mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
This commit is contained in:
commit
741fcaed5a
37 changed files with 1365 additions and 38 deletions
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@ -49,6 +49,13 @@
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#ifndef _MATSTATEHINT_H_
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#include "materials/matStateHint.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef CUSTOMSHADERBINDINGDATA_H
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#include "materials/customShaderBindingData.h"
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#endif
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struct RenderPassData;
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class GFXVertexBufferHandleBase;
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@ -60,7 +67,6 @@ class GFXVertexFormat;
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class MatrixSet;
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class ProcessedMaterial;
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///
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class BaseMatInstance
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{
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@ -155,6 +161,9 @@ public:
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/// Sets node transforms for the current stage. Used for hardware skinning.
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virtual void setNodeTransforms( const MatrixF *address, const U32 numTransforms ) = 0;
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/// Sets custom shader data
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData) = 0;
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/// This initializes various material scene state settings and
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/// should be called after setupPass() within the pass loop.
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/// @see setupPass
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89
Engine/source/materials/customShaderBindingData.h
Normal file
89
Engine/source/materials/customShaderBindingData.h
Normal file
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@ -0,0 +1,89 @@
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#pragma once
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#ifndef CUSTOMSHADERBINDINGDATA_H
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#define CUSTOMSHADERBINDINGDATA_H
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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struct CustomShaderBindingData
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{
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public:
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enum UniformType
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{
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Float = 0,
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Float2,
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Float3,
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Float4,
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Texture2D,
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Texture3D,
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Cubemap,
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Matrix2x2,
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Matrix2x3,
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Matrix2x4,
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Matrix3x2,
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Matrix3x3,
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Matrix3x4,
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Matrix4x2,
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Matrix4x3,
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Matrix4x4
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};
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private:
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StringTableEntry targetedUniformName;
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//ShaderConstHandles shaderConstHandle;
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UniformType type;
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F32 mFloat;
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Point2F mFloat2;
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Point3F mFloat3;
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Point4F mFloat4;
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//Image stuff
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GFXTexHandle texture;
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GFXSamplerStateDesc samplerState;
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public:
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void setFloat(StringTableEntry shaderConstName, F32 f)
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{
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targetedUniformName = shaderConstName;
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mFloat = f;
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type = Float;
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}
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F32 getFloat() { return mFloat; }
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void setFloat2(StringTableEntry shaderConstName, Point2F f)
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{
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targetedUniformName = shaderConstName;
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mFloat2 = f;
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type = Float2;
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}
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Point2F getFloat2() { return mFloat2; }
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void setFloat3(StringTableEntry shaderConstName, Point3F f)
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{
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targetedUniformName = shaderConstName;
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mFloat3 = f;
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type = Float3;
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}
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Point3F getFloat3() { return mFloat3; }
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void setFloat4(StringTableEntry shaderConstName, Point4F f)
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{
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targetedUniformName = shaderConstName;
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mFloat4 = f;
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type = Float4;
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}
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Point4F getFloat4() { return mFloat4; }
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StringTableEntry getHandleName() {
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return targetedUniformName;
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}
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UniformType getType() {
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return type;
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}
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};
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#endif
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@ -473,6 +473,12 @@ void MatInstance::setNodeTransforms(const MatrixF *address, const U32 numTransfo
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mProcessedMaterial->setNodeTransforms(address, numTransforms, getCurPass());
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}
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void MatInstance::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData)
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{
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PROFILE_SCOPE(MatInstance_setCustomShaderData);
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mProcessedMaterial->setCustomShaderData(shaderData, getCurPass());
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}
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void MatInstance::setSceneInfo(SceneRenderState * state, const SceneData& sgData)
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{
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PROFILE_SCOPE(MatInstance_setSceneInfo);
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@ -66,6 +66,7 @@ public:
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virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData);
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
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virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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@ -504,6 +504,11 @@ void Material::initPersistFields()
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endGroup( "Behavioral" );
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addProtectedField("customShaderFeature", TypeRealString, NULL, &protectedSetCustomShaderFeature, &defaultProtectedGetFn,
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"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
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addProtectedField("CustomShaderFeatureUniforms", TypeRealString, NULL, &protectedSetCustomShaderFeatureUniforms, &defaultProtectedGetFn,
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"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
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Parent::initPersistFields();
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}
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@ -521,6 +526,42 @@ bool Material::writeField( StringTableEntry fieldname, const char *value )
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return Parent::writeField( fieldname, value );
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}
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bool Material::protectedSetCustomShaderFeature(void *object, const char *index, const char *data)
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{
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Material *material = static_cast< Material* >(object);
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CustomShaderFeatureData* customFeature;
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if (!Sim::findObject(data, customFeature))
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return false;
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material->mCustomShaderFeatures.push_back(customFeature);
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return false;
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}
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bool Material::protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data)
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{
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Material *material = static_cast< Material* >(object);
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//CustomShaderFeatureData* customFeature;
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//if (!Sim::findObject(data, customFeature))
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// return false;
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//material->mCustomShaderFeatures.push_back(customFeature);
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if (index != NULL)
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{
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char featureName[256] = { 0 };
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U32 id = 0;
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dSscanf(index, "%s_%i", featureName, id);
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String uniformName = data;
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bool tmp = true;
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}
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return false;
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}
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bool Material::onAdd()
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{
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if (Parent::onAdd() == false)
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@ -41,6 +41,9 @@
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#include "console/dynamicTypes.h"
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#endif
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#ifndef CUSTOMSHADERFEATURE_H
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#include "shaderGen/customShaderFeature.h"
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#endif
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class CubemapData;
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class SFXTrack;
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@ -49,7 +52,7 @@ class FeatureSet;
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class FeatureType;
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class MaterialSoundProfile;
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class MaterialPhysicsProfile;
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class CustomShaderFeatureData;
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/// The basic material definition.
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class Material : public BaseMaterialDefinition
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@ -348,6 +351,8 @@ public:
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F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
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F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
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Vector<CustomShaderFeatureData*> mCustomShaderFeatures;
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///@}
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String mMapTo; // map Material to this texture name
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@ -385,6 +390,9 @@ public:
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virtual void inspectPostApply();
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virtual bool writeField( StringTableEntry fieldname, const char *value );
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static bool protectedSetCustomShaderFeature(void *object, const char *index, const char *data);
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static bool protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data);
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//
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// ConsoleObject interface
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//
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@ -246,7 +246,7 @@ bool ProcessedCustomMaterial::init( const FeatureSet &features,
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return false;
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}
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rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
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rpd->shaderHandles.init( rpd->shader, mCustomMaterial->mCustomShaderFeatures, mCustomMaterial );
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_initMaterialParameters();
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mDefaultParameters = allocMaterialParameters();
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setMaterialParameters( mDefaultParameters, 0 );
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@ -54,6 +54,7 @@ public:
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) {;}
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) {;} //-JR
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
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@ -39,6 +39,10 @@
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#include "materials/matStateHint.h"
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#endif
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#ifndef CUSTOMSHADERBINDINGDATA_H
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#include "materials/customShaderBindingData.h"
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#endif
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class ShaderFeature;
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class MaterialParameters;
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class MaterialParameterHandle;
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@ -47,7 +51,6 @@ class GFXVertexBufferHandleBase;
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class GFXPrimitiveBufferHandle;
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class MatrixSet;
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/// This contains the common data needed to render a pass.
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struct RenderPassData
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{
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@ -81,6 +84,8 @@ public:
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MaterialFeatureData mFeatureData;
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Vector<CustomShaderFeatureData*> mCustomShaderFeatureData;
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bool mGlow;
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Material::BlendOp mBlendOp;
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@ -144,6 +149,9 @@ public:
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/// Sets the node transforms for HW Skinning
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0;
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/// Sets any custom shader data
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) = 0;
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/// Sets the scene info like lights for the given pass.
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
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@ -43,6 +43,8 @@
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#include "renderInstance/renderProbeMgr.h"
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#include "ts/tsRenderState.h"
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// We need to include customMaterialDefinition for ShaderConstHandles::init
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#include "materials/customMaterialDefinition.h"
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@ -52,7 +54,7 @@
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///
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/// ShaderConstHandles
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///
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void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
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void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
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{
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mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
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mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
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@ -119,6 +121,19 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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// Deferred Shading
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mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
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//custom features
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for (U32 f = 0; f < customFeatureData.size(); ++f)
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{
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for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
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{
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customHandleData newSC;
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newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
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newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
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mCustomHandles.push_back(newSC);
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}
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}
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}
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///
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@ -655,10 +670,10 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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// Generate shader
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GFXShader::setLogging( true, true );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
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if( !rpd.shader )
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return false;
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rpd.shaderHandles.init( rpd.shader );
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rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
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// If a pass glows, we glow
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if( rpd.mGlow )
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@ -1196,6 +1211,31 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
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if( handles->mAccuSpecularSC->isValid() )
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shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
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/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if (handles->mCustomHandles[h].handle->isValid())
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{
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if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
|
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
|
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break;
|
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}
|
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}
|
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}
|
||||
}*/
|
||||
}
|
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|
||||
bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
|
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|
|
@ -1262,6 +1302,46 @@ void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const
|
|||
}
|
||||
}
|
||||
|
||||
void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
|
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{
|
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PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
|
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|
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GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
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ShaderConstHandles* handles = _getShaderConstHandles(pass);
|
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|
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for (U32 i = 0; i < shaderData.size(); i++)
|
||||
{
|
||||
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
|
||||
{
|
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StringTableEntry handleName = shaderData[i].getHandleName();
|
||||
bool tmp = true;
|
||||
}
|
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//roll through and try setting our data!
|
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
|
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StringTableEntry handleName = shaderData[i].getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
|
||||
{
|
||||
if (handles->mCustomHandles[h].handle->isValid())
|
||||
{
|
||||
CustomShaderBindingData::UniformType type = shaderData[i].getType();
|
||||
|
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if (type == CustomShaderBindingData::Float)
|
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
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else if (type == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
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else if (type == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
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else if (type == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
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break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
|
||||
{
|
||||
PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
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||||
|
|
@ -1303,6 +1383,31 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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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 < handles->mCustomHandles.size(); ++h)
|
||||
{
|
||||
StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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||||
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
|
||||
if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
|
||||
{
|
||||
if (handles->mCustomHandles[h].handle->isValid())
|
||||
{
|
||||
if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
|
||||
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
|
||||
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
|
||||
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
|
||||
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
|
||||
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
|
||||
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
|
||||
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
|
||||
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||||
PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
|
||||
|
|
|
|||
|
|
@ -29,6 +29,9 @@
|
|||
#ifndef _GFXSHADER_H_
|
||||
#include "gfx/gfxShader.h"
|
||||
#endif
|
||||
#ifndef CUSTOMSHADERBINDINGDATA_H
|
||||
#include "materials/customShaderBindingData.h"
|
||||
#endif
|
||||
|
||||
class GenericConstBufferLayout;
|
||||
class ShaderData;
|
||||
|
|
@ -97,7 +100,15 @@ public:
|
|||
|
||||
GFXShaderConstHandle* mNodeTransforms;
|
||||
|
||||
void init( GFXShader* shader, CustomMaterial* mat = NULL );
|
||||
struct customHandleData
|
||||
{
|
||||
StringTableEntry handleName;
|
||||
GFXShaderConstHandle* handle;
|
||||
};
|
||||
Vector<customHandleData> mCustomHandles;
|
||||
|
||||
void init( GFXShader* shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat = NULL);
|
||||
|
||||
};
|
||||
|
||||
class ShaderRenderPassData : public RenderPassData
|
||||
|
|
@ -133,6 +144,7 @@ public:
|
|||
virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
|
||||
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
|
||||
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
|
||||
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass);
|
||||
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
|
||||
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
|
||||
virtual bool stepInstance();
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@
|
|||
|
||||
class GFXTexHandle;
|
||||
class GFXCubemap;
|
||||
|
||||
class CustomShaderBindingData;
|
||||
|
||||
struct SceneData
|
||||
{
|
||||
|
|
@ -95,6 +95,8 @@ struct SceneData
|
|||
/// features.
|
||||
void *materialHint;
|
||||
|
||||
Vector<CustomShaderBindingData*> customShaderData;
|
||||
|
||||
/// Constructor.
|
||||
SceneData()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue