Implement of the shader consts binding.

This commit is contained in:
Areloch 2017-10-10 15:54:54 -05:00
parent 74138342d1
commit 70c154c7d3
12 changed files with 137 additions and 7 deletions

View file

@ -41,6 +41,8 @@
#include "gfx/util/screenspace.h"
#include "math/util/matrixSet.h"
#include "ts/tsRenderState.h"
// We need to include customMaterialDefinition for ShaderConstHandles::init
#include "materials/customMaterialDefinition.h"
@ -118,6 +120,21 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
}
void CustomFeatureShaderConstHandles::init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData)
{
for (U32 f = 0; f < customFeatureData.size(); ++f)
{
for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
{
handleData newSC;
newSC.handle = shader->getShaderConstHandle(customFeatureData[f]->mAddedShaderConstants[i]);
newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
mHandles.push_back(newSC);
}
}
}
///
/// ShaderRenderPassData
///
@ -659,6 +676,9 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
return false;
rpd.shaderHandles.init( rpd.shader );
//Store our customShaderFeature handles
rpd.customFeatureShaderHandles.init(rpd.shader, mMaterial->mCustomShaderFeatures);
// If a pass glows, we glow
if( rpd.mGlow )
mHasGlow = true;
@ -1297,6 +1317,20 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
for (U32 i = 0; i < sgData.customShaderData.size(); i++)
{
//roll through and try setting our data!
for (U32 h = 0; h < rpd->customFeatureShaderHandles.mHandles.size(); ++h)
{
if (rpd->customFeatureShaderHandles.mHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if(sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat());
break;
}
}
}
LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
}