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Engine directory for ticket #1
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199
Engine/source/terrain/terrCellMaterial.h
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199
Engine/source/terrain/terrCellMaterial.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 _TERRCELLMATERIAL_H_
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#define _TERRCELLMATERIAL_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.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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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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class SceneRenderState;
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struct SceneData;
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class TerrainMaterial;
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class TerrainBlock;
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class BaseMatInstance;
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/// This is a complex material which holds one or more
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/// optimized shaders for rendering a single cell.
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class TerrainCellMaterial
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{
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protected:
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class MaterialInfo
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{
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public:
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MaterialInfo()
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{
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}
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~MaterialInfo()
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{
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}
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TerrainMaterial *mat;
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U32 layerId;
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GFXShaderConstHandle *detailTexConst;
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GFXTexHandle detailTex;
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GFXShaderConstHandle *normalTexConst;
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GFXTexHandle normalTex;
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GFXShaderConstHandle *detailInfoVConst;
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GFXShaderConstHandle *detailInfoPConst;
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};
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class Pass
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{
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public:
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Pass()
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: shader( NULL )
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{
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}
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~Pass()
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{
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for ( U32 i=0; i < materials.size(); i++ )
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delete materials[i];
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}
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Vector<MaterialInfo*> materials;
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///
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GFXShader *shader;
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GFXShaderConstBufferRef consts;
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GFXStateBlockRef stateBlock;
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GFXStateBlockRef wireframeStateBlock;
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GFXShaderConstHandle *modelViewProjConst;
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GFXShaderConstHandle *worldViewOnly;
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GFXShaderConstHandle *viewToObj;
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GFXShaderConstHandle *eyePosWorldConst;
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GFXShaderConstHandle *eyePosConst;
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GFXShaderConstHandle *objTransConst;
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GFXShaderConstHandle *worldToObjConst;
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GFXShaderConstHandle *vEyeConst;
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GFXShaderConstHandle *layerSizeConst;
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GFXShaderConstHandle *lightParamsConst;
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GFXShaderConstHandle *lightInfoBufferConst;
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GFXShaderConstHandle *baseTexMapConst;
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GFXShaderConstHandle *layerTexConst;
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GFXShaderConstHandle *lightMapTexConst;
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GFXShaderConstHandle *squareSize;
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GFXShaderConstHandle *oneOverTerrainSize;
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GFXShaderConstHandle *fogDataConst;
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GFXShaderConstHandle *fogColorConst;
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};
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TerrainBlock *mTerrain;
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U64 mMaterials;
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Vector<Pass> mPasses;
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U32 mCurrPass;
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GFXTexHandle mBaseMapTexture;
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GFXTexHandle mLayerMapTexture;
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NamedTexTargetRef mLightInfoTarget;
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/// The prepass material for this material.
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TerrainCellMaterial *mPrePassMat;
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/// The reflection material for this material.
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TerrainCellMaterial *mReflectMat;
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/// A vector of all terrain cell materials loaded in the system.
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static Vector<TerrainCellMaterial*> smAllMaterials;
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bool _createPass( Vector<MaterialInfo*> *materials,
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Pass *pass,
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bool firstPass,
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bool prePassMat,
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bool reflectMat,
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bool baseOnly );
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void _updateMaterialConsts( Pass *pass );
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public:
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TerrainCellMaterial();
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~TerrainCellMaterial();
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void init( TerrainBlock *block,
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U64 activeMaterials,
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bool prePassMat = false,
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bool reflectMat = false,
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bool baseOnly = false );
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/// Returns a prepass material from this material.
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TerrainCellMaterial* getPrePassMat();
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/// Returns the reflection material from this material.
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TerrainCellMaterial* getReflectMat();
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void setTransformAndEye( const MatrixF &modelXfm,
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const MatrixF &viewXfm,
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const MatrixF &projectXfm,
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F32 farPlane );
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///
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bool setupPass( const SceneRenderState *state,
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const SceneData &sceneData );
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///
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static BaseMatInstance* getShadowMat();
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///
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static void _updateDefaultAnisotropy();
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};
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#endif // _TERRCELLMATERIAL_H_
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