Torque3D/Engine/source/materials/matTextureTarget.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "materials/matTextureTarget.h"
#include "console/console.h"
#include "platform/profiler.h"
#include "shaderGen/conditionerFeature.h"
#include "gfx/gfxTextureObject.h"
#include "gfx/gfxStructs.h"
NamedTexTarget::TargetMap NamedTexTarget::smTargets;
bool NamedTexTarget::registerWithName( const String &name )
{
if ( mIsRegistered )
{
// If we're already registered with
// this name then do nothing.
if ( mName == name )
return true;
// Else unregister ourselves first.
unregister();
}
// Make sure the target name isn't empty or already taken.
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.
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if ( name.isEmpty())
{
Con::errorf("NamedTexTarget::registerWithName( const String &name ) No name given!");
return false;
}
if (smTargets.contains( name ) )
{
Con::errorf("NamedTexTarget::registerWithName( %s ) Already used!", name.c_str());
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return false;
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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mName = name;
mIsRegistered = true;
smTargets.insert( mName, this );
return true;
}
void NamedTexTarget::unregister()
{
if ( !mIsRegistered )
return;
TargetMap::Iterator iter = smTargets.find( mName );
AssertFatal( iter != smTargets.end() &&
iter->value == this,
"NamedTexTarget::unregister - Bad registration!" );
mIsRegistered = false;
mName = String::EmptyString;
smTargets.erase( iter );
}
NamedTexTarget* NamedTexTarget::find( const String &name )
{
PROFILE_SCOPE( NamedTexTarget_find );
TargetMap::Iterator iter = smTargets.find( name );
if ( iter != smTargets.end() )
return iter->value;
else
return NULL;
}
NamedTexTarget::NamedTexTarget()
: mViewport( RectI::One ),
mIsRegistered( false ),
mConditioner( NULL )
{
}
NamedTexTarget::~NamedTexTarget()
{
unregister();
}
void NamedTexTarget::setTexture( U32 index, GFXTextureObject *tex )
{
AssertFatal( index < 4, "NamedTexTarget::setTexture - Got invalid index!" );
mTex[index] = tex;
}
void NamedTexTarget::release()
{
mTex[0] = NULL;
mTex[1] = NULL;
mTex[2] = NULL;
mTex[3] = NULL;
}
void NamedTexTarget::getShaderMacros( Vector<GFXShaderMacro> *outMacros )
{
ConditionerFeature *cond = getConditioner();
if ( !cond )
return;
// TODO: No check for duplicates is
// going on here which might be a problem?
String targetName = String::ToLower( mName );
// Add both the condition and uncondition macros.
const String &condMethod = cond->getShaderMethodName( ConditionerFeature::ConditionMethod );
if ( condMethod.isNotEmpty() )
{
GFXShaderMacro macro;
macro.name = targetName + "Condition";
macro.value = condMethod;
outMacros->push_back( macro );
}
const String &uncondMethod = cond->getShaderMethodName( ConditionerFeature::UnconditionMethod );
if ( uncondMethod.isNotEmpty() )
{
GFXShaderMacro macro;
macro.name = targetName + "Uncondition";
macro.value = uncondMethod;
outMacros->push_back( macro );
}
}