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UniqueDiffuseMaterial.h
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// Copyright eeGeo Ltd (2012-2014), All Rights Reserved
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#pragma once
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#include "DiffuseMaterial.h"
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#include "IdTypes.h"
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#include "DiffuseShader.h"
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#include "Lighting.h"
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#include "TextureMinifyType.h"
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#include "Rendering.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
UniqueDiffuseMaterial
:
public
DiffuseMaterial
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{
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public
:
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UniqueDiffuseMaterial
(
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const
TMaterialId materialId,
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const
std::string& name,
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Shaders::DiffuseShader
& shader,
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const
Lighting::GlobalLighting
& lighting,
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Rendering::AsyncTexturing::IAsyncTexture
& textureId,
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Rendering::TextureMinifyType textureMinifyType,
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bool
useAlternativeAmbient,
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bool
textureRepeat
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);
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void
SetState(
Rendering::GLState
& glState)
const
;
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void
SetStatePerRenderable(
const
Rendering::RenderableBase
* renderableBase,
Rendering::GLState
& glState)
const
;
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};
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}
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}
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}
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