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Engine directory for ticket #1
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Engine/source/materials/matInstance.h
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Engine/source/materials/matInstance.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MATINSTANCE_H_
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#define _MATINSTANCE_H_
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#ifndef _MATERIALDEFINITION_H_
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#include "materials/materialDefinition.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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#ifndef _SCENEDATA_H_
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#include "materials/sceneData.h"
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#endif
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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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#ifndef _FEATURESET_H_
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#include "shaderGen/featureSet.h"
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#endif
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class GFXShader;
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class GFXCubemap;
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class ShaderFeature;
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class MatInstanceParameterHandle;
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class MatInstParameters;
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class ProcessedMaterial;
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///
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class MatInstance : public BaseMatInstance
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{
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public:
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virtual ~MatInstance();
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// BaseMatInstance
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virtual bool init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat );
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virtual bool reInit();
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virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
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virtual void updateStateBlocks();
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virtual void addShaderMacro( const String &name, const String &value );
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virtual MaterialParameters* allocMaterialParameters();
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virtual void setMaterialParameters(MaterialParameters* param);
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virtual MaterialParameters* getMaterialParameters();
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virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
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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 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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virtual bool isInstanced() const;
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virtual bool stepInstance();
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virtual bool isForwardLit() const { return mIsForwardLit; }
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virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
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virtual SimObject* getUserObject() const { return mUserObject; }
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virtual Material *getMaterial() { return mMaterial; }
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virtual bool hasGlow();
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virtual U32 getCurPass() { return getMax( mCurPass, 0 ); }
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virtual U32 getCurStageNum();
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virtual RenderPassData *getPass(U32 pass);
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virtual const MatStateHint& getStateHint() const;
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virtual const GFXVertexFormat* getVertexFormat() const { return mVertexFormat; }
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virtual const FeatureSet& getFeatures() const;
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virtual const FeatureSet& getRequestedFeatures() const { return mFeatureList; }
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virtual void dumpShaderInfo() const;
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ProcessedMaterial *getProcessedMaterial() const { return mProcessedMaterial; }
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virtual const GFXStateBlockDesc &getUserStateBlock() const { return mUserDefinedState; }
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virtual bool isCustomMaterial() const { return mCreatedFromCustomMaterial; }
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protected:
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friend class Material;
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/// Create a material instance by reference to a Material.
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MatInstance( Material &mat );
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virtual bool processMaterial();
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virtual ProcessedMaterial* getShaderMaterial();
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Material* mMaterial;
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ProcessedMaterial* mProcessedMaterial;
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/// The features requested at material creation time.
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FeatureSet mFeatureList;
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/// The vertex format on which this material will render.
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const GFXVertexFormat *mVertexFormat;
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/// If the processed material requires forward lighting or not.
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bool mIsForwardLit;
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S32 mCurPass;
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U32 mMaxStages;
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GFXStateBlockDesc mUserDefinedState;
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Vector<GFXShaderMacro> mUserMacros;
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SimObject *mUserObject;
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Vector<MatInstanceParameterHandle*> mCurrentHandles;
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Vector<MatInstParameters*> mCurrentParameters;
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MatInstParameters* mActiveParameters;
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MatInstParameters* mDefaultParameters;
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bool mCreatedFromCustomMaterial;
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private:
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void construct();
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};
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//
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// MatInstParameters
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//
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class MatInstParameters : public MaterialParameters
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{
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public:
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MatInstParameters();
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MatInstParameters(MaterialParameters* matParams);
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virtual ~MatInstParameters();
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void loadParameters(ProcessedMaterial* pmat);
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/// Returns our list of shader constants, the material can get this and just set the constants it knows about
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virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
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/// @name Set shader constant values
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/// @{
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/// Actually set shader constant values
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/// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
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/// if an invalid name is used, it is ignored.
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virtual void set(MaterialParameterHandle* handle, const F32 f);
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virtual void set(MaterialParameterHandle* handle, const Point2F& fv);
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virtual void set(MaterialParameterHandle* handle, const Point3F& fv);
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virtual void set(MaterialParameterHandle* handle, const Point4F& fv);
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virtual void set(MaterialParameterHandle* handle, const ColorF& fv);
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virtual void set(MaterialParameterHandle* handle, const S32 f);
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virtual void set(MaterialParameterHandle* handle, const Point2I& fv);
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virtual void set(MaterialParameterHandle* handle, const Point3I& fv);
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virtual void set(MaterialParameterHandle* handle, const Point4I& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv);
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virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv);
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virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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virtual U32 getAlignmentValue(const GFXShaderConstType constType);
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private:
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MaterialParameters* mParameters;
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bool mOwnParameters;
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};
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#endif // _MATINSTANCE_H_
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