ProcessedDynamicLightMaterial Member List

This is the complete list of members for ProcessedDynamicLightMaterial, including all inherited members.

_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 classProcessedDynamicLightMaterial [friend]
mCurrentParamsProcessedMaterial [protected]
mDefaultParametersProcessedShaderMaterial [protected]
mDynamicLightingFeaturesProcessedDynamicLightMaterial [private]
mHasGlowProcessedMaterial [protected]
mHasMaskProcessedDynamicLightMaterial [private]
mHasSetStageDataProcessedMaterial [protected]
mIsDualLightProcessedDynamicLightMaterial [private]
mMaterialProcessedMaterial [protected]
mMaxStagesProcessedMaterial [protected]
mParameterHandlesProcessedShaderMaterial [protected]
mPassesProcessedMaterial [protected]
mShaderConstDescProcessedShaderMaterial [protected]
mStagesProcessedMaterial [protected]
mUserDefinedProcessedMaterial [protected]
mVertFlagsProcessedMaterial [protected]
Parent typedefProcessedDynamicLightMaterial [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