427 lines
8.6 KiB
C
427 lines
8.6 KiB
C
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef _SHADERCOMPILERSETTING_H_
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#define _SHADERCOMPILERSETTING_H_
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#include "util/string.h"
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#include "util/array.h"
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#include "util/dictionary.h"
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#include "shadercompiler/ShadercompilerConfig.h"
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namespace ShaderProgramCompiler
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{
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class CommonShaderSetting
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{
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public:
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CommonShaderSetting();
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~CommonShaderSetting();
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public:
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enum ShaderModel
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{
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ShaderModel11 = 0,
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ShaderModel20,
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ShaderModel30,
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};
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enum ShaderType
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{
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Vertex = 0,
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Pixel,
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Template,
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};
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enum GPUSDK
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{
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GPUSDKD3D9 = 0,
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GPUSDKIOPENGLES,
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};
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public:
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void AddEntry(const ShaderType& type, const Util::String& entryName);
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void SetEntryName(const ShaderType& type, const Util::String& entryName);
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bool HasEntry(const ShaderType& type) const;
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bool HasEntry() const;
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const Util::String& GetEntryName(const ShaderType& type) const;
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void SetShaderModel(const ShaderModel& sm);
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const ShaderModel GetShaderModel() const;
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void SetShaderType(const ShaderType& st);
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const ShaderType GetShaderType() const;
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void SetGpuSDK(const GPUSDK& sdk);
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const GPUSDK GetGpuSDK() const;
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static Util::String GpuSdkAsString(const GPUSDK& sdk);
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private:
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Util::Dictionary<ShaderType, Util::String> m_ShaderEntry;
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ShaderModel m_ShaderModel;
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ShaderType m_ShaderType;
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};
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inline const CommonShaderSetting::GPUSDK CommonShaderSetting::GetGpuSDK() const
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{
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if ( ShaderCompilerConfig::shaderCompileType == ShaderCompilerConfig::D3D9_SHADER_COMPILER )
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{
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return GPUSDKD3D9;
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}
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else if ( ShaderCompilerConfig::shaderCompileType == ShaderCompilerConfig::GLES_SHADER_COMPILER )
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{
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return GPUSDKIOPENGLES;
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}
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else
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{
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n_error("not set shader compiler config");
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return GPUSDKD3D9;
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}
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}
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inline Util::String CommonShaderSetting::GpuSdkAsString(const CommonShaderSetting::GPUSDK& sdk)
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{
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Util::String sValue;
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switch (sdk)
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{
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case CommonShaderSetting::GPUSDKD3D9 :
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sValue = "D3D9";
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break;
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case CommonShaderSetting::GPUSDKIOPENGLES :
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sValue = "OpenGLES";
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break;
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default:
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n_warning("UnSupported GPU SDK!\n");
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}
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return sValue;
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}
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inline void CommonShaderSetting::AddEntry(const ShaderType& type, const Util::String& entryName)
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{
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IndexT res = m_ShaderEntry.FindIndex(type);
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if (res == InvalidIndex)
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{
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m_ShaderEntry.Add(type, entryName);
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}
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}
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inline bool CommonShaderSetting::HasEntry(const ShaderType& type) const
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{
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IndexT res = m_ShaderEntry.FindIndex(type);
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if (res != InvalidIndex)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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inline bool CommonShaderSetting::HasEntry() const
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{
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bool bEmpty = m_ShaderEntry.IsEmpty();
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if (bEmpty)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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inline const Util::String& CommonShaderSetting::GetEntryName(const CommonShaderSetting::ShaderType& type) const
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{
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return m_ShaderEntry[type];
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}
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inline void CommonShaderSetting::SetEntryName(const CommonShaderSetting::ShaderType& type, const Util::String& entryName)
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{
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m_ShaderEntry[type] = entryName;
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}
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inline void CommonShaderSetting::SetShaderModel(const ShaderModel& sm)
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{
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m_ShaderModel = sm;
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}
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inline const CommonShaderSetting::ShaderModel CommonShaderSetting::GetShaderModel() const
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{
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return m_ShaderModel;
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}
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inline void CommonShaderSetting::SetShaderType(const CommonShaderSetting::ShaderType& st)
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{
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m_ShaderType = st;
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}
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inline const CommonShaderSetting::ShaderType CommonShaderSetting::GetShaderType() const
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{
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return m_ShaderType;
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}
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class ShadingTemplateSetting
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{
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public:
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ShadingTemplateSetting();
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~ShadingTemplateSetting();
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public:
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enum ShadingBuiltInOption
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{
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LightMap = 0,
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VertexLight,
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Light,
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Fog,
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};
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public:
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Util::Dictionary<ShadingBuiltInOption, bool>& GetShadingOptions();
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void SetLightingType(const Util::String& type);
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const Util::String& GetLightingType() const;
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void SetColorModifier(const Util::String& cm);
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const Util::String& GetColorModifier() const;
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void SetAlphaTestValue(const Util::String& value);
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const Util::String& GetAlphaTestValue() const;
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void SetCastShadow(bool value);
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const bool IsCastShadow() const;
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void SetGenShadow(bool value);
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const bool IsGenShadow() const;
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void SetEnableFog(bool value);
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const bool IsEnableFog() const;
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void SetEnableLightMap(bool value);
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const bool IsEnableLightMap() const;
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void SetEnableDirLightMap(bool value);
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const bool IsEnableDirLightMap() const;
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void SetLightMapUsetFirstUV(bool value);
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const bool IsLightMapUseFirstUV() const;
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void SetEnableVertexLight(bool value);
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const bool IsEnableVertexLight() const;
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void SetAlphaBlend(bool value);
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const bool IsEnalbeAlphaBlend() const;
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void SetAlphaTest(bool value);
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const bool IsEnalbeAlphaTest() const;
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protected:
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private:
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Util::String m_lightingType;
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Util::String m_finalColorModifier;
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Util::String m_alphaTestVariable;
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bool m_bCastShadow;
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bool m_bGenShadow;
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bool m_bEnableFog;
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bool m_bEnableLightMap;
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bool m_bEnableDirLightMap;
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bool m_blightMapUseFirstUV;
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bool m_bVertexLight;
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bool m_bUseLight;
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bool m_bAlphaBlend;
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bool m_bAlphaTest;
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};
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inline void ShadingTemplateSetting::SetLightingType(const Util::String& type)
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{
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m_lightingType = type;
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}
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inline const Util::String& ShadingTemplateSetting::GetLightingType() const
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{
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return m_lightingType;
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}
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inline void ShadingTemplateSetting::SetColorModifier(const Util::String& cm)
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{
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m_finalColorModifier = cm;
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}
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inline const Util::String& ShadingTemplateSetting::GetColorModifier() const
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{
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return m_finalColorModifier;
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}
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inline void ShadingTemplateSetting::SetAlphaTestValue(const Util::String& value)
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{
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m_alphaTestVariable = value;
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}
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inline const Util::String& ShadingTemplateSetting::GetAlphaTestValue() const
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{
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return m_alphaTestVariable;
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}
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inline void ShadingTemplateSetting::SetCastShadow(bool value)
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{
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m_bCastShadow = value;
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}
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inline const bool ShadingTemplateSetting::IsCastShadow() const
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{
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return m_bCastShadow;
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}
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inline void ShadingTemplateSetting::SetGenShadow(bool value)
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{
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m_bGenShadow = value;
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}
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inline const bool ShadingTemplateSetting::IsGenShadow() const
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{
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return m_bGenShadow;
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}
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inline void ShadingTemplateSetting::SetEnableFog(bool value)
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{
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m_bEnableFog = value;
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}
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inline const bool ShadingTemplateSetting::IsEnableFog() const
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{
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return m_bEnableFog;
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}
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inline void ShadingTemplateSetting::SetEnableLightMap(bool value)
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{
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m_bEnableLightMap = value;
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}
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inline const bool ShadingTemplateSetting::IsEnableLightMap() const
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{
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return m_bEnableLightMap;
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}
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inline void ShadingTemplateSetting::SetEnableDirLightMap(bool value)
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{
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m_bEnableDirLightMap = value;
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}
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inline const bool ShadingTemplateSetting::IsEnableDirLightMap() const
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{
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return m_bEnableDirLightMap;
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}
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inline void ShadingTemplateSetting::SetLightMapUsetFirstUV(bool value)
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{
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m_blightMapUseFirstUV = value;
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}
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inline const bool ShadingTemplateSetting::IsLightMapUseFirstUV() const
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{
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return m_blightMapUseFirstUV;
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}
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inline void ShadingTemplateSetting::SetEnableVertexLight(bool value)
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{
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m_bVertexLight = value;
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}
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inline const bool ShadingTemplateSetting::IsEnableVertexLight() const
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{
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return m_bVertexLight;
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}
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inline void ShadingTemplateSetting::SetAlphaBlend(bool value)
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{
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m_bAlphaBlend = value;
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}
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inline const bool ShadingTemplateSetting::IsEnalbeAlphaBlend() const
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{
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return m_bAlphaBlend;
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}
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inline void ShadingTemplateSetting::SetAlphaTest(bool value)
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{
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m_bAlphaTest = value;
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}
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inline const bool ShadingTemplateSetting::IsEnalbeAlphaTest() const
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{
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return m_bAlphaTest;
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}
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}
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#endif
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