PixelSpecularHLSL Class Reference

#include <pixSpecularHLSL.h>

Inheritance diagram for PixelSpecularHLSL:

Inheritance graph
[legend]
List of all members.

Public Member Functions

virtual void processVert (Vector< ShaderComponent * > &componentList, GFXMaterialFeatureData &fd)
virtual void processPix (Vector< ShaderComponent * > &componentList, GFXMaterialFeatureData &fd)
virtual Resources getResources (GFXMaterialFeatureData &fd)
 Returns the resource requirements of this feature based on what other features are present.
virtual String getName ()
 Returns the name of this feature.

Member Function Documentation

virtual void PixelSpecularHLSL::processVert ( Vector< ShaderComponent * > &  componentList,
GFXMaterialFeatureData fd 
) [virtual]

Process vertex shader - This function is used by each feature to generate a list of LangElements that can be traversed and "printed" to generate the actual shader code. The 'output' member is the head of that list.

The componentList is used mostly for access to the "Connector" structure which is used to pass data from the vertex to the pixel shader.

The GFXMaterialFeatureData parameter is used to determine what other features are present for the shader being generated.

Reimplemented from ShaderFeature.

virtual void PixelSpecularHLSL::processPix ( Vector< ShaderComponent * > &  componentList,
GFXMaterialFeatureData fd 
) [virtual]

Process pixel shader - This function is used by each feature to generate a list of LangElements that can be traversed and "printed" to generate the actual shader code. The 'output' member is the head of that list.

The componentList is used mostly for access to the "Connector" structure which is used to pass data from the vertex to the pixel shader.

The GFXMaterialFeatureData parameter is used to determine what other features are present for the shader being generated.

Reimplemented from ShaderFeature.

virtual Resources PixelSpecularHLSL::getResources ( GFXMaterialFeatureData fd  )  [virtual]

Returns the resource requirements of this feature based on what other features are present.

The "resources" are things such as texture units, and texture registers of which there can be very limited numbers. The resources can vary depending on hardware and what other features are present.

Reimplemented from ShaderFeature.

virtual String PixelSpecularHLSL::getName (  )  [inline, virtual]

Returns the name of this feature.

Reimplemented from ShaderFeatureHLSL.