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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 _SHADERMATERIALPARAMETERS_H_
- #define _SHADERMATERIALPARAMETERS_H_
- #ifndef _MATERIALPARAMETERS_H_
- #include "materials/materialParameters.h"
- #endif
- #ifndef _GFXSHADER_H_
- #include "gfx/gfxShader.h"
- #endif
- class ShaderMaterialParameterHandle : public MaterialParameterHandle
- {
- friend class ShaderMaterialParameters;
- public:
- virtual ~ShaderMaterialParameterHandle();
- ShaderMaterialParameterHandle(const String& name);
- ShaderMaterialParameterHandle(const String& name, Vector<GFXShader*>& shaders);
- virtual const String& getName() const { return mName; }
- virtual S32 getSamplerRegister( U32 pass ) const;
- // NOTE: We always return true here instead of querying the
- // children... often there is only one element, so lets just
- // hit the loop once on the set.
- virtual bool isValid() const { return true; };
- protected:
- Vector< GFXShaderConstHandle* > mHandles;
- String mName;
- };
- // This is the union of all of the shaders contained in a material
- class ShaderMaterialParameters : public MaterialParameters
- {
- public:
- ShaderMaterialParameters();
- virtual ~ShaderMaterialParameters();
- void setBuffers(Vector<GFXShaderConstDesc>& constDesc, Vector<GFXShaderConstBufferRef>& buffers);
- GFXShaderConstBuffer* getBuffer(U32 i) { return mBuffers[i]; }
- ///
- /// MaterialParameter interface
- ///
- /// Returns the material parameter handle for name.
- 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 PlaneF& 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);
- virtual U32 getAlignmentValue(const GFXShaderConstType constType);
- private:
- Vector<GFXShaderConstBufferRef> mBuffers;
- void releaseBuffers();
- };
- #endif
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