#include <BSUtilityShader.h>
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enum class | Flags {
None = 0
, Vc = 1 << 0
, Texture = 1 << 1
, Skinned = 1 << 2
,
Normals = 1 << 3
, BinormalTangent = 1 << 4
, AlphaTest = 1 << 7
, LodLandscape = 1 << 8
,
RenderNormal = 1 << 9
, RenderNormalFalloff = 1 << 10
, RenderNormalClamp = 1 << 11
, RenderNormalClear = 1 << 12
,
RenderDepth = 1 << 13
, RenderShadowmap = 1 << 14
, RenderShadowmapClamped = 1 << 15
, GrayscaleToAlpha = 1 << 15
,
RenderShadowmapPb = 1 << 16
, AdditionalAlphaMask = 1 << 16
, DepthWriteDecals = 1 << 17
, DebugShadowSplit = 1 << 18
,
DebugColor = 1 << 19
, GrayscaleMask = 1 << 20
, RenderShadowmask = 1 << 21
, RenderShadowmaskSpot = 1 << 22
,
RenderShadowmaskPb = 1 << 23
, RenderShadowmaskDpb = 1 << 24
, RenderBaseTexture = 1 << 25
, TreeAnim = 1 << 26
,
LodObject = 1 << 27
, LocalMapFogOfWar = 1 << 28
, OpaqueEffect = 1 << 29
} |
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| ~BSUtilityShader () override |
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bool | SetupTechnique (std::uint32_t globalTechnique) override |
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void | RestoreTechnique (std::uint32_t globalTechnique) override |
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void | SetupGeometry (BSRenderPass *pass, uint32_t flags) override |
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void | RestoreGeometry (BSRenderPass *pass, uint32_t flags) override |
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| ~BSShader () override |
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virtual void | SetupMaterial (const BSShaderMaterial *a_material) |
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virtual void | RestoreMaterial (const BSShaderMaterial *a_material) |
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virtual void | SetupGeometry (BSRenderPass *a_currentPass, std::uint32_t a_flags)=0 |
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virtual void | RestoreGeometry (BSRenderPass *a_currentPass, std::uint32_t a_renderFlags)=0 |
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virtual void | GetTechniqueName (std::uint32_t a_techniqueID, char *a_buffer, std::uint32_t a_bufferSize) |
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virtual void | ReloadShaders (bool a_clear) |
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RE::BSRenderPass * | MakeRenderPass (BSShaderProperty *a_property, BSGeometry *a_geometry, uint32_t a_technique, uint8_t a_numLights, BSLight **a_lights) |
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| NiRefObject () |
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virtual | ~NiRefObject () |
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virtual void | DeleteThis () |
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void | IncRefCount () |
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void | DecRefCount () |
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constexpr std::uint32_t | GetRefCount () const noexcept |
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| TES_HEAP_REDEFINE_NEW () |
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virtual | ~NiBoneMatrixSetterI () |
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virtual void | Unk_01 (void) |
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virtual void | ReloadShaders (void *a_stream)=0 |
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◆ Flags
Enumerator |
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None | |
Vc | |
Texture | |
Skinned | |
Normals | |
BinormalTangent | |
AlphaTest | |
LodLandscape | |
RenderNormal | |
RenderNormalFalloff | |
RenderNormalClamp | |
RenderNormalClear | |
RenderDepth | |
RenderShadowmap | |
RenderShadowmapClamped | |
GrayscaleToAlpha | |
RenderShadowmapPb | |
AdditionalAlphaMask | |
DepthWriteDecals | |
DebugShadowSplit | |
DebugColor | |
GrayscaleMask | |
RenderShadowmask | |
RenderShadowmaskSpot | |
RenderShadowmaskPb | |
RenderShadowmaskDpb | |
RenderBaseTexture | |
TreeAnim | |
LodObject | |
LocalMapFogOfWar | |
OpaqueEffect | |
◆ ~BSUtilityShader()
RE::BSUtilityShader::~BSUtilityShader |
( |
| ) |
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override |
◆ GetSingleton()
◆ RestoreGeometry()
void RE::BSUtilityShader::RestoreGeometry |
( |
BSRenderPass * |
pass, |
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uint32_t |
flags |
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) |
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override |
◆ RestoreTechnique()
void RE::BSUtilityShader::RestoreTechnique |
( |
std::uint32_t |
globalTechnique | ) |
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overridevirtual |
◆ SetupGeometry()
void RE::BSUtilityShader::SetupGeometry |
( |
BSRenderPass * |
pass, |
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uint32_t |
flags |
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) |
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override |
◆ SetupTechnique()
bool RE::BSUtilityShader::SetupTechnique |
( |
std::uint32_t |
globalTechnique | ) |
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overridevirtual |
◆ RTTI
◆ unk90
std::uint64_t RE::BSUtilityShader::unk90 |
◆ VTABLE
The documentation for this class was generated from the following file: