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Engine directory for ticket #1
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498
Engine/source/materials/processedCustomMaterial.cpp
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498
Engine/source/materials/processedCustomMaterial.cpp
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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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#include "platform/platform.h"
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#include "materials/processedCustomMaterial.h"
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#include "gfx/sim/cubemapData.h"
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#include "materials/sceneData.h"
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#include "shaderGen/shaderGenVars.h"
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#include "scene/sceneRenderState.h"
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#include "materials/customMaterialDefinition.h"
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#include "materials/shaderData.h"
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#include "materials/materialManager.h"
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#include "materials/matTextureTarget.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialParameters.h"
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#include "gfx/sim/gfxStateBlockData.h"
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#include "core/util/safeDelete.h"
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#include "gfx/genericConstBuffer.h"
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#include "console/simFieldDictionary.h"
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#include "console/propertyParsing.h"
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#include "gfx/util/screenspace.h"
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ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
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{
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mMaterial = &mat;
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AssertFatal(dynamic_cast<CustomMaterial*>(mMaterial), "Incompatible Material type!");
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mCustomMaterial = static_cast<CustomMaterial*>(mMaterial);
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mHasSetStageData = false;
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mHasGlow = false;
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mMaxStages = 0;
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mMaxTex = 0;
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}
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ProcessedCustomMaterial::~ProcessedCustomMaterial()
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{
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}
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void ProcessedCustomMaterial::_setStageData()
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{
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// Only do this once
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if ( mHasSetStageData )
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return;
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mHasSetStageData = true;
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ShaderRenderPassData* rpd = _getRPD(0);
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mConditionerMacros.clear();
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// Loop through all the possible textures, set the right flags, and load them if needed
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for(U32 i=0; i<CustomMaterial::MAX_TEX_PER_PASS; i++ )
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{
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rpd->mTexType[i] = Material::NoTexture; // Set none as the default in case none of the cases below catch it.
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String filename = mCustomMaterial->mTexFilename[i];
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if(filename.isEmpty())
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continue;
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if(filename.equal(String("$dynamiclight"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicLight;
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$dynamiclightmask"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicLightMask;
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$lightmap"), String::NoCase))
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{
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rpd->mTexType[i] = Material::Lightmap;
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$cubemap"), String::NoCase))
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{
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if( mCustomMaterial->mCubemapData )
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{
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rpd->mTexType[i] = Material::Cube;
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mMaxTex = i+1;
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}
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else
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{
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mCustomMaterial->logError( "Could not find CubemapData - %s", mCustomMaterial->mCubemapName.c_str());
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}
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continue;
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}
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if(filename.equal(String("$dynamicCubemap"), String::NoCase))
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{
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rpd->mTexType[i] = Material::SGCube;
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$backbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::BackBuff;
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$reflectbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::ReflectBuff;
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$miscbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::Misc;
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mMaxTex = i+1;
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continue;
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}
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// Check for a RenderTexTargetBin assignment
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if (filename.substr( 0, 1 ).equal("#"))
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{
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String texTargetBufferName = filename.substr(1, filename.length() - 1);
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NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
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rpd->mTexSlot[i].texTarget = texTarget;
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// Get the conditioner macros.
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if ( texTarget )
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texTarget->getShaderMacros( &mConditionerMacros );
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rpd->mTexType[i] = Material::TexTarget;
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mMaxTex = i+1;
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continue;
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}
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rpd->mTexSlot[i].texObject = _createTexture( filename, &GFXDefaultStaticDiffuseProfile );
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if ( !rpd->mTexSlot[i].texObject )
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{
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mMaterial->logError("Failed to load texture %s", _getTexturePath(filename).c_str());
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continue;
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}
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rpd->mTexType[i] = Material::Standard;
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mMaxTex = i+1;
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}
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// We only get one cubemap
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if( mCustomMaterial->mCubemapData )
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{
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mCustomMaterial->mCubemapData->createMap();
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rpd->mCubeMap = mMaterial->mCubemapData->mCubemap; // BTRTODO ?
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if ( !rpd->mCubeMap )
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mMaterial->logError("Failed to load cubemap");
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}
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// If this has a output target defined, it may be writing
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// to a tex target bin with a conditioner, so search for
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// one and add its macros.
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if ( mCustomMaterial->mOutputTarget.isNotEmpty() )
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{
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NamedTexTarget *texTarget = NamedTexTarget::find( mCustomMaterial->mOutputTarget );
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if ( texTarget )
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texTarget->getShaderMacros( &mConditionerMacros );
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}
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// Copy the glow state over.
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mHasGlow = mCustomMaterial->mGlow[0];
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}
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bool ProcessedCustomMaterial::init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat,
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const MatFeaturesDelegate &featuresDelegate )
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{
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// If we don't have a shader data... we have nothing to do.
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if ( !mCustomMaterial->mShaderData )
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return true;
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// Custom materials only do one pass at the moment... so
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// add one for the stage data to fill in.
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ShaderRenderPassData *rpd = new ShaderRenderPassData();
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mPasses.push_back( rpd );
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_setStageData();
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_initPassStateBlocks();
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mStateHint.clear();
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// Note: We don't use the vertex format in a custom
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// material at all right now.
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//
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// Maybe we can add some required semantics and
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// validate that the format fits the shader?
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// Build a composite list of shader macros from
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// the conditioner and the user defined lists.
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Vector<GFXShaderMacro> macros;
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macros.merge( mConditionerMacros );
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macros.merge( mUserMacros );
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// Ask the shader data to give us a shader instance.
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rpd->shader = mCustomMaterial->mShaderData->getShader( macros );
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if ( !rpd->shader )
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{
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delete rpd;
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mPasses.clear();
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return false;
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}
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rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
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_initMaterialParameters();
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mDefaultParameters = allocMaterialParameters();
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setMaterialParameters( mDefaultParameters, 0 );
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mStateHint.init( this );
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return true;
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}
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void ProcessedCustomMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
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{
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Parent::_initPassStateBlock( rpd, result );
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if (mCustomMaterial->getStateBlockData())
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result.addDesc(mCustomMaterial->getStateBlockData()->getState());
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}
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void ProcessedCustomMaterial::_initPassStateBlocks()
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{
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AssertFatal(mHasSetStageData, "State data must be set before initializing state block!");
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ShaderRenderPassData* rpd = _getRPD(0);
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_initRenderStateStateBlocks( rpd );
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}
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bool ProcessedCustomMaterial::_hasCubemap(U32 pass)
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{
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// If the material doesn't have a cubemap, we don't
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if( mMaterial->mCubemapData ) return true;
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else return false;
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}
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bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneData& sgData, U32 pass )
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{
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PROFILE_SCOPE( ProcessedCustomMaterial_SetupPass );
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// Make sure we have a pass.
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if ( pass >= mPasses.size() )
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return false;
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ShaderRenderPassData* rpd = _getRPD( pass );
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U32 currState = _getRenderStateIndex( state, sgData );
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GFX->setStateBlock(rpd->mRenderStates[currState]);
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// activate shader
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if ( rpd->shader )
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GFX->setShader( rpd->shader );
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else
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GFX->disableShaders();
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// Set our textures
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setTextureStages( state, sgData, pass );
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GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
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GFX->setShaderConstBuffer(shaderConsts);
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// Set our shader constants.
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_setTextureTransforms(pass);
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_setShaderConstants(state, sgData, pass);
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LightManager* lm = state ? LIGHTMGR : NULL;
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if (lm)
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lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
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shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
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return true;
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}
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void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
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{
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LightManager* lm = state ? LIGHTMGR : NULL;
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ShaderRenderPassData* rpd = _getRPD(pass);
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ShaderConstHandles* handles = _getShaderConstHandles(pass);
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GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
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const NamedTexTarget *texTarget;
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GFXTextureObject *texObject;
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for( U32 i=0; i<mMaxTex; i++ )
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{
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U32 currTexFlag = rpd->mTexType[i];
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if ( !lm || !lm->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles ) )
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{
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GFXShaderConstHandle* handle = handles->mTexHandlesSC[i];
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if ( !handle->isValid() )
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continue;
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S32 samplerRegister = handle->getSamplerRegister();
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switch( currTexFlag )
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{
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case 0:
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default:
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break;
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case Material::Mask:
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case Material::Standard:
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case Material::Bump:
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case Material::Detail:
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{
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GFX->setTexture( samplerRegister, rpd->mTexSlot[i].texObject );
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break;
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}
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case Material::Lightmap:
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{
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GFX->setTexture( samplerRegister, sgData.lightmap );
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break;
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}
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case Material::Cube:
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{
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GFX->setCubeTexture( samplerRegister, rpd->mCubeMap );
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break;
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}
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case Material::SGCube:
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{
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GFX->setCubeTexture( samplerRegister, sgData.cubemap );
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break;
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}
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case Material::BackBuff:
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{
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GFX->setTexture( samplerRegister, sgData.backBuffTex );
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break;
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}
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case Material::ReflectBuff:
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{
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GFX->setTexture( samplerRegister, sgData.reflectTex );
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break;
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}
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case Material::Misc:
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{
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GFX->setTexture( samplerRegister, sgData.miscTex );
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break;
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}
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case Material::TexTarget:
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{
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texTarget = rpd->mTexSlot[i].texTarget;
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if ( !texTarget )
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{
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GFX->setTexture( samplerRegister, NULL );
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break;
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}
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texObject = texTarget->getTexture();
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// If no texture is available then map the default 2x2
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// black texture to it. This at least will ensure that
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// we get consistant behavior across GPUs and platforms.
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if ( !texObject )
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texObject = GFXTexHandle::ZERO;
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if ( handles->mRTParamsSC[samplerRegister]->isValid() && texObject )
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{
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const Point3I &targetSz = texObject->getSize();
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const RectI &targetVp = texTarget->getViewport();
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Point4F rtParams;
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ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
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shaderConsts->set(handles->mRTParamsSC[samplerRegister], rtParams);
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}
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GFX->setTexture( samplerRegister, texObject );
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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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template <typename T>
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void ProcessedCustomMaterial::setMaterialParameter(MaterialParameters* param,
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MaterialParameterHandle* handle,
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const String& value)
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{
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T typedValue;
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if (PropertyInfo::default_scan(value, typedValue))
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{
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param->set(handle, typedValue);
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} else {
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Con::errorf("Error setting %s, parse error: %s", handle->getName().c_str(), value.c_str());
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}
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}
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void ProcessedCustomMaterial::setMatrixParameter(MaterialParameters* param,
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MaterialParameterHandle* handle,
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const String& value, GFXShaderConstType matrixType)
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{
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MatrixF result(true);
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F32* m = result;
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switch (matrixType)
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{
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case GFXSCT_Float2x2 :
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dSscanf(value.c_str(),"%g %g %g %g",
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m[result.idx(0,0)], m[result.idx(0,1)],
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m[result.idx(1,0)], m[result.idx(1,1)]);
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break;
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case GFXSCT_Float3x3 :
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dSscanf(value.c_str(),"%g %g %g %g %g %g %g %g %g",
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m[result.idx(0,0)], m[result.idx(0,1)], m[result.idx(0,2)],
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m[result.idx(1,0)], m[result.idx(1,1)], m[result.idx(1,2)],
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m[result.idx(2,0)], m[result.idx(2,1)], m[result.idx(2,2)]);
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break;
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default:
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AssertFatal(false, "Invalid type!");
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break;
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}
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}
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// BTRTODO: Support arrays!?
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MaterialParameters* ProcessedCustomMaterial::allocMaterialParameters()
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{
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MaterialParameters* ret = Parent::allocMaterialParameters();
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// See if any of the dynamic fields match up with shader constants we have.
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SimFieldDictionary* fields = mMaterial->getFieldDictionary();
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if (!fields || fields->getNumFields() == 0)
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return ret;
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const Vector<GFXShaderConstDesc>& consts = ret->getShaderConstDesc();
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for (U32 i = 0; i < consts.size(); i++)
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{
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// strip the dollar sign from the front.
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String stripped(consts[i].name);
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stripped.erase(0, 1);
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SimFieldDictionary::Entry* field = fields->findDynamicField(stripped);
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if (field)
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{
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MaterialParameterHandle* handle = getMaterialParameterHandle(consts[i].name);
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switch (consts[i].constType)
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{
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case GFXSCT_Float :
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setMaterialParameter<F32>(ret, handle, field->value);
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break;
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case GFXSCT_Float2:
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setMaterialParameter<Point2F>(ret, handle, field->value);
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break;
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case GFXSCT_Float3:
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setMaterialParameter<Point3F>(ret, handle, field->value);
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break;
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case GFXSCT_Float4:
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setMaterialParameter<Point4F>(ret, handle, field->value);
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break;
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case GFXSCT_Float2x2:
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case GFXSCT_Float3x3:
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setMatrixParameter(ret, handle, field->value, consts[i].constType);
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break;
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case GFXSCT_Float4x4:
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setMaterialParameter<MatrixF>(ret, handle, field->value);
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break;
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case GFXSCT_Int:
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setMaterialParameter<S32>(ret, handle, field->value);
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break;
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case GFXSCT_Int2:
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setMaterialParameter<Point2I>(ret, handle, field->value);
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break;
|
||||
case GFXSCT_Int3:
|
||||
setMaterialParameter<Point3I>(ret, handle, field->value);
|
||||
break;
|
||||
case GFXSCT_Int4:
|
||||
setMaterialParameter<Point4I>(ret, handle, field->value);
|
||||
break;
|
||||
// Do we want to ignore these?
|
||||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue