mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Merge pull request #925 from BeamNG/shaderdata_samplernames
Add sampler names to ShaderData
This commit is contained in:
commit
03ffa1ddd3
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@ -1101,11 +1101,13 @@ void GFXD3D9Shader::_getShaderConstants( ID3DXConstantTable *table,
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desc.constType = GFXSCT_Sampler;
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desc.arraySize = constantDesc.RegisterIndex;
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samplerDescriptions.push_back( desc );
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mShaderConsts.push_back(desc);
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break;
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case D3DXPT_SAMPLERCUBE :
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desc.constType = GFXSCT_SamplerCube;
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desc.arraySize = constantDesc.RegisterIndex;
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samplerDescriptions.push_back( desc );
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mShaderConsts.push_back(desc);
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break;
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}
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}
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@ -1371,7 +1373,7 @@ GFXShaderConstBufferRef GFXD3D9Shader::allocConstBuffer()
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}
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}
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/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
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/// Returns a shader constant handle for name
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GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
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{
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HandleMap::Iterator i = mHandles.find(name);
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@ -1390,6 +1392,20 @@ GFXShaderConstHandle* GFXD3D9Shader::getShaderConstHandle(const String& name)
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}
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}
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/// Returns a shader constant handle for name, if the variable doesn't exist NULL is returned.
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GFXShaderConstHandle* GFXD3D9Shader::findShaderConstHandle(const String& name)
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{
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HandleMap::Iterator i = mHandles.find(name);
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if ( i != mHandles.end() )
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{
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return i->value;
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}
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else
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{
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return NULL;
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}
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}
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const Vector<GFXShaderConstDesc>& GFXD3D9Shader::getShaderConstDesc() const
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{
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return mShaderConsts;
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@ -205,6 +205,7 @@ public:
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virtual GFXShaderConstBufferRef allocConstBuffer();
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virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
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virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
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virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
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virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
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virtual bool getDisassembly( String &outStr ) const;
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@ -1117,4 +1117,10 @@ inline void GFXDevice::setVertexFormat( const GFXVertexFormat *vertexFormat )
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}
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#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
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#define GFXAssertFatal(x, error) AssertFatal(x, error)
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#else
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#define GFXAssertFatal(x, error)
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#endif
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#endif // _GFXDEVICE_H_
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@ -332,6 +332,9 @@ public:
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/// if the constant doesn't exist at this time.
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virtual GFXShaderConstHandle* getShaderConstHandle( const String& name ) = 0;
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/// Returns a shader constant handle for the name constant, if the variable doesn't exist NULL is returned.
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virtual GFXShaderConstHandle* findShaderConstHandle( const String& name ) = 0;
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/// Returns the alignment value for constType
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virtual U32 getAlignmentValue(const GFXShaderConstType constType) const = 0;
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@ -98,7 +98,7 @@ void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &component
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uvScene->setName( "uvScene" );
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LangElement *uvSceneDecl = new DecOp( uvScene );
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String rtParamName = String::ToString( "rtParams%d", mLastTexIndex );
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String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
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Var *rtParams = (Var*) LangElement::find( rtParamName );
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if( !rtParams )
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{
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@ -207,6 +207,7 @@ void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
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mLastTexIndex = texIndex;
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mSamplerNames[ texIndex ]= "lightInfoBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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@ -402,12 +403,14 @@ void DeferredBumpFeatHLSL::setTexData( Material::StageData &stageDat,
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fd.features[MFT_PixSpecular] ) )
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{
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passData.mTexType[ texIndex ] = Material::Bump;
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passData.mSamplerNames[ texIndex ] = "bumpMap";
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passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
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if ( fd.features[MFT_PrePassConditioner] &&
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fd.features.hasFeature( MFT_DetailNormalMap ) )
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{
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passData.mTexType[ texIndex ] = Material::DetailBump;
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passData.mSamplerNames[ texIndex ] = "detailBumpMap";
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passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
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}
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}
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@ -138,9 +138,25 @@ bool CustomMaterial::onAdd()
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return false;
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}
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mSamplerNames[i] = entry->slotName + dStrlen(samplerDecl);
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mSamplerNames[i].insert(0, '$');
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mTexFilename[i] = entry->value;
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// Assert sampler names are defined on ShaderData
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S32 pos = -1;
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String samplerName = entry->slotName + dStrlen(samplerDecl);
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samplerName.insert(0, '$');
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mShaderData->hasSamplerDef(samplerName, pos);
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if(pos == -1)
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{
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const char *error = (avar("CustomMaterial(%s) bind sampler[%s] and is not present on ShaderData(%s)",
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getName(), samplerName.c_str(), mShaderDataName.c_str() ));
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Con::errorf(error);
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#if TORQUE_OPENGL
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GFXAssertFatal(0, error);
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continue;
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#endif
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}
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mSamplerNames[pos] = samplerName;
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mTexFilename[pos] = entry->value;
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++i;
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}
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}
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@ -79,6 +79,7 @@ void ProcessedCustomMaterial::_setStageData()
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if(filename.equal(String("$dynamiclight"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicLight;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -86,6 +87,7 @@ void ProcessedCustomMaterial::_setStageData()
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if(filename.equal(String("$dynamiclightmask"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicLightMask;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -93,6 +95,7 @@ void ProcessedCustomMaterial::_setStageData()
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if(filename.equal(String("$lightmap"), String::NoCase))
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{
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rpd->mTexType[i] = Material::Lightmap;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -102,6 +105,7 @@ void ProcessedCustomMaterial::_setStageData()
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if( mCustomMaterial->mCubemapData )
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{
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rpd->mTexType[i] = Material::Cube;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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}
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else
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@ -114,6 +118,7 @@ void ProcessedCustomMaterial::_setStageData()
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if(filename.equal(String("$dynamicCubemap"), String::NoCase))
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{
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rpd->mTexType[i] = Material::SGCube;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -121,6 +126,7 @@ void ProcessedCustomMaterial::_setStageData()
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if(filename.equal(String("$backbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::BackBuff;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -128,6 +134,7 @@ void ProcessedCustomMaterial::_setStageData()
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if(filename.equal(String("$reflectbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::ReflectBuff;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -135,6 +142,7 @@ void ProcessedCustomMaterial::_setStageData()
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if(filename.equal(String("$miscbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::Misc;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -151,6 +159,7 @@ void ProcessedCustomMaterial::_setStageData()
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texTarget->getShaderMacros( &mConditionerMacros );
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rpd->mTexType[i] = Material::TexTarget;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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@ -162,6 +171,7 @@ void ProcessedCustomMaterial::_setStageData()
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continue;
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}
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rpd->mTexType[i] = Material::Standard;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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}
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@ -232,6 +242,20 @@ bool ProcessedCustomMaterial::init( const FeatureSet &features,
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setMaterialParameters( mDefaultParameters, 0 );
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mStateHint.init( this );
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for(int i = 0; i < mMaxTex; i++)
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{
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ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
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AssertFatal(handles,"");
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if(rpd->mSamplerNames[i].isEmpty())
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continue;
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String samplerName = rpd->mSamplerNames[i].startsWith("$") ? rpd->mSamplerNames[i] : String("$") + rpd->mSamplerNames[i];
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GFXShaderConstHandle *handle = rpd->shader->getShaderConstHandle( samplerName );
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AssertFatal(handle,"");
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handles->mTexHandlesSC[i] = handle;
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}
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return true;
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}
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@ -384,14 +408,14 @@ void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const S
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if ( !texObject )
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texObject = GFXTexHandle::ZERO;
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if ( handles->mRTParamsSC[samplerRegister]->isValid() && texObject )
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if ( handles->mRTParamsSC[i]->isValid() && texObject )
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{
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const Point3I &targetSz = texObject->getSize();
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const RectI &targetVp = texTarget->getViewport();
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Point4F rtParams;
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ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
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shaderConsts->set(handles->mRTParamsSC[samplerRegister], rtParams);
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shaderConsts->set(handles->mRTParamsSC[i], rtParams);
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}
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GFX->setTexture( samplerRegister, texObject );
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@ -221,6 +221,7 @@ bool ProcessedShaderMaterial::init( const FeatureSet &features,
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{
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rpd->mTexSlot[0].texTarget = texTarget;
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rpd->mTexType[0] = Material::TexTarget;
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rpd->mSamplerNames[0] = "diffuseMap";
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}
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}
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@ -516,8 +517,23 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
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passData.mNumTexReg += numTexReg;
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passData.mFeatureData.features.addFeature( *info.type );
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#if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
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U32 oldTexNumber = texIndex;
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#endif
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info.feature->setTexData( mStages[stageNum], stageFeatures, passData, texIndex );
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#if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
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if(oldTexNumber != texIndex)
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{
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for(int i = oldTexNumber; i < texIndex; i++)
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{
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AssertFatal(passData.mSamplerNames[ oldTexNumber ].isNotEmpty(), avar( "ERROR: ShaderGen feature %s don't set used sampler name", info.feature->getName().c_str()) );
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}
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}
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#endif
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// Add pass if tex units are maxed out
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if( texIndex > GFX->getNumSamplers() )
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{
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@ -527,6 +543,13 @@ bool ProcessedShaderMaterial::_createPasses( MaterialFeatureData &stageFeatures,
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}
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}
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#if defined(TORQUE_DEBUG) && defined( TORQUE_OPENGL)
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for(int i = 0; i < texIndex; i++)
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{
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AssertFatal(passData.mSamplerNames[ i ].isNotEmpty(),"");
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}
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#endif
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const FeatureSet &passFeatures = passData.mFeatureData.codify();
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if ( passFeatures.isNotEmpty() )
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{
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@ -587,9 +610,16 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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// Copy over features
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rpd.mFeatureData.materialFeatures = fd.features;
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Vector<String> samplers;
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samplers.setSize(Material::MAX_TEX_PER_PASS);
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for(int i = 0; i < Material::MAX_TEX_PER_PASS; ++i)
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{
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samplers[i] = (rpd.mSamplerNames[i].isEmpty() || rpd.mSamplerNames[i][0] == '$') ? rpd.mSamplerNames[i] : "$" + rpd.mSamplerNames[i];
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}
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// Generate shader
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GFXShader::setLogging( true, true );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
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if( !rpd.shader )
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return false;
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rpd.shaderHandles.init( rpd.shader );
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@ -601,6 +631,30 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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ShaderRenderPassData *newPass = new ShaderRenderPassData( rpd );
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mPasses.push_back( newPass );
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//initSamplerHandles
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ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
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AssertFatal(handles,"");
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for(int i = 0; i < rpd.mNumTex; i++)
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{
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if(rpd.mSamplerNames[i].isEmpty())
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{
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handles->mTexHandlesSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
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handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::EmptyString );
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continue;
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}
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String samplerName = rpd.mSamplerNames[i];
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if( !samplerName.startsWith("$"))
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samplerName.insert(0, "$");
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GFXShaderConstHandle *handle = newPass->shader->getShaderConstHandle( samplerName );
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handles->mTexHandlesSC[i] = handle;
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handles->mRTParamsSC[i] = newPass->shader->getShaderConstHandle( String::ToString( "$rtParams%s", samplerName.c_str()+1 ) );
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AssertFatal( handle,"");
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}
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// Give each active feature a chance to create specialized shader consts.
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for( U32 i=0; i < FEATUREMGR->getFeatureCount(); i++ )
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{
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@ -705,6 +759,7 @@ void ProcessedShaderMaterial::setTextureStages( SceneRenderState *state, const S
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PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureStages );
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ShaderConstHandles *handles = _getShaderConstHandles(pass);
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AssertFatal(handles,"");
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// Set all of the textures we need to render the give pass.
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#ifdef TORQUE_DEBUG
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@ -64,6 +64,9 @@ ShaderData::ShaderData()
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mUseDevicePixVersion = false;
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mPixVersion = 1.0;
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for( int i = 0; i < NumTextures; ++i)
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mRTParams[i] = false;
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}
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void ShaderData::initPersistFields()
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@ -115,6 +118,14 @@ void ShaderData::initPersistFields()
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"@endtsexample\n\n"
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);
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addField("samplerNames", TypeRealString, Offset(mSamplerNames, ShaderData), NumTextures,
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"@brief Indicates names of samplers present in shader. Order is important.\n\n"
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"Order of sampler names are used to assert correct sampler register/location"
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"Other objects (GFXStateBlockData, PostEffect...) use index number to link samplers."
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);
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addField("rtParams", TypeBool, Offset(mRTParams, ShaderData), NumTextures, "");
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Parent::initPersistFields();
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// Make sure we get activation signals.
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@ -133,6 +144,12 @@ bool ShaderData::onAdd()
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// NOTE: We initialize the shader on request.
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for(int i = 0; i < NumTextures; ++i)
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{
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if( mSamplerNames[i].isNotEmpty() && !mSamplerNames[i].startsWith("$") )
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mSamplerNames[i].insert(0, "$");
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}
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return true;
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}
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@ -190,6 +207,8 @@ GFXShader* ShaderData::getShader( const Vector<GFXShaderMacro> ¯os )
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if ( !shader )
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return NULL;
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_checkDefinition(shader);
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||||
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// Store the shader in the cache and return it.
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mShaders.insertUnique( cacheKey, shader );
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return shader;
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@ -207,6 +226,11 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
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GFXShader *shader = GFX->createShader();
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bool success = false;
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||||
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Vector<String> samplers;
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samplers.setSize(ShaderData::NumTextures);
|
||||
for(int i = 0; i < ShaderData::NumTextures; ++i)
|
||||
samplers[i] = mSamplerNames[i][0] == '$' ? mSamplerNames[i] : "$"+mSamplerNames[i];
|
||||
|
||||
// Initialize the right shader type.
|
||||
switch( GFX->getAdapterType() )
|
||||
{
|
||||
|
|
@ -216,7 +240,8 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
|
|||
success = shader->init( mDXVertexShaderName,
|
||||
mDXPixelShaderName,
|
||||
pixver,
|
||||
macros );
|
||||
macros,
|
||||
samplers);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -225,7 +250,8 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
|
|||
success = shader->init( mOGLVertexShaderName,
|
||||
mOGLPixelShaderName,
|
||||
pixver,
|
||||
macros );
|
||||
macros,
|
||||
samplers);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -235,6 +261,29 @@ GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
|
|||
break;
|
||||
}
|
||||
|
||||
#if defined(TORQUE_DEBUG)
|
||||
//Assert Sampler registers
|
||||
const Vector<GFXShaderConstDesc>& descs = shader->getShaderConstDesc();
|
||||
for(int i = 0; i < descs.size(); ++i)
|
||||
{
|
||||
if(descs[i].constType != GFXSCT_Sampler && descs[i].constType != GFXSCT_SamplerCube)
|
||||
continue;
|
||||
|
||||
GFXShaderConstHandle *handle = shader->findShaderConstHandle(descs[i].name);
|
||||
if(!handle || !handle->isValid())
|
||||
continue;
|
||||
|
||||
int reg = handle->getSamplerRegister();
|
||||
if( descs[i].name != samplers[reg] )
|
||||
{
|
||||
const char *err = avar("ShaderData(%s): samplerNames[%d] = \"%s\" are diferent to sampler in shader: %s : register(S%d)"
|
||||
,getName(), reg, samplers[reg].c_str(), handle->getName().c_str(), reg);
|
||||
Con::printf(err);
|
||||
GFXAssertFatal(0, err);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// If we failed to load the shader then
|
||||
// cleanup and return NULL.
|
||||
if ( !success )
|
||||
|
|
@ -270,6 +319,69 @@ void ShaderData::_onLMActivate( const char *lm, bool activate )
|
|||
reloadAllShaders();
|
||||
}
|
||||
|
||||
bool ShaderData::hasSamplerDef(const String &_samplerName, int &pos) const
|
||||
{
|
||||
String samplerName = _samplerName.startsWith("$") ? _samplerName : "$"+_samplerName;
|
||||
for(int i = 0; i < NumTextures; ++i)
|
||||
{
|
||||
if( mSamplerNames[i].equal(samplerName, String::NoCase ) )
|
||||
{
|
||||
pos = i;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
pos = -1;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ShaderData::_checkDefinition(GFXShader *shader)
|
||||
{
|
||||
bool error = false;
|
||||
Vector<String> samplers;
|
||||
samplers.reserve(NumTextures);
|
||||
bool rtParams[NumTextures];
|
||||
for(int i = 0; i < NumTextures; ++i)
|
||||
rtParams[i] = false;
|
||||
|
||||
const Vector<GFXShaderConstDesc> &shaderConstDesc = shader->getShaderConstDesc();
|
||||
|
||||
for(int i = 0; i < shaderConstDesc.size(); ++i)
|
||||
{
|
||||
const GFXShaderConstDesc &desc = shaderConstDesc[i];
|
||||
if(desc.constType == GFXSCT_Sampler)
|
||||
{
|
||||
samplers.push_back(desc.name );
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = 0; i < samplers.size(); ++i)
|
||||
{
|
||||
int pos;
|
||||
bool find = hasSamplerDef(samplers[i], pos);
|
||||
|
||||
if(find && pos >= 0 && mRTParams[pos])
|
||||
{
|
||||
if( !shader->findShaderConstHandle( String::ToString("$rtParams%d", pos)) )
|
||||
{
|
||||
String error = String::ToString("ShaderData(%s) sampler[%d] used but rtParams%d not used in shader compilation. Possible error", getName(), pos, pos);
|
||||
Con::errorf( error );
|
||||
error = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(!find)
|
||||
{
|
||||
String error = String::ToString("ShaderData(%s) sampler %s not defined", getName(), samplers[i].c_str());
|
||||
Con::errorf(error );
|
||||
GFXAssertFatal(0, error );
|
||||
error = true;
|
||||
}
|
||||
}
|
||||
|
||||
return !error;
|
||||
}
|
||||
|
||||
DefineEngineMethod( ShaderData, reload, void, (),,
|
||||
"@brief Rebuilds all the vertex and pixel shader instances created from this ShaderData.\n\n"
|
||||
|
||||
|
|
|
|||
|
|
@ -91,8 +91,23 @@ protected:
|
|||
/// @see LightManager::smActivateSignal
|
||||
static void _onLMActivate( const char *lm, bool activate );
|
||||
|
||||
enum
|
||||
{
|
||||
NumTextures = 8
|
||||
};
|
||||
|
||||
String mSamplerNames[NumTextures];
|
||||
bool mRTParams[NumTextures];
|
||||
|
||||
bool _checkDefinition(GFXShader *shader);
|
||||
|
||||
public:
|
||||
|
||||
void setSamplerName(const String &name, int idx) { mSamplerNames[idx] = name; }
|
||||
String getSamplerName(int idx) const { return mSamplerNames[idx]; }
|
||||
|
||||
bool hasSamplerDef(const String &samplerName, int &pos) const;
|
||||
bool hasRTParamsDef(const int pos) const { return mRTParams[pos]; }
|
||||
|
||||
ShaderData();
|
||||
|
||||
|
|
|
|||
|
|
@ -222,12 +222,14 @@ void BumpFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
if ( fd.features[MFT_NormalMap] )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
|
||||
}
|
||||
|
||||
if ( fd.features[ MFT_DetailNormalMap ] )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::DetailBump;
|
||||
passData.mSamplerNames[ texIndex ] = "detailBumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
|
||||
}
|
||||
}
|
||||
|
|
@ -382,6 +384,7 @@ void ParallaxFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
GFXTextureObject *tex = stageDat.getTex( MFT_NormalMap );
|
||||
if ( tex )
|
||||
{
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
passData.mTexType[ texIndex ] = Material::Bump;
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -147,6 +147,7 @@ void SpecularMapHLSL::setTexData( Material::StageData &stageDat,
|
|||
if ( tex )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::Standard;
|
||||
passData.mSamplerNames[ texIndex ] = "specularMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
}
|
||||
|
|
@ -985,7 +985,10 @@ void DiffuseMapFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
{
|
||||
GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
|
||||
if ( tex )
|
||||
{
|
||||
passData.mSamplerNames[ texIndex ] = "diffuseMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1069,7 +1072,10 @@ void OverlayTexFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
{
|
||||
GFXTextureObject *tex = stageDat.getTex( MFT_OverlayMap );
|
||||
if ( tex )
|
||||
{
|
||||
passData.mSamplerNames[texIndex] = "overlayMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1257,6 +1263,7 @@ void LightmapFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
U32 &texIndex )
|
||||
{
|
||||
GFXTextureObject *tex = stageDat.getTex( MFT_LightMap );
|
||||
passData.mSamplerNames[ texIndex ] = "lightMap";
|
||||
if ( tex )
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
else
|
||||
|
|
@ -1386,6 +1393,7 @@ void TonemapFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
if ( tex )
|
||||
{
|
||||
passData.mTexType[ texIndex ] = Material::ToneMapTex;
|
||||
passData.mSamplerNames[ texIndex ] = "toneMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
}
|
||||
|
|
@ -1576,7 +1584,10 @@ void DetailFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
{
|
||||
GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
|
||||
if ( tex )
|
||||
{
|
||||
passData.mSamplerNames[texIndex] = "detailMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1846,22 +1857,27 @@ void ReflectCubeFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
!passData.mFeatureData.features[MFT_NormalMap] )
|
||||
{
|
||||
GFXTextureObject *tex = stageDat.getTex( MFT_DetailMap );
|
||||
if ( tex &&
|
||||
stageFeatures.features[MFT_DiffuseMap] )
|
||||
if ( tex && stageFeatures.features[MFT_DiffuseMap] )
|
||||
{
|
||||
passData.mSamplerNames[ texIndex ] = "diffuseMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
else
|
||||
{
|
||||
tex = stageDat.getTex( MFT_NormalMap );
|
||||
|
||||
if ( tex &&
|
||||
stageFeatures.features[ MFT_NormalMap ] )
|
||||
if ( tex && stageFeatures.features[ MFT_NormalMap ] )
|
||||
{
|
||||
passData.mSamplerNames[ texIndex ] = "bumpMap";
|
||||
passData.mTexSlot[ texIndex++ ].texObject = tex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( stageDat.getCubemap() )
|
||||
{
|
||||
passData.mCubeMap = stageDat.getCubemap();
|
||||
passData.mSamplerNames[texIndex] = "cubeMap";
|
||||
passData.mTexType[texIndex++] = Material::Cube;
|
||||
}
|
||||
else
|
||||
|
|
@ -1869,6 +1885,7 @@ void ReflectCubeFeatHLSL::setTexData( Material::StageData &stageDat,
|
|||
if( stageFeatures.features[MFT_CubeMap] )
|
||||
{
|
||||
// assuming here that it is a scenegraph cubemap
|
||||
passData.mSamplerNames[texIndex] = "cubeMap";
|
||||
passData.mTexType[texIndex++] = Material::SGCube;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -443,7 +443,7 @@ void ShaderGen::_printPixShader( Stream &stream )
|
|||
mPrinter->printPixelShaderCloser(stream);
|
||||
}
|
||||
|
||||
GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros )
|
||||
GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers )
|
||||
{
|
||||
PROFILE_SCOPE( ShaderGen_GetShader );
|
||||
|
||||
|
|
@ -488,7 +488,7 @@ GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const G
|
|||
|
||||
GFXShader *shader = GFX->createShader();
|
||||
shader->mInstancingFormat.copy( mInstancingFormat ); // TODO: Move to init() below!
|
||||
if ( !shader->init( vertFile, pixFile, pixVersion, shaderMacros ) )
|
||||
if ( !shader->init( vertFile, pixFile, pixVersion, shaderMacros, samplers ) )
|
||||
{
|
||||
delete shader;
|
||||
return NULL;
|
||||
|
|
|
|||
|
|
@ -155,7 +155,7 @@ public:
|
|||
Vector<GFXShaderMacro> ¯os );
|
||||
|
||||
// Returns a shader that implements the features listed by dat.
|
||||
GFXShader* getShader( const MaterialFeatureData &dat, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros );
|
||||
GFXShader* getShader( const MaterialFeatureData &dat, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers );
|
||||
|
||||
// This will delete all of the procedural shaders that we have. Used to regenerate shaders when
|
||||
// the ShaderFeatures have changed (due to lighting system change, or new plugin)
|
||||
|
|
|
|||
|
|
@ -46,6 +46,27 @@ AFTER_MODULE_INIT( MaterialManager )
|
|||
|
||||
Vector<TerrainCellMaterial*> TerrainCellMaterial::smAllMaterials;
|
||||
|
||||
Vector<String> _initSamplerNames()
|
||||
{
|
||||
Vector<String> samplerNames;
|
||||
samplerNames.push_back("$baseTexMap");
|
||||
samplerNames.push_back("$layerTex");
|
||||
samplerNames.push_back("$macrolayerTex");
|
||||
samplerNames.push_back("$lightMapTex");
|
||||
samplerNames.push_back("$lightInfoBuffer");
|
||||
for(int i = 0; i < 3; ++i)
|
||||
{
|
||||
samplerNames.push_back(avar("$normalMap%d",i));
|
||||
samplerNames.push_back(avar("$detailMap%d",i));
|
||||
samplerNames.push_back(avar("$macroMap%d",i));
|
||||
}
|
||||
|
||||
return samplerNames;
|
||||
}
|
||||
|
||||
|
||||
const Vector<String> TerrainCellMaterial::mSamplerNames = _initSamplerNames();
|
||||
|
||||
TerrainCellMaterial::TerrainCellMaterial()
|
||||
: mCurrPass( 0 ),
|
||||
mTerrain( NULL ),
|
||||
|
|
@ -460,7 +481,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
const bool logErrors = matCount == 1;
|
||||
GFXShader::setLogging( logErrors, true );
|
||||
|
||||
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL );
|
||||
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
|
||||
}
|
||||
|
||||
// If we got a shader then we can continue.
|
||||
|
|
@ -499,14 +520,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
pass->oneOverTerrainSize = pass->shader->getShaderConstHandle( "$oneOverTerrainSize" );
|
||||
pass->squareSize = pass->shader->getShaderConstHandle( "$squareSize" );
|
||||
|
||||
// NOTE: We're assuming rtParams0 here as we know its the only
|
||||
// render target we currently get in a terrain material and the
|
||||
// DeferredRTLightingFeatHLSL will always use 0.
|
||||
//
|
||||
// This could change in the future and we would need to fix
|
||||
// the ShaderFeature API to allow us to do this right.
|
||||
//
|
||||
pass->lightParamsConst = pass->shader->getShaderConstHandle( "$rtParams0" );
|
||||
pass->lightParamsConst = pass->shader->getShaderConstHandle( "$rtParamslightInfoBuffer" );
|
||||
|
||||
// Now prepare the basic stateblock.
|
||||
GFXStateBlockDesc desc;
|
||||
|
|
|
|||
|
|
@ -144,6 +144,8 @@ protected:
|
|||
|
||||
U32 mCurrPass;
|
||||
|
||||
static const Vector<String> mSamplerNames;
|
||||
|
||||
GFXTexHandle mBaseMapTexture;
|
||||
|
||||
GFXTexHandle mLayerMapTexture;
|
||||
|
|
|
|||
Loading…
Reference in a new issue