materialFeatureData.h 2.6 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _MATERIALFEATUREDATA_H_
  23. #define _MATERIALFEATUREDATA_H_
  24. #ifndef _UTIL_DELEGATE_H_
  25. #include "core/util/delegate.h"
  26. #endif
  27. #ifndef _FEATURESET_H_
  28. #include "shaderGen/featureSet.h"
  29. #endif
  30. class ProcessedMaterial;
  31. //-----------------------------------------------------------------------------
  32. // MaterialFeatureData, this is basically a series of flags which a material can
  33. // ask for. Shader processed materials will use the shadergen system to accomplish this,
  34. // FF processed materials will do the best they can.
  35. //-----------------------------------------------------------------------------
  36. struct MaterialFeatureData
  37. {
  38. public:
  39. // General feature data for a pass or for other purposes.
  40. FeatureSet features;
  41. // This is to give hints to shader creation code. It contains
  42. // all the features that are in a material stage instead of just
  43. // the current pass.
  44. FeatureSet materialFeatures;
  45. public:
  46. MaterialFeatureData();
  47. MaterialFeatureData( const MaterialFeatureData &data );
  48. MaterialFeatureData( const FeatureSet &handle );
  49. void clear();
  50. const FeatureSet& codify() const { return features; }
  51. };
  52. ///
  53. typedef Delegate< void( ProcessedMaterial *mat,
  54. U32 stageNum,
  55. MaterialFeatureData &fd,
  56. const FeatureSet &features) > MatFeaturesDelegate;
  57. #endif // _MATERIALFEATUREDATA_H_