iShader Struct Reference
Specific shader. More...
#include <ivideo/shader/shader.h>
Inheritance diagram for iShader:

Public Member Functions | |
virtual bool | ActivatePass (size_t ticket, size_t number)=0 |
Activate a pass for rendering. | |
virtual bool | DeactivatePass (size_t ticket)=0 |
Completly deactivate a pass. | |
virtual const char * | GetFileName ()=0 |
Get name of the File where it was loaded from. | |
virtual const csShaderMetadata & | GetMetadata (size_t ticket) const =0 |
Get shader metadata. | |
virtual size_t | GetNumberOfPasses (size_t ticket)=0 |
Get number of passes this shader have. | |
virtual size_t | GetTicket (const csRenderMeshModes &modes, const csShaderVarStack &stacks)=0 |
Query a "shader ticket". | |
virtual iObject * | QueryObject ()=0 |
Query the object. | |
virtual void | SetFileName (const char *filename)=0 |
Set name of the File where it was loaded from. | |
virtual bool | SetupPass (size_t ticket, const csRenderMesh *mesh, csRenderMeshModes &modes, const csShaderVarStack &stacks)=0 |
Setup a pass. | |
virtual bool | TeardownPass (size_t ticket)=0 |
Tear down current state, and prepare for a new mesh (for which SetupPass is called). |
Detailed Description
Specific shader.Can/will be either render-specific or general The shader in this form is "compiled" and cannot be modified.
Definition at line 249 of file shader.h.
Member Function Documentation
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Activate a pass for rendering.
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Completly deactivate a pass.
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Get name of the File where it was loaded from.
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Get shader metadata.
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Get number of passes this shader have.
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Query a "shader ticket". Internally, a shader may choose one of several actual techniques or variants at runtime. However, the variant has to be known in order to determine the number of passes or to do pass preparation. As the decision what variant is to be used is made based on the mesh modes and the shader vars used for rendering, those have to be provided to get the actual variant, which is then identified by the "ticket". |
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Query the object.
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Set name of the File where it was loaded from.
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Setup a pass.
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Tear down current state, and prepare for a new mesh (for which SetupPass is called).
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The documentation for this struct was generated from the following file:
- ivideo/shader/shader.h
Generated for Crystal Space by doxygen 1.4.4