XLE  v0.02.0
Classes | Public Member Functions | Static Protected Member Functions | List of all members
ToolsRig::IMaterialBinder Class Referenceabstract

Binds material settings to the device More...

#include <MaterialBinder.h>

Inheritance diagram for ToolsRig::IMaterialBinder:
Inheritance graph
[legend]

Classes

class  SystemConstants
 

Public Member Functions

virtual RenderCore::Metal::ShaderProgram * Apply (RenderCore::Metal::DeviceContext &metalContext, RenderCore::Techniques::ParsingContext &parserContext, unsigned techniqueIndex, const RenderCore::Assets::ResolvedMaterial &mat, const SystemConstants &sysConstants, const ::Assets::DirectorySearchRules &searchRules, const RenderCore::Metal::InputLayout &geoInputLayout)=0
 

Static Protected Member Functions

static void BindConstantsAndResources (RenderCore::Metal::DeviceContext &metalContext, RenderCore::Techniques::ParsingContext &parsingContext, const RenderCore::Assets::ResolvedMaterial &mat, const SystemConstants &sysConstants, const ::Assets::DirectorySearchRules &searchRules, RenderCore::Metal::ShaderProgram &shaderProgram)
 

Detailed Description

Binds material settings to the device

This object is intended for tools and non-performance critical operations. For material preview operations, we need often need to bind some material settings to the device (for example, for drawing material preview window) At runtime the game will typically need to process material information into a compiled state (for example, when constructing a ModelRenderer) But for tools, we need a more flexible way to do it – one that doesn't rely on a lot of processing steps. Hense the material binder!


The documentation for this class was generated from the following files: