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Working on shader const binding
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parent
ccdc93fc25
commit
d674ac5817
11 changed files with 96 additions and 33 deletions
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@ -52,6 +52,7 @@ TSRenderState::TSRenderState( const TSRenderState &state )
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mLightQuery( state.mLightQuery ),
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mAccuTex( state.mAccuTex ),
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mNodeTransforms( state.mNodeTransforms ),
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mNodeTransformCount( state.mNodeTransformCount )
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mNodeTransformCount( state.mNodeTransformCount ),
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mCustomShaderData( state.mCustomShaderData )
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{
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}
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@ -90,21 +90,24 @@ public:
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mFloat2 = f;
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type = Float2;
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}
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Point2F getFloat2() { return mFloat2; }
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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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Point3F getFloat3() { return mFloat3; }
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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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Point4F getFloat4() { return mFloat4; }
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StringTableEntry getHandleName() {
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return targetedUniformName;
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}
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@ -193,7 +196,7 @@ 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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@ -242,11 +245,11 @@ 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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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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Vector<CustomShaderBindingData> getCustomShaderBinding() const
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{
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return mCustomShaderData;
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}
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