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- //-----------------------------------------------------------------------------
- // 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 CUSTOMSHADERFEATURE_H
- #define CUSTOMSHADERFEATURE_H
- #ifndef _SIMOBJECT_H_
- #include "console/simObject.h"
- #endif
- #ifdef TORQUE_D3D11
- class CustomFeatureHLSL;
- #endif
- #ifdef TORQUE_OPENGL
- class CustomFeatureGLSL;
- #endif
- class CustomShaderFeatureData : public SimObject
- {
- typedef SimObject Parent;
- public:
- #ifdef TORQUE_D3D11
- CustomFeatureHLSL* mFeatureHLSL;
- #endif
- #ifdef TORQUE_OPENGL
- CustomFeatureGLSL* mFeatureGLSL;
- #endif
- Vector<StringTableEntry> mAddedShaderConstants;
- public:
- CustomShaderFeatureData();
- virtual ~CustomShaderFeatureData();
- // Declare this object as a ConsoleObject so that we can
- // instantiate it into the world and network it
- DECLARE_CONOBJECT(CustomShaderFeatureData);
- //--------------------------------------------------------------------------
- // Object Editing
- // Since there is always a server and a client object in Torque and we
- // actually edit the server object we need to implement some basic
- // networking functions
- //--------------------------------------------------------------------------
- // Set up any fields that we want to be editable (like position)
- static void initPersistFields();
- // Handle when we are added to the scene and removed from the scene
- bool onAdd();
- void onRemove();
- //shadergen setup
- void addVariable(String name, String type, String defaultValue);
- void addUniform(String name, String type, String defaultValue, U32 arraySize);
- void addSampler(String name, String type, U32 arraySize);
- void addTexture(String name, String type, String samplerState, U32 arraySize);
- void addConnector(String name, String type, String elementName);
- void addVertTexCoord(String name);
- bool hasFeature(String name);
- void writeLine(String format, S32 argc, ConsoleValue *argv);
- };
- #endif
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