#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_ #include "shaderGen/HLSL/shaderFeatureHLSL.h" #endif #ifndef _LANG_ELEMENT_H_ #include "shaderGen/langElement.h" #endif #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif #ifndef _FEATUREMGR_H_ #include "shaderGen/featureMgr.h" #endif #ifndef _MATERIALFEATURETYPES_H_ #include "materials/materialFeatureTypes.h" #endif #ifndef _MATERIALFEATUREDATA_H_ #include "materials/materialFeatureData.h" #endif #ifndef CUSTOMSHADERFEATURE_H #include "shaderGen/customShaderFeature.h" #endif class CustomShaderFeatureData; class CustomFeatureHLSL : public ShaderFeatureHLSL { friend class CustomShaderFeatureData; struct VarHolder { String varName; String type; String defaultValue; S32 elementId; bool uniform; bool sampler; bool texture; bool texCoord; U32 constNum; U32 arraySize; String structName; ConstantSortPosition constSortPos; VarHolder() : varName(""), type(""), defaultValue(""), elementId(-1), uniform(false), sampler(false), texture(false), texCoord(false), constNum(0), arraySize(0), structName(""), constSortPos(cspUninit) { } VarHolder(String _varName, String _type, String _defaultValue) : elementId(-1), uniform(false), sampler(false), texture(false), texCoord(false), constNum(0), arraySize(0), structName(""), constSortPos(cspUninit) { varName = _varName; type = _type; defaultValue = _defaultValue; } }; Vector mVars; Vector mConnectorVars; enum outputState { NoOutput, VertexOutput, PixelOutput }; outputState mOutputState; public: CustomShaderFeatureData* mOwner; Vector mComponentList; MaterialFeatureData mFeatureData; protected: MultiLine* meta; public: //**************************************************************************** // Accu Texture //**************************************************************************** virtual void processVert(Vector& componentList, const MaterialFeatureData& fd); virtual void processPix(Vector& componentList, const MaterialFeatureData& fd); virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; } virtual Resources getResources(const MaterialFeatureData& fd) { Resources res; res.numTex = 1; res.numTexReg = 1; return res; } virtual void setTexData(Material::StageData& stageDat, const MaterialFeatureData& fd, RenderPassData& passData, U32& texIndex); virtual String getName() { return mOwner->getName(); } bool hasFeature(String name); void addUniform(String name, String type, String defaultValue, U32 arraySize = 0); void addVariable(String name, String type, String defaultValue); void addSampler(String name, String type, U32 arraySize = 0); void addTexture(String name, String type, String samplerState, U32 arraySize); void addConnector(String name, String type, String elementName); void addVertTexCoord(String name); void writeLine(String format, S32 argc, ConsoleValue* argv); };