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@@ -52,7 +52,7 @@
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///
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/// ShaderConstHandles
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///
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-void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
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+void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
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{
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mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
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mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
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@@ -118,21 +118,19 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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// Deferred Shading
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mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
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-}
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-void CustomFeatureShaderConstHandles::init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData)
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-{
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- for (U32 f = 0; f < customFeatureData.size(); ++f)
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- {
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- for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
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- {
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- handleData newSC;
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- newSC.handle = shader->getShaderConstHandle(customFeatureData[f]->mAddedShaderConstants[i]);
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- newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
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+ //custom features
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+ for (U32 f = 0; f < customFeatureData.size(); ++f)
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+ {
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+ for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
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+ {
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+ customHandleData newSC;
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+ newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
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+ newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
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- mHandles.push_back(newSC);
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- }
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- }
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+ mCustomHandles.push_back(newSC);
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+ }
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+ }
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}
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///
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@@ -674,10 +672,7 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
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if( !rpd.shader )
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return false;
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- rpd.shaderHandles.init( rpd.shader );
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-
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- //Store our customShaderFeature handles
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- rpd.customFeatureShaderHandles.init(rpd.shader, mMaterial->mCustomShaderFeatures);
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+ rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
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// If a pass glows, we glow
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if( rpd.mGlow )
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@@ -1216,6 +1211,31 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
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if( handles->mAccuSpecularSC->isValid() )
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shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
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+
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+ /*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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+ {
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+ //roll through and try setting our data!
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+ for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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+ {
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+ StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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+ StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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+ if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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+ {
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+ if (handles->mCustomHandles[h].handle->isValid())
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+ {
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+ if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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+ else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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+ else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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+ else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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+ break;
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+ }
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+ }
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+ }
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+ }*/
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}
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bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
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@@ -1320,21 +1340,24 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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- for (U32 h = 0; h < rpd->customFeatureShaderHandles.mHandles.size(); ++h)
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+ for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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- StringTableEntry rpdHandleName = rpd->customFeatureShaderHandles.mHandles[h].handleName;
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- if (rpd->customFeatureShaderHandles.mHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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+ StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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+ if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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- if(sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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- shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat());
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- else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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- shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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- else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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- shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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- else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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- shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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- break;
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+ if (handles->mCustomHandles[h].handle->isValid())
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+ {
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+ if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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+ else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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+ else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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+ else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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+ shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
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+ break;
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+ }
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}
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}
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}
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