Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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TextureMapEffect.h
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1#ifndef ULT_TEXTURE_MAP_EFFECT_H_INCLUDED
2#define ULT_TEXTURE_MAP_EFFECT_H_INCLUDED
3
4#include <cassert>
5
6#include "Effect.h"
9
10namespace Ult
11{
12
18{
19public:
25 const char* decalFile,
26 std::vector<FilterType>* filters,
27 RenderInterface* renderer)
28 {
29 mRenderer = renderer;
30 assert(mRenderer);
31 mRenderer->LoadTexFromFile(decalFile, ULT_TEX2D_TYPE, &mDecalTexture);
32 mRenderer->ApplyFilters(mDecalTexture, filters);
33 }
34
39
44 {
45 mRenderer->ApplyTexture(0, mDecalTexture);
46 }
47
48protected:
51};
52
53} // namespace Ult
54
55#endif // ULT_TEXTURE_MAP_EFFECT_H_INCLUDED
56
Effect()
Definition Effect.h:30
Definition RenderInterface.h:34
void ApplyEffect()
Definition TextureMapEffect.h:43
RenderInterface * mRenderer
Definition TextureMapEffect.h:50
TextureMapEffect(const char *decalFile, std::vector< FilterType > *filters, RenderInterface *renderer)
Definition TextureMapEffect.h:24
Texture mDecalTexture
Definition TextureMapEffect.h:49
~TextureMapEffect()
Definition TextureMapEffect.h:37
Definition Archive.h:13
Handle< stTexture > Texture
Definition Texture.h:10
@ ULT_TEX2D_TYPE
Definition TextureType.h:9