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Unity
UnityInteriorsMaterialFactoryProvider.h
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#pragma once
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#include "IInteriorsMaterialFactoryProvider.h"
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#include "UnityCallbacks.h"
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#include "Rendering.h"
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#include "UnityInteriorsMaterialFactory.h"
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namespace
Eegeo
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{
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namespace
Unity
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{
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class
UnityInteriorsMaterialFactoryProvider
:
public
Resources::Interiors::Materials::IInteriorsMaterialFactoryProvider
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{
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public
:
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UnityInteriorsMaterialFactoryProvider
(
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const
UnityCallbacks
& unityCallbacks,
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Rendering::Shaders::ShaderIdGenerator
& shaderIdGenerator,
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Rendering::Materials::MaterialIdGenerator
& materialIdGenerator,
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const
Resources::Interiors::Materials::IInteriorsMaterialDtoRepository
& interiorsMaterialRepository,
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const
Lighting::GlobalLighting
& globalLighting,
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Resources::Interiors::IInteriorsMaterialAssignmentObserver
& materialAssignmentObserver,
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Resources::Interiors::IInteriorsTextureResourceService
& textureResourceService);
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~
UnityInteriorsMaterialFactoryProvider
();
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Resources::Interiors::IInteriorsMaterialFactory
& GetInteriorsAggregateMaterialFactory()
const override
;
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// :TODO: IIUC this is just a shader for a fullscreen pass that obeys the stencil test - possibly this
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// sort of thing should be part of a graphics subsystem, rather than the interior materials.
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Resources::Interiors::InteriorsStencilMirrorMaskShader
& GetInteriorsStencilMirrorMaskShader()
override
;
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private
:
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Resources::Interiors::InteriorsShader
* m_pInteriorsShader;
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Resources::Interiors::InteriorsStencilMirrorMaskShader
* m_pInteriorsStencilMirrorMaskShader;
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UnityInteriorsMaterialFactory
* m_pUnityInteriorsMaterialFactory;
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const
UnityCallbacks
m_unityCallbacks;
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};
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}
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}
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Generated on Sat Jun 10 2023 02:00:34 for eeGeo Platform SDK by
1.8.3.1