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Public API Reference |
#include <shader.h>
Inheritance diagram for iShaderPass:
Public Methods | |
virtual void | AddStreamMapping (csStringID name, csVertexAttrib attribute)=0 |
Add a stream mapping. More... | |
virtual csStringID | GetStreamMapping (csVertexAttrib attribute)=0 |
Get stream mapping for a certain attribute. More... | |
virtual void | AddTextureMapping (const char *name, int unit)=0 |
Add a texture mapping by name. More... | |
virtual void | AddTextureMapping (int layer, int unit)=0 |
Add a texture mapping by material layer. More... | |
virtual int | GetTextureMappingAsLayer (int unit)=0 |
Get texture mapping for a certain unit as a layer index. More... | |
virtual iTextureHandle * | GetTextureMappingAsDirect (int unit)=0 |
Get texture mapping for a certain unit as a texture name. More... | |
virtual uint | GetMixmodeOverride ()=0 |
Get mixmode override. More... | |
virtual iShaderProgram * | GetVertexProgram ()=0 |
Get vertex-program. More... | |
virtual void | SetVertexProgram (iShaderProgram *program)=0 |
Set vertex-program. More... | |
virtual iShaderProgram * | GetFragmentProgram ()=0 |
Get fragment-program. More... | |
virtual void | SetFragmentProgram (iShaderProgram *program)=0 |
Set fragment-program. More... | |
virtual bool | IsValid ()=0 |
Check if valid. More... | |
virtual void | Activate (csRenderMesh *mesh)=0 |
Activate the whole pass for the indicated mesh (which might be NULL). More... | |
virtual void | Deactivate ()=0 |
Deactivate the whole pass. More... | |
virtual void | SetupState (csRenderMesh *mesh)=0 |
Setup states needed for proper operation of the shader. More... | |
virtual void | ResetState ()=0 |
Reset states to original. More... | |
virtual bool | AddVariable (iShaderVariable *variable)=0 |
Add a variable to this context. More... | |
virtual iShaderVariable * | GetVariable (int namehash)=0 |
Get variable. More... | |
virtual csBasicVector | GetAllVariableNames ()=0 |
Get all variable stringnames added to this context (used when creatingthem). More... | |
virtual bool | Load (iDataBuffer *program)=0 |
Loads pass from buffer. More... | |
virtual bool | Load (iDocumentNode *node)=0 |
Loads from a document-node. More... | |
virtual bool | Prepare ()=0 |
Prepares the pass for usage. More... |
Definition at line 186 of file shader.h.
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Activate the whole pass for the indicated mesh (which might be NULL).
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Add a stream mapping.
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Add a texture mapping by material layer.
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Add a texture mapping by name.
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Add a variable to this context.
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Deactivate the whole pass.
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Get all variable stringnames added to this context (used when creatingthem).
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Get fragment-program.
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Get mixmode override.
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Get stream mapping for a certain attribute.
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Get texture mapping for a certain unit as a texture name.
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Get texture mapping for a certain unit as a layer index.
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Get variable.
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Get vertex-program.
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Check if valid.
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Loads from a document-node.
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Loads pass from buffer.
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Prepares the pass for usage.
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Reset states to original.
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Set fragment-program.
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Setup states needed for proper operation of the shader.
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Set vertex-program.
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