/* Copyright (C) 2011 by Ivan Safrin 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. */ #pragma once #include "polycode/core/PolyString.h" #include "polycode/core/PolyGlobals.h" #include "polycode/core/PolyResource.h" #include "polycode/core/PolyResourceManager.h" #include "polycode/core/PolyColor.h" #include #include namespace Polycode { class Shader; class ShaderBinding; class ShaderRenderTarget; class Mesh; class VertexDataArray; class _PolyExport ShaderPass { public: ShaderPass(); ShaderPass(Shader *shader); ShaderPass(const ShaderPass &other); ~ShaderPass(); std::shared_ptr getShaderBinding(); std::shared_ptr shader; bool wireframe; unsigned short blendingMode; std::shared_ptr shaderBinding; std::shared_ptr materialShaderBinding; }; class _PolyExport Material : public Resource { public: explicit Material(const String& name); explicit Material(const String& name, std::shared_ptr shader); virtual ~Material(); void addShaderPass(const ShaderPass &pass); void addShaderPassForShader(std::shared_ptr shader); void addShaderPassAtIndex(const ShaderPass &pass, unsigned int shaderIndex); unsigned int getNumShaderPasses() const; void removeShaderPass(int shaderIndex); void addShaderRenderTarget(ShaderRenderTarget *newTarget); int getNumShaderRenderTargets(); ShaderRenderTarget *getShaderRenderTarget(unsigned int index); void removeShaderRenderTarget(int index); void recreateRenderTarget(ShaderRenderTarget *renderTarget, const Vector2 &screenSize); void recreateRenderTargets(const Vector2 &screenSize); const String& getName() const; ShaderPass getShaderPass(unsigned int index) const; std::shared_ptr getShaderBinding(unsigned int index) const; std::shared_ptr getShader(unsigned int index) const; void loadMaterial(const String& fileName); void setName(const String &name); void clearShaders(); bool fp16RenderTargets; int blendingMode; bool screenMaterial; protected: std::vector shaderPasses; std::vector renderTargets; String name; }; }