Shader_Unreal Class Reference
List of all members.
Classes |
struct | _variables |
Public Types |
enum | BUFFERS { BUFFER_MULTIPASS,
BUFFER_HUD
} |
Public Member Functions |
| Shader_Unreal (ID3D10Device *device) |
bool | compile (const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) |
bool | compileUnrealShader (const wchar_t *filename, const D3D10_SHADER_MACRO *macros, DWORD shaderFlags, const D3D10_INPUT_ELEMENT_DESC *elementDesc, int numElements) |
bool | createRenderTargetViews (ID3D10RenderTargetView *backbuffer, const DXGI_SWAP_CHAIN_DESC &swapChainDesc, int multiSampleCount) |
void | releaseRenderTargetViews () |
void | setProjection (float aspect, float XoverZ, float zNear) const |
void | setViewportSize (float x, float y) const |
virtual void | setTexture (int pass, ID3D10ShaderResourceView *texture) const |
void | clear (Vec4 &clearColor) const |
void | clearDepth () const |
void | switchBuffers (enum BUFFERS buffer) |
Static Public Attributes |
static _variables | variables |
Static Private Attributes |
static DynamicGeometryBuffer * | dynamicGeometryBuffer |
static ID3D10EffectPool * | pool |
static ID3D10RenderTargetView * | unrealRTV |
static ID3D10DepthStencilView * | unrealDSV |
static ID3D10ShaderResourceView * | unrealSRV |
static ID3D10DepthStencilView * | noMSAADSV |
Member Function Documentation
void Shader_Unreal::clear |
( |
Vec4 & |
clearColor |
) |
const |
Clear backbuffer(s)
- Parameters:
-
| clearColor | The color with which the screen is cleared. |
void Shader_Unreal::clearDepth |
( |
|
) |
const |
void Shader_Unreal::setProjection |
( |
float |
aspect, |
|
|
float |
XoverZ, |
|
|
float |
zNear | |
|
) |
| | const |
Set projection matrix parameters.
- Parameters:
-
| aspect | The viewport aspect ratio. |
| XoverZ | Ratio between frustum X and Z. Projection parameters are for z=1, so x over z gives x coordinate; and x/z*aspect=y/z=y. |
void Shader_Unreal::switchBuffers |
( |
enum BUFFERS |
buffer |
) |
|
Switch to reuse of current buffer to be able to draw things after postprocessing (i.e. they are drawn to the rendertarget of the last post processing step, which should still be bound)
Member Data Documentation
Shaders that implement the basic Unreal geometry pipeline inherit from this. They share a few shader variables and use the same (dynamic) geometry buffer. THIS MEANS THAT THEY MUST USE EQUAL SIZE VERTICES
Depth stencil view for things drawn after post processing
The documentation for this class was generated from the following files:
- D:/d3d10drv/d3d10drv/Shader_Unreal.h
- D:/d3d10drv/d3d10drv/Shader_Unreal.cpp