Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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#include <TextureShader.h>
Public Member Functions | |
TextureShader (const char *vs, const char *ps, const char *decalFile, std::vector< FilterType > *filters, RenderInterface *renderer) | |
~TextureShader () | |
void | ApplyEffect () |
void | Release () |
Public Member Functions inherited from Ult::Effect | |
Effect () | |
virtual | ~Effect () |
Protected Attributes | |
ShaderHandle | mShader |
ParameterHandle | mMvpParam |
ParameterHandle | mDecalParam |
Texture | mDecalTexture |
RenderInterface * | mRenderer |
Represents a 3d shader that uses a single texture.
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inline |
TextureShader constructor. Creates the shaders and loads the texture from the given filenames.
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inline |
TextureShader destructor.
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inlinevirtual |
Make the renderer use this shader and texture via slot 0.
Implements Ult::Effect.
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inlinevirtual |
Free/unload this effect.
Reimplemented from Ult::Effect.
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protected |
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protected |
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protected |
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protected |
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protected |