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AWorldShader.h
Go to the documentation of this file.
1#pragma once
2#include <Render/TShader.h>
3#include <Toshi/TSingleton.h>
4
6class AWorldMesh;
7
8class AWorldShader : public Toshi::TShader
9 , public Toshi::TSingleton<AWorldShader>
10{
11public:
12 TDECLARE_CLASS( AWorldShader, Toshi::TShader );
13
14public:
17
18 //-----------------------------------------------------------------------------
19 // Own methods
20 //-----------------------------------------------------------------------------
21 virtual void EnableRenderEnvMap( TBOOL a_bEnable );
22 virtual TBOOL IsHighEndSkinning();
23 virtual void EnableHighEndSkinning( TBOOL a_bEnable );
25 virtual TBOOL IsLightScattering();
26 virtual void SetLightScattering( TBOOL a_bEnable );
28 virtual void SetAlphaBlendMaterial( TBOOL a_bIsAlphaBlendMaterial );
29 virtual AWorldMaterial* CreateMaterial( const TCHAR* a_szName ) = 0;
30 virtual AWorldMesh* CreateMesh( const TCHAR* a_szName ) = 0;
31
32private:
33 TINT m_iUnk1;
34 TFLOAT m_fUnk2;
35 TINT* m_pUnk3;
36};
Shader system for the Toshi engine.
char TCHAR
Definition Typedefs.h:20
float TFLOAT
Definition Typedefs.h:4
int TINT
Definition Typedefs.h:7
bool TBOOL
Definition Typedefs.h:6
virtual void SetLightScattering(TBOOL a_bEnable)
virtual TBOOL IsAlphaBlendMaterial()
TDECLARE_CLASS(AWorldShader, Toshi::TShader)
virtual void SetAlphaBlendMaterial(TBOOL a_bIsAlphaBlendMaterial)
virtual TBOOL IsHighEndSkinning()
virtual AWorldMaterial * CreateMaterial(const TCHAR *a_szName)=0
virtual TBOOL IsLightScattering()
virtual TBOOL IsCapableHighEndSkinning()
virtual AWorldMesh * CreateMesh(const TCHAR *a_szName)=0
virtual void EnableHighEndSkinning(TBOOL a_bEnable)
virtual void EnableRenderEnvMap(TBOOL a_bEnable)