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ShaderData Class Reference
[Shaders]
Special type of data block that stores information about a handwritten shader. More...
Public Member Functions | |
void | reload () |
Rebuilds all the vertex and pixel shader instances created from this ShaderData. | |
Public Attributes | |
string | defines |
String of case-sensitive defines passed to the shader compiler. | |
filename | DXPixelShaderFile |
Path to the DirectX pixel shader file to use for this ShaderData. | |
filename | DXVertexShaderFile |
Path to the DirectX vertex shader file to use for this ShaderData. | |
filename | OGLPixelShaderFile |
Path to an OpenGL pixel shader file to use for this ShaderData. | |
filename | OGLVertexShaderFile |
Path to an OpenGL vertex shader file to use for this ShaderData. | |
float | pixVersion |
Indicates target level the shader should be compiled. | |
bool | useDevicePixVersion |
If true, the maximum pixel shader version offered by the graphics card will be used. |
Detailed Description
Special type of data block that stores information about a handwritten shader.
To use hand written shaders, a ShaderData datablock must be used. This datablock refers only to the vertex and pixel shader filenames and a hardware target level. Shaders are API specific, so DirectX and OpenGL shaders must be explicitly identified.
- Example:
// Used for the procedural clould system singleton ShaderData( CloudLayerShader ) { DXVertexShaderFile = "shaders/common/cloudLayerV.hlsl"; DXPixelShaderFile = "shaders/common/cloudLayerP.hlsl"; OGLVertexShaderFile = "shaders/common/gl/cloudLayerV.glsl"; OGLPixelShaderFile = "shaders/common/gl/cloudLayerP.glsl"; pixVersion = 2.0; };
Member Function Documentation
void ShaderData::reload | ( | ) |
Rebuilds all the vertex and pixel shader instances created from this ShaderData.
- Example:
// Rebuild the shader instances from ShaderData CloudLayerShader CloudLayerShader.reload();
Member Data Documentation
string ShaderData::defines |
String of case-sensitive defines passed to the shader compiler.
The string should be delimited by a semicolon, tab, or newline character.
- Example:
singleton ShaderData( FlashShader ) { DXVertexShaderFile = "shaders/common/postFx/flashV.hlsl"; DXPixelShaderFile = "shaders/common/postFx/flashP.hlsl"; //Define setting the color of WHITE_COLOR. defines = "WHITE_COLOR=float4(1.0,1.0,1.0,0.0)"; pixVersion = 2.0 }
filename ShaderData::DXPixelShaderFile |
Path to the DirectX pixel shader file to use for this ShaderData.
It must contain only one program and no vertex shader, just the pixel shader. It can be either an HLSL or assembly level shader. HLSL's must have a filename extension of .hlsl, otherwise its assumed to be an assembly file.
filename ShaderData::DXVertexShaderFile |
Path to the DirectX vertex shader file to use for this ShaderData.
It must contain only one program and no pixel shader, just the vertex shader.It can be either an HLSL or assembly level shader. HLSL's must have a filename extension of .hlsl, otherwise its assumed to be an assembly file.
filename ShaderData::OGLPixelShaderFile |
Path to an OpenGL pixel shader file to use for this ShaderData.
It must contain only one program and no vertex shader, just the pixel shader.
filename ShaderData::OGLVertexShaderFile |
Path to an OpenGL vertex shader file to use for this ShaderData.
It must contain only one program and no pixel shader, just the vertex shader.
float ShaderData::pixVersion |
Indicates target level the shader should be compiled.
Valid numbers at the time of this writing are 1.1, 1.4, 2.0, and 3.0. The shader will not run properly if the hardware does not support the level of shader compiled.
If true, the maximum pixel shader version offered by the graphics card will be used.
Otherwise, the script-defined pixel shader version will be used.