#include <shader.h>
Public Member Functions | |
IShaderSource ()=default | |
virtual | ~IShaderSource ()=default |
virtual ShaderInfo | getShaderInfo (u32 id)=0 |
returns information about an existing shader | |
virtual u32 | getShader (const std::string &name, MaterialType material_type, NodeDrawType drawtype=NDT_NORMAL)=0 |
Generates or gets a shader suitable for nodes and entities. | |
virtual u32 | getShaderRaw (const std::string &name, bool blendAlpha=false)=0 |
Generates or gets a shader for general use. | |
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default |
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virtualdefault |
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pure virtual |
Generates or gets a shader suitable for nodes and entities.
Implemented in ShaderSource.
Referenced by GenericCAO::addToScene(), and WieldMeshSceneNode::setItem().
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pure virtual |
returns information about an existing shader
Use this to get the material ID to plug into video::SMaterial
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Implemented in ShaderSource.
Referenced by Clouds::Clouds(), Hud::Hud(), MapBlockMesh::MapBlockMesh(), Sky::Sky(), GenericCAO::addToScene(), Minimap::drawMinimap(), PostProcessingStep::run(), and WieldMeshSceneNode::setItem().
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pure virtual |
Generates or gets a shader for general use.
name | name of the shader (directory on disk) |
blendAlpha | enable alpha blending for this material? |
Implemented in ShaderSource.
Referenced by Clouds::Clouds(), Hud::Hud(), Sky::Sky(), and Minimap::drawMinimap().