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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 _MATERIALFEATUREDATA_H_
- #define _MATERIALFEATUREDATA_H_
- #ifndef _UTIL_DELEGATE_H_
- #include "core/util/delegate.h"
- #endif
- #ifndef _FEATURESET_H_
- #include "shaderGen/featureSet.h"
- #endif
- class ProcessedMaterial;
- //-----------------------------------------------------------------------------
- // MaterialFeatureData, this is basically a series of flags which a material can
- // ask for. Shader processed materials will use the shadergen system to accomplish this,
- // FF processed materials will do the best they can.
- //-----------------------------------------------------------------------------
- struct MaterialFeatureData
- {
- public:
- // General feature data for a pass or for other purposes.
- FeatureSet features;
- // This is to give hints to shader creation code. It contains
- // all the features that are in a material stage instead of just
- // the current pass.
- FeatureSet materialFeatures;
- public:
- MaterialFeatureData();
- MaterialFeatureData( const MaterialFeatureData &data );
- MaterialFeatureData( const FeatureSet &handle );
- void clear();
- const FeatureSet& codify() const { return features; }
- };
- ///
- typedef Delegate< void( ProcessedMaterial *mat,
- U32 stageNum,
- MaterialFeatureData &fd,
- const FeatureSet &features) > MatFeaturesDelegate;
- #endif // _MATERIALFEATUREDATA_H_
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