ProcessedCustomMaterial Class Reference#include <processedCustomMaterial.h>
Inheritance diagram for ProcessedCustomMaterial:
[legend]List of all members.
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Public Member Functions |
| | ProcessedCustomMaterial (Material &mat) |
| | ~ProcessedCustomMaterial () |
| virtual bool | setupPass (SceneState *, const SceneGraphData &sgData, U32 pass) |
| | Sets up the given pass for rendering.
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| virtual void | init (const GFXMaterialFeatureData::FeatureListHandle &features, GFXVertexFlags vertFlags) |
| | Creates the passes, generates our shaders, and all that other initialization stuff.
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| virtual void | setTextureStages (SceneState *, const SceneGraphData &sgData, U32 pass) |
| | Binds all of the necessary textures for the given pass.
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| virtual void | cleanup (U32 pass) |
| | Cleans up the given pass (or will anyways).
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| virtual MaterialParameters * | allocMaterialParameters () |
| | Returns a shader constant block.
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Protected Member Functions |
| virtual void | _setStageData () |
| | Loads textures and such for all of our stages.
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| virtual bool | _hasCubemap (U32 pass) |
| | Do we have a cubemap on pass?
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| void | _initPassStateBlock (const Material::BlendOp blendOp, U32 numTex, const U32 texFlags[Material::MAX_TEX_PER_PASS], GFXStateBlockDesc &result) |
| | Does the base render state block setting, normally per pass.
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| virtual void | _initPassStateBlocks () |
Private Types |
| typedef ProcessedShaderMaterial | Parent |
Private Member Functions |
| template<typename T> |
| void | setMaterialParameter (MaterialParameters *param, MaterialParameterHandle *handle, const String &value) |
| void | setMatrixParameter (MaterialParameters *param, MaterialParameterHandle *handle, const String &value, GFXShaderConstType matrixType) |
Private Attributes |
| CustomMaterial * | mCustomMaterial |
| U32 | mMaxTex |
| | How many textures we have.
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Member Typedef Documentation
Constructor & Destructor Documentation
| ProcessedCustomMaterial::ProcessedCustomMaterial |
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Material & |
mat |
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| ProcessedCustomMaterial::~ProcessedCustomMaterial |
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Member Function Documentation
Creates the passes, generates our shaders, and all that other initialization stuff.
Reimplemented from ProcessedShaderMaterial.
| virtual void ProcessedCustomMaterial::cleanup |
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U32 |
pass |
) |
[virtual] |
| virtual MaterialParameters* ProcessedCustomMaterial::allocMaterialParameters |
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[virtual] |
| virtual void ProcessedCustomMaterial::_setStageData |
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[protected, virtual] |
| virtual bool ProcessedCustomMaterial::_hasCubemap |
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U32 |
pass |
) |
[protected, virtual] |
Does the base render state block setting, normally per pass.
Reimplemented from ProcessedMaterial.
| virtual void ProcessedCustomMaterial::_initPassStateBlocks |
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[protected, virtual] |
Member Data Documentation
How many textures we have.
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