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<title>Crystal Space 1.2.1: iShaderProgram Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iShaderProgram Struct Reference<br>
<small>
[<a class="el" href="group__plugincommon.html">Common Plugin Classes</a>]</small>
</h1><!-- doxytag: class="iShaderProgram" --><!-- doxytag: inherits="iBase" -->A helper for shaders that which to use the general plugins.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="shaderplugin_8h-source.html">csplugincommon/shader/shaderplugin.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for iShaderProgram:</div>
<div class="dynsection">
<p><center><img src="structiShaderProgram__inherit__graph.png" border="0" usemap="#iShaderProgram__inherit__map" alt="Inheritance graph"></center>
<map name="iShaderProgram__inherit__map">
<area shape="rect" href="classscfImplementation2.html" title="scfImplementation2\&lt; csShaderProgram, iShaderProgram, iShaderDestinationResolver \&gt;" alt="" coords="287,5,884,32"><area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="5,5,61,32"><area shape="rect" href="classcsShaderProgram.html" title="Base class for iShaderProgram plugins." alt="" coords="933,5,1072,32"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="structiShaderProgram-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderProgram.html#6d5ed343c9a888be7ec600036346a0f3">Activate</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets this program to be the one used when rendering.  <a href="#6d5ed343c9a888be7ec600036346a0f3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderProgram.html#41c0fa99f0e6d7ed5f7949548baa6c72">Compile</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Compile a program.  <a href="#41c0fa99f0e6d7ed5f7949548baa6c72"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderProgram.html#b2e04afaa2c4859c5efa411b0d5e45f4">Deactivate</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Deactivate program so that it's not used in next rendering.  <a href="#b2e04afaa2c4859c5efa411b0d5e45f4"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderProgram.html#73d9f47e533a25981ad5977f06da79f0">Load</a> (<a class="el" href="structiShaderDestinationResolver.html">iShaderDestinationResolver</a> *resolve, const char *program, <a class="el" href="classcsArray.html">csArray</a>&lt; <a class="el" href="structcsShaderVarMapping.html">csShaderVarMapping</a> &gt; &amp;mappings)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Loads from raw text.  <a href="#73d9f47e533a25981ad5977f06da79f0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderProgram.html#59e6a433bb178b211b87267c841f71ef">Load</a> (<a class="el" href="structiShaderDestinationResolver.html">iShaderDestinationResolver</a> *resolve, <a class="el" href="structiDocumentNode.html">iDocumentNode</a> *node)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Loads from a document-node.  <a href="#59e6a433bb178b211b87267c841f71ef"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderProgram.html#d28d8c9b193d00034b54071217305fa4">ResetState</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Reset states to original.  <a href="#d28d8c9b193d00034b54071217305fa4"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderProgram.html#6c077d88f006da2be9d043f808588ff3">SetupState</a> (const <a class="el" href="structcsRenderMesh.html">csRenderMesh</a> *mesh, <a class="el" href="structcsRenderMeshModes.html">csRenderMeshModes</a> &amp;modes, const <a class="el" href="structiShaderVarStack.html">iShaderVarStack</a> *stacks)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Setup states needed for proper operation of the shaderprogram.  <a href="#6c077d88f006da2be9d043f808588ff3"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A helper for shaders that which to use the general plugins. 
<p>
This is the main program plugin interface 
<p>Definition at line <a class="el" href="shaderplugin_8h-source.html#l00066">66</a> of file <a class="el" href="shaderplugin_8h-source.html">shaderplugin.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="6d5ed343c9a888be7ec600036346a0f3"></a><!-- doxytag: member="iShaderProgram::Activate" ref="6d5ed343c9a888be7ec600036346a0f3" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
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          <td class="memname">virtual void iShaderProgram::Activate           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Sets this program to be the one used when rendering. 
<p>

</div>
</div><p>
<a class="anchor" name="41c0fa99f0e6d7ed5f7949548baa6c72"></a><!-- doxytag: member="iShaderProgram::Compile" ref="41c0fa99f0e6d7ed5f7949548baa6c72" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iShaderProgram::Compile           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Compile a program. 
<p>

</div>
</div><p>
<a class="anchor" name="b2e04afaa2c4859c5efa411b0d5e45f4"></a><!-- doxytag: member="iShaderProgram::Deactivate" ref="b2e04afaa2c4859c5efa411b0d5e45f4" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShaderProgram::Deactivate           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Deactivate program so that it's not used in next rendering. 
<p>

</div>
</div><p>
<a class="anchor" name="73d9f47e533a25981ad5977f06da79f0"></a><!-- doxytag: member="iShaderProgram::Load" ref="73d9f47e533a25981ad5977f06da79f0" args="(iShaderDestinationResolver *resolve, const char *program, csArray&lt; csShaderVarMapping &gt; &amp;mappings)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iShaderProgram::Load           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShaderDestinationResolver.html">iShaderDestinationResolver</a> *&nbsp;</td>
          <td class="paramname"> <em>resolve</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>program</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classcsArray.html">csArray</a>&lt; <a class="el" href="structcsShaderVarMapping.html">csShaderVarMapping</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>mappings</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Loads from raw text. 
<p>

</div>
</div><p>
<a class="anchor" name="59e6a433bb178b211b87267c841f71ef"></a><!-- doxytag: member="iShaderProgram::Load" ref="59e6a433bb178b211b87267c841f71ef" args="(iShaderDestinationResolver *resolve, iDocumentNode *node)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iShaderProgram::Load           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiShaderDestinationResolver.html">iShaderDestinationResolver</a> *&nbsp;</td>
          <td class="paramname"> <em>resolve</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiDocumentNode.html">iDocumentNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Loads from a document-node. 
<p>

</div>
</div><p>
<a class="anchor" name="d28d8c9b193d00034b54071217305fa4"></a><!-- doxytag: member="iShaderProgram::ResetState" ref="d28d8c9b193d00034b54071217305fa4" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShaderProgram::ResetState           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Reset states to original. 
<p>

</div>
</div><p>
<a class="anchor" name="6c077d88f006da2be9d043f808588ff3"></a><!-- doxytag: member="iShaderProgram::SetupState" ref="6c077d88f006da2be9d043f808588ff3" args="(const csRenderMesh *mesh, csRenderMeshModes &amp;modes, const iShaderVarStack *stacks)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iShaderProgram::SetupState           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="structcsRenderMesh.html">csRenderMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structcsRenderMeshModes.html">csRenderMeshModes</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>modes</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="structiShaderVarStack.html">iShaderVarStack</a> *&nbsp;</td>
          <td class="paramname"> <em>stacks</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Setup states needed for proper operation of the shaderprogram. 
<p>

</div>
</div><p>
<hr>The documentation for this struct was generated from the following file:<ul>
<li>csplugincommon/shader/<a class="el" href="shaderplugin_8h-source.html">shaderplugin.h</a></ul>
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