79 void Set_Texture_Attributes(
int pass,
int stage,
unsigned int attributes) { TextureAttributes[pass][stage] = attributes; }
82 void Set_Mapper_Args(
int pass,
int stage,
const char * args) { MapperArgs[pass][stage] = args; }
83 void Set_Map_Channel(
int pass,
int stage,
int channel) { MapChannel[pass][stage] = channel; }
137 unsigned vertex_count
virtual ~Shd6LegacyW3DClass()
virtual bool Use_HW_Vertex_Processing() const
virtual bool Is_Opaque(void) const
virtual void Copy_Vertex_Stream(unsigned stream, void *dest_buffer, const VertexStreamStruct &vss, unsigned vertex_count)
const ShaderClass & Get_Shader(int pass)
void Set_Pass_Count(int pass_count)
virtual void Apply_Instance(int cur_pass, RenderInfoClass &rinfo)
Apply per instance states for 1 pass DX6.
Shd6LegacyW3DClass(const ShdDefClass *def)
virtual TextureClass * Peek_Texture(int idx) const
virtual bool Greater_Than(const ShdInterfaceClass &s, int pass) const
VertexMaterialClass * Materials[MeshMatDescClass::MAX_PASSES]
virtual unsigned Get_Vertex_Stream_Count() const
ShaderClass Shaders[MeshMatDescClass::MAX_PASSES]
void Set_Texture(int pass, int stage, TextureClass *texture)
void Set_Material(int pass, VertexMaterialClass *mat)
virtual void Apply_Shared(int cur_pass, RenderInfoClass &rinfo)
virtual int Get_Pass_Count()
VertexMaterialClass * Get_Material(int pass)
void Set_Shader(int pass, const ShaderClass &shader)
TextureClass * Textures[MeshMatDescClass::MAX_PASSES][MeshMatDescClass::MAX_TEX_STAGES]
virtual unsigned Get_Vertex_Size(unsigned stream) const
void Set_FVF(unsigned fvf)
virtual int Get_Texture_Count() const
ShdDefClass(uint32 class_id)
ShdInterfaceClass(const ShdDefClass *def, int class_id)
Constructor.
virtual bool Uses_UV_Channel(int i) const
virtual ShdDefClass * Clone() const
virtual bool Load(ChunkLoadClass &cload)
Load this ShdDef from a chunk loader.
virtual bool Requires_Tangent_Space_Vectors() const
StringClass & Get_Mapper_Args(int pass, int stage)
void Set_Shader(int pass, const W3dShaderStruct &shader)
int Get_Texture_Attributes(int pass, int stage)
void Set_Map_Channel(int pass, int stage, int channel)
const W3dVertexMaterialStruct & Get_Material(int pass)
int Get_Map_Channel(int pass, int stage)
virtual bool Save(ChunkSaveClass &csave)
Serialize this ShdDef into a chunk saver.
virtual int Static_Sort_Index() const
void Set_Material(int pass, const W3dVertexMaterialStruct &mat)
virtual ShdInterfaceClass * Create() const
virtual bool Requires_Sorting() const
DECLARE_EDITABLE(ShdLegacyW3DDefClass, ShdDefClass)
void Set_Texture_Attributes(int pass, int stage, unsigned int attributes)
void Set_Pass_Count(int passes)
void Set_Mapper_Args(int pass, int stage, const char *args)
virtual bool Is_Valid_Config(StringClass &message)
const StringClass & Get_Texture_Name(int pass, int stage)
const W3dShaderStruct & Get_Shader(int pass)
virtual ~ShdLegacyW3DDefClass()
virtual bool Requires_Normals() const
void Set_Texture_Name(int pass, int stage, const StringClass &name)
#define REF_PTR_SET(dst, src)