader_device render_device, renderer;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+ class pass
+ {
+ };
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+ class technique
+ {
+ };
+
+ ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
class effect : protected iunknown_<d3deffect>
{
effect_pool, pump, /*m_if, error_out,*/ p_hresult);
}
- ///////////////
-
- template <typename VERTEX_TYPE>
- void set_vertex_buffer(const input_vertex_buffer<VERTEX_TYPE> &vb)// const OK...?
- {
- typename const input_vertex_buffer<VERTEX_TYPE>::_IfType *buffer_ptr = vb.get_buffer_ptr();
- UINT stride = sizeof(VERTEX_TYPE);
- UINT offset = 0;
- m_dev.get_d3ddevice_ptr()->IASetVertexBuffers( 0, 1, (ID3D10Buffer *const *)&buffer_ptr, &stride, &offset );
- }
-
- void set_primitive_topology(::D3D10_PRIMITIVE_TOPOLOGY topology)
- {
- m_dev.get_d3ddevice_ptr()->IASetPrimitiveTopology(topology);
- }
-
- void draw(UINT vertex_count, UINT vertex_offset=0)
- {
- m_dev.get_d3ddevice_ptr()->Draw(vertex_count, vertex_offset);
- }
-
- void draw_primitive(::D3D10_PRIMITIVE_TOPOLOGY topology, UINT vertex_count, UINT vertex_offset=0)
- {
- set_primitive_topology(topology);
- draw(vertex_count, vertex_offset);
- }
-
+ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /* D3D10_PASS_DESC PassDesc;
- ID3D10InputLayout *pVertexLayout;
- ID3D10EffectTechnique *pTechnique;
- ID3D10Effect *pEffect;
- ID3D10Blob *pBlob;
- if ( FAILED ( D3DX10CreateEffectFromFile(
- L"MyShader.fx", 0, 0, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, pDev, 0, 0, &pEffect, &pBlob, 0 ) ) )
- {
- const char* err = (const char*)pBlob->GetBufferPointer();
- pBuffer->Release();
- pRenderTargetView->Release(); pDev->Release(); pSwapChain->Release();
- return 0;
- }*/
};