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"L. Spiro Engine"
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A shader for the graphics engine. More...
#include <LSGShader.h>
Classes | |
| struct | LSG_ENGINE_UNIFORMS |
| struct | LSG_FOG |
| struct | LSG_LIGHT_FULLDATA |
Public Types | |
| typedef struct lsg::CShader::LSG_LIGHT_FULLDATA * | LPLSG_LIGHT_DATA |
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typedef struct lsg::CShader::LSG_LIGHT_FULLDATA | LPCLSG_LIGHT_DATA |
| typedef struct lsg::CShader::LSG_FOG * | LPLSG_FOG |
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typedef struct lsg::CShader::LSG_FOG | LPCLSG_FOG |
Public Member Functions | |
| LSVOID LSE_CALL | Reset () |
| virtual LSG_SHADER_ERRORS LSE_CALL | PostCompile (CString &_sError) |
| virtual LSBOOL LSE_CALL | Activate (LSVOID *_pvSysValue) |
Protected Types | |
| typedef struct lsg::CShader::LSG_ENGINE_UNIFORMS * | LPLSG_ENGINE_UNIFORMS |
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typedef struct lsg::CShader::LSG_ENGINE_UNIFORMS | LPCLSG_ENGINE_UNIFORMS |
Protected Attributes | |
| LSG_ENGINE_UNIFORMS | m_euEngineHandles |
| LSBOOL | m_bBeenActivated |
Friends | |
| class | CFnd |
A shader for the graphics engine.
Class CShader Description: A shader for the graphics engine. This is the object into which the source code is fed and a compiled runnable shader is output.
typedef struct lsg::CShader::LSG_ENGINE_UNIFORMS * lsg::CShader::LPLSG_ENGINE_UNIFORMS [protected] |
A structure that simply holds engine-specific uniform handles.
| typedef struct lsg::CShader::LSG_FOG * lsg::CShader::LPLSG_FOG |
Fog data.
| typedef struct lsg::CShader::LSG_LIGHT_FULLDATA * lsg::CShader::LPLSG_LIGHT_DATA |
Light information. Optimized for speed.
| virtual LSBOOL LSE_CALL lsg::CShader::Activate | ( | LSVOID * | _pvSysValue | ) | [virtual] |
Activation callback. This class allows its base class to activate the shader and then applies engine-specific values to the shader once it is applied to the hardware.
| _pvSysValue | A value with special system meaning. |
Reimplemented from lsg::CDirectX11Shader.
| virtual LSG_SHADER_ERRORS LSE_CALL lsg::CShader::PostCompile | ( | CString & | _sError | ) | [virtual] |
Post compile. If all shaders are compiled successfully, this is called. We use it to get handles to engine-specific uniforms.
| _sError | The returned error string if there is an error. |
Reimplemented from lsg::CDirectX11Shader.
| LSVOID LSE_CALL lsg::CShader::Reset | ( | ) |
Reset everything.
Reimplemented from lsg::CDirectX11Shader.
LSBOOL lsg::CShader::m_bBeenActivated [protected] |
The first time we are activated we need to set the samplers.
LSG_ENGINE_UNIFORMS lsg::CShader::m_euEngineHandles [protected] |
Handles.
1.7.3