6e8fbca745
match the genesis editor version 1.3.0.653.
131 lines
3.4 KiB
C++
131 lines
3.4 KiB
C++
#ifndef _SUBGPUPROGRAM_H_
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#define _SUBGPUPROGRAM_H_
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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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#include "util/dictionary.h"
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#include "util/string.h"
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#include "util/array.h"
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#include "core/singleton.h"
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#include "core/ptr.h"
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namespace ShaderProgramCompiler
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{
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class ShadingTemplateSetting;
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class ShaderMarcro : public Core::RefCounted
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{
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__DeclareSubClass(ShaderMarcro, Core::RefCounted);
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public:
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ShaderMarcro();
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~ShaderMarcro();
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void Init(const Util::Array<Util::String>& customMacros, const ShadingTemplateSetting* pSetting = NULL);
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void Add(const Util::String& name, bool bCustom = false);
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void TurnOn(const Util::String& name);
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void TurnOff(const Util::String& name);
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void SetShaderMask(const uint mask);
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const uint GetShaderMask() const;
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const Util::Array<Util::String>& GetAllMarcroName() const;
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const Util::Array<Util::String>& GetBuiltInMacroName() const;
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uint CreateMask(const Util::String& name) const;
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void Reset();
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const Util::Dictionary<Util::String, uint>& GetShaderMarcroList() const;
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void Clone(const GPtr<ShaderMarcro>& source);
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void TurnOnLight();
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public:
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static Util::String m_sLighting;
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static Util::String m_sLightMap;
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static Util::String m_sShadow;
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static Util::String m_sFog;
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static Util::String m_sParticleForce;
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static Util::String m_sParticleGravity;
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static Util::String m_sParticleMovement;
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static Util::String m_sParticleColor;
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static Util::String m_sParticleTexAnim;
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static Util::String m_sParticleScale;
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protected:
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const bool _HasMacro(const Util::String& name) const;
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const IndexT _HasTurnOn(const Util::String& name) const;
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private:
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uint m_ShaderMask;
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Util::Dictionary<Util::String, uint> m_ShaderMarcoList;
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Util::Array<Util::String> m_ShaderMarcroName;
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Util::Array<Util::String> m_BuiltInMacroName;
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};
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inline void ShaderMarcro::SetShaderMask(const uint mask)
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{
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m_ShaderMask = mask;
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}
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inline const uint ShaderMarcro::GetShaderMask() const
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{
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return m_ShaderMask;
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}
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inline void ShaderMarcro::Reset()
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{
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m_ShaderMask = 0;
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}
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inline const Util::Dictionary<Util::String, uint>& ShaderMarcro::GetShaderMarcroList() const
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{
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return m_ShaderMarcoList;
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}
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}
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#endif |