Torque3D/Engine/source/materials/materialFeatureData.h
2012-09-19 11:15:01 -04:00

76 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _MATERIALFEATUREDATA_H_
#define _MATERIALFEATUREDATA_H_
#ifndef _UTIL_DELEGATE_H_
#include "core/util/delegate.h"
#endif
#ifndef _FEATURESET_H_
#include "shaderGen/featureSet.h"
#endif
class ProcessedMaterial;
//-----------------------------------------------------------------------------
// MaterialFeatureData, this is basically a series of flags which a material can
// ask for. Shader processed materials will use the shadergen system to accomplish this,
// FF processed materials will do the best they can.
//-----------------------------------------------------------------------------
struct MaterialFeatureData
{
public:
// General feature data for a pass or for other purposes.
FeatureSet features;
// This is to give hints to shader creation code. It contains
// all the features that are in a material stage instead of just
// the current pass.
FeatureSet materialFeatures;
public:
MaterialFeatureData();
MaterialFeatureData( const MaterialFeatureData &data );
MaterialFeatureData( const FeatureSet &handle );
void clear();
const FeatureSet& codify() const { return features; }
};
///
typedef Delegate< void( ProcessedMaterial *mat,
U32 stageNum,
MaterialFeatureData &fd,
const FeatureSet &features) > MatFeaturesDelegate;
#endif // _MATERIALFEATUREDATA_H_