| _addPass(ShaderRenderPassData &rpd, U32 &texIndex, GFXMaterialFeatureData &fd, U32 stageNum, const GFXMaterialFeatureData::FeatureListHandle &features) | ProcessedShaderMaterial | [protected, virtual] |
| _createPasses(GFXMaterialFeatureData &fd, U32 stageNum, const GFXMaterialFeatureData::FeatureListHandle &features) | ProcessedShaderMaterial | [protected, virtual] |
| _createTexture(const char *filename, GFXTextureProfile *profile) | ProcessedMaterial | [protected] |
| _determineFeatures(U32 stageNum, GFXMaterialFeatureData &fd, const GFXMaterialFeatureData::FeatureListHandle &features) | ProcessedDynamicLightMaterial | [private, virtual] |
| _getRenderStateIndex(const SceneGraphData &sgData) | ProcessedMaterial | [protected, virtual] |
| _getRPD(const U32 pass) | ProcessedShaderMaterial | [inline, protected] |
| _getShaderConstBuffer(const U32 pass) | ProcessedShaderMaterial | [protected, virtual] |
| _getShaderConstHandles(const U32 pass) | ProcessedShaderMaterial | [protected, virtual] |
| _getWaveOffset(U32 stage) | ProcessedShaderMaterial | [protected] |
| _hasCubemap(U32 pass) | ProcessedShaderMaterial | [protected, virtual] |
| _initMaterialParameters() | ProcessedShaderMaterial | [protected, virtual] |
| _initPassStateBlock(const Material::BlendOp blendOp, U32 numTex, const U32 texFlags[Material::MAX_TEX_PER_PASS], GFXStateBlockDesc &result) | ProcessedDynamicLightMaterial | [private, virtual] |
| _initRenderPassDataStateBlocks() | ProcessedMaterial | [protected, virtual] |
| _initRenderStateStateBlocks(const Material::BlendOp blendOp, U32 numTex, const U32 texFlags[Material::MAX_TEX_PER_PASS], GFXStateBlockRef renderStates[RenderPassData::STATE_MAX]) | ProcessedMaterial | [protected, virtual] |
| _initStateBlockTemplates(GFXStateBlockDesc &stateTranslucent, GFXStateBlockDesc &stateGlow, GFXStateBlockDesc &stateReflect) | ProcessedMaterial | [protected, virtual] |
| _setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc &desc) | ProcessedMaterial | [protected] |
| _setObjectXForm(MatrixF xform, U32 pass) | ProcessedShaderMaterial | [protected] |
| _setPassBlendOp(ShaderFeature *sf, ShaderRenderPassData &passData, U32 &texIndex, GFXMaterialFeatureData &stageFeatures, U32 stageNum, const GFXMaterialFeatureData::FeatureListHandle &features) | ProcessedShaderMaterial | [protected, virtual] |
| _setPrimaryLightConst(const LightInfo *light, const MatrixF &objTrans, const U32 stageNum) | ProcessedShaderMaterial | [protected] |
| _setRenderState(const SceneGraphData &sgData, const U32 pass) | ProcessedMaterial | [protected, virtual] |
| _setShaderConstants(SceneState *, const SceneGraphData &sgData, U32 pass) | ProcessedShaderMaterial | [protected, virtual] |
| _setStageData() | ProcessedShaderMaterial | [protected, virtual] |
| _setTextureTransforms(const U32 pass) | ProcessedShaderMaterial | [protected, virtual] |
| addStateBlockDesc(const GFXStateBlockDesc &sb) | ProcessedMaterial | [virtual] |
| allocMaterialParameters() | ProcessedShaderMaterial | [virtual] |
| cleanup(U32 pass) | ProcessedShaderMaterial | [virtual] |
| dumpMaterialInfo() | ProcessedShaderMaterial | [virtual] |
| getDefaultMaterialParameters() | ProcessedShaderMaterial | [inline, virtual] |
| getMaterialParameterHandle(const String &name) | ProcessedShaderMaterial | [virtual] |
| getMaterialParameters() | ProcessedMaterial | [inline, virtual] |
| getNumPasses() | ProcessedMaterial | [inline] |
| getNumStages() | ProcessedShaderMaterial | [virtual] |
| getPass(U32 pass) | ProcessedMaterial | [inline] |
| getPass(U32 pass) const | ProcessedMaterial | [inline] |
| getStageFromPass(U32 pass) const | ProcessedMaterial | [inline] |
| hasGlow() | ProcessedMaterial | [inline] |
| init(const GFXMaterialFeatureData::FeatureListHandle &features, GFXVertexFlags vertFlags) | ProcessedShaderMaterial | [virtual] |
| isDualLight() | ProcessedDynamicLightMaterial | [inline] |
| isMask() | ProcessedDynamicLightMaterial | [inline] |
| MatInstance class | ProcessedDynamicLightMaterial | [friend] |
| mCurrentParams | ProcessedMaterial | [protected] |
| mDefaultParameters | ProcessedShaderMaterial | [protected] |
| mDynamicLightingFeatures | ProcessedDynamicLightMaterial | [private] |
| mHasGlow | ProcessedMaterial | [protected] |
| mHasMask | ProcessedDynamicLightMaterial | [private] |
| mHasSetStageData | ProcessedMaterial | [protected] |
| mIsDualLight | ProcessedDynamicLightMaterial | [private] |
| mMaterial | ProcessedMaterial | [protected] |
| mMaxStages | ProcessedMaterial | [protected] |
| mParameterHandles | ProcessedShaderMaterial | [protected] |
| mPasses | ProcessedMaterial | [protected] |
| mShaderConstDesc | ProcessedShaderMaterial | [protected] |
| mStages | ProcessedMaterial | [protected] |
| mUserDefined | ProcessedMaterial | [protected] |
| mVertFlags | ProcessedMaterial | [protected] |
| Parent typedef | ProcessedDynamicLightMaterial | [private] |
| ProcessedDynamicLightMaterial(Material &mat) | ProcessedDynamicLightMaterial | |
| ProcessedMaterial() | ProcessedMaterial | |
| ProcessedShaderMaterial() | ProcessedShaderMaterial | |
| ProcessedShaderMaterial(Material &mat) | ProcessedShaderMaterial | |
| setBuffers(GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer) | ProcessedMaterial | [virtual] |
| setDualLight(bool dualLight) | ProcessedDynamicLightMaterial | |
| setDynamicLightingFeatures(sgLightInfo::sgFeatures feat) | ProcessedDynamicLightMaterial | |
| setEyePosition(MatrixF objTrans, Point3F position, U32 pass) | ProcessedShaderMaterial | [virtual] |
| setLightInfo(SceneState *, const SceneGraphData &sgData, U32 pass) | ProcessedShaderMaterial | [virtual] |
| setMask(bool mask) | ProcessedDynamicLightMaterial | |
| setMaterialParameters(MaterialParameters *param, S32 pass) | ProcessedMaterial | [inline, virtual] |
| setTextureStages(SceneState *, const SceneGraphData &sgData, U32 pass) | ProcessedShaderMaterial | [virtual] |
| setTransforms(const MatrixF &world, const MatrixF &view, const MatrixF &projection, const U32 pass) | ProcessedShaderMaterial | [virtual] |
| setupPass(SceneState *, const SceneGraphData &sgData, U32 pass) | ProcessedShaderMaterial | [virtual] |
| ~ProcessedMaterial() | ProcessedMaterial | [virtual] |
| ~ProcessedShaderMaterial() | ProcessedShaderMaterial | |