//----------------------------------------------------------------------------- // 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 _MATERIALPARAMETERS_H_ #define _MATERIALPARAMETERS_H_ #ifndef _GFXSHADER_H_ #include "gfx/gfxShader.h" #endif /// /// Similar class to GFXShaderConsts, but this is to describe generic material parameters. /// class MaterialParameterHandle { public: virtual ~MaterialParameterHandle() {} virtual const String& getName() const = 0; // This is similar to GFXShaderConstHandle, but a Material will always return a handle when // asked for one. Even if it doesn't have that material parameter. This is because after a // reInitMaterials call, the constants can change underneath the MatInstance. // Note: GFXShaderConstHandle actually works this way too, now. virtual bool isValid() const = 0; /// Returns -1 if this handle does not point to a Sampler. virtual S32 getSamplerRegister( U32 pass ) const = 0; }; class MaterialParameters { public: MaterialParameters() { VECTOR_SET_ASSOCIATION( mShaderConstDesc ); } virtual ~MaterialParameters() {} /// Returns our list of shader constants, the material can get this and just set the constants it knows about virtual const Vector& getShaderConstDesc() const { return mShaderConstDesc; } /// An inline helper which ensures the handle is valid /// before the virtual set method is called. template< typename VALUE > inline void setSafe( MaterialParameterHandle *handle, const VALUE& v ) { if ( handle->isValid() ) set( handle, v ); } /// @name Set shader constant values /// @{ /// Actually set shader constant values /// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc, /// if an invalid name is used, it is ignored. virtual void set(MaterialParameterHandle* handle, const F32 f) {} virtual void set(MaterialParameterHandle* handle, const Point2F& fv) {} virtual void set(MaterialParameterHandle* handle, const Point3F& fv) {} virtual void set(MaterialParameterHandle* handle, const Point4F& fv) {} virtual void set(MaterialParameterHandle* handle, const LinearColorF& fv) {} virtual void set(MaterialParameterHandle* handle, const S32 f) {} virtual void set(MaterialParameterHandle* handle, const Point2I& fv) {} virtual void set(MaterialParameterHandle* handle, const Point3I& fv) {} virtual void set(MaterialParameterHandle* handle, const Point4I& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const AlignedArray& fv) {} virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4) {} virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) {} /// Returns the alignment value for the constType in bytes. virtual U32 getAlignmentValue(const GFXShaderConstType constType) { return 0; } protected: Vector mShaderConstDesc; }; #endif