CustomFeatureHLSL
Engine/source/shaderGen/HLSL/customFeatureHLSL.h
Classes:
Private Types
enum
outputState { NoOutput VertexOutput PixelOutput }
Public Friends
class
Private Attributes
Public Attributes
Public Functions
addConnector(String name, String type, String elementName)
addSampler(String name, String type, U32 arraySize)
addVariable(String name, String type, String defaultValue)
addVertTexCoord(String name)
Identifies what type of blending a feature uses.
Returns the resource requirements of this feature based on what other features are present.
bool
hasFeature(String name)
processPix(Vector< ShaderComponent * > & componentList, const MaterialFeatureData & fd)
processVert(Vector< ShaderComponent * > & componentList, const MaterialFeatureData & fd)
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)