Merge branch 'alpha40Macwork' of https://github.com/Azaezel/Torque3D into alpha40Macwork

This commit is contained in:
Brian Roberts 2019-05-23 02:27:22 -05:00
commit 7cab44af6f
12 changed files with 110 additions and 72 deletions

View file

@ -543,11 +543,6 @@ bool Material::protectedSetCustomShaderFeatureUniforms(void *object, const char
{
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 };
@ -555,8 +550,6 @@ bool Material::protectedSetCustomShaderFeatureUniforms(void *object, const char
dSscanf(index, "%s_%i", featureName, id);
String uniformName = data;
bool tmp = true;
}
return false;

View file

@ -54,7 +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 setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) {;}
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);

View file

@ -132,7 +132,7 @@ void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData
newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
mCustomHandles.push_back(newSC);
}
}
}
}

View file

@ -153,33 +153,30 @@ S32 FN_CDECL RenderBinManager::cmpKeyFunc(const void* p1, const void* p2)
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;
data.customShaderData.clear();
for (U32 i = 0; i < ri->mCustomShaderData.size(); i++)
{
data.customShaderData.push_back(&ri->mCustomShaderData[i]);
}
bool bl = true;
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]);
}
}
DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,

View file

@ -251,7 +251,6 @@ 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)
{

View file

@ -182,7 +182,6 @@ 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)
{

View file

@ -57,8 +57,6 @@ class LightInfo;
struct RenderInst;
class MatrixSet;
class GFXPrimitiveBufferHandle;
class CubemapData;
class CustomShaderBindingData;
/// A RenderInstType hash value.

View file

@ -256,7 +256,6 @@ 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)
{
@ -344,4 +343,4 @@ void RenderTranslucentMgr::render( SceneRenderState *state )
j = ( j == matListEnd ) ? j+1 : matListEnd;
}
}
}
}

View file

@ -21,8 +21,13 @@
//-----------------------------------------------------------------------------
#include "shadergen/CustomShaderFeature.h"
#ifdef TORQUE_D3D11
#include "shaderGen/HLSL/customFeatureHLSL.h"
#endif
#ifdef TORQUE_OPENGL
#include "shaderGen/GLSL/customFeatureGLSL.h"
#endif
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
@ -36,16 +41,10 @@
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"
"@brief A Shader Feature with custom definitions.\n\n"
"This class allows for the creation and implementation of a ShaderGen ShaderFeature "
"Implemented either engine side or script, and facilitates passing along of per-instance "
"ShaderData. "
"@ingroup Examples\n");
//-----------------------------------------------------------------------------
@ -53,6 +52,12 @@ ConsoleDocClass(CustomShaderFeatureData,
//-----------------------------------------------------------------------------
CustomShaderFeatureData::CustomShaderFeatureData()
{
#ifdef TORQUE_D3D11
mFeatureHLSL = nullptr;
#endif
#ifdef TORQUE_OPENGL
mFeatureGLSL = nullptr;
#endif
}
CustomShaderFeatureData::~CustomShaderFeatureData()
@ -73,16 +78,21 @@ bool CustomShaderFeatureData::onAdd()
if (!Parent::onAdd())
return false;
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
{
mFeatureHLSL = new CustomFeatureHLSL();
mFeatureHLSL->mOwner = this;
}
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
{
mFeatureGLSL = new CustomFeatureGLSL();
mFeatureGLSL->mOwner = this;
}
#endif
return true;
}
@ -95,66 +105,98 @@ void CustomShaderFeatureData::onRemove()
//Shadergen setup functions
void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addVariable(name, type, defaultValue);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addVariable(name, type, defaultValue);
#endif
}
void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
#endif
}
void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addSampler(name, type, arraySize);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addSampler(name, type, arraySize);
#endif
}
void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
#endif
}
void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addConnector(name, type, elementName);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addConnector(name, type, elementName);
#endif
}
void CustomShaderFeatureData::addVertTexCoord(String name)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addVertTexCoord(name);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addVertTexCoord(name);
#endif
}
bool CustomShaderFeatureData::hasFeature(String name)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
return mFeatureHLSL->hasFeature(name);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
return mFeatureGLSL->hasFeature(name);
#endif
}
void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef* argv)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->writeLine(format, argc, argv);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->writeLine(format, argc, argv);
#endif
}
DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")

View file

@ -27,16 +27,24 @@
#include "console/simObject.h"
#endif
#ifdef TORQUE_D3D11
class CustomFeatureHLSL;
#endif
#ifdef TORQUE_OPENGL
class CustomFeatureGLSL;
#endif
class CustomShaderFeatureData : public SimObject
{
typedef SimObject Parent;
public:
#ifdef TORQUE_D3D11
CustomFeatureHLSL* mFeatureHLSL;
#endif
#ifdef TORQUE_OPENGL
CustomFeatureGLSL* mFeatureGLSL;
#endif
Vector<StringTableEntry> mAddedShaderConstants;
@ -71,16 +79,6 @@ public:
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

@ -31,8 +31,12 @@
#include "core/memVolume.h"
#include "core/module.h"
#ifdef TORQUE_D3D11
#include "shaderGen/HLSL/customFeatureHLSL.h"
#endif
#ifdef TORQUE_OPENGL
#include "shaderGen/GLSL/customFeatureGLSL.h"
#endif
MODULE_BEGIN( ShaderGen )
@ -291,6 +295,7 @@ void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> &macros, bool macro
{
for (U32 i = 0; i < mCustomFeaturesData.size(); ++i)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
{
mCustomFeaturesData[i]->mFeatureHLSL->processVert(mComponents, mFeatureData);
@ -304,7 +309,9 @@ void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> &macros, bool macro
mCustomFeaturesData[i]->mFeatureHLSL->reset();
mOutput->addStatement(new GenOp(" \r\n"));
}
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
{
mCustomFeaturesData[i]->mFeatureGLSL->processVert(mComponents, mFeatureData);
@ -317,6 +324,7 @@ void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> &macros, bool macro
mCustomFeaturesData[i]->mFeatureGLSL->reset();
mOutput->addStatement(new GenOp(" \r\n"));
}
#endif
}
}
@ -365,6 +373,7 @@ void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> &macros, bool macros
{
for (U32 i = 0; i < mCustomFeaturesData.size(); ++i)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
{
mCustomFeaturesData[i]->mFeatureHLSL->processPix(mComponents, mFeatureData);
@ -378,7 +387,9 @@ void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> &macros, bool macros
mCustomFeaturesData[i]->mFeatureHLSL->reset();
mOutput->addStatement(new GenOp(" \r\n"));
}
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
{
mCustomFeaturesData[i]->mFeatureGLSL->processPix(mComponents, mFeatureData);
@ -391,6 +402,7 @@ void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> &macros, bool macros
mCustomFeaturesData[i]->mFeatureGLSL->reset();
mOutput->addStatement(new GenOp(" \r\n"));
}
#endif
}
}

View file

@ -149,6 +149,8 @@ endif()
if(WIN32)
option(TORQUE_D3D11 "Allow Direct3D 11 render" ON)
addDef(TORQUE_D3D11)
endif()
option(TORQUE_DEDICATED "Torque dedicated" OFF)
@ -314,7 +316,6 @@ addPath("${srcDir}/scene")
addPath("${srcDir}/scene/culling")
addPath("${srcDir}/scene/zones")
addPath("${srcDir}/scene/mixin")
addPath("${srcDir}/shaderGen")
addPath("${srcDir}/terrain")
addPath("${srcDir}/environment")
addPath("${srcDir}/forest")