Torque3D/Engine/source/materials/materialParameters.h

100 lines
4.8 KiB
C
Raw Normal View History

2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// 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 _MATERIALPARAMETERS_H_
#define _MATERIALPARAMETERS_H_
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
///
/// Similar class to GFXShaderConsts, but this is to describe generic material parameters.
///
class MaterialParameterHandle
{
public:
virtual ~MaterialParameterHandle() {}
virtual const String& getName() const = 0;
// This is similar to GFXShaderConstHandle, but a Material will always return a handle when
// asked for one. Even if it doesn't have that material parameter. This is because after a
// reInitMaterials call, the constants can change underneath the MatInstance.
// Note: GFXShaderConstHandle actually works this way too, now.
virtual bool isValid() const = 0;
/// Returns -1 if this handle does not point to a Sampler.
virtual S32 getSamplerRegister( U32 pass ) const = 0;
};
class MaterialParameters
{
public:
MaterialParameters()
{
VECTOR_SET_ASSOCIATION( mShaderConstDesc );
}
virtual ~MaterialParameters() {}
/// Returns our list of shader constants, the material can get this and just set the constants it knows about
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const { return mShaderConstDesc; }
/// An inline helper which ensures the handle is valid
/// before the virtual set method is called.
template< typename VALUE >
inline void setSafe( MaterialParameterHandle *handle, const VALUE& v )
{
if ( handle->isValid() )
set( handle, v );
}
/// @name Set shader constant values
/// @{
/// Actually set shader constant values
/// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
/// if an invalid name is used, it is ignored.
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 LinearColorF& fv) {}
2012-09-19 15:15:01 +00:00
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) {}
/// Returns the alignment value for the constType in bytes.
virtual U32 getAlignmentValue(const GFXShaderConstType constType) { return 0; }
protected:
Vector<GFXShaderConstDesc> mShaderConstDesc;
};
#endif