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SleakEngine 1.0.0
C++23 multi-backend game engine
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Binds a material's shader and textures for subsequent draws. More...
#include <RenderCommands.hpp>
Public Member Functions | |
| BindMaterialCommand (::Sleak::Material *material) | |
| void | Execute (RenderContext *context) override |
| Binds the material either through the deferred PBR path or the plain forward path, per active pass. | |
| ::Sleak::Material * | GetMaterial () const |
| CommandType | GetType () const override |
| Public Member Functions inherited from Sleak::RenderEngine::RenderCommandBase | |
| virtual | ~RenderCommandBase ()=default |
| bool | CastsShadow () const |
| virtual void | ExecuteShadow (RenderContext *context) |
| uint32_t | GetOwnerObjectID () const |
| virtual bool | IsSkinned () const |
| void | SetCastsShadow (bool v) |
| void | SetOwnerObjectID (uint32_t id) |
Binds a material's shader and textures for subsequent draws.
Definition at line 204 of file RenderCommands.hpp.
| Sleak::RenderEngine::BindMaterialCommand::BindMaterialCommand | ( | ::Sleak::Material * | material | ) |
Definition at line 154 of file RenderCommands.cpp.
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overridevirtual |
Binds the material either through the deferred PBR path or the plain forward path, per active pass.
Implements Sleak::RenderEngine::RenderCommandBase.
Definition at line 158 of file RenderCommands.cpp.
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inline |
Definition at line 211 of file RenderCommands.hpp.
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inlineoverridevirtual |
Implements Sleak::RenderEngine::RenderCommandBase.
Definition at line 209 of file RenderCommands.hpp.