Torque3D Documentation / _generateds / CustomFeatureHLSL

CustomFeatureHLSL

Engine/source/shaderGen/HLSL/customFeatureHLSL.h

More...

Classes:

Private Types

enum
outputState {
  NoOutput 
  VertexOutput 
  PixelOutput 
}

Public Friends

Private Attributes

Vector< VarHolder >
outputState
Vector< VarHolder >

Protected Attributes

Public Functions

addConnector(String name, String type, String elementName)
addSampler(String name, String type, U32 arraySize)
addTexture(String name, String type, String samplerState, U32 arraySize)
addUniform(String name, String type, String defaultValue, U32 arraySize)
addVariable(String name, String type, String defaultValue)

Identifies what type of blending a feature uses.

Returns the name of this feature.

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

bool
setTexData(Material::StageData & stageDat, const MaterialFeatureData & fd, RenderPassData & passData, U32 & texIndex)

Fills texture related info in RenderPassData for this feature.

writeLine(String format, S32 argc, ConsoleValueRef * argv)

Detailed Description

Private Types

outputState

Enumerator

NoOutput
VertexOutput
PixelOutput

Public Friends

Private Attributes

Vector< VarHolder > mConnectorVars 
outputState mOutputState 
Vector< VarHolder > mVars 

Public Attributes

Vector< ShaderComponent * > mComponentList 
MaterialFeatureData mFeatureData 
CustomShaderFeatureData * mOwner 

Protected Attributes

MultiLine * meta 

Public Functions

addConnector(String name, String type, String elementName)

addSampler(String name, String type, U32 arraySize)

addTexture(String name, String type, String samplerState, U32 arraySize)

addUniform(String name, String type, String defaultValue, U32 arraySize)

addVariable(String name, String type, String defaultValue)

addVertTexCoord(String name)

getBlendOp()

Reimplemented from: ShaderFeature

getName()

Reimplemented from: ShaderFeature

getResources(const MaterialFeatureData & fd)

Reimplemented from: ShaderFeature

hasFeature(String name)

processPix(Vector< ShaderComponent * > & componentList, const MaterialFeatureData & fd)

Reimplemented from: ShaderFeature

processVert(Vector< ShaderComponent * > & componentList, const MaterialFeatureData & fd)

Reimplemented from: ShaderFeature

setTexData(Material::StageData & stageDat, const MaterialFeatureData & fd, RenderPassData & passData, U32 & texIndex)

Reimplemented from: ShaderFeature

writeLine(String format, S32 argc, ConsoleValueRef * argv)