Torque3D Documentation / _generateds / processedCustomMaterial.h

processedCustomMaterial.h

Engine/source/materials/processedCustomMaterial.h

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 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
25#define _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
26
27#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
28#include "materials/processedShaderMaterial.h"
29#endif
30#ifndef _CUSTOMMATERIALDEFINITION_H_
31#include "materials/customMaterialDefinition.h"
32#endif
33
34
35///
36class ProcessedCustomMaterial : public ProcessedShaderMaterial
37{
38   typedef ProcessedShaderMaterial Parent;
39public:
40   ProcessedCustomMaterial(Material &mat);
41   ~ProcessedCustomMaterial();
42
43   virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
44   virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate );   
45   virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
46   virtual MaterialParameters* allocMaterialParameters();
47
48protected:
49
50   virtual void _setStageData();
51   virtual bool _hasCubemap(U32 pass);
52   void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
53   virtual void _initPassStateBlocks();
54
55private:
56
57   CustomMaterial* mCustomMaterial;
58
59   /// The conditioner macros passed to the 
60   /// shader on construction.
61   Vector<GFXShaderMacro> mConditionerMacros;
62
63   /// How many texture slots are we using.
64   U32 mMaxTex;
65   
66   template <typename T>
67   void setMaterialParameter(MaterialParameters* param, MaterialParameterHandle* handle,
68      const String& value);
69   void setMatrixParameter(MaterialParameters* param, 
70      MaterialParameterHandle* handle, const String& value, GFXShaderConstType matrixType);
71};
72
73#endif // _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
74