//----------------------------------------------------------------------------- // 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 _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_ #define _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_ #ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_ #include "materials/processedShaderMaterial.h" #endif #ifndef _CUSTOMMATERIALDEFINITION_H_ #include "materials/customMaterialDefinition.h" #endif /// class ProcessedCustomMaterial : public ProcessedShaderMaterial { typedef ProcessedShaderMaterial Parent; public: ProcessedCustomMaterial(Material &mat); ~ProcessedCustomMaterial(); virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass); virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate ); virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ); virtual MaterialParameters* allocMaterialParameters(); protected: virtual void _setStageData(); virtual bool _hasCubemap(U32 pass); void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result ); virtual void _initPassStateBlocks(); private: CustomMaterial* mCustomMaterial; /// The conditioner macros passed to the /// shader on construction. Vector mConditionerMacros; /// How many texture slots are we using. U32 mMaxTex; template void setMaterialParameter(MaterialParameters* param, MaterialParameterHandle* handle, const String& value); void setMatrixParameter(MaterialParameters* param, MaterialParameterHandle* handle, const String& value, GFXShaderConstType matrixType); }; #endif // _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_