mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 04:03:46 +00:00
Implement of the shader consts binding.
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6f8e4cb3ee
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12 changed files with 137 additions and 7 deletions
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@ -305,7 +305,9 @@ bool TSStatic::onAdd()
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mCubeReflector.unregisterReflector();
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if ( reflectorDesc )
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mCubeReflector.registerReflector( this, reflectorDesc );
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mCubeReflector.registerReflector( this, reflectorDesc );
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strudelCSB = new CustomShaderBindingData();
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}
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_updateShouldTick();
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@ -627,6 +629,11 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
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// Acculumation
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rdata.setAccuTex(mAccuTex);
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//Various arbitrary shader render bits to add
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strudelCSB->setFloat("strudel", 0.25);
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rdata.addCustomShaderBinding(strudelCSB);
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// If we have submesh culling enabled then prepare
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// the object space frustum to pass to the shape.
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Frustum culler;
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@ -236,6 +236,8 @@ public:
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const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
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CustomShaderBindingData* strudelCSB;
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};
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typedef TSStatic::MeshType TSMeshType;
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@ -41,6 +41,8 @@
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#include "gfx/util/screenspace.h"
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#include "math/util/matrixSet.h"
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#include "ts/tsRenderState.h"
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// We need to include customMaterialDefinition for ShaderConstHandles::init
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#include "materials/customMaterialDefinition.h"
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@ -118,6 +120,21 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
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}
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void CustomFeatureShaderConstHandles::init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData)
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{
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for (U32 f = 0; f < customFeatureData.size(); ++f)
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{
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for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
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{
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handleData newSC;
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newSC.handle = shader->getShaderConstHandle(customFeatureData[f]->mAddedShaderConstants[i]);
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newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
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mHandles.push_back(newSC);
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}
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}
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}
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///
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/// ShaderRenderPassData
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///
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@ -659,6 +676,9 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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return false;
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rpd.shaderHandles.init( rpd.shader );
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//Store our customShaderFeature handles
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rpd.customFeatureShaderHandles.init(rpd.shader, mMaterial->mCustomShaderFeatures);
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// If a pass glows, we glow
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if( rpd.mGlow )
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mHasGlow = true;
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@ -1297,6 +1317,20 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
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rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
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for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < rpd->customFeatureShaderHandles.mHandles.size(); ++h)
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{
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if (rpd->customFeatureShaderHandles.mHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if(sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat());
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break;
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}
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}
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}
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LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
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}
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@ -97,6 +97,21 @@ public:
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GFXShaderConstHandle* mNodeTransforms;
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void init( GFXShader* shader, CustomMaterial* mat = NULL );
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};
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class CustomFeatureShaderConstHandles
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{
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public:
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struct handleData
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{
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StringTableEntry handleName;
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GFXShaderConstHandle* handle;
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};
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Vector<handleData> mHandles;
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void init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData);
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};
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class ShaderRenderPassData : public RenderPassData
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@ -109,6 +124,7 @@ public:
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GFXShaderRef shader;
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ShaderConstHandles shaderHandles;
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CustomFeatureShaderConstHandles customFeatureShaderHandles;
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Vector<ShaderFeatureConstHandles*> featureShaderHandles;
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virtual void reset();
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@ -34,7 +34,7 @@
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class GFXTexHandle;
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class GFXCubemap;
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class CustomShaderBindingData;
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struct SceneData
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{
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@ -92,6 +92,8 @@ struct SceneData
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/// features.
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void *materialHint;
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Vector<CustomShaderBindingData*> customShaderData;
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/// Constructor.
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SceneData()
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{
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@ -172,6 +172,7 @@ void RenderBinManager::setupSGData( MeshRenderInst *ri, SceneData &data )
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data.lightmap = ri->lightmap;
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data.visibility = ri->visibility;
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data.materialHint = ri->materialHint;
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data.customShaderData = ri->mCustomShaderData;
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}
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DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,
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@ -49,6 +49,8 @@ struct RenderInst;
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class MatrixSet;
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class GFXPrimitiveBufferHandle;
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class CustomShaderBindingData;
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/// A RenderInstType hash value.
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typedef U32 RenderInstTypeHash;
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@ -382,6 +384,9 @@ struct MeshRenderInst : public RenderInst
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const char *objectName;
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#endif
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//Custom Shader data
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Vector<CustomShaderBindingData*> mCustomShaderData;
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void clear();
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};
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@ -54,7 +54,9 @@
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _TSRENDERDATA_H_
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#include "ts/tsRenderState.h"
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#endif
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class SceneManager;
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class SceneRenderState;
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@ -219,6 +219,8 @@ void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue
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newVarHolder.constSortPos = cspPrimitive;
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mVars.push_back(newVarHolder);
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mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
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}
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}
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@ -236,6 +238,8 @@ void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
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newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
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mVars.push_back(newVarHolder);
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mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
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}
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}
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@ -281,6 +285,8 @@ void CustomFeatureHLSL::addTexture(String name, String type, String samplerState
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newVarHolder.constNum = constNum; // used as texture unit num here
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mVars.push_back(newVarHolder);
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mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
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}
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}
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@ -36,6 +36,8 @@ class CustomShaderFeatureData : public SimObject
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public:
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CustomFeatureHLSL* mFeatureHLSL;
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Vector<StringTableEntry> mAddedShaderConstants;
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public:
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CustomShaderFeatureData();
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virtual ~CustomShaderFeatureData();
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@ -207,6 +207,8 @@ void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata,
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coreRI->materialHint = rdata.getMaterialHint();
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coreRI->mCustomShaderData = rdata.getCustomShaderBinding();
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coreRI->visibility = meshVisibility;
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coreRI->cubemap = rdata.getCubemap();
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@ -39,6 +39,7 @@ class TSShape;
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struct CustomShaderBindingData
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{
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public:
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enum UniformType
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{
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Float = 0,
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@ -58,18 +59,59 @@ struct CustomShaderBindingData
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Matrix4x3,
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Matrix4x4
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};
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String targetedUniformName;
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private:
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StringTableEntry targetedUniformName;
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//ShaderConstHandles shaderConstHandle;
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UniformType type;
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void* data; //for numeric data
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F32 mFloat;
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Point2F mFloat2;
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Point3F mFloat3;
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Point4F mFloat4;
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//Image stuff
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GFXTexHandle texture;
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GFXSamplerStateDesc samplerState;
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public:
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void setFloat(StringTableEntry shaderConstName, F32 f)
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{
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targetedUniformName = shaderConstName;
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mFloat = f;
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type = Float;
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}
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F32 getFloat() { return mFloat; }
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void setFloat2(StringTableEntry shaderConstName, Point2F f)
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{
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targetedUniformName = shaderConstName;
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mFloat2 = f;
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type = Float2;
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}
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void setFloat3(StringTableEntry shaderConstName, Point3F f)
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{
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targetedUniformName = shaderConstName;
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mFloat3 = f;
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type = Float3;
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}
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void setFloat4(StringTableEntry shaderConstName, Point4F f)
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{
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targetedUniformName = shaderConstName;
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mFloat4 = f;
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type = Float4;
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}
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StringTableEntry getHandleName() {
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return targetedUniformName;
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}
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UniformType getType() {
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return type;
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}
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};
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/// A simple class for passing render state through the pre-render pipeline.
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@ -151,7 +193,7 @@ protected:
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U32 mNodeTransformCount;
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//Custom Shader data
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Vector<CustomShaderBindingData> mCustomShaderData;
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Vector<CustomShaderBindingData*> mCustomShaderData;
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public:
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TSRenderState();
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@ -200,6 +242,15 @@ public:
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void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
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GFXTextureObject* getAccuTex() const { return mAccuTex; }
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void addCustomShaderBinding(CustomShaderBindingData* data)
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{
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mCustomShaderData.push_back(data);
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}
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Vector<CustomShaderBindingData*> getCustomShaderBinding() const
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{
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return mCustomShaderData;
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}
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///@ see mNodeTransforms, mNodeTransformCount
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void setNodeTransforms(MatrixF *list, U32 count) { mNodeTransforms = list; mNodeTransformCount = count; }
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void getNodeTransforms(MatrixF **list, U32 *count) const { *list = mNodeTransforms; *count = mNodeTransformCount; }
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