virtual ~ShdInterfaceClass(void)
Destructor.
virtual int Get_Pass_Count(void)=0
ShdInterfaceClass(const ShdDefClass *def, int class_id)
Constructor.
WWINLINE int Get_Class_ID() const
virtual bool Is_Opaque(void) const
const ShdDefClass * Peek_Definition(void)
returns a pointer to the definition for this shader
virtual bool Pass_Selection(ShdMeshClass *, RenderInfoClass *, int)
virtual void Apply_Instance(int cur_pass, RenderInfoClass &rinfo)=0
virtual TextureClass * Peek_Texture(int idx) const =0
virtual bool Similar_Enough(const ShdInterfaceClass &s, int pass) const
virtual unsigned Get_Vertex_Size(unsigned stream) const =0
virtual bool Greater_Than(const ShdInterfaceClass &s, int pass) const
virtual void Apply_Shared(int cur_pass, RenderInfoClass &rinfo)=0
virtual unsigned Get_Vertex_Stream_Count() const =0
const ShdDefClass * Definition
virtual void Copy_Vertex_Stream(unsigned stream, void *dest_buffer, const VertexStreamStruct &vss, unsigned vertex_count)=0
virtual bool Use_HW_Vertex_Processing() const =0
virtual int Get_Texture_Count() const =0
const unsigned MAX_TEXTURE_STAGES
const Vector2 * UV[MAX_TEXTURE_STAGES]
const Vector4 * DiffuseFloat
const unsigned * DiffuseInt
const Vector3 * Locations