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Engine directory for ticket #1
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378
Engine/source/materials/processedFFMaterial.cpp
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378
Engine/source/materials/processedFFMaterial.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/processedFFMaterial.h"
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#include "gfx/sim/cubemapData.h"
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#include "materials/sceneData.h"
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#include "materials/customMaterialDefinition.h"
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#include "materials/materialFeatureTypes.h"
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#include "gfx/sim/gfxStateBlockData.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/genericConstBuffer.h"
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#include "materials/materialParameters.h"
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#include "lighting/lightInfo.h"
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#include "scene/sceneRenderState.h"
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#include "core/util/safeDelete.h"
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#include "math/util/matrixSet.h"
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class FFMaterialParameterHandle : public MaterialParameterHandle
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{
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public:
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virtual ~FFMaterialParameterHandle() {}
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virtual const String& getName() const { return mName; }
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virtual bool isValid() const { return false; }
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virtual S32 getSamplerRegister( U32 pass ) const { return -1; }
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private:
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String mName;
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};
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ProcessedFFMaterial::ProcessedFFMaterial()
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{
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VECTOR_SET_ASSOCIATION( mParamDesc );
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_construct();
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}
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ProcessedFFMaterial::ProcessedFFMaterial(Material &mat, const bool isLightingMaterial)
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{
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VECTOR_SET_ASSOCIATION( mParamDesc );
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_construct();
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mMaterial = &mat;
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mIsLightingMaterial = isLightingMaterial;
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}
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void ProcessedFFMaterial::_construct()
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{
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mHasSetStageData = false;
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mHasGlow = false;
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mIsLightingMaterial = false;
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mDefaultHandle = new FFMaterialParameterHandle();
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mDefaultParameters = new MaterialParameters();
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mCurrentParams = mDefaultParameters;
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}
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ProcessedFFMaterial::~ProcessedFFMaterial()
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{
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SAFE_DELETE(mDefaultParameters);
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SAFE_DELETE( mDefaultHandle );
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}
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void ProcessedFFMaterial::_createPasses( U32 stageNum, const FeatureSet &features )
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{
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FixedFuncFeatureData featData;
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_determineFeatures(stageNum, featData, features);
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// Just create a simple pass!
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_addPass(0, featData);
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mFeatures.clear();
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if ( featData.features[FixedFuncFeatureData::DiffuseMap] )
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mFeatures.addFeature( MFT_DiffuseMap );
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if ( featData.features[FixedFuncFeatureData::LightMap] )
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mFeatures.addFeature( MFT_LightMap );
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if ( featData.features[FixedFuncFeatureData::ToneMap] )
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mFeatures.addFeature( MFT_ToneMap );
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}
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void ProcessedFFMaterial::_determineFeatures( U32 stageNum,
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FixedFuncFeatureData& featData,
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const FeatureSet &features )
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{
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if ( mStages[stageNum].getTex( MFT_DiffuseMap ) )
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featData.features[FixedFuncFeatureData::DiffuseMap] = true;
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if ( features.hasFeature( MFT_LightMap ) )
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featData.features[FixedFuncFeatureData::LightMap] = true;
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if ( features.hasFeature( MFT_ToneMap ))
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featData.features[FixedFuncFeatureData::ToneMap] = true;
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}
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U32 ProcessedFFMaterial::getNumStages()
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{
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// Loops through all stages to determine how many stages we actually use
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U32 numStages = 0;
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U32 i;
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for( i=0; i<Material::MAX_STAGES; i++ )
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{
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// Assume stage is inactive
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bool stageActive = false;
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// Cubemaps only on first stage
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if( i == 0 )
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{
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// If we have a cubemap the stage is active
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if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
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{
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numStages++;
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continue;
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}
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}
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// If we have a texture for the a feature the
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// stage is active.
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if ( mStages[i].hasValidTex() )
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stageActive = true;
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// If this stage has specular lighting, it's active
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if ( mMaterial->mPixelSpecular[i] )
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stageActive = true;
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// If we have a Material that is vertex lit
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// then it may not have a texture
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if( mMaterial->mVertLit[i] )
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{
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stageActive = true;
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}
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// Increment the number of active stages
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numStages += stageActive;
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}
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return numStages;
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}
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bool ProcessedFFMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
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{
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PROFILE_SCOPE( ProcessedFFMaterial_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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_setRenderState( state, sgData, pass );
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// Bind our textures
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setTextureStages( state, sgData, pass );
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return true;
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}
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void ProcessedFFMaterial::setTextureStages(SceneRenderState * state, const SceneData& sgData, U32 pass)
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{
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// We may need to do some trickery in here for fixed function, this is just copy/paste from MatInstance
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#ifdef TORQUE_DEBUG
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AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
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#endif
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RenderPassData *rpd = mPasses[pass];
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for( U32 i=0; i<rpd->mNumTex; i++ )
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{
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U32 currTexFlag = rpd->mTexType[i];
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if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, NULL, NULL))
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{
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switch( currTexFlag )
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{
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case Material::NoTexture:
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if (rpd->mTexSlot[i].texObject)
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GFX->setTexture( i, rpd->mTexSlot[i].texObject );
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break;
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case Material::NormalizeCube:
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GFX->setCubeTexture(i, Material::GetNormalizeCube());
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break;
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case Material::Lightmap:
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GFX->setTexture( i, sgData.lightmap );
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break;
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case Material::Cube:
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// TODO: Is this right?
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GFX->setTexture( i, rpd->mTexSlot[0].texObject );
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break;
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case Material::SGCube:
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// No cubemap support just yet
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//GFX->setCubeTexture( i, sgData.cubemap );
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GFX->setTexture( i, rpd->mTexSlot[0].texObject );
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break;
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case Material::BackBuff:
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GFX->setTexture( i, sgData.backBuffTex );
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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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MaterialParameters* ProcessedFFMaterial::allocMaterialParameters()
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{
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return new MaterialParameters();
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}
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MaterialParameters* ProcessedFFMaterial::getDefaultMaterialParameters()
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{
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return mDefaultParameters;
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}
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MaterialParameterHandle* ProcessedFFMaterial::getMaterialParameterHandle(const String& name)
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{
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return mDefaultHandle;
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}
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void ProcessedFFMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
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{
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GFX->setWorldMatrix(matrixSet.getObjectToWorld());
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GFX->setViewMatrix(matrixSet.getWorldToCamera());
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GFX->setProjectionMatrix(matrixSet.getCameraToScreen());
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}
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void ProcessedFFMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
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{
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_setPrimaryLightInfo(*sgData.objTrans, sgData.lights[0], pass);
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_setSecondaryLightInfo(*sgData.objTrans, sgData.lights[1]);
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}
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void ProcessedFFMaterial::_setPrimaryLightInfo(const MatrixF &_objTrans, LightInfo* light, U32 pass)
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{
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// Just in case
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GFX->setGlobalAmbientColor(ColorF(0.0f, 0.0f, 0.0f, 1.0f));
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if ( light->getType() == LightInfo::Ambient )
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{
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// Ambient light
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GFX->setGlobalAmbientColor( light->getAmbient() );
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return;
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}
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GFX->setLight(0, NULL);
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GFX->setLight(1, NULL);
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// This is a quick hack that lets us use FF lights
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GFXLightMaterial lightMat;
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lightMat.ambient = ColorF(1.0f, 1.0f, 1.0f, 1.0f);
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lightMat.diffuse = ColorF(1.0f, 1.0f, 1.0f, 1.0f);
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lightMat.emissive = ColorF(0.0f, 0.0f, 0.0f, 0.0f);
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lightMat.specular = ColorF(0.0f, 0.0f, 0.0f, 0.0f);
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lightMat.shininess = 128.0f;
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GFX->setLightMaterial(lightMat);
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// set object transform
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MatrixF objTrans = _objTrans;
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objTrans.inverse();
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// fill in primary light
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//-------------------------
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GFXLightInfo xlatedLight;
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light->setGFXLight(&xlatedLight);
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Point3F lightPos = light->getPosition();
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Point3F lightDir = light->getDirection();
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objTrans.mulP(lightPos);
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objTrans.mulV(lightDir);
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xlatedLight.mPos = lightPos;
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xlatedLight.mDirection = lightDir;
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GFX->setLight(0, &xlatedLight);
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}
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void ProcessedFFMaterial::_setSecondaryLightInfo(const MatrixF &_objTrans, LightInfo* light)
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{
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// set object transform
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MatrixF objTrans = _objTrans;
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objTrans.inverse();
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// fill in secondary light
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//-------------------------
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GFXLightInfo xlatedLight;
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light->setGFXLight(&xlatedLight);
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Point3F lightPos = light->getPosition();
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Point3F lightDir = light->getDirection();
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objTrans.mulP(lightPos);
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objTrans.mulV(lightDir);
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xlatedLight.mPos = lightPos;
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xlatedLight.mDirection = lightDir;
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GFX->setLight(1, &xlatedLight);
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}
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bool ProcessedFFMaterial::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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TORQUE_UNUSED( vertexFormat );
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TORQUE_UNUSED( featuresDelegate );
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_setStageData();
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// Just create a simple pass
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_createPasses(0, features);
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_initRenderPassDataStateBlocks();
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mStateHint.init( this );
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return true;
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}
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void ProcessedFFMaterial::_addPass(U32 stageNum, FixedFuncFeatureData& featData)
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{
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U32 numTex = 0;
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// Just creates a simple pass, but it can still glow!
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RenderPassData rpd;
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// Base texture, texunit 0
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if(featData.features[FixedFuncFeatureData::DiffuseMap])
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{
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rpd.mTexSlot[0].texObject = mStages[stageNum].getTex( MFT_DiffuseMap );
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rpd.mTexType[0] = Material::NoTexture;
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numTex++;
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}
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// lightmap, texunit 1
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if(featData.features[FixedFuncFeatureData::LightMap])
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{
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rpd.mTexType[1] = Material::Lightmap;
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numTex++;
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}
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rpd.mNumTex = numTex;
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rpd.mStageNum = stageNum;
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rpd.mGlow = false;
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mPasses.push_back( new RenderPassData(rpd) );
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}
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void ProcessedFFMaterial::_setPassBlendOp()
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{
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}
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void ProcessedFFMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
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{
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Parent::_initPassStateBlock( rpd, result );
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if ( mIsLightingMaterial )
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{
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result.ffLighting = true;
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result.blendDefined = true;
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result.blendEnable = true;
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result.blendSrc = GFXBlendOne;
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result.blendSrc = GFXBlendOne;
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}
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// This is here for generic FF shader fallbacks.
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CustomMaterial* custmat = dynamic_cast<CustomMaterial*>(mMaterial);
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if (custmat && custmat->getStateBlockData() )
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result.addDesc(custmat->getStateBlockData()->getState());
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}
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