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| WSpriteVS (class Wasabi *const app) |
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virtual void | Load (bool bSaveData=false) |
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virtual std::string | GetTypeName () const override |
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virtual void | SetID (uint32_t newID) override |
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virtual void | SetName (std::string newName) override |
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| WShader (class Wasabi *const app, uint32_t ID=0) |
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virtual bool | Valid () const override |
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virtual WError | SaveToStream (WFile *file, std::ostream &outputStream) override |
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virtual WError | LoadFromStream (WFile *file, std::istream &inputStream, std::vector< void * > &args, std::string nameSuffix) override |
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| WFileAsset (class Wasabi *const app, uint32_t ID=0) |
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virtual WError | LoadFromStream (class WFile *file, std::istream &inputStream, vector< void * > &args, std::string nameSuffix)=0 |
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| WBase (class Wasabi *const app, uint32_t ID=0) |
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uint32_t | GetID () const |
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std::string | GetName () const |
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class Wasabi * | GetAppPtr () const |
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void | AddReference () |
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void | RemoveReference () |
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◆ Load()
virtual void WSpriteVS::Load |
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bool |
bSaveData = false | ) |
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virtual |
Loads the shader into this object. This function must be implemented by a child class. The implemented function must fill in m_module and m_desc protected members to fully define the shader. See WShader for example usage.
- Parameters
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bSaveData | Whether or not to save the code data to be able to write it to a file later |
Reimplemented from WShader.
The documentation for this class was generated from the following file: