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

@ -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);