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Engine directory for ticket #1
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108
Engine/source/scene/reflectionMatHook.cpp
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108
Engine/source/scene/reflectionMatHook.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 "scene/reflectionMatHook.h"
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#include "materials/materialManager.h"
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#include "materials/customMaterialDefinition.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialFeatureData.h"
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#include "shaderGen/featureType.h"
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#include "shaderGen/featureMgr.h"
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#include "scene/sceneRenderState.h"
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const MatInstanceHookType ReflectionMaterialHook::Type( "Reflection" );
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ReflectionMaterialHook::ReflectionMaterialHook() :
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mReflectMat(NULL)
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{
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}
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ReflectionMaterialHook::~ReflectionMaterialHook()
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{
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SAFE_DELETE(mReflectMat);
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}
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void ReflectionMaterialHook::init( BaseMatInstance *inMat )
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{
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if( !inMat->isValid() )
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return;
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Material *reflectMat = (Material*)inMat->getMaterial();
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if ( inMat->isCustomMaterial() )
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{
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// This is a custom material... who knows what it really does...do something
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// smart here later.
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}
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// We may want to disable some states that the material might enable for us.
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GFXStateBlockDesc refractState = inMat->getUserStateBlock();
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// Always z-read, and z-write if the material isn't translucent
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refractState.setZReadWrite( true, reflectMat->isTranslucent() ? false : true );
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// Create reflection material instance.
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BaseMatInstance *newMat = new ReflectionMatInstance( reflectMat );
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newMat->setUserObject( inMat->getUserObject() );
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newMat->getFeaturesDelegate().bind( &ReflectionMaterialHook::_overrideFeatures );
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newMat->addStateBlockDesc( refractState );
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if( !newMat->init( inMat->getFeatures(), inMat->getVertexFormat() ) )
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{
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SAFE_DELETE( newMat );
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newMat = MATMGR->createWarningMatInstance();
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}
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mReflectMat = newMat;
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}
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void ReflectionMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
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U32 stageNum,
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MaterialFeatureData &fd,
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const FeatureSet &features )
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{
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// First stage only in reflections
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if( stageNum != 0 )
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{
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fd.features.clear();
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return;
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}
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// Forward shading on materials in reflections
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fd.features.addFeature( MFT_ForwardShading );
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fd.features.addFeature( MFT_Fog );
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}
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//------------------------------------------------------------------------------
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ReflectionMatInstance::ReflectionMatInstance( Material *mat )
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: MatInstance( *mat )
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{
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}
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bool ReflectionMatInstance::setupPass( SceneRenderState *state, const SceneData &sgData )
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{
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return Parent::setupPass(state, sgData);
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}
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