6e8fbca745
match the genesis editor version 1.3.0.653.
101 lines
3.4 KiB
C++
101 lines
3.4 KiB
C++
/****************************************************************************
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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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#pragma once
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#ifndef GENESISMAKEPASS_H_
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#define GENESISMAKEPASS_H_
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#include "GenesisMakeGPUProgram.h"
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#include "graphicsystem/Material/Material.h"
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namespace GenesisMaterialMaker
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{
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struct GenesisTextureSamplerState
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{
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Util::String m_name;
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Util::String m_textureType;
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RenderBase::TextureAddressMode m_tam;
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RenderBase::TextureFilter m_tfo;
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};
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typedef Util::Array<GenesisTextureSamplerState> GenesisTextureSamplerStateList;
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typedef Util::Array<GenesisMakeGPUProgram> GenesisGPUProgramList;
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class GenesisMakePass
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{
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public:
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GenesisMakePass();
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virtual ~GenesisMakePass();
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void SetName(const Util::String& name);
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void AddShaderProgram(const GenesisMakeGPUProgram& program);
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void SetRenderStateDesc(const GPtr<RenderBase::RenderStateDesc>& rso);
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void AssignTextureSamplerStates(const GenesisTextureSamplerStateList& sslist);
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int _FindRegister(const uint& sub, const Util::String& name);
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void CreatePass(GPtr<Graphic::MaterialTech>& tech, const uint iPass);
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void SetBuiltInMacro(const Util::String& macro);
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void SetCustumMacro(const Util::String& macro);
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protected:
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void _InitOpenGLes(RenderBase::GPUProgramHandle& gpuHandle, const GPtr<Graphic::MaterialPass>& pass, const GenesisSubGPUProgram* subProgram, const IndexT mask);
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const uint _GetSubProgramMask(const IndexT iSub) const;
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private:
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Util::String m_name;
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GenesisGPUProgramList m_ShaderProgramList;
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GPtr<RenderBase::RenderStateDesc> m_RenderObjectState;
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Util::Array<Util::String> m_BuiltInMacro;
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Util::Array<Util::String> m_CustomMacro;
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SizeT nSubProgram;
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};
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inline void GenesisMakePass::SetName(const Util::String& name)
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{
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m_name = name;
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}
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inline void GenesisMakePass::AddShaderProgram(const GenesisMakeGPUProgram& program)
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{
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m_ShaderProgramList.Append(program);
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}
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inline void GenesisMakePass::SetRenderStateDesc(const GPtr<RenderBase::RenderStateDesc>& rsd)
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{
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m_RenderObjectState = rsd;
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}
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inline void GenesisMakePass::SetBuiltInMacro(const Util::String& macro)
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{
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macro.Tokenize(" ", m_BuiltInMacro);
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}
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inline void GenesisMakePass::SetCustumMacro(const Util::String& macro)
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{
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macro.Tokenize(" ", m_CustomMacro);
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}
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}
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#endif //GENESISMAKEPASS_H_
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