With the introduction of MetaSL as the core shading language, existing ways to build a shade tree have been deprecated.
To build shaders of this form the developer is advised to use MetaSL and corresponding MetaSL workflows
#include
<DeprecatedRealtimeMaterialTexturemapShaderAPI.h>
Public Member Functions |
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virtual bool | DoesSupportHLSL () |
Specifies that the Texmap will provide HLSL code for the DX
Standard Material.
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virtual void | GetTexmapHLSLFunction (MCHAR *code, MCHAR *entryPoint) |
Allow texture to provide an hlsl
representation of the texture. |
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virtual void | GetTextureData (LPVOID list) |
Provide access to any textures used in the
HLSL code. |
virtual bool DoesSupportHLSL | ( | ) | [inline, virtual] |
virtual void GetTexmapHLSLFunction | ( | MCHAR * | code, |
MCHAR * | entryPoint | ||
) | [inline, virtual] |
Allow texture to provide an hlsl representation of the texture.
*code | A pointer to a buffer to store the HLSL code |
*entryPoint | A pointer to a buffer to store the name of the function |
{ UNUSED_PARAM(code); UNUSED_PARAM(entryPoint); };
virtual void GetTextureData | ( | LPVOID | list | ) | [inline, virtual] |
Provide access to any textures used in the HLSL code.
This is used to store data to allow the HLSL compiler to find the sub maps used by the texture map. This also included a UI name for the effect file generation
*list | A pointer to a TexDataList that is used to store texture info |
{ UNUSED_PARAM(list); };