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UnityInteriorFloorRenderable.h
1 #pragma once
2 
3 #include "InteriorFloorRenderable.h"
4 
5 #include "UnityRenderStateAdaptor.h"
6 
7 namespace Eegeo
8 {
9  namespace Unity
10  {
12  {
13  public:
14 
16  Rendering::LayerIds::Values layerId,
17  int floorIndex,
19  Rendering::Mesh* pMesh,
20  Culling::CullingVolumeTree* pCullingVolumeTree,
21  const Rendering::VertexLayouts::VertexBinding& vertexBinding,
22  dv3 ecefLocalOrigin,
23  v4 positionBoundsMin,
24  v4 positionBoundsMax,
25  v2 uvBoundsMin,
26  v2 uvBoundsMax,
27  const std::string& renderableId,
28  const Resources::Interiors::IInteriorsMaterialAssignmentObserver& materialAssignmentObserver,
29  const float interiorTerrainHeight,
30  bool ownsMesh,
31  const std::string& interiorIdentifier,
32  const std::string& meshName,
33  const UnityCallbacks& unityCallbacks);
34 
36 
37  void SetModelTransform(const m44& modelToLocalEcefTransform) override;
38 
39  void SetColor(const v4& color) override;
40 
41  void SetMaterial(const Rendering::Materials::IMaterial* pMaterial, Rendering::VertexLayouts::VertexBindingPool& vertexBindingPool) override;
42 
43  bool NeedsStencilMirrorDuplicates() const override { return false; }
44 
45  private:
46 
47  UnityRenderStateAdaptor m_unityStateAdaptor;
48  const UnityCallbacks m_unityCallbacks;
49  const std::string m_meshName;
50  };
51  }
52 }