mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
asdasd
This commit is contained in:
parent
9a5700addc
commit
39f86d8c30
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@ -49,6 +49,13 @@
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#ifndef _MATSTATEHINT_H_
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#include "materials/matStateHint.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef CUSTOMSHADERBINDINGDATA_H
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#include "materials/customShaderBindingData.h"
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#endif
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struct RenderPassData;
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class GFXVertexBufferHandleBase;
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@ -60,7 +67,6 @@ class GFXVertexFormat;
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class MatrixSet;
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class ProcessedMaterial;
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///
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class BaseMatInstance
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{
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@ -155,6 +161,9 @@ public:
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/// Sets node transforms for the current stage. Used for hardware skinning.
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virtual void setNodeTransforms( const MatrixF *address, const U32 numTransforms ) = 0;
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/// Sets custom shader data
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData) = 0;
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/// This initializes various material scene state settings and
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/// should be called after setupPass() within the pass loop.
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/// @see setupPass
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89
Engine/source/materials/customShaderBindingData.h
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89
Engine/source/materials/customShaderBindingData.h
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@ -0,0 +1,89 @@
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#pragma once
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#ifndef CUSTOMSHADERBINDINGDATA_H
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#define CUSTOMSHADERBINDINGDATA_H
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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struct CustomShaderBindingData
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{
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public:
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enum UniformType
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{
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Float = 0,
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Float2,
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Float3,
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Float4,
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Texture2D,
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Texture3D,
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Cubemap,
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Matrix2x2,
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Matrix2x3,
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Matrix2x4,
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Matrix3x2,
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Matrix3x3,
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Matrix3x4,
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Matrix4x2,
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Matrix4x3,
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Matrix4x4
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};
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private:
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StringTableEntry targetedUniformName;
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//ShaderConstHandles shaderConstHandle;
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UniformType type;
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F32 mFloat;
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Point2F mFloat2;
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Point3F mFloat3;
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Point4F mFloat4;
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//Image stuff
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GFXTexHandle texture;
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GFXSamplerStateDesc samplerState;
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public:
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void setFloat(StringTableEntry shaderConstName, F32 f)
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{
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targetedUniformName = shaderConstName;
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mFloat = f;
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type = Float;
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}
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F32 getFloat() { return mFloat; }
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void setFloat2(StringTableEntry shaderConstName, Point2F f)
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{
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targetedUniformName = shaderConstName;
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mFloat2 = f;
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type = Float2;
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}
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Point2F getFloat2() { return mFloat2; }
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void setFloat3(StringTableEntry shaderConstName, Point3F f)
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{
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targetedUniformName = shaderConstName;
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mFloat3 = f;
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type = Float3;
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}
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Point3F getFloat3() { return mFloat3; }
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void setFloat4(StringTableEntry shaderConstName, Point4F f)
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{
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targetedUniformName = shaderConstName;
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mFloat4 = f;
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type = Float4;
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}
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Point4F getFloat4() { return mFloat4; }
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StringTableEntry getHandleName() {
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return targetedUniformName;
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}
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UniformType getType() {
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return type;
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}
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};
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#endif
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@ -472,6 +472,12 @@ void MatInstance::setNodeTransforms(const MatrixF *address, const U32 numTransfo
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mProcessedMaterial->setNodeTransforms(address, numTransforms, getCurPass());
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}
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void MatInstance::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData)
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{
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PROFILE_SCOPE(MatInstance_setCustomShaderData);
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mProcessedMaterial->setCustomShaderData(shaderData, getCurPass());
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}
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void MatInstance::setSceneInfo(SceneRenderState * state, const SceneData& sgData)
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{
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PROFILE_SCOPE(MatInstance_setSceneInfo);
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@ -66,6 +66,7 @@ public:
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virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData);
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
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virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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@ -54,6 +54,7 @@ public:
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) {;}
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) {;} //-JR
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
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@ -39,6 +39,10 @@
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#include "materials/matStateHint.h"
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#endif
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#ifndef CUSTOMSHADERBINDINGDATA_H
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#include "materials/customShaderBindingData.h"
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#endif
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class ShaderFeature;
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class MaterialParameters;
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class MaterialParameterHandle;
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@ -47,7 +51,6 @@ class GFXVertexBufferHandleBase;
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class GFXPrimitiveBufferHandle;
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class MatrixSet;
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/// This contains the common data needed to render a pass.
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struct RenderPassData
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{
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@ -146,6 +149,9 @@ public:
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/// Sets the node transforms for HW Skinning
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0;
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/// Sets any custom shader data
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) = 0;
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/// Sets the scene info like lights for the given pass.
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
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@ -1300,6 +1300,46 @@ void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const
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}
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}
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void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
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{
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PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
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GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
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ShaderConstHandles* handles = _getShaderConstHandles(pass);
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for (U32 i = 0; i < shaderData.size(); i++)
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{
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = shaderData[i].getHandleName();
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bool tmp = true;
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}
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//roll through and try setting our data!
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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{
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StringTableEntry handleName = shaderData[i].getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
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{
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if (handles->mCustomHandles[h].handle->isValid())
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{
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CustomShaderBindingData::UniformType type = shaderData[i].getType();
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if (type == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
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else if (type == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
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else if (type == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
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else if (type == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
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break;
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}
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}
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}
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}
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}
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void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
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{
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PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );
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@ -1337,7 +1377,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
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for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
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rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
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for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
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{
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//roll through and try setting our data!
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for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
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}
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}
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}
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}
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}*/
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LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
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}
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@ -29,6 +29,9 @@
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#ifndef _GFXSHADER_H_
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#include "gfx/gfxShader.h"
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#endif
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#ifndef CUSTOMSHADERBINDINGDATA_H
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#include "materials/customShaderBindingData.h"
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#endif
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class GenericConstBufferLayout;
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class ShaderData;
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@ -140,6 +143,7 @@ public:
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virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass);
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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virtual bool stepInstance();
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@ -51,6 +51,8 @@
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#include "materials/shaderData.h"
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#include "gfx/sim/cubemapData.h"
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#include "materials/customShaderBindingData.h"
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const MatInstanceHookType DeferredMatInstanceHook::Type( "Deferred" );
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const String RenderDeferredMgr::BufferName("deferred");
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const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
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@ -433,7 +435,10 @@ void RenderDeferredMgr::render( SceneRenderState *state )
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//-JR
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//push along any overriden fields that are instance-specific as well
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//mat->setCustomShaderHandles()
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if (passRI->mCustomShaderData.size() > 0)
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{
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mat->setCustomShaderData(passRI->mCustomShaderData);
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}
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// If we're instanced then don't render yet.
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if ( mat->isInstanced() )
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@ -251,6 +251,13 @@ void RenderGlowMgr::render( SceneRenderState *state )
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glowMat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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}
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//-JR
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//push along any overriden fields that are instance-specific as well
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if (passRI->mCustomShaderData.size() > 0)
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{
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mat->setCustomShaderData(passRI->mCustomShaderData);
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}
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glowMat->setSceneInfo(state, sgData);
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glowMat->setBuffers(passRI->vertBuff, passRI->primBuff);
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@ -182,6 +182,13 @@ void RenderMeshMgr::render(SceneRenderState * state)
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mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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}
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//-JR
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//push along any overriden fields that are instance-specific as well
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if (passRI->mCustomShaderData.size() > 0)
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{
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mat->setCustomShaderData(passRI->mCustomShaderData);
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}
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setupSGData( passRI, sgData );
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mat->setSceneInfo( state, sgData );
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@ -249,6 +249,13 @@ void RenderTranslucentMgr::render( SceneRenderState *state )
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mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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}
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//-JR
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//push along any overriden fields that are instance-specific as well
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if (passRI->mCustomShaderData.size() > 0)
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{
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mat->setCustomShaderData(passRI->mCustomShaderData);
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}
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// If we're instanced then don't render yet.
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if ( mat->isInstanced() )
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{
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@ -31,92 +31,16 @@
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _BASEMATINSTANCE_H_
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#include "materials/baseMatInstance.h"
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#endif
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class SceneRenderState;
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class GFXCubemap;
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class Frustum;
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class LightQuery;
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class TSShape;
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struct CustomShaderBindingData
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{
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public:
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enum UniformType
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{
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Float = 0,
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Float2,
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Float3,
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Float4,
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Texture2D,
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Texture3D,
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Cubemap,
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Matrix2x2,
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Matrix2x3,
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Matrix2x4,
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Matrix3x2,
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Matrix3x3,
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Matrix3x4,
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Matrix4x2,
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Matrix4x3,
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Matrix4x4
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};
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private:
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StringTableEntry targetedUniformName;
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//ShaderConstHandles shaderConstHandle;
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UniformType type;
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F32 mFloat;
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Point2F mFloat2;
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Point3F mFloat3;
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Point4F mFloat4;
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//Image stuff
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GFXTexHandle texture;
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GFXSamplerStateDesc samplerState;
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public:
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void setFloat(StringTableEntry shaderConstName, F32 f)
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{
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targetedUniformName = shaderConstName;
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mFloat = f;
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type = Float;
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}
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F32 getFloat() { return mFloat; }
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void setFloat2(StringTableEntry shaderConstName, Point2F f)
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{
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targetedUniformName = shaderConstName;
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mFloat2 = f;
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type = Float2;
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}
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Point2F getFloat2() { return mFloat2; }
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void setFloat3(StringTableEntry shaderConstName, Point3F f)
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{
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targetedUniformName = shaderConstName;
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mFloat3 = f;
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type = Float3;
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}
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Point3F getFloat3() { return mFloat3; }
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void setFloat4(StringTableEntry shaderConstName, Point4F f)
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{
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targetedUniformName = shaderConstName;
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mFloat4 = f;
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type = Float4;
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}
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Point4F getFloat4() { return mFloat4; }
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StringTableEntry getHandleName() {
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return targetedUniformName;
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}
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UniformType getType() {
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return type;
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}
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};
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/// A simple class for passing render state through the pre-render pipeline.
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///
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/// @section TSRenderState_intro Introduction
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