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Engine directory for ticket #1
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Engine/source/materials/materialFeatureData.h
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Engine/source/materials/materialFeatureData.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MATERIALFEATUREDATA_H_
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#define _MATERIALFEATUREDATA_H_
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#ifndef _UTIL_DELEGATE_H_
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#include "core/util/delegate.h"
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#endif
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#ifndef _FEATURESET_H_
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#include "shaderGen/featureSet.h"
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#endif
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class ProcessedMaterial;
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//-----------------------------------------------------------------------------
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// MaterialFeatureData, this is basically a series of flags which a material can
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// ask for. Shader processed materials will use the shadergen system to accomplish this,
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// FF processed materials will do the best they can.
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//-----------------------------------------------------------------------------
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struct MaterialFeatureData
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{
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public:
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// General feature data for a pass or for other purposes.
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FeatureSet features;
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// This is to give hints to shader creation code. It contains
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// all the features that are in a material stage instead of just
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// the current pass.
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FeatureSet materialFeatures;
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public:
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MaterialFeatureData();
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MaterialFeatureData( const MaterialFeatureData &data );
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MaterialFeatureData( const FeatureSet &handle );
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void clear();
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const FeatureSet& codify() const { return features; }
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};
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///
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typedef Delegate< void( ProcessedMaterial *mat,
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U32 stageNum,
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MaterialFeatureData &fd,
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const FeatureSet &features) > MatFeaturesDelegate;
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#endif // _MATERIALFEATUREDATA_H_
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