mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
73 lines
2.9 KiB
C++
73 lines
2.9 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 _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
|
|
#define _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
|
|
|
|
#ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
|
|
#include "materials/processedShaderMaterial.h"
|
|
#endif
|
|
#ifndef _CUSTOMMATERIALDEFINITION_H_
|
|
#include "materials/customMaterialDefinition.h"
|
|
#endif
|
|
|
|
|
|
///
|
|
class ProcessedCustomMaterial : public ProcessedShaderMaterial
|
|
{
|
|
typedef ProcessedShaderMaterial Parent;
|
|
public:
|
|
ProcessedCustomMaterial(Material &mat);
|
|
~ProcessedCustomMaterial();
|
|
|
|
bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) override;
|
|
bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate ) override;
|
|
void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) override;
|
|
MaterialParameters* allocMaterialParameters() override;
|
|
|
|
protected:
|
|
|
|
void _setStageData() override;
|
|
bool _hasCubemap(U32 pass) override;
|
|
void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result ) override;
|
|
virtual void _initPassStateBlocks();
|
|
|
|
private:
|
|
|
|
CustomMaterial* mCustomMaterial;
|
|
|
|
/// The conditioner macros passed to the
|
|
/// shader on construction.
|
|
Vector<GFXShaderMacro> mConditionerMacros;
|
|
|
|
/// How many texture slots are we using.
|
|
U32 mMaxTex;
|
|
|
|
template <typename T>
|
|
void setMaterialParameter(MaterialParameters* param, MaterialParameterHandle* handle,
|
|
const String& value);
|
|
void setMatrixParameter(MaterialParameters* param,
|
|
MaterialParameterHandle* handle, const String& value, GFXShaderConstType matrixType);
|
|
};
|
|
|
|
#endif // _MATERIALS_PROCESSEDCUSTOMMATERIAL_H_
|