Public Member Functions | |
bool | compile (const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) |
Shader_ComplexSurface (ID3D10Device *device) | |
void | switchPass (TextureCache::TexturePass pass, BOOL val) |
void | apply () |
void | setTexture (int pass, ID3D10ShaderResourceView *texture) const |
Private Attributes | |
struct { | |
ID3D10EffectScalarVariable * useTexturePass | |
ID3D10EffectShaderResourceVariable * textures | |
} | variables |
bool | enableChanged |
BOOL | useTexturePass [numBools] |
Static Private Attributes | |
static const int | numBools = TextureCache::DUMMY_NUM_TEXTURE_PASSES -1 |
void Shader_ComplexSurface::apply | ( | ) | [virtual] |
Draw the shader's buffer contents.
Reimplemented from Shader.
ID3D10EffectScalarVariable* Shader_ComplexSurface::useTexturePass |
Bool whether to use each texture pass (shader side)