Torque3D/Engine/source/shaderGen/customShaderFeature.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

84 lines
3 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 CUSTOMSHADERFEATURE_H
#define CUSTOMSHADERFEATURE_H
#ifndef _SIMOBJECT_H_
#include "console/simObject.h"
#endif
#ifdef TORQUE_D3D11
class CustomFeatureHLSL;
#endif
#ifdef TORQUE_OPENGL
class CustomFeatureGLSL;
#endif
class CustomShaderFeatureData : public SimObject
{
typedef SimObject Parent;
public:
#ifdef TORQUE_D3D11
CustomFeatureHLSL* mFeatureHLSL;
#endif
#ifdef TORQUE_OPENGL
CustomFeatureGLSL* mFeatureGLSL;
#endif
Vector<StringTableEntry> mAddedShaderConstants;
public:
CustomShaderFeatureData();
virtual ~CustomShaderFeatureData();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(CustomShaderFeatureData);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Handle when we are added to the scene and removed from the scene
bool onAdd() override;
void onRemove() override;
//shadergen setup
void addVariable(String name, String type, String defaultValue);
void addUniform(String name, String type, String defaultValue, U32 arraySize);
void addSampler(String name, String type, U32 arraySize);
void addTexture(String name, String type, String samplerState, U32 arraySize);
void addConnector(String name, String type, String elementName);
void addVertTexCoord(String name);
bool hasFeature(String name);
void writeLine(String format, S32 argc, ConsoleValue *argv);
};
#endif