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Rendering
Materials
SceneModelMaterial.h
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// Copyright eeGeo Ltd (2012-2014), All Rights Reserved
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#pragma once
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#include "ModelMaterial.h"
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#include "Types.h"
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#include "Rendering.h"
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#include "GlobalLighting.h"
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#include "GlobalFogging.h"
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#include "TextureMinifyType.h"
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#include "ModelShader.h"
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#include "SceneModelTextureResource.h"
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#include <string>
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namespace
Eegeo
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{
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namespace
Rendering
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{
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namespace
Materials
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{
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class
SceneModelMaterial
:
public
ModelMaterial
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{
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public
:
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SceneModelMaterial
(
const
TMaterialId materialId,
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const
std::string& name,
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Shaders::ModelShader
& shader,
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const
Lighting::GlobalLighting
& lighting,
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const
Lighting::GlobalFogging
& fogging,
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SceneModels::SceneModelTextureResource
& sceneModelTexture,
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Rendering::TextureMinifyType textureMinifyType,
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bool
textureRepeat);
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~
SceneModelMaterial
();
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void
SetDiffuseTexture(
Rendering::AsyncTexturing::IAsyncTexture
& textureId);
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void
SetStatePerRenderable(
const
Rendering::RenderableBase
* renderableBase,
Rendering::GLState
& glState)
const
;
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Rendering::AsyncTexturing::IAsyncTexture
& GetTextureId()
const
{
return
m_textureResource.GetTexture(); }
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private
:
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SceneModels::SceneModelTextureResource
& m_textureResource;
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};
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}
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}
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}
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