#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_ #include "shaderGen/HLSL/shaderFeatureHLSL.h" #endif #ifndef _LANG_ELEMENT_H_ #include "shaderGen/langElement.h" #endif #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif #ifndef _FEATUREMGR_H_ #include "shaderGen/featureMgr.h" #endif #ifndef _MATERIALFEATURETYPES_H_ #include "materials/materialFeatureTypes.h" #endif #ifndef _MATERIALFEATUREDATA_H_ #include "materials/materialFeatureData.h" #endif #ifndef CUSTOMSHADERFEATURE_H #include "shaderGen/customShaderFeature.h" #endif class CustomShaderFeatureData; class CustomFeatureHLSL : public ShaderFeatureHLSL { friend class CustomShaderFeatureData; public: CustomShaderFeatureData* mOwner; protected: MultiLine *meta; public: //**************************************************************************** // Accu Texture //**************************************************************************** virtual void processVert(Vector &componentList, const MaterialFeatureData &fd); virtual void processPix(Vector &componentList, const MaterialFeatureData &fd); virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; } virtual Resources getResources(const MaterialFeatureData &fd) { Resources res; res.numTex = 1; res.numTexReg = 1; return res; } virtual void setTexData(Material::StageData &stageDat, const MaterialFeatureData &fd, RenderPassData &passData, U32 &texIndex); virtual String getName() { return mOwner->getName(); } void addVariable(String name, String type, String defaultValue); void writeLine(String format, S32 argc, ConsoleValueRef *argv); };