Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development

This commit is contained in:
Areloch 2019-05-11 21:53:08 -05:00
commit 741fcaed5a
37 changed files with 1365 additions and 38 deletions

View file

@ -203,6 +203,9 @@ void TSStatic::initPersistFields()
addField( "originSort", TypeBool, Offset( mUseOriginSort, TSStatic ),
"Enables translucent sorting of the TSStatic by its origin instead of the bounds." );
addField("overrideColor", TypeColorF, Offset(mOverrideColor, TSStatic),
"@brief The skin applied to the shape.\n\n");
endGroup("Rendering");
addGroup( "Reflection" );
@ -676,6 +679,12 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
// Acculumation
rdata.setAccuTex(mAccuTex);
//Various arbitrary shader render bits to add
CustomShaderBindingData strudelCSB;
strudelCSB.setFloat4(StringTable->insert("overrideColor"), mOverrideColor);
rdata.addCustomShaderBinding(strudelCSB);
// If we have submesh culling enabled then prepare
// the object space frustum to pass to the shape.
Frustum culler;
@ -852,6 +861,8 @@ U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
stream->writeRangedU32( reflectorDesc->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
stream->write(mOverrideColor);
return retMask;
}
@ -947,6 +958,8 @@ void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
cubeDescId = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
stream->read(&mOverrideColor);
if ( isProperlyAdded() )
_updateShouldTick();
set_special_typing();

View file

@ -197,6 +197,8 @@ protected:
PhysicsBody *mPhysicsRep;
LinearColorF mOverrideColor;
// Debug stuff
F32 mRenderNormalScalar;
S32 mForceDetail;

View file

@ -49,6 +49,13 @@
#ifndef _MATSTATEHINT_H_
#include "materials/matStateHint.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef CUSTOMSHADERBINDINGDATA_H
#include "materials/customShaderBindingData.h"
#endif
struct RenderPassData;
class GFXVertexBufferHandleBase;
@ -60,7 +67,6 @@ class GFXVertexFormat;
class MatrixSet;
class ProcessedMaterial;
///
class BaseMatInstance
{
@ -155,6 +161,9 @@ public:
/// Sets node transforms for the current stage. Used for hardware skinning.
virtual void setNodeTransforms( const MatrixF *address, const U32 numTransforms ) = 0;
/// Sets custom shader data
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData) = 0;
/// This initializes various material scene state settings and
/// should be called after setupPass() within the pass loop.
/// @see setupPass

View file

@ -0,0 +1,89 @@
#pragma once
#ifndef CUSTOMSHADERBINDINGDATA_H
#define CUSTOMSHADERBINDINGDATA_H
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
struct CustomShaderBindingData
{
public:
enum UniformType
{
Float = 0,
Float2,
Float3,
Float4,
Texture2D,
Texture3D,
Cubemap,
Matrix2x2,
Matrix2x3,
Matrix2x4,
Matrix3x2,
Matrix3x3,
Matrix3x4,
Matrix4x2,
Matrix4x3,
Matrix4x4
};
private:
StringTableEntry targetedUniformName;
//ShaderConstHandles shaderConstHandle;
UniformType type;
F32 mFloat;
Point2F mFloat2;
Point3F mFloat3;
Point4F mFloat4;
//Image stuff
GFXTexHandle texture;
GFXSamplerStateDesc samplerState;
public:
void setFloat(StringTableEntry shaderConstName, F32 f)
{
targetedUniformName = shaderConstName;
mFloat = f;
type = Float;
}
F32 getFloat() { return mFloat; }
void setFloat2(StringTableEntry shaderConstName, Point2F f)
{
targetedUniformName = shaderConstName;
mFloat2 = f;
type = Float2;
}
Point2F getFloat2() { return mFloat2; }
void setFloat3(StringTableEntry shaderConstName, Point3F f)
{
targetedUniformName = shaderConstName;
mFloat3 = f;
type = Float3;
}
Point3F getFloat3() { return mFloat3; }
void setFloat4(StringTableEntry shaderConstName, Point4F f)
{
targetedUniformName = shaderConstName;
mFloat4 = f;
type = Float4;
}
Point4F getFloat4() { return mFloat4; }
StringTableEntry getHandleName() {
return targetedUniformName;
}
UniformType getType() {
return type;
}
};
#endif

View file

@ -473,6 +473,12 @@ void MatInstance::setNodeTransforms(const MatrixF *address, const U32 numTransfo
mProcessedMaterial->setNodeTransforms(address, numTransforms, getCurPass());
}
void MatInstance::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData)
{
PROFILE_SCOPE(MatInstance_setCustomShaderData);
mProcessedMaterial->setCustomShaderData(shaderData, getCurPass());
}
void MatInstance::setSceneInfo(SceneRenderState * state, const SceneData& sgData)
{
PROFILE_SCOPE(MatInstance_setSceneInfo);

View file

@ -66,6 +66,7 @@ public:
virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData);
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);

View file

@ -504,6 +504,11 @@ void Material::initPersistFields()
endGroup( "Behavioral" );
addProtectedField("customShaderFeature", TypeRealString, NULL, &protectedSetCustomShaderFeature, &defaultProtectedGetFn,
"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
addProtectedField("CustomShaderFeatureUniforms", TypeRealString, NULL, &protectedSetCustomShaderFeatureUniforms, &defaultProtectedGetFn,
"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
Parent::initPersistFields();
}
@ -521,6 +526,42 @@ bool Material::writeField( StringTableEntry fieldname, const char *value )
return Parent::writeField( fieldname, value );
}
bool Material::protectedSetCustomShaderFeature(void *object, const char *index, const char *data)
{
Material *material = static_cast< Material* >(object);
CustomShaderFeatureData* customFeature;
if (!Sim::findObject(data, customFeature))
return false;
material->mCustomShaderFeatures.push_back(customFeature);
return false;
}
bool Material::protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data)
{
Material *material = static_cast< Material* >(object);
//CustomShaderFeatureData* customFeature;
//if (!Sim::findObject(data, customFeature))
// return false;
//material->mCustomShaderFeatures.push_back(customFeature);
if (index != NULL)
{
char featureName[256] = { 0 };
U32 id = 0;
dSscanf(index, "%s_%i", featureName, id);
String uniformName = data;
bool tmp = true;
}
return false;
}
bool Material::onAdd()
{
if (Parent::onAdd() == false)

View file

@ -41,6 +41,9 @@
#include "console/dynamicTypes.h"
#endif
#ifndef CUSTOMSHADERFEATURE_H
#include "shaderGen/customShaderFeature.h"
#endif
class CubemapData;
class SFXTrack;
@ -49,7 +52,7 @@ class FeatureSet;
class FeatureType;
class MaterialSoundProfile;
class MaterialPhysicsProfile;
class CustomShaderFeatureData;
/// The basic material definition.
class Material : public BaseMaterialDefinition
@ -348,6 +351,8 @@ public:
F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
Vector<CustomShaderFeatureData*> mCustomShaderFeatures;
///@}
String mMapTo; // map Material to this texture name
@ -385,6 +390,9 @@ public:
virtual void inspectPostApply();
virtual bool writeField( StringTableEntry fieldname, const char *value );
static bool protectedSetCustomShaderFeature(void *object, const char *index, const char *data);
static bool protectedSetCustomShaderFeatureUniforms(void *object, const char *index, const char *data);
//
// ConsoleObject interface
//

View file

@ -246,7 +246,7 @@ bool ProcessedCustomMaterial::init( const FeatureSet &features,
return false;
}
rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
rpd->shaderHandles.init( rpd->shader, mCustomMaterial->mCustomShaderFeatures, mCustomMaterial );
_initMaterialParameters();
mDefaultParameters = allocMaterialParameters();
setMaterialParameters( mDefaultParameters, 0 );

View file

@ -54,6 +54,7 @@ public:
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) {;}
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) {;} //-JR
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);

View file

@ -39,6 +39,10 @@
#include "materials/matStateHint.h"
#endif
#ifndef CUSTOMSHADERBINDINGDATA_H
#include "materials/customShaderBindingData.h"
#endif
class ShaderFeature;
class MaterialParameters;
class MaterialParameterHandle;
@ -47,7 +51,6 @@ class GFXVertexBufferHandleBase;
class GFXPrimitiveBufferHandle;
class MatrixSet;
/// This contains the common data needed to render a pass.
struct RenderPassData
{
@ -81,6 +84,8 @@ public:
MaterialFeatureData mFeatureData;
Vector<CustomShaderFeatureData*> mCustomShaderFeatureData;
bool mGlow;
Material::BlendOp mBlendOp;
@ -144,6 +149,9 @@ public:
/// Sets the node transforms for HW Skinning
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0;
/// Sets any custom shader data
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) = 0;
/// Sets the scene info like lights for the given pass.
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;

View file

@ -43,6 +43,8 @@
#include "renderInstance/renderProbeMgr.h"
#include "ts/tsRenderState.h"
// We need to include customMaterialDefinition for ShaderConstHandles::init
#include "materials/customMaterialDefinition.h"
@ -52,7 +54,7 @@
///
/// ShaderConstHandles
///
void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
{
mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
@ -119,6 +121,19 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
// Deferred Shading
mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
//custom features
for (U32 f = 0; f < customFeatureData.size(); ++f)
{
for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
{
customHandleData newSC;
newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
mCustomHandles.push_back(newSC);
}
}
}
///
@ -655,10 +670,10 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
// Generate shader
GFXShader::setLogging( true, true );
rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
if( !rpd.shader )
return false;
rpd.shaderHandles.init( rpd.shader );
rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
// If a pass glows, we glow
if( rpd.mGlow )
@ -1196,6 +1211,31 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
if( handles->mAccuSpecularSC->isValid() )
shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
{
//roll through and try setting our data!
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if (handles->mCustomHandles[h].handle->isValid())
{
if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
break;
}
}
}
}*/
}
bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
@ -1262,6 +1302,46 @@ void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const
}
}
void ProcessedShaderMaterial::setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass)
{
PROFILE_SCOPE(ProcessedShaderMaterial_setCustomShaderData);
GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
ShaderConstHandles* handles = _getShaderConstHandles(pass);
for (U32 i = 0; i < shaderData.size(); i++)
{
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = shaderData[i].getHandleName();
bool tmp = true;
}
//roll through and try setting our data!
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = shaderData[i].getHandleName();
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
if (handles->mCustomHandles[h].handleName == shaderData[i].getHandleName())
{
if (handles->mCustomHandles[h].handle->isValid())
{
CustomShaderBindingData::UniformType type = shaderData[i].getType();
if (type == CustomShaderBindingData::Float)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat());
else if (type == CustomShaderBindingData::Float2)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat2());
else if (type == CustomShaderBindingData::Float3)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat3());
else if (type == CustomShaderBindingData::Float4)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, shaderData[i].getFloat4());
break;
}
}
}
}
}
void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
{
PROFILE_SCOPE(ProcessedShaderMaterial_setSceneInfo);
@ -1303,6 +1383,31 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
for (U32 i = 0; i < rpd->featureShaderHandles.size(); i++)
rpd->featureShaderHandles[i]->setConsts(state, sgData, shaderConsts);
/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
{
//roll through and try setting our data!
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if (handles->mCustomHandles[h].handle->isValid())
{
if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
break;
}
}
}
}*/
LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);

View file

@ -29,6 +29,9 @@
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef CUSTOMSHADERBINDINGDATA_H
#include "materials/customShaderBindingData.h"
#endif
class GenericConstBufferLayout;
class ShaderData;
@ -97,7 +100,15 @@ public:
GFXShaderConstHandle* mNodeTransforms;
void init( GFXShader* shader, CustomMaterial* mat = NULL );
struct customHandleData
{
StringTableEntry handleName;
GFXShaderConstHandle* handle;
};
Vector<customHandleData> mCustomHandles;
void init( GFXShader* shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat = NULL);
};
class ShaderRenderPassData : public RenderPassData
@ -133,6 +144,7 @@ public:
virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass);
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
virtual bool stepInstance();

View file

@ -34,7 +34,7 @@
class GFXTexHandle;
class GFXCubemap;
class CustomShaderBindingData;
struct SceneData
{
@ -95,6 +95,8 @@ struct SceneData
/// features.
void *materialHint;
Vector<CustomShaderBindingData*> customShaderData;
/// Constructor.
SceneData()
{

View file

@ -151,27 +151,35 @@ S32 FN_CDECL RenderBinManager::cmpKeyFunc(const void* p1, const void* p2)
return ( test1 == 0 ) ? S32(mse1->key2) - S32(mse2->key2) : test1;
}
void RenderBinManager::setupSGData( MeshRenderInst *ri, SceneData &data )
void RenderBinManager::setupSGData(MeshRenderInst *ri, SceneData &data)
{
PROFILE_SCOPE( RenderBinManager_setupSGData );
PROFILE_SCOPE(RenderBinManager_setupSGData);
// NOTE: We do not reset or clear the scene state
// here as the caller has initialized non-RI members
// himself and we must preserve them.
//
// It also saves a bunch of CPU as this is called for
// every MeshRenderInst in every pass.
// NOTE: We do not reset or clear the scene state
// here as the caller has initialized non-RI members
// himself and we must preserve them.
//
// It also saves a bunch of CPU as this is called for
// every MeshRenderInst in every pass.
dMemcpy( data.lights, ri->lights, sizeof( data.lights ) );
data.objTrans = ri->objectToWorld;
data.backBuffTex = ri->backBuffTex;
data.cubemap = ri->cubemap;
data.miscTex = ri->miscTex;
data.reflectTex = ri->reflectTex;
data.accuTex = ri->accuTex;
data.lightmap = ri->lightmap;
data.visibility = ri->visibility;
data.materialHint = ri->materialHint;
dMemcpy(data.lights, ri->lights, sizeof(data.lights));
data.objTrans = ri->objectToWorld;
data.backBuffTex = ri->backBuffTex;
data.cubemap = ri->cubemap;
data.miscTex = ri->miscTex;
data.reflectTex = ri->reflectTex;
data.accuTex = ri->accuTex;
data.lightmap = ri->lightmap;
data.visibility = ri->visibility;
data.materialHint = ri->materialHint;
data.customShaderData.clear();
for (U32 i = 0; i < ri->mCustomShaderData.size(); i++)
{
data.customShaderData.push_back(&ri->mCustomShaderData[i]);
}
bool bl = true;
}
DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,

View file

@ -51,6 +51,8 @@
#include "materials/shaderData.h"
#include "gfx/sim/cubemapData.h"
#include "materials/customShaderBindingData.h"
const MatInstanceHookType DeferredMatInstanceHook::Type( "Deferred" );
const String RenderDeferredMgr::BufferName("deferred");
const RenderInstType RenderDeferredMgr::RIT_Deferred("Deferred");
@ -422,6 +424,13 @@ void RenderDeferredMgr::render( SceneRenderState *state )
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
}
//-JR
//push along any overriden fields that are instance-specific as well
if (passRI->mCustomShaderData.size() > 0)
{
mat->setCustomShaderData(passRI->mCustomShaderData);
}
// If we're instanced then don't render yet.
if ( mat->isInstanced() )
{

View file

@ -251,6 +251,13 @@ void RenderGlowMgr::render( SceneRenderState *state )
glowMat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
}
//-JR
//push along any overriden fields that are instance-specific as well
if (passRI->mCustomShaderData.size() > 0)
{
mat->setCustomShaderData(passRI->mCustomShaderData);
}
glowMat->setSceneInfo(state, sgData);
glowMat->setBuffers(passRI->vertBuff, passRI->primBuff);

View file

@ -182,6 +182,13 @@ void RenderMeshMgr::render(SceneRenderState * state)
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
}
//-JR
//push along any overriden fields that are instance-specific as well
if (passRI->mCustomShaderData.size() > 0)
{
mat->setCustomShaderData(passRI->mCustomShaderData);
}
setupSGData( passRI, sgData );
mat->setSceneInfo( state, sgData );

View file

@ -59,6 +59,8 @@ class MatrixSet;
class GFXPrimitiveBufferHandle;
class CubemapData;
class CustomShaderBindingData;
/// A RenderInstType hash value.
typedef U32 RenderInstTypeHash;
@ -393,6 +395,9 @@ struct MeshRenderInst : public RenderInst
const char *objectName;
#endif
//Custom Shader data
Vector<CustomShaderBindingData> mCustomShaderData;
void clear();
};

View file

@ -256,6 +256,13 @@ void RenderTranslucentMgr::render( SceneRenderState *state )
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
}
//-JR
//push along any overriden fields that are instance-specific as well
if (passRI->mCustomShaderData.size() > 0)
{
mat->setCustomShaderData(passRI->mCustomShaderData);
}
// If we're instanced then don't render yet.
if ( mat->isInstanced() )
{

View file

@ -59,6 +59,9 @@
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _TSRENDERDATA_H_
#include "ts/tsRenderState.h"
#endif
#ifndef _COLLADA_UTILS_H_
#include "ts/collada/colladaUtils.h"

View file

@ -0,0 +1,468 @@
//-----------------------------------------------------------------------------
// 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 "customFeatureHLSL.h"
#include "shaderGen/shaderFeature.h"
#include "shaderGen/shaderOp.h"
#include "shaderGen/featureMgr.h"
//#include "materials/materialFeatureTypes.h"
//#include "gfx/gfxDevice.h"
//#include "materials/processedMaterial.h"
//****************************************************************************
// Accu Texture
//****************************************************************************
void CustomFeatureHLSL::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
/*MultiLine *meta = new MultiLine;
getOutTexCoord( "texCoord",
"float2",
false,
meta,
componentList );
getOutObjToTangentSpace( componentList, meta, fd );
output = meta;*/
meta = new MultiLine;
mFeatureData = fd;
mComponentList = componentList;
mOutputState = VertexOutput;
if (mOwner->isMethod("processVertHLSL"))
Con::executef(mOwner, "processVertHLSL");
output = meta;
}
void CustomFeatureHLSL::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
meta = new MultiLine;
mFeatureData = fd;
mComponentList = componentList;
mOutputState = PixelOutput;
/*MultiLine *meta = new MultiLine;
output = meta;
// OUT.col
Var *color = (Var*) LangElement::find( "col1" );
if (!color)
{
output = new GenOp(" //NULL COLOR!");
return;
}
// accu map
Var *accuMap = new Var;
accuMap->setType("SamplerState");
accuMap->setName( "accuMap" );
accuMap->uniform = true;
accuMap->sampler = true;
accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
// accuColor var
Var *accuColor = new Var;
accuColor->setType( "float4" );
accuColor->setName( "accuColor" );
LangElement *colorAccuDecl = new DecOp( accuColor );
// plc (placement)
Var *accuPlc = new Var;
accuPlc->setType( "float4" );
accuPlc->setName( "plc" );
LangElement *plcAccu = new DecOp( accuPlc );
// accu constants
Var *accuScale = (Var*)LangElement::find( "accuScale" );
if ( !accuScale )
{
accuScale = new Var;
accuScale->setType( "float" );
accuScale->setName( "accuScale" );
accuScale->uniform = true;
accuScale->sampler = false;
accuScale->constSortPos = cspPotentialPrimitive;
}
Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
if ( !accuDirection )
{
accuDirection = new Var;
accuDirection->setType( "float" );
accuDirection->setName( "accuDirection" );
accuDirection->uniform = true;
accuDirection->sampler = false;
accuDirection->constSortPos = cspPotentialPrimitive;
}
Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
if ( !accuStrength )
{
accuStrength = new Var;
accuStrength->setType( "float" );
accuStrength->setName( "accuStrength" );
accuStrength->uniform = true;
accuStrength->sampler = false;
accuStrength->constSortPos = cspPotentialPrimitive;
}
Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
if ( !accuCoverage )
{
accuCoverage = new Var;
accuCoverage->setType( "float" );
accuCoverage->setName( "accuCoverage" );
accuCoverage->uniform = true;
accuCoverage->sampler = false;
accuCoverage->constSortPos = cspPotentialPrimitive;
}
Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
if ( !accuSpecular )
{
accuSpecular = new Var;
accuSpecular->setType( "float" );
accuSpecular->setName( "accuSpecular" );
accuSpecular->uniform = true;
accuSpecular->sampler = false;
accuSpecular->constSortPos = cspPotentialPrimitive;
}
Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
if( bumpNorm == NULL )
{
bumpNorm = (Var *)LangElement::find( "bumpNormal" );
if (!bumpNorm)
return;
}
// get the accu pixel color
Var *accuMapTex = new Var;
accuMapTex->setType("Texture2D");
accuMapTex->setName("accuMapTex");
accuMapTex->uniform = true;
accuMapTex->texture = true;
accuMapTex->constNum = accuMap->constNum;
meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
// scale up normals
meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
// assign direction
meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
// saturate based on strength
meta->addStatement( new GenOp( " @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
// add coverage
meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
// clamp to a sensible value
meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
// light
Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
if(lightColor != NULL)
meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
// lerp with current pixel - use the accu alpha as well
meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
// the result should always be opaque
meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );*/
if (mOwner->isMethod("processPixelHLSL"))
Con::executef(mOwner, "processPixelHLSL");
output = meta;
}
void CustomFeatureHLSL::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex)
{
//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
//if ( tex )
//{
//passData.mSamplerNames[ texIndex ] = "AccuMap";
//passData.mTexType[ texIndex++ ] = Material::AccuMap;
//}
if (mOwner->isMethod("setTextureData"))
Con::executef(mOwner, "setTextureData");
}
void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue, U32 arraySize)
{
//do the var/arg fetching here
Var *newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
VarHolder newVarHolder(name, type, "");
newVarHolder.arraySize = arraySize;
newVarHolder.sampler = false;
newVarHolder.uniform = true;
newVarHolder.constSortPos = cspPotentialPrimitive;
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
{
//do the var/arg fetching here
Var *newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
//As far as I know, it's always SamplerState regardless of the texture's type
VarHolder newVarHolder(name, "SamplerState", "");
newVarHolder.arraySize = arraySize;
newVarHolder.sampler = true;
newVarHolder.uniform = true;
newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
void CustomFeatureHLSL::addTexture(String name, String type, String samplerState, U32 arraySize)
{
//do the var/arg fetching here
Var *newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
//go find our sampler state var
U32 constNum = 0;
Var *samplerStateVar = (Var*)LangElement::find(samplerState.c_str());
if (!samplerStateVar)
{
//check our holder vars
bool foundHolder = false;
for (U32 v = 0; v < mVars.size(); v++)
{
if (mVars[v].varName == samplerState)
{
constNum = mVars[v].constNum;
foundHolder = true;
break;
}
}
if (!foundHolder)
{
Con::errorf("CustomShaderFeature::addTexture: Unable to find texture's sampler state!");
return;
}
}
else
{
constNum = samplerStateVar->constNum;
}
VarHolder newVarHolder(name, type, "");
newVarHolder.arraySize = arraySize;
newVarHolder.texture = true;
newVarHolder.uniform = true;
newVarHolder.constNum = constNum; // used as texture unit num here
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
void CustomFeatureHLSL::addVariable(String name, String type, String defaultValue)
{
//do the var/arg fetching here
Var *newVar = (Var*)LangElement::find(name.c_str());
if (!newVar)
{
if (!defaultValue.isEmpty())
{
char declareStatement[128];
dSprintf(declareStatement, 128, " @ = %s;\n", defaultValue.c_str());
newVar = new Var(name, type);
LangElement *newVarDecl = new DecOp(newVar);
meta->addStatement(new GenOp(declareStatement, newVarDecl));
}
else
{
VarHolder newVarHolder(name, type, defaultValue);
mVars.push_back(newVarHolder);
}
}
}
void CustomFeatureHLSL::addConnector(String name, String elementName, String type)
{
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(mComponentList[C_CONNECTOR]);
//Get element
S32 element = -1;
if (elementName == String("RT_POSITION"))
element = RT_POSITION;
else if (elementName == String("RT_NORMAL"))
element = RT_NORMAL;
else if (elementName == String("RT_BINORMAL"))
element = RT_BINORMAL;
else if (elementName == String("RT_TANGENT"))
element = RT_TANGENT;
else if (elementName == String("RT_TANGENTW"))
element = RT_TANGENTW;
else if (elementName == String("RT_COLOR"))
element = RT_COLOR;
else if (elementName == String("RT_TEXCOORD"))
element = RT_TEXCOORD;
else if (elementName == String("RT_VPOS"))
element = RT_VPOS;
else if (elementName == String("RT_SVPOSITION"))
element = RT_SVPOSITION;
else if (elementName == String("RT_BLENDINDICES"))
element = RT_BLENDINDICES;
else if (elementName == String("RT_BLENDWEIGHT"))
element = RT_BLENDWEIGHT;
if (element == -1)
{
Con::errorf("CustomShaderFeatureHLSL::addConnector - Invalid element type %s", elementName.c_str());
return;
}
Var *connector = connectComp->getElement((RegisterType)element);
connector->setName(name);
if (mOutputState == VertexOutput)
connector->setStructName("OUT");
else if(mOutputState == PixelOutput)
connector->setStructName("IN");
connector->setType(type);
}
void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef *argv)
{
//do the var/arg fetching here
Vector<Var*> varList;
bool declarationStatement = false;
for (U32 i = 0; i < argc; i++)
{
String varName = argv[i].getStringValue();
Var *newVar = (Var*)LangElement::find(varName.c_str());
if (!newVar)
{
//ok, check our existing var holders, see if we just haven't utilized it yet
for (U32 v = 0; v < mVars.size(); v++)
{
if (mVars[v].varName == varName)
{
Var* newDeclVar = new Var(mVars[v].varName, mVars[v].type);
newDeclVar->arraySize = mVars[v].arraySize;
newDeclVar->uniform = mVars[v].uniform;
newDeclVar->sampler = mVars[v].sampler;
newDeclVar->texture = mVars[v].texture;
newDeclVar->constNum = mVars[v].constNum;
newDeclVar->constSortPos = mVars[v].constSortPos;
if (!newDeclVar->uniform)
{
LangElement *newVarDecl = new DecOp(newDeclVar);
newVar = (Var*)newVarDecl;
declarationStatement = true;
}
else
{
newVar = newDeclVar;
}
mVars.erase(v);
break;
}
}
if (!newVar)
{
//couldn't find that variable, bail out
Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getStringValue());
return;
}
}
varList.push_back(newVar);
}
//not happy about it, but do a trampoline here to pass along the args
switch (varList.size())
{
case 0:
meta->addStatement(new GenOp(format + "\n"));
break;
case 1:
meta->addStatement(new GenOp(format + "\n", varList[0]));
break;
case 2:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1]));
break;
case 3:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2]));
break;
case 4:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3]));
break;
case 5:
meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3], varList[4]));
break;
}
}
bool CustomFeatureHLSL::hasFeature(String name)
{
for (U32 i = 0; i < mFeatureData.materialFeatures.getCount(); i++)
{
String featureName = mFeatureData.materialFeatures.getAt(i).getName();
if (name == featureName)
return true;
}
return false;
}

View file

@ -0,0 +1,123 @@
#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
#include "shaderGen/HLSL/shaderFeatureHLSL.h"
#endif
#ifndef _LANG_ELEMENT_H_
#include "shaderGen/langElement.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _FEATUREMGR_H_
#include "shaderGen/featureMgr.h"
#endif
#ifndef _MATERIALFEATURETYPES_H_
#include "materials/materialFeatureTypes.h"
#endif
#ifndef _MATERIALFEATUREDATA_H_
#include "materials/materialFeatureData.h"
#endif
#ifndef CUSTOMSHADERFEATURE_H
#include "shaderGen/customShaderFeature.h"
#endif
class CustomShaderFeatureData;
class CustomFeatureHLSL : public ShaderFeatureHLSL
{
friend class CustomShaderFeatureData;
struct VarHolder
{
String varName;
String defaultValue;
String type;
bool uniform;
bool sampler;
bool texture;
U32 constNum;
ConstantSortPosition constSortPos;
U32 arraySize;
VarHolder() :
varName(""),
type(""),
defaultValue(""),
uniform(false),
sampler(false),
texture(false),
constNum(0),
arraySize(0),
constSortPos(cspUninit)
{
}
VarHolder(String _varName,String _type, String _defaultValue) :
uniform(false), sampler(false), texture(false), constNum(0), arraySize(0), constSortPos(cspUninit)
{
varName = _varName;
type = _type;
defaultValue = _defaultValue;
}
};
Vector<VarHolder> mVars;
enum outputState
{
NoOutput,
VertexOutput,
PixelOutput
};
outputState mOutputState;
public:
CustomShaderFeatureData* mOwner;
Vector<ShaderComponent*> mComponentList;
MaterialFeatureData mFeatureData;
protected:
MultiLine *meta;
public:
//****************************************************************************
// Accu Texture
//****************************************************************************
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
virtual Resources getResources(const MaterialFeatureData &fd)
{
Resources res;
res.numTex = 1;
res.numTexReg = 1;
return res;
}
virtual void setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex);
virtual String getName()
{
return mOwner->getName();
}
bool hasFeature(String name);
void addUniform(String name, String type, String defaultValue, U32 arraySize = 0);
void addVariable(String name, String type, String defaultValue);
void addSampler(String name, String type, U32 arraySize = 0);
void addTexture(String name, String type, String samplerState, U32 arraySize);
void addConnector(String name, String elementName, String type);
void writeLine(String format, S32 argc, ConsoleValueRef *argv);
};

View file

@ -0,0 +1,190 @@
//-----------------------------------------------------------------------------
// 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 "shadergen/CustomShaderFeature.h"
#include "shaderGen/HLSL/customFeatureHLSL.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "core/stream/bitStream.h"
#include "materials/sceneData.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "renderInstance/renderPassManager.h"
IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
ConsoleDocClass(CustomShaderFeatureData,
"@brief An example scene object which renders using a callback.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. Note that CustomShaderFeatureData handles its own "
"rendering by submitting itself as an ObjectRenderInst (see "
"renderInstance\renderPassmanager.h) along with a delegate for its render() "
"function. However, the preffered rendering method in the engine is to submit "
"a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and "
"transform and allow the RenderMeshMgr handle the actual rendering. You can "
"see this implemented in RenderMeshExample.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
CustomShaderFeatureData::CustomShaderFeatureData()
{
}
CustomShaderFeatureData::~CustomShaderFeatureData()
{
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void CustomShaderFeatureData::initPersistFields()
{
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
bool CustomShaderFeatureData::onAdd()
{
if (!Parent::onAdd())
return false;
mFeatureHLSL = new CustomFeatureHLSL();
mFeatureHLSL->mOwner = this;
return true;
}
void CustomShaderFeatureData::onRemove()
{
Parent::onRemove();
}
//Shadergen setup functions
void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
{
mFeatureHLSL->addVariable(name, type, defaultValue);
}
void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
{
mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
}
void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
{
mFeatureHLSL->addSampler(name, type, arraySize);
}
void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
{
mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
}
void CustomShaderFeatureData::addConnector(String name, String elementName, String type)
{
mFeatureHLSL->addConnector(name, elementName, type);
}
bool CustomShaderFeatureData::hasFeature(String name)
{
return mFeatureHLSL->hasFeature(name);
}
void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef *argv)
{
/*mOnObject = onObject;
mArgc = argc;
mArgv = new ConsoleValueRef[argc];
for (int i = 0; i<argc; i++)
{
mArgv[i].value = new ConsoleValue();
mArgv[i].value->type = ConsoleValue::TypeInternalString;
mArgv[i].value->init();
if (argv)
{
mArgv[i].value->setStringValue((const char*)argv[i]);
}
}*/
mFeatureHLSL->writeLine(format, argc, argv);
}
/*//Actual shader processing
void CustomShaderFeatureData::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
mFeatureHLSL.processVert(componentList, fd);
}
void CustomShaderFeatureData::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
mFeatureHLSL.processPix(componentList, fd);
}
void CustomShaderFeatureData::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex)
{
mFeatureHLSL.setTexData(stageDat, fd, passData, texIndex);
}*/
DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
{
object->addVariable(name, type, defaultValue);
}
DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
{
object->addUniform(name, type, defaultValue, arraySize);
}
DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
{
object->addSampler(name, "", arraySize);
}
DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
{
object->addTexture(name, type, samplerState, arraySize);
}
ConsoleMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
"@param method Name of method to call.\n"
"@param args Zero or more arguments for the method.\n"
"@return The result of the method call.")
{
object->writeLine(argv[2], argc - 3, argv + 3);
}
DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
{
return object->hasFeature(name);
}

View file

@ -0,0 +1,84 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#pragma once
#ifndef CUSTOMSHADERFEATURE_H
#define CUSTOMSHADERFEATURE_H
#ifndef _SIMOBJECT_H_
#include "console/simObject.h"
#endif
class CustomFeatureHLSL;
class CustomShaderFeatureData : public SimObject
{
typedef SimObject Parent;
public:
CustomFeatureHLSL* mFeatureHLSL;
Vector<StringTableEntry> mAddedShaderConstants;
public:
CustomShaderFeatureData();
virtual ~CustomShaderFeatureData();
// Declare this object as a ConsoleObject so that we can
// instantiate it into the world and network it
DECLARE_CONOBJECT(CustomShaderFeatureData);
//--------------------------------------------------------------------------
// Object Editing
// Since there is always a server and a client object in Torque and we
// actually edit the server object we need to implement some basic
// networking functions
//--------------------------------------------------------------------------
// Set up any fields that we want to be editable (like position)
static void initPersistFields();
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
//shadergen setup
void addVariable(String name, String type, String defaultValue);
void addUniform(String name, String type, String defaultValue, U32 arraySize);
void addSampler(String name, String type, U32 arraySize);
void addTexture(String name, String type, String samplerState, U32 arraySize);
void addConnector(String name, String elementName, String type);
bool hasFeature(String name);
void writeLine(String format, S32 argc, ConsoleValueRef *argv);
//shader generation
/*void CustomShaderFeatureData::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
void CustomShaderFeatureData::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
void CustomShaderFeatureData::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex);*/
};
#endif

View file

@ -112,6 +112,7 @@ Var::Var( const char *inName, const char *inType )
sampler = false;
texCoordNum = 0;
constSortPos = cspUninit;
constNum = 0;
arraySize = 1;
texture = false;
rank = 0;

View file

@ -31,6 +31,7 @@
#include "core/memVolume.h"
#include "core/module.h"
#include "shaderGen/HLSL/customFeatureHLSL.h"
MODULE_BEGIN( ShaderGen )
@ -135,13 +136,16 @@ void ShaderGen::generateShader( const MaterialFeatureData &featureData,
F32 *pixVersion,
const GFXVertexFormat *vertexFormat,
const char* cacheName,
Vector<GFXShaderMacro> &macros )
Vector<GFXShaderMacro> &macros,
Vector<CustomShaderFeatureData*> &customFeatureData)
{
PROFILE_SCOPE( ShaderGen_GenerateShader );
mFeatureData = featureData;
mVertexFormat = vertexFormat;
mCustomFeaturesData = customFeatureData;
_uninit();
_init();
@ -281,6 +285,31 @@ void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> &macros, bool macro
}
}
//Handle if we have any custom features
if (!mCustomFeaturesData.empty())
{
for (U32 i = 0; i < mCustomFeaturesData.size(); ++i)
{
mCustomFeaturesData[i]->mFeatureHLSL->processVert(mComponents, mFeatureData);
String line = String::ToString(" // %s\r\n", mCustomFeaturesData[i]->mFeatureHLSL->getName().c_str());
mOutput->addStatement(new GenOp(line));
if (mCustomFeaturesData[i]->mFeatureHLSL->getOutput())
mOutput->addStatement(mCustomFeaturesData[i]->mFeatureHLSL->getOutput());
//ShaderFeatureHLSL feature = mCustomFeaturesData[i]->mHLSLFeature;
//feature->setProcessIndex(index);
/*feature->processPixMacros(macros, mFeatureData);
feature->setInstancingFormat(&mInstancingFormat);
feature->processPix(mComponents, mFeatureData);*/
mCustomFeaturesData[i]->mFeatureHLSL->reset();
mOutput->addStatement(new GenOp(" \r\n"));
}
}
ShaderConnector *connect = dynamic_cast<ShaderConnector *>( mComponents[C_CONNECTOR] );
connect->sortVars();
}
@ -320,6 +349,31 @@ void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> &macros, bool macros
mOutput->addStatement( new GenOp( " \r\n" ) );
}
}
//Handle if we have any custom features
if (!mCustomFeaturesData.empty())
{
for (U32 i = 0; i < mCustomFeaturesData.size(); ++i)
{
mCustomFeaturesData[i]->mFeatureHLSL->processPix(mComponents, mFeatureData);
String line = String::ToString(" // %s\r\n", mCustomFeaturesData[i]->mFeatureHLSL->getName().c_str());
mOutput->addStatement(new GenOp(line));
if (mCustomFeaturesData[i]->mFeatureHLSL->getOutput())
mOutput->addStatement(mCustomFeaturesData[i]->mFeatureHLSL->getOutput());
//ShaderFeatureHLSL feature = mCustomFeaturesData[i]->mHLSLFeature;
//feature->setProcessIndex(index);
/*feature->processPixMacros(macros, mFeatureData);
feature->setInstancingFormat(&mInstancingFormat);
feature->processPix(mComponents, mFeatureData);*/
mCustomFeaturesData[i]->mFeatureHLSL->reset();
mOutput->addStatement(new GenOp(" \r\n"));
}
}
ShaderConnector *connect = dynamic_cast<ShaderConnector *>( mComponents[C_CONNECTOR] );
connect->sortVars();
@ -443,7 +497,7 @@ void ShaderGen::_printPixShader( Stream &stream )
mPrinter->printPixelShaderCloser(stream);
}
GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers )
GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, Vector<CustomShaderFeatureData*> &customFeatureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers )
{
PROFILE_SCOPE( ShaderGen_GetShader );
@ -483,7 +537,7 @@ GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const G
shaderMacros.push_back( GFXShaderMacro( "TORQUE_SHADERGEN" ) );
if ( macros )
shaderMacros.merge( *macros );
generateShader( featureData, vertFile, pixFile, &pixVersion, vertexFormat, cacheKey, shaderMacros );
generateShader( featureData, vertFile, pixFile, &pixVersion, vertexFormat, cacheKey, shaderMacros, customFeatureData );
GFXShader *shader = GFX->createShader();
if (!shader->init(vertFile, pixFile, pixVersion, shaderMacros, samplers, &mInstancingFormat))

View file

@ -47,6 +47,10 @@
#include "materials/materialFeatureData.h"
#endif
#ifndef CUSTOMSHADERFEATURE_H
#include "shadergen/customShaderFeature.h"
#endif
/// Base class used by shaderGen to be API agnostic. Subclasses implement the various methods
/// in an API specific way.
class ShaderGenPrinter
@ -151,10 +155,11 @@ public:
F32 *pixVersion,
const GFXVertexFormat *vertexFormat,
const char* cacheName,
Vector<GFXShaderMacro> &macros );
Vector<GFXShaderMacro> &macros,
Vector<CustomShaderFeatureData*> &customFeatureData);
// Returns a shader that implements the features listed by dat.
GFXShader* getShader( const MaterialFeatureData &dat, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers );
GFXShader* getShader( const MaterialFeatureData &dat, Vector<CustomShaderFeatureData*> &customFeatureData, 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)
@ -176,6 +181,8 @@ protected:
Vector< ShaderComponent *> mComponents;
Vector< CustomShaderFeatureData* > mCustomFeaturesData;
AutoPtr<ShaderGenPrinter> mPrinter;
AutoPtr<ShaderGenComponentFactory> mComponentFactory;

View file

@ -479,6 +479,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
featureData.features = features;
featureData.materialFeatures = features;
Vector<CustomShaderFeatureData*> customFeatures;
// Check to see how many vertex shader output
// registers we're gonna need.
U32 numTex = 0;
@ -521,7 +523,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
const bool logErrors = true;// matCount == 1;
GFXShader::setLogging( logErrors, true );
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
pass->shader = SHADERGEN->getShader( featureData, customFeatures, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
}
// If we got a shader then we can continue.

View file

@ -207,6 +207,8 @@ void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata,
coreRI->materialHint = rdata.getMaterialHint();
coreRI->mCustomShaderData = rdata.getCustomShaderBinding();
coreRI->visibility = meshVisibility;
coreRI->cubemap = rdata.getCubemap();

View file

@ -52,6 +52,7 @@ TSRenderState::TSRenderState( const TSRenderState &state )
mLightQuery( state.mLightQuery ),
mAccuTex( state.mAccuTex ),
mNodeTransforms( state.mNodeTransforms ),
mNodeTransformCount( state.mNodeTransformCount )
mNodeTransformCount( state.mNodeTransformCount ),
mCustomShaderData( state.mCustomShaderData )
{
}

View file

@ -31,6 +31,10 @@
#include "gfx/gfxDevice.h"
#endif
#ifndef _BASEMATINSTANCE_H_
#include "materials/baseMatInstance.h"
#endif
class SceneRenderState;
class GFXCubemap;
class Frustum;
@ -115,10 +119,10 @@ protected:
/// Count of matrices in the mNodeTransforms list
U32 mNodeTransformCount;
//Custom Shader data
Vector<CustomShaderBindingData> mCustomShaderData;
public:
TSRenderState();
TSRenderState( const TSRenderState &state );
@ -165,6 +169,15 @@ public:
void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
GFXTextureObject* getAccuTex() const { return mAccuTex; }
void addCustomShaderBinding(CustomShaderBindingData data)
{
mCustomShaderData.push_back(data);
}
Vector<CustomShaderBindingData> getCustomShaderBinding() const
{
return mCustomShaderData;
}
///@ see mNodeTransforms, mNodeTransformCount
void setNodeTransforms(MatrixF *list, U32 count) { mNodeTransforms = list; mNodeTransformCount = count; }
void getNodeTransforms(MatrixF **list, U32 *count) const { *list = mNodeTransforms; *count = mNodeTransformCount; }

View file

@ -21,7 +21,13 @@
//-----------------------------------------------------------------------------
//--- cube.dae MATERIALS BEGIN ---
singleton Material(cube_GridMaterial)
singleton CustomShaderFeatureData(FlatColorFeature)
{
};
/*singleton Material(cube_GridMaterial)
{
mapTo = "GridMaterial";
@ -41,7 +47,40 @@ singleton Material(cube_GridMaterial)
specularPower0 = "0.415939";
pixelSpecular0 = "0";
specular0 = "0.9 0.9 0.9 1";
mapTo = "GridMaterial";
CustomShaderFeature[0] = FlatColorFeature;
CustomShaderFeatureUniforms[FlatColorFeature,0] = "TestFloat";
};
//--- cube.dae MATERIALS END ---
//Voodoo!
function FlatColorFeature::processVertHLSL(%this)
{
}
function FlatColorFeature::processPixelHLSL(%this)
{
%this.addUniform("strudel", "float2");
%this.addSampler("strudelMap");
%this.addTexture("strudelTex", "Texture2D", "strudelMap");
%this.addVariable("bobsyeruncle", "float", 15.915);
%this.addVariable("chimmychanga", "float");
%this.writeLine(" @ = @ * 2;", "chimmychanga", "bobsyeruncle");
%this.writeLine(" @ *= @.x;", "bobsyeruncle", "strudel");
%this.writeLine(" @ *= @.y;", "chimmychanga", "strudel");
%this.addVariable("sprangle", "float4");
%this.writeLine(" @ = @.Sample(@,@);", "sprangle", "strudelTex", "strudelMap", "strudel");
}
function FlatColorFeature::setTextureResources(%this)
{
}