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Engine directory for ticket #1
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72
Engine/source/materials/processedCustomMaterial.h
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72
Engine/source/materials/processedCustomMaterial.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 _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
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#define _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
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#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
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#include "materials/processedShaderMaterial.h"
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#endif
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#ifndef _CUSTOMMATERIALDEFINITION_H_
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#include "materials/customMaterialDefinition.h"
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#endif
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///
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class ProcessedCustomMaterial : public ProcessedShaderMaterial
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{
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typedef ProcessedShaderMaterial Parent;
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public:
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ProcessedCustomMaterial(Material &mat);
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~ProcessedCustomMaterial();
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virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
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virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate );
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virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
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virtual MaterialParameters* allocMaterialParameters();
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protected:
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virtual void _setStageData();
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virtual bool _hasCubemap(U32 pass);
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void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
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virtual void _initPassStateBlocks();
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private:
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CustomMaterial* mCustomMaterial;
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/// The conditioner macros passed to the
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/// shader on construction.
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Vector<GFXShaderMacro> mConditionerMacros;
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/// How many texture slots are we using.
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U32 mMaxTex;
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template <typename T>
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void setMaterialParameter(MaterialParameters* param, MaterialParameterHandle* handle,
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const String& value);
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void setMatrixParameter(MaterialParameters* param,
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MaterialParameterHandle* handle, const String& value, GFXShaderConstType matrixType);
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};
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#endif // _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
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