18 #ifndef INCLUDED_MATERIAL
19 #define INCLUDED_MATERIAL
64 void AddConditionalDefine(
const char* defname,
const char* defvalue,
int type, std::vector<float> &args);
71 void AddSampler(
const TextureSampler& texture);
const CShaderRenderQueries & GetRenderQueries() const
void AddShaderDefine(CStrIntern key, CStrIntern value)
TextureSampler(CStr &n, CTexturePtr t)
void AddSampler(const TextureSampler &texture)
void AddConditionalDefine(const char *defname, const char *defvalue, int type, std::vector< float > &args)
CShaderRenderQueries m_RenderQueries
void SetUsesAlphaBlending(bool flag)
std::vector< CShaderDefines > m_CombinedShaderDefines
Uniform values that need to be evaluated in the renderer.
const CTexturePtr & GetDiffuseTexture() const
int32_t player_id_t
valid player IDs are non-negative (see ICmpOwnership)
void SetShaderEffect(const CStr &effect)
CTexturePtr m_DiffuseTexture
CStrIntern m_ShaderEffect
Represents a mapping of name strings to value strings, for use with #if and #ifdef and similar condit...
CShaderConditionalDefines m_ConditionalDefines
const SamplersVector & GetSamplers() const
const CShaderUniforms & GetStaticUniforms() const
std::vector< TextureSampler > SamplersVector
SamplersVector m_Samplers
CShaderUniforms m_StaticUniforms
const CShaderDefines & GetShaderDefines(uint32_t conditionFlags) const
void AddRenderQuery(const char *key)
const CShaderConditionalDefines & GetConditionalDefines() const
CStrIntern GetShaderEffect() const
void RecomputeCombinedShaderDefines()
void AddStaticUniform(const char *key, const CVector4D &value)
CShaderDefines m_ShaderDefines
shared_ptr< CTexture > CTexturePtr