//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _MATERIALFEATUREDATA_H_ #define _MATERIALFEATUREDATA_H_ #ifndef _UTIL_DELEGATE_H_ #include "core/util/delegate.h" #endif #ifndef _FEATURESET_H_ #include "shaderGen/featureSet.h" #endif class ProcessedMaterial; //----------------------------------------------------------------------------- // MaterialFeatureData, this is basically a series of flags which a material can // ask for. Shader processed materials will use the shadergen system to accomplish this, // FF processed materials will do the best they can. //----------------------------------------------------------------------------- struct MaterialFeatureData { public: // General feature data for a pass or for other purposes. FeatureSet features; // This is to give hints to shader creation code. It contains // all the features that are in a material stage instead of just // the current pass. FeatureSet materialFeatures; public: MaterialFeatureData(); MaterialFeatureData( const MaterialFeatureData &data ); MaterialFeatureData( const FeatureSet &handle ); void clear(); const FeatureSet& codify() const { return features; } }; /// typedef Delegate< void( ProcessedMaterial *mat, U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features) > MatFeaturesDelegate; #endif // _MATERIALFEATUREDATA_H_