Merge branch 'ModernEditorLayoutWIP' of https://github.com/Areloch/Torque3D into development

This commit is contained in:
Areloch 2019-05-13 00:28:23 -05:00
commit ae11d3548d
148 changed files with 3463 additions and 547 deletions

View file

@ -22,6 +22,7 @@
#include "shadergen/CustomShaderFeature.h"
#include "shaderGen/HLSL/customFeatureHLSL.h"
#include "shaderGen/GLSL/customFeatureGLSL.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
@ -35,17 +36,17 @@
IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
ConsoleDocClass(CustomShaderFeatureData,
"@brief An example scene object which renders using a callback.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. Note that CustomShaderFeatureData handles its own "
"rendering by submitting itself as an ObjectRenderInst (see "
"renderInstance\renderPassmanager.h) along with a delegate for its render() "
"function. However, the preffered rendering method in the engine is to submit "
"a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and "
"transform and allow the RenderMeshMgr handle the actual rendering. You can "
"see this implemented in RenderMeshExample.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
"@brief An example scene object which renders using a callback.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. Note that CustomShaderFeatureData handles its own "
"rendering by submitting itself as an ObjectRenderInst (see "
"renderInstance\renderPassmanager.h) along with a delegate for its render() "
"function. However, the preffered rendering method in the engine is to submit "
"a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and "
"transform and allow the RenderMeshMgr handle the actual rendering. You can "
"see this implemented in RenderMeshExample.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
//-----------------------------------------------------------------------------
// Object setup and teardown
@ -63,128 +64,138 @@ CustomShaderFeatureData::~CustomShaderFeatureData()
//-----------------------------------------------------------------------------
void CustomShaderFeatureData::initPersistFields()
{
// SceneObject already handles exposing the transform
Parent::initPersistFields();
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
bool CustomShaderFeatureData::onAdd()
{
if (!Parent::onAdd())
return false;
if (!Parent::onAdd())
return false;
mFeatureHLSL = new CustomFeatureHLSL();
mFeatureHLSL->mOwner = this;
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
{
mFeatureHLSL = new CustomFeatureHLSL();
mFeatureHLSL->mOwner = this;
}
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
{
mFeatureGLSL = new CustomFeatureGLSL();
mFeatureGLSL->mOwner = this;
}
return true;
return true;
}
void CustomShaderFeatureData::onRemove()
{
Parent::onRemove();
Parent::onRemove();
}
//Shadergen setup functions
void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
{
mFeatureHLSL->addVariable(name, type, defaultValue);
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addVariable(name, type, defaultValue);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addVariable(name, type, defaultValue);
}
void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
{
mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
}
void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
{
mFeatureHLSL->addSampler(name, type, arraySize);
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addSampler(name, type, arraySize);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addSampler(name, type, arraySize);
}
void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
{
mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
}
void CustomShaderFeatureData::addConnector(String name, String elementName, String type)
void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
{
mFeatureHLSL->addConnector(name, elementName, type);
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addConnector(name, type, elementName);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addConnector(name, type, elementName);
}
void CustomShaderFeatureData::addVertTexCoord(String name)
{
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addVertTexCoord(name);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addVertTexCoord(name);
}
bool CustomShaderFeatureData::hasFeature(String name)
{
return mFeatureHLSL->hasFeature(name);
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
return mFeatureHLSL->hasFeature(name);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
return mFeatureGLSL->hasFeature(name);
}
void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef *argv)
void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef* argv)
{
/*mOnObject = onObject;
mArgc = argc;
mArgv = new ConsoleValueRef[argc];
for (int i = 0; i<argc; i++)
{
mArgv[i].value = new ConsoleValue();
mArgv[i].value->type = ConsoleValue::TypeInternalString;
mArgv[i].value->init();
if (argv)
{
mArgv[i].value->setStringValue((const char*)argv[i]);
}
}*/
mFeatureHLSL->writeLine(format, argc, argv);
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->writeLine(format, argc, argv);
else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->writeLine(format, argc, argv);
}
/*//Actual shader processing
void CustomShaderFeatureData::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
{
mFeatureHLSL.processVert(componentList, fd);
}
void CustomShaderFeatureData::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
mFeatureHLSL.processPix(componentList, fd);
}
void CustomShaderFeatureData::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex)
{
mFeatureHLSL.setTexData(stageDat, fd, passData, texIndex);
}*/
DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
{
object->addVariable(name, type, defaultValue);
object->addVariable(name, type, defaultValue);
}
DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
{
object->addUniform(name, type, defaultValue, arraySize);
object->addUniform(name, type, defaultValue, arraySize);
}
DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
{
object->addSampler(name, "", arraySize);
object->addSampler(name, "", arraySize);
}
DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
{
object->addTexture(name, type, samplerState, arraySize);
object->addTexture(name, type, samplerState, arraySize);
}
ConsoleMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
"@param method Name of method to call.\n"
"@param args Zero or more arguments for the method.\n"
"@return The result of the method call.")
DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "")
{
object->writeLine(argv[2], argc - 3, argv + 3);
object->addConnector(name, type, elementName);
}
DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "")
{
object->addVertTexCoord(name);
}
DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
"@param method Name of method to call.\n"
"@param args Zero or more arguments for the method.\n"
"@return The result of the method call.")
{
object->writeLine(argv[2], argc - 3, argv + 3);
}
DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
{
return object->hasFeature(name);
}
return object->hasFeature(name);
}