123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172 |
- //-----------------------------------------------------------------------------
- // 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 _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
- #define _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
- #ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
- #include "materials/processedShaderMaterial.h"
- #endif
- #ifndef _CUSTOMMATERIALDEFINITION_H_
- #include "materials/customMaterialDefinition.h"
- #endif
- ///
- class ProcessedCustomMaterial : public ProcessedShaderMaterial
- {
- typedef ProcessedShaderMaterial Parent;
- public:
- ProcessedCustomMaterial(Material &mat);
- ~ProcessedCustomMaterial();
- virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
- virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate );
- virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
- virtual MaterialParameters* allocMaterialParameters();
- protected:
- virtual void _setStageData();
- virtual bool _hasCubemap(U32 pass);
- void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
- virtual void _initPassStateBlocks();
- private:
- CustomMaterial* mCustomMaterial;
- /// The conditioner macros passed to the
- /// shader on construction.
- Vector<GFXShaderMacro> mConditionerMacros;
- /// How many texture slots are we using.
- U32 mMaxTex;
-
- template <typename T>
- void setMaterialParameter(MaterialParameters* param, MaterialParameterHandle* handle,
- const String& value);
- void setMatrixParameter(MaterialParameters* param,
- MaterialParameterHandle* handle, const String& value, GFXShaderConstType matrixType);
- };
- #endif // _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
|