class
cMaterialManagerThe implementation of IMaterialManager; this should only be used for extending and detouring.
Base classes
- class IMaterialManager
- This manager stores the information of materials, which are used to control the visual appearance of game objects.
- class IVirtual
- A default interface that provides a virtual destructor, it should only be used internally.
Public functions
-
auto ReadCompiledShadersImpl(IO::
IStream* pStream) -> bool -
auto ReadMaterialsImpl(IO::
IStream* pLinkStream, RenderWare:: RenderWareFile* pRenderWare) -> bool -
auto ReadShaderFragments(Resource::
Database* pDatabase) -> bool
Public variables
- int mnRefCount
- int field_0C
- UnkMatManager field_10
- int field_16C
- int field_170
-
eastl::hash_map<uint32_
t, Material> mMaterials -
eastl::hash_map<RenderWare::
CompiledState*, uint32_ t> field_194 -
RenderWare::
CompiledState* mpDefaultCompiledState - bool field_1B8
- int _padding_1BC
- int field_1CC
- int field_1D0
- int field_1D4
- eastl::fixed_vector<int, 4> field_1D8
- int mShaderPath
-
eastl::intrusive_ptr<RenderWare::
RenderWareFile> mpCompiledStatesFile - Clock field_208
- int field_220
- int field_224
- int field_228
- int field_22C
- int field_230
- int field_234
- int field_238
- bool field_23C
- int field_240
- eastl::vector<MaterialPtr> mTexturedMaterials
- Mutex mMaterialsMutex