ProcessedCustomMaterial
Engine/source/materials/processedCustomMaterial.h
Private Types
Parent
Private Attributes
The conditioner macros passed to the shader on construction.
Public Functions
ProcessedCustomMaterial(Material & mat)
bool
init(const FeatureSet & features, const GFXVertexFormat * vertexFormat, const MatFeaturesDelegate & featuresDelegate)
Initializes us (eg. loads textures, creates passes, generates shaders)
setTextureStages(SceneRenderState * , const SceneData & sgData, U32 pass)
Sets the textures needed for rendering the current pass.
bool
setupPass(SceneRenderState * , const SceneData & sgData, U32 pass)
Sets up the given pass.
Protected Functions
bool
_hasCubemap(U32 pass)
Do we have a cubemap on pass?
_initPassStateBlock(RenderPassData * rpd, GFXStateBlockDesc & result)
Does the base render state block setting, normally per pass.
Loads all the textures for all of the stages in the Material.
Private Functions
setMaterialParameter(MaterialParameters * param, MaterialParameterHandle * handle, const String & value)
setMatrixParameter(MaterialParameters * param, MaterialParameterHandle * handle, const String & value, GFXShaderConstType matrixType)
Detailed Description
Private Types
typedef ProcessedShaderMaterial Parent
Private Attributes
Vector< GFXShaderMacro > mConditionerMacros
The conditioner macros passed to the shader on construction.
CustomMaterial * mCustomMaterial
U32 mMaxTex
How many texture slots are we using.
Public Functions
ProcessedCustomMaterial(Material & mat)
~ProcessedCustomMaterial()
allocMaterialParameters()
Reimplemented from: ProcessedShaderMaterial
init(const FeatureSet & features, const GFXVertexFormat * vertexFormat, const MatFeaturesDelegate & featuresDelegate)
Reimplemented from: ProcessedShaderMaterial
setTextureStages(SceneRenderState * , const SceneData & sgData, U32 pass)
Reimplemented from: ProcessedShaderMaterial
setupPass(SceneRenderState * , const SceneData & sgData, U32 pass)
Reimplemented from: ProcessedShaderMaterial
Protected Functions
_hasCubemap(U32 pass)
Reimplemented from: ProcessedShaderMaterial
_initPassStateBlock(RenderPassData * rpd, GFXStateBlockDesc & result)
Reimplemented from: ProcessedMaterial
_initPassStateBlocks()
_setStageData()
Reimplemented from: ProcessedMaterial
Private Functions
setMaterialParameter(MaterialParameters * param, MaterialParameterHandle * handle, const String & value)
setMatrixParameter(MaterialParameters * param, MaterialParameterHandle * handle, const String & value, GFXShaderConstType matrixType)