Initial implementation of Custom Shader Features

This commit is contained in:
Areloch 2019-05-17 01:20:19 -05:00
parent 54b4d2eaaf
commit 9a63761627
31 changed files with 1772 additions and 17 deletions

View file

@ -49,6 +49,13 @@
#ifndef _MATSTATEHINT_H_
#include "materials/matStateHint.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef CUSTOMSHADERBINDINGDATA_H
#include "materials/customShaderBindingData.h"
#endif
struct RenderPassData;
class GFXVertexBufferHandleBase;
@ -155,6 +162,9 @@ public:
/// Sets node transforms for the current stage. Used for hardware skinning.
virtual void setNodeTransforms( const MatrixF *address, const U32 numTransforms ) = 0;
/// Sets custom shader data
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData) = 0;
/// This initializes various material scene state settings and
/// should be called after setupPass() within the pass loop.
/// @see setupPass