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 |
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[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 |
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[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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