2012-09-19 15:15:01 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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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
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell 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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//
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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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//
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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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "materials/matTextureTarget.h"
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#include "console/console.h"
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#include "platform/profiler.h"
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#include "shaderGen/conditionerFeature.h"
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#include "gfx/gfxTextureObject.h"
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#include "gfx/gfxStructs.h"
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NamedTexTarget::TargetMap NamedTexTarget::smTargets;
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bool NamedTexTarget::registerWithName( const String &name )
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{
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if ( mIsRegistered )
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{
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// If we're already registered with
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// this name then do nothing.
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if ( mName == name )
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return true;
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// Else unregister ourselves first.
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unregister();
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}
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// Make sure the target name isn't empty or already taken.
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The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 08:50:49 +00:00
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if ( name.isEmpty())
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{
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Con::errorf("NamedTexTarget::registerWithName( const String &name ) No name given!");
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return false;
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}
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if (smTargets.contains( name ) )
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{
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Con::errorf("NamedTexTarget::registerWithName( %s ) Already used!", name.c_str());
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2012-09-19 15:15:01 +00:00
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return false;
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The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
renderPrePassMgr.cpp related:
A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures
B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render
C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages()
D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets)
Reflections:
A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever.
B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected.
C) 2 things best described bluntly as working hacks:
C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly.
C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material.
Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
2016-02-16 08:50:49 +00:00
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}
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2012-09-19 15:15:01 +00:00
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mName = name;
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mIsRegistered = true;
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smTargets.insert( mName, this );
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return true;
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}
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void NamedTexTarget::unregister()
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{
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if ( !mIsRegistered )
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return;
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TargetMap::Iterator iter = smTargets.find( mName );
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AssertFatal( iter != smTargets.end() &&
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iter->value == this,
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"NamedTexTarget::unregister - Bad registration!" );
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mIsRegistered = false;
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mName = String::EmptyString;
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smTargets.erase( iter );
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}
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NamedTexTarget* NamedTexTarget::find( const String &name )
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{
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PROFILE_SCOPE( NamedTexTarget_find );
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TargetMap::Iterator iter = smTargets.find( name );
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if ( iter != smTargets.end() )
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return iter->value;
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else
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return NULL;
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}
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NamedTexTarget::NamedTexTarget()
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: mViewport( RectI::One ),
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mIsRegistered( false ),
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mConditioner( NULL )
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{
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}
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NamedTexTarget::~NamedTexTarget()
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{
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unregister();
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}
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void NamedTexTarget::setTexture( U32 index, GFXTextureObject *tex )
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{
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AssertFatal( index < 4, "NamedTexTarget::setTexture - Got invalid index!" );
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mTex[index] = tex;
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}
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void NamedTexTarget::release()
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{
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mTex[0] = NULL;
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mTex[1] = NULL;
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mTex[2] = NULL;
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mTex[3] = NULL;
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}
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void NamedTexTarget::getShaderMacros( Vector<GFXShaderMacro> *outMacros )
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{
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ConditionerFeature *cond = getConditioner();
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if ( !cond )
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return;
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// TODO: No check for duplicates is
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// going on here which might be a problem?
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String targetName = String::ToLower( mName );
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// Add both the condition and uncondition macros.
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const String &condMethod = cond->getShaderMethodName( ConditionerFeature::ConditionMethod );
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if ( condMethod.isNotEmpty() )
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{
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GFXShaderMacro macro;
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macro.name = targetName + "Condition";
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macro.value = condMethod;
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outMacros->push_back( macro );
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}
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const String &uncondMethod = cond->getShaderMethodName( ConditionerFeature::UnconditionMethod );
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if ( uncondMethod.isNotEmpty() )
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{
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GFXShaderMacro macro;
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macro.name = targetName + "Uncondition";
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macro.value = uncondMethod;
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outMacros->push_back( macro );
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}
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}
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