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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 _MATERIALPARAMETERS_H_
- #define _MATERIALPARAMETERS_H_
- #ifndef _GFXSHADER_H_
- #include "gfx/gfxShader.h"
- #endif
- ///
- /// Similar class to GFXShaderConsts, but this is to describe generic material parameters.
- ///
- class MaterialParameterHandle
- {
- public:
- virtual ~MaterialParameterHandle() {}
- virtual const String& getName() const = 0;
- // This is similar to GFXShaderConstHandle, but a Material will always return a handle when
- // asked for one. Even if it doesn't have that material parameter. This is because after a
- // reInitMaterials call, the constants can change underneath the MatInstance.
- // Note: GFXShaderConstHandle actually works this way too, now.
- virtual bool isValid() const = 0;
- /// Returns -1 if this handle does not point to a Sampler.
- virtual S32 getSamplerRegister( U32 pass ) const = 0;
- };
- class MaterialParameters
- {
- public:
- MaterialParameters()
- {
- VECTOR_SET_ASSOCIATION( mShaderConstDesc );
- }
- virtual ~MaterialParameters() {}
- /// Returns our list of shader constants, the material can get this and just set the constants it knows about
- virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const { return mShaderConstDesc; }
- /// An inline helper which ensures the handle is valid
- /// before the virtual set method is called.
- template< typename VALUE >
- inline void setSafe( MaterialParameterHandle *handle, const VALUE& v )
- {
- if ( handle->isValid() )
- set( handle, v );
- }
- /// @name Set shader constant values
- /// @{
- /// Actually set shader constant values
- /// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
- /// if an invalid name is used, it is ignored.
- virtual void set(MaterialParameterHandle* handle, const F32 f) {}
- virtual void set(MaterialParameterHandle* handle, const Point2F& fv) {}
- virtual void set(MaterialParameterHandle* handle, const Point3F& fv) {}
- virtual void set(MaterialParameterHandle* handle, const Point4F& fv) {}
- virtual void set(MaterialParameterHandle* handle, const LinearColorF& fv) {}
- virtual void set(MaterialParameterHandle* handle, const S32 f) {}
- virtual void set(MaterialParameterHandle* handle, const Point2I& fv) {}
- virtual void set(MaterialParameterHandle* handle, const Point3I& fv) {}
- virtual void set(MaterialParameterHandle* handle, const Point4I& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv) {}
- virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4) {}
- virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) {}
- /// Returns the alignment value for the constType in bytes.
- virtual U32 getAlignmentValue(const GFXShaderConstType constType) { return 0; }
- protected:
- Vector<GFXShaderConstDesc> mShaderConstDesc;
- };
- #endif
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