3 #define MAX_INSTANCES 500 9 bool bAlpha =
false,
bool bAdditive =
false,
bool bDepthDisable =
false,
10 D3D11_FILL_MODE fillMode = D3D11_FILL_SOLID,
11 D3D11_CULL_MODE cullMode = D3D11_CULL_BACK);
17 virtual bool CreateMesh() {
return m_pVisual->CreateMesh();}
19 virtual bool RenderMesh(LPCSTR techniqueName =
"");
24 CONST
raVector3 *pRayDir, FLOAT *pDist) {
return false; }
26 virtual ID3D11Buffer*
GetIndexBuffer() {
return m_pVisual->GetIndexBuffer(); }
28 virtual D3D11_PRIMITIVE_TOPOLOGY
GetPrimitiveTopology(UINT n) {
return m_pVisual->GetPrimitiveTopology(n); }
32 void CreateRandomMatrices(
float scaleX = 1.0f,
float scaleY = 1.0f,
float scaleZ = 1.0f,
float offsetY = 0.0f);
33 UINT AddInstance(
const raMatrix& world);
38 virtual void LoadInstanceData();
40 void InitInstanceMatrices();
41 void UpdateInstanceMatrices();
virtual bool DestroyMesh()
IRAMesh * GetVisual(void)
ID3D11Buffer * m_pInstanceData
virtual bool CreateMesh()
virtual UINT GetNumSubsets()
virtual bool CreateVertexLayout()
virtual D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology(UINT n)
virtual bool RenderMesh(LPCSTR techniqueName="")=0
virtual ID3D11Buffer * GetVertexBuffer()
int m_iNumInstancesToDraw
virtual raMatrix * GetWorldMatrix(void)
raMatrix * m_pInstanceList
virtual bool Intersects(CONST raVector3 *pRayPos, CONST raVector3 *pRayDir, FLOAT *pDist)
virtual UINT GetStrideSize()
virtual ID3D11Buffer * GetIndexBuffer()
virtual SDKMESH_SUBSET * GetSubset(UINT n)
virtual void SetWorldMatrix(const raMatrix &value)