SOL9 2.0 Class: Direct3DX11EffectVectorVariable
|
Source code
/******************************************************************************
*
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* Direct3DX11EffectVectorVariable.h
*
*****************************************************************************/
#pragma once
#include <sol/direct3d11/Direct3DX11EffectVariable.h>
namespace SOL {
class Direct3DX11EffectVectorVariable : public Direct3DX11EffectVariable {
public:
Direct3DX11EffectVectorVariable(ID3DX11EffectVectorVariable* variable)
:Direct3DX11EffectVariable(variable)
{
}
~Direct3DX11EffectVectorVariable()
{
}
operator ID3DX11EffectVectorVariable*()
{
return getVectorVariable();
}
ID3DX11EffectVectorVariable* getVectorVariable()
{
ID3DX11EffectVectorVariable* variable = (ID3DX11EffectVectorVariable*)getInterface();
if (variable) {
return variable;
} else {
throw IException("ID3DX11EffectVectorVariable is NULL.");
}
}
BOOL isValid()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> IsValid();
}
ID3DX11EffectType* getType()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetType();
}
void getDesc(D3DX11_EFFECT_VARIABLE_DESC *pDesc)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetDesc(pDesc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
void getDesc(D3DX11_EFFECT_VARIABLE_DESC& desc)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetDesc(&desc);
if (FAILED(hr)) {
throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
}
}
ID3DX11EffectVariable* getAnnotationByIndex(UINT index)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetAnnotationByIndex(index);
}
ID3DX11EffectVariable* getAnnotationByName(LPCSTR name)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetAnnotationByName(name);
}
ID3DX11EffectVariable* getMemberByIndex(UINT index)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetMemberByIndex(index);
}
ID3DX11EffectVariable* getMemberByName(LPCSTR name)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetMemberByName(name);
}
ID3DX11EffectVariable* getMemberBySemantic(LPCSTR semantic)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetMemberBySemantic(semantic);
}
ID3DX11EffectVariable* getElement(UINT index)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetElement(index);
}
ID3DX11EffectConstantBuffer* getParentConstantBuffer()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> GetParentConstantBuffer();
}
ID3DX11EffectScalarVariable* asScalar()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsScalar();
}
ID3DX11EffectVectorVariable* asVector()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsVector();
}
ID3DX11EffectMatrixVariable* asMatrix()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsMatrix();
}
ID3DX11EffectStringVariable* asString()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsString();
}
ID3DX11EffectShaderResourceVariable* asShaderResource()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsShaderResource();
}
ID3DX11EffectRenderTargetViewVariable* asRenderTargetView()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsRenderTargetView();
}
ID3DX11EffectDepthStencilViewVariable* asDepthStencilView()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsDepthStencilView();
}
ID3DX11EffectConstantBuffer* asConstantBuffer()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsConstantBuffer();
}
ID3DX11EffectShaderVariable* asShader()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsShader();
}
ID3DX11EffectBlendVariable* asBlend()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsBlend();
}
ID3DX11EffectDepthStencilVariable* asDepthStencil()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsDepthStencil();
}
ID3DX11EffectRasterizerVariable* asRasterizer()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsRasterizer();
}
ID3DX11EffectSamplerVariable* asSampler()
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
return variable -> AsSampler();
}
void setRawValue(void *pData, UINT byteOffset, UINT byteCount)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> SetRawValue(pData, byteOffset, byteCount);
if (FAILED(hr)) {
throw IException("Failed to SetRawValue. HRESULT(0x%lx)", hr);
}
}
void getRawValue(void *pData, UINT byteOffset, UINT byteCount)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetRawValue(pData, byteOffset, byteCount);
if (FAILED(hr)) {
throw IException("Failed to GetRawValue. HRESULT(0x%lx)", hr);
}
}
void setBoolVector(BOOL *pData)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> SetBoolVector(pData);
if (FAILED(hr)) {
throw IException("Failed to SetBoolVector. HRESULT(0x%lx)", hr);
}
}
void setIntVector(int *pData)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> SetIntVector(pData);
if (FAILED(hr)) {
throw IException("Failed to SetIntVector. HRESULT(0x%lx)", hr);
}
}
void setFloatVector(float *pData)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> SetFloatVector(pData);
if (FAILED(hr)) {
throw IException("Failed to SetFloatVector. HRESULT(0x%lx)", hr);
}
}
void getBoolVector(BOOL *pData)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetBoolVector(pData);
if (FAILED(hr)) {
throw IException("Failed to GetBoolVector. HRESULT(0x%lx)", hr);
}
}
void getIntVector(int *pData)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetIntVector(pData);
if (FAILED(hr)) {
throw IException("Failed to GetIntVector. HRESULT(0x%lx)", hr);
}
}
void getFloatVector(float *pData)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetFloatVector(pData);
if (FAILED(hr)) {
throw IException("Failed to GetFloatVector. HRESULT(0x%lx)", hr);
}
}
void setBoolVectorArray(BOOL *pData, UINT offset, UINT count)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> SetBoolVectorArray(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to SetBoolVectorArray. HRESULT(0x%lx)", hr);
}
}
void setIntVectorArray(int *pData, UINT offset, UINT count)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> SetIntVectorArray(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to SetIntVectorArray. HRESULT(0x%lx)", hr);
}
}
void setFloatVectorArray(float *pData, UINT offset, UINT count)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> SetFloatVectorArray(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to SetFloatVectorArray. HRESULT(0x%lx)", hr);
}
}
void getBoolVectorArray(BOOL *pData, UINT offset, UINT count)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetBoolVectorArray(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to GetBoolVectorArray. HRESULT(0x%lx)", hr);
}
}
void getIntVectorArray(int *pData, UINT offset, UINT count)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetIntVectorArray(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to GetIntVectorArray. HRESULT(0x%lx)", hr);
}
}
void getFloatVectorArray(float *pData, UINT offset, UINT count)
{
ID3DX11EffectVectorVariable* variable = getVectorVariable();
HRESULT hr = variable -> GetFloatVectorArray(pData, offset, count);
if (FAILED(hr)) {
throw IException("Failed to GetFloatVectorArray. HRESULT(0x%lx)", hr);
}
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.