processedCustomMaterial.h
Engine/source/materials/processedCustomMaterial.h
Classes:
Detailed Description
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