#include <shader.h>
Public Member Functions | |
IWritableShaderSource ()=default | |
virtual | ~IWritableShaderSource ()=default |
virtual void | processQueue ()=0 |
virtual void | insertSourceShader (const std::string &name_of_shader, const std::string &filename, const std::string &program)=0 |
virtual void | rebuildShaders ()=0 |
virtual void | addShaderConstantSetterFactory (IShaderConstantSetterFactory *setter)=0 |
Public Member Functions inherited from IShaderSource | |
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 |
setter
. Implemented in ShaderSource.
Referenced by Game::createClient(), and ShadowRenderer::preInit().
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pure virtual |
Implemented in ShaderSource.
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pure virtual |
Implemented in ShaderSource.
Referenced by Game::processQueues(), and Game::shutdown().
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pure virtual |
Implemented in ShaderSource.
Referenced by Client::afterContentReceived().