processedCustomMaterial.h 2.8 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 _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
  23. #define _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
  24. #ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
  25. #include "materials/processedShaderMaterial.h"
  26. #endif
  27. #ifndef _CUSTOMMATERIALDEFINITION_H_
  28. #include "materials/customMaterialDefinition.h"
  29. #endif
  30. ///
  31. class ProcessedCustomMaterial : public ProcessedShaderMaterial
  32. {
  33. typedef ProcessedShaderMaterial Parent;
  34. public:
  35. ProcessedCustomMaterial(Material &mat);
  36. ~ProcessedCustomMaterial();
  37. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
  38. virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate );
  39. virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
  40. virtual MaterialParameters* allocMaterialParameters();
  41. protected:
  42. virtual void _setStageData();
  43. virtual bool _hasCubemap(U32 pass);
  44. void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
  45. virtual void _initPassStateBlocks();
  46. private:
  47. CustomMaterial* mCustomMaterial;
  48. /// The conditioner macros passed to the
  49. /// shader on construction.
  50. Vector<GFXShaderMacro> mConditionerMacros;
  51. /// How many texture slots are we using.
  52. U32 mMaxTex;
  53. template <typename T>
  54. void setMaterialParameter(MaterialParameters* param, MaterialParameterHandle* handle,
  55. const String& value);
  56. void setMatrixParameter(MaterialParameters* param,
  57. MaterialParameterHandle* handle, const String& value, GFXShaderConstType matrixType);
  58. };
  59. #endif // _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_