87 Ambient(that.Ambient),
88 Diffuse(that.Diffuse),
89 Specular(that.Specular)
91 TextureName=that.TextureName;
112 char fname[_MAX_PATH];
115 strcat(fname,
".dds");
208 memset(
Material,0,
sizeof(D3DMATERIAL8));
285 unsigned vertex_count
290 for (
unsigned i=0; i<vertex_count; ++i)
#define WRITE_MICRO_CHUNK_WWSTRING(csave, id, var)
#define WRITE_MICRO_CHUNK(csave, id, var)
#define READ_MICRO_CHUNK(cload, id, var)
#define READ_MICRO_CHUNK_WWSTRING(cload, id, var)
uint32 Cur_Micro_Chunk_ID()
bool Begin_Chunk(uint32 id)
static void Set_Texture(unsigned stage, TextureBaseClass *texture)
static void Set_DX8_Material(const D3DMATERIAL8 *mat)
static void Set_DX8_Texture_Stage_State(unsigned stage, D3DTEXTURESTAGESTATETYPE state, unsigned value)
static void Set_Vertex_Shader(DWORD vertex_shader)
static void Set_DX8_Render_State(D3DRENDERSTATETYPE state, unsigned value)
virtual void Apply_Shared(int cur_pass, RenderInfoClass &rinfo)
static Matrix4x4 View_Projection_Matrix
virtual unsigned Get_Vertex_Size(unsigned stream) const
virtual unsigned Get_Vertex_Stream_Count() const
virtual void Copy_Vertex_Stream(unsigned stream, void *dest_buffer, const VertexStreamStruct &vss, unsigned vertex_count)
virtual ~Shd6CubeMapClass()
Shd6CubeMapClass(const ShdDefClass *def)
virtual void Apply_Instance(int cur_pass, RenderInfoClass &rinfo)
Apply per instance states for 1 pass DX6.
virtual ~ShdCubeMapDefClass()
virtual bool Load(ChunkLoadClass &cload)
Load this ShdDef from a chunk loader.
virtual bool Save(ChunkSaveClass &csave)
Serialize this ShdDef into a chunk saver.
virtual bool Is_Valid_Config(StringClass &message)
virtual ShdInterfaceClass * Create() const
ShdDefClass(uint32 class_id)
virtual bool Load(ChunkLoadClass &cload)
Load this ShdDef from a chunk loader.
virtual bool Save(ChunkSaveClass &csave)
Serialize this ShdDef into a chunk saver.
ShdInterfaceClass(const ShdDefClass *def, int class_id)
Constructor.
const ShdDefClass * Definition
virtual TextureClass * Get_Texture(const char *filename, MipCountType mip_level_count=MIP_LEVELS_ALL, WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN, bool allow_compression=true, TextureBaseClass::TexAssetType type=TextureBaseClass::TEX_REGULAR, bool allow_reduction=true)
static WW3DAssetManager * Get_Instance(void)
#define NAMED_EDITABLE_PARAM(_class, type, data, name)
#define NAMED_TEXTURE_FILENAME_PARAM(_class, data, name, desc, extension)
#define REF_PTR_RELEASE(x)
#define REGISTER_SHDDEF(T, ID, NAME)
const unsigned * DiffuseInt
const Vector3 * Locations
#define DECLARE_FORCE_LINK(module)