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Engine directory for ticket #1
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Engine/source/materials/shaderMaterialParameters.h
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Engine/source/materials/shaderMaterialParameters.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 _SHADERMATERIALPARAMETERS_H_
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#define _SHADERMATERIALPARAMETERS_H_
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#ifndef _MATERIALPARAMETERS_H_
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#include "materials/materialParameters.h"
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#endif
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#ifndef _GFXSHADER_H_
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#include "gfx/gfxShader.h"
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#endif
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class ShaderMaterialParameterHandle : public MaterialParameterHandle
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{
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friend class ShaderMaterialParameters;
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public:
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virtual ~ShaderMaterialParameterHandle();
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ShaderMaterialParameterHandle(const String& name);
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ShaderMaterialParameterHandle(const String& name, Vector<GFXShader*>& shaders);
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virtual const String& getName() const { return mName; }
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virtual S32 getSamplerRegister( U32 pass ) const;
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// NOTE: We always return true here instead of querying the
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// children... often there is only one element, so lets just
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// hit the loop once on the set.
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virtual bool isValid() const { return true; };
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protected:
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Vector< GFXShaderConstHandle* > mHandles;
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String mName;
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};
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// This is the union of all of the shaders contained in a material
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class ShaderMaterialParameters : public MaterialParameters
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{
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public:
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ShaderMaterialParameters();
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virtual ~ShaderMaterialParameters();
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void setBuffers(Vector<GFXShaderConstDesc>& constDesc, Vector<GFXShaderConstBufferRef>& buffers);
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GFXShaderConstBuffer* getBuffer(U32 i) { return mBuffers[i]; }
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///
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/// MaterialParameter interface
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///
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/// Returns the material parameter handle for name.
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virtual void set(MaterialParameterHandle* handle, const F32 f);
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virtual void set(MaterialParameterHandle* handle, const Point2F& fv);
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virtual void set(MaterialParameterHandle* handle, const Point3F& fv);
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virtual void set(MaterialParameterHandle* handle, const Point4F& fv);
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virtual void set(MaterialParameterHandle* handle, const PlaneF& fv);
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virtual void set(MaterialParameterHandle* handle, const ColorF& fv);
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virtual void set(MaterialParameterHandle* handle, const S32 f);
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virtual void set(MaterialParameterHandle* handle, const Point2I& fv);
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virtual void set(MaterialParameterHandle* handle, const Point3I& fv);
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virtual void set(MaterialParameterHandle* handle, const Point4I& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv);
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virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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virtual U32 getAlignmentValue(const GFXShaderConstType constType);
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private:
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Vector<GFXShaderConstBufferRef> mBuffers;
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void releaseBuffers();
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};
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#endif
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