Torque3D Documentation / _generateds / ProcessedFFMaterial

ProcessedFFMaterial

Engine/source/materials/processedFFMaterial.h

Fixed function rendering.

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Classes:

Render state setting

Sets necessary textures and texture ops for rendering.

setTransforms(const MatrixSet & matrixSet, SceneRenderState * state, const U32 pass)

Sets the transformation matrix, i.e. Model * View * Projection.

Sets the scene info like lights for the given pass.

Internal functions

_addPass(U32 stageNum, FixedFuncFeatureData & featData)

Adds a pass for the given stage.

Chooses a blend op for the pass during pass creation.

_createPasses(U32 stageNum, const FeatureSet & features)

Creates all necessary passes for the given stage.

_determineFeatures(U32 stageNum, FixedFuncFeatureData & featData, const FeatureSet & features)

Determine what features we need.

_setPrimaryLightInfo(const MatrixF & objTrans, LightInfo * light, U32 pass)

Sets light info for the first light.

Sets light info for the second light.

Does the base render state block setting, normally per pass.

Private Types

Public Functions

ProcessedFFMaterial(Material & mat, const bool isLightingMaterial)

Returns the number of stages we're using (not to be confused with the number of passes)

bool
init(const FeatureSet & features, const GFXVertexFormat * vertexFormat, const MatFeaturesDelegate & featuresDelegate)

Initializes us (eg. loads textures, creates passes, generates shaders)

bool

Sets up the given pass.

Protected Functions

Detailed Description

Fixed function rendering.

Does not load or use shaders. Does not rely on GFXMaterialFeatureData. Tries very hard to not rely on anything possibly related to shaders.

note:

Does not always succeed.

Render state setting

setTextureStages(SceneRenderState * , const SceneData & sgData, U32 pass)

Reimplemented from: ProcessedMaterial

allocMaterialParameters()

Reimplemented from: ProcessedMaterial

getMaterialParameterHandle(const String & name)

Reimplemented from: ProcessedMaterial

getDefaultMaterialParameters()

Reimplemented from: ProcessedMaterial

setTransforms(const MatrixSet & matrixSet, SceneRenderState * state, const U32 pass)

Reimplemented from: ProcessedMaterial

setSceneInfo(SceneRenderState * , const SceneData & sgData, U32 pass)

Reimplemented from: ProcessedMaterial

Internal functions

_addPass(U32 stageNum, FixedFuncFeatureData & featData)

Adds a pass for the given stage.

_setPassBlendOp()

Chooses a blend op for the pass during pass creation.

_createPasses(U32 stageNum, const FeatureSet & features)

Creates all necessary passes for the given stage.

_determineFeatures(U32 stageNum, FixedFuncFeatureData & featData, const FeatureSet & features)

Determine what features we need.

_setPrimaryLightInfo(const MatrixF & objTrans, LightInfo * light, U32 pass)

Sets light info for the first light.

_setSecondaryLightInfo(const MatrixF & objTrans, LightInfo * light)

Sets light info for the second light.

_initPassStateBlock(RenderPassData * rpd, GFXStateBlockDesc & result)

Reimplemented from: ProcessedMaterial

Private Types

typedef ProcessedMaterial Parent 

Protected Attributes

MaterialParameterHandle * mDefaultHandle 
MaterialParameters * mDefaultParameters 
bool mIsLightingMaterial 
Vector< GFXShaderConstDesc > mParamDesc 

Public Functions

ProcessedFFMaterial()

ProcessedFFMaterial(Material & mat, const bool isLightingMaterial)

~ProcessedFFMaterial()

getNumStages()

Reimplemented from: ProcessedMaterial

init(const FeatureSet & features, const GFXVertexFormat * vertexFormat, const MatFeaturesDelegate & featuresDelegate)

Reimplemented from: ProcessedMaterial

setupPass(SceneRenderState * , const SceneData & sgData, U32 pass)

Reimplemented from: ProcessedMaterial

Protected Functions

_construct()