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#pragma once
struct BoundCurveDeprecated
{
int targetInstanceID;
// The ptr to the data we are writing into
void* targetPtr;
// type of the data we will write into kBindFloatValue, kBindQuaternion etc.
// - Materials: 4 bits targetType, 24 bits shader property name, 4 bits sub property index (x, y, z, w)
// - SkinnedMeshRenderer: 4 bits targetType, the rest BlendShape weight index
UInt32 targetType;
// Which states affect the bound curve?
UInt32 affectedStateMask;
Object* targetObject;
BoundCurveDeprecated () { targetObject = NULL; targetType = 0; targetInstanceID = 0; targetPtr = 0; affectedStateMask = 0; }
enum
{
kBindTypeBitCount = 4,
kBindMaterialShaderPropertyNameBitCount = 24,
kBindTypeMask = (1 << kBindTypeBitCount) - 1,
kBindMaterialShaderPropertyNameMask = ((1 << kBindMaterialShaderPropertyNameBitCount) - 1) << kBindTypeBitCount,
kBindMaterialShaderSubpropertyMask = ~(kBindTypeMask | kBindMaterialShaderPropertyNameMask),
};
};
enum
{
kUnbound = 0,
kBindTransformPosition = 1, // This enum may not be changed. It is used in GenericClipBinding.
kBindTransformRotation = 2, // This enum may not be changed. It is used in GenericClipBinding.
kBindTransformScale = 3, // It is used in GenericClipBinding.
kMinGenericBinding = 4,
kBindFloat,
kBindFloatToBool,
kBindFloatToBlendShapeWeight,
kBindFloatToGameObjectActivate,
kMinIntCurveBinding,
kBindMaterialPPtrToRenderer = kMinIntCurveBinding,
#if ENABLE_SPRITES
kBindSpritePPtrToSpriteRenderer,
#endif
kMaxIntCurveBinding,
// These must always come last since materials do special bit masking magic.
kBindFloatToMaterial = kMaxIntCurveBinding,
kBindFloatToColorMaterial,
kBindFloatToMaterialScaleAndOffset,
kBindTypeCount
};
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