Handler binding on a scene level working

This commit is contained in:
Areloch 2017-10-19 15:34:57 -05:00
parent 7219899287
commit 9a5700addc
4 changed files with 66 additions and 47 deletions

View file

@ -245,7 +245,7 @@ bool ProcessedCustomMaterial::init( const FeatureSet &features,
return false;
}
rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
rpd->shaderHandles.init( rpd->shader, mCustomMaterial->mCustomShaderFeatures, mCustomMaterial );
_initMaterialParameters();
mDefaultParameters = allocMaterialParameters();
setMaterialParameters( mDefaultParameters, 0 );

View file

@ -52,7 +52,7 @@
///
/// ShaderConstHandles
///
void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/ )
void ShaderConstHandles::init( GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat /*=NULL*/)
{
mDiffuseColorSC = shader->getShaderConstHandle("$diffuseMaterialColor");
mTexMatSC = shader->getShaderConstHandle(ShaderGenVars::texMat);
@ -118,21 +118,19 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
// Deferred Shading
mMatInfoFlagsSC = shader->getShaderConstHandle(ShaderGenVars::matInfoFlags);
}
void CustomFeatureShaderConstHandles::init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData)
{
for (U32 f = 0; f < customFeatureData.size(); ++f)
{
for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
{
handleData newSC;
newSC.handle = shader->getShaderConstHandle(customFeatureData[f]->mAddedShaderConstants[i]);
newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
//custom features
for (U32 f = 0; f < customFeatureData.size(); ++f)
{
for (U32 i = 0; i < customFeatureData[f]->mAddedShaderConstants.size(); ++i)
{
customHandleData newSC;
newSC.handle = shader->getShaderConstHandle(String("$") + String(customFeatureData[f]->mAddedShaderConstants[i]));
newSC.handleName = customFeatureData[f]->mAddedShaderConstants[i];
mHandles.push_back(newSC);
}
}
mCustomHandles.push_back(newSC);
}
}
}
///
@ -674,10 +672,7 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
if( !rpd.shader )
return false;
rpd.shaderHandles.init( rpd.shader );
//Store our customShaderFeature handles
rpd.customFeatureShaderHandles.init(rpd.shader, mMaterial->mCustomShaderFeatures);
rpd.shaderHandles.init( rpd.shader, mMaterial->mCustomShaderFeatures);
// If a pass glows, we glow
if( rpd.mGlow )
@ -1216,6 +1211,31 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
shaderConsts->set( handles->mAccuCoverageSC, mMaterial->mAccuCoverage[stageNum] );
if( handles->mAccuSpecularSC->isValid() )
shaderConsts->set( handles->mAccuSpecularSC, mMaterial->mAccuSpecular[stageNum] );
/*for (U32 i = 0; i < sgData.customShaderData.size(); i++)
{
//roll through and try setting our data!
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if (handles->mCustomHandles[h].handle->isValid())
{
if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
break;
}
}
}
}*/
}
bool ProcessedShaderMaterial::_hasCubemap(U32 pass)
@ -1320,21 +1340,24 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
for (U32 i = 0; i < sgData.customShaderData.size(); i++)
{
//roll through and try setting our data!
for (U32 h = 0; h < rpd->customFeatureShaderHandles.mHandles.size(); ++h)
for (U32 h = 0; h < handles->mCustomHandles.size(); ++h)
{
StringTableEntry handleName = sgData.customShaderData[i]->getHandleName();
StringTableEntry rpdHandleName = rpd->customFeatureShaderHandles.mHandles[h].handleName;
if (rpd->customFeatureShaderHandles.mHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
StringTableEntry rpdHandleName = handles->mCustomHandles[h].handleName;
if (handles->mCustomHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if(sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat2());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat3());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat4());
break;
if (handles->mCustomHandles[h].handle->isValid())
{
if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float2)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat2());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float3)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat3());
else if (sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float4)
shaderConsts->setSafe(handles->mCustomHandles[h].handle, sgData.customShaderData[i]->getFloat4());
break;
}
}
}
}

View file

@ -96,24 +96,17 @@ public:
GFXShaderConstHandle* mNodeTransforms;
void init( GFXShader* shader, CustomMaterial* mat = NULL );
struct customHandleData
{
StringTableEntry handleName;
GFXShaderConstHandle* handle;
};
Vector<customHandleData> mCustomHandles;
void init( GFXShader* shader, Vector<CustomShaderFeatureData*> customFeatureData, CustomMaterial* mat = NULL);
};
class CustomFeatureShaderConstHandles
{
public:
struct handleData
{
StringTableEntry handleName;
GFXShaderConstHandle* handle;
};
Vector<handleData> mHandles;
void init(GFXShader *shader, Vector<CustomShaderFeatureData*> customFeatureData);
};
class ShaderRenderPassData : public RenderPassData
{
typedef RenderPassData Parent;
@ -124,7 +117,6 @@ public:
GFXShaderRef shader;
ShaderConstHandles shaderHandles;
CustomFeatureShaderConstHandles customFeatureShaderHandles;
Vector<ShaderFeatureConstHandles*> featureShaderHandles;
virtual void reset();

View file

@ -431,6 +431,10 @@ void RenderDeferredMgr::render( SceneRenderState *state )
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
}
//-JR
//push along any overriden fields that are instance-specific as well
//mat->setCustomShaderHandles()
// If we're instanced then don't render yet.
if ( mat->isInstanced() )
{