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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'CustomShaderFeatures' of https://github.com/Areloch/Torque3D into development
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commit
741fcaed5a
37 changed files with 1365 additions and 38 deletions
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@ -43,6 +43,8 @@
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#include "renderInstance/renderProbeMgr.h"
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#include "ts/tsRenderState.h"
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// We need to include customMaterialDefinition for ShaderConstHandles::init
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#include "materials/customMaterialDefinition.h"
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@ -52,7 +54,7 @@
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///
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/// ShaderConstHandles
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///
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void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
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void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
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{
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mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
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mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
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@ -119,6 +121,19 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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// Deferred Shading
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mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
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//custom features
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for (U32 f = 0; f < customFeatureData.size(); ++f)
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{
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for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
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{
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customHandleData newSC;
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newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
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newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
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mCustomHandles.push_back(newSC);
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}
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}
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}
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///
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@ -655,10 +670,10 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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// Generate shader
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GFXShader::setLogging( true, true );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
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if( !rpd.shader )
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return false;
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rpd.shaderHandles.init( rpd.shader );
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rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
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// If a pass glows, we glow
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if( rpd.mGlow )
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@ -1196,6 +1211,31 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
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if( handles->mAccuSpecularSC->isValid() )
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shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
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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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StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if (handles->mCustomHandles[h].handle->isValid())
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{
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if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[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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bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
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@ -1262,6 +1302,46 @@ 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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@ -1303,6 +1383,31 @@ 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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{
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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 = sgData.customShaderData[i]->getHandleName();
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StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
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if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
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{
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if (handles->mCustomHandles[h].handle->isValid())
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{
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if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
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else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
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shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[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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LIGHTMGR->setLightInfo(this, mMaterial, sgData, state, pass, shaderConsts);
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PROBEMGR->setProbeInfo(this, mMaterial, sgData, state, pass, shaderConsts);
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