Implement of the shader consts binding.

This commit is contained in:
Areloch 2017-10-10 15:54:54 -05:00
parent 6f8e4cb3ee
commit ccdc93fc25
12 changed files with 137 additions and 7 deletions

View file

@ -305,7 +305,9 @@ bool TSStatic::onAdd()
mCubeReflector.unregisterReflector();
if ( reflectorDesc )
mCubeReflector.registerReflector( this, reflectorDesc );
mCubeReflector.registerReflector( this, reflectorDesc );
strudelCSB = new CustomShaderBindingData();
}
_updateShouldTick();
@ -627,6 +629,11 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
// Acculumation
rdata.setAccuTex(mAccuTex);
//Various arbitrary shader render bits to add
strudelCSB->setFloat("strudel", 0.25);
rdata.addCustomShaderBinding(strudelCSB);
// If we have submesh culling enabled then prepare
// the object space frustum to pass to the shape.
Frustum culler;

View file

@ -236,6 +236,8 @@ public:
const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
CustomShaderBindingData* strudelCSB;
};
typedef TSStatic::MeshType TSMeshType;

View file

@ -41,6 +41,8 @@
#include "gfx/util/screenspace.h"
#include "math/util/matrixSet.h"
#include "ts/tsRenderState.h"
// We need to include customMaterialDefinition for ShaderConstHandles::init
#include "materials/customMaterialDefinition.h"
@ -118,6 +120,21 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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];
mHandles.push_back(newSC);
}
}
}
///
/// ShaderRenderPassData
///
@ -659,6 +676,9 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
return false;
rpd.shaderHandles.init( rpd.shader );
//Store our customShaderFeature handles
rpd.customFeatureShaderHandles.init(rpd.shader, mMaterial->mCustomShaderFeatures);
// If a pass glows, we glow
if( rpd.mGlow )
mHasGlow = true;
@ -1297,6 +1317,20 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
for ( U32 i=0; i < rpd->featureShaderHandles.size(); i++ )
rpd->featureShaderHandles[i]->setConsts( state, sgData, shaderConsts );
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)
{
if (rpd->customFeatureShaderHandles.mHandles[h].handleName == sgData.customShaderData[i]->getHandleName())
{
if(sgData.customShaderData[i]->getType() == CustomShaderBindingData::Float)
shaderConsts->setSafe(rpd->customFeatureShaderHandles.mHandles[h].handle, sgData.customShaderData[i]->getFloat());
break;
}
}
}
LIGHTMGR->setLightInfo( this, mMaterial, sgData, state, pass, shaderConsts );
}

View file

@ -97,6 +97,21 @@ public:
GFXShaderConstHandle* mNodeTransforms;
void init( GFXShader* shader, 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
@ -109,6 +124,7 @@ public:
GFXShaderRef shader;
ShaderConstHandles shaderHandles;
CustomFeatureShaderConstHandles customFeatureShaderHandles;
Vector<ShaderFeatureConstHandles*> featureShaderHandles;
virtual void reset();

View file

@ -34,7 +34,7 @@
class GFXTexHandle;
class GFXCubemap;
class CustomShaderBindingData;
struct SceneData
{
@ -92,6 +92,8 @@ struct SceneData
/// features.
void *materialHint;
Vector<CustomShaderBindingData*> customShaderData;
/// Constructor.
SceneData()
{

View file

@ -172,6 +172,7 @@ void RenderBinManager::setupSGData( MeshRenderInst *ri, SceneData &data )
data.lightmap = ri->lightmap;
data.visibility = ri->visibility;
data.materialHint = ri->materialHint;
data.customShaderData = ri->mCustomShaderData;
}
DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,

View file

@ -49,6 +49,8 @@ struct RenderInst;
class MatrixSet;
class GFXPrimitiveBufferHandle;
class CustomShaderBindingData;
/// A RenderInstType hash value.
typedef U32 RenderInstTypeHash;
@ -382,6 +384,9 @@ struct MeshRenderInst : public RenderInst
const char *objectName;
#endif
//Custom Shader data
Vector<CustomShaderBindingData*> mCustomShaderData;
void clear();
};

View file

@ -54,7 +54,9 @@
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _TSRENDERDATA_H_
#include "ts/tsRenderState.h"
#endif
class SceneManager;
class SceneRenderState;

View file

@ -219,6 +219,8 @@ void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue
newVarHolder.constSortPos = cspPrimitive;
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
@ -236,6 +238,8 @@ void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}
@ -281,6 +285,8 @@ void CustomFeatureHLSL::addTexture(String name, String type, String samplerState
newVarHolder.constNum = constNum; // used as texture unit num here
mVars.push_back(newVarHolder);
mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
}
}

View file

@ -36,6 +36,8 @@ class CustomShaderFeatureData : public SimObject
public:
CustomFeatureHLSL* mFeatureHLSL;
Vector<StringTableEntry> mAddedShaderConstants;
public:
CustomShaderFeatureData();
virtual ~CustomShaderFeatureData();

View file

@ -207,6 +207,8 @@ void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata,
coreRI->materialHint = rdata.getMaterialHint();
coreRI->mCustomShaderData = rdata.getCustomShaderBinding();
coreRI->visibility = meshVisibility;
coreRI->cubemap = rdata.getCubemap();

View file

@ -39,6 +39,7 @@ class TSShape;
struct CustomShaderBindingData
{
public:
enum UniformType
{
Float = 0,
@ -58,18 +59,59 @@ struct CustomShaderBindingData
Matrix4x3,
Matrix4x4
};
String targetedUniformName;
private:
StringTableEntry targetedUniformName;
//ShaderConstHandles shaderConstHandle;
UniformType type;
void* data; //for numeric data
F32 mFloat;
Point2F mFloat2;
Point3F mFloat3;
Point4F mFloat4;
//Image stuff
GFXTexHandle texture;
GFXSamplerStateDesc samplerState;
public:
void setFloat(StringTableEntry shaderConstName, F32 f)
{
targetedUniformName = shaderConstName;
mFloat = f;
type = Float;
}
F32 getFloat() { return mFloat; }
void setFloat2(StringTableEntry shaderConstName, Point2F f)
{
targetedUniformName = shaderConstName;
mFloat2 = f;
type = Float2;
}
void setFloat3(StringTableEntry shaderConstName, Point3F f)
{
targetedUniformName = shaderConstName;
mFloat3 = f;
type = Float3;
}
void setFloat4(StringTableEntry shaderConstName, Point4F f)
{
targetedUniformName = shaderConstName;
mFloat4 = f;
type = Float4;
}
StringTableEntry getHandleName() {
return targetedUniformName;
}
UniformType getType() {
return type;
}
};
/// A simple class for passing render state through the pre-render pipeline.
@ -151,7 +193,7 @@ protected:
U32 mNodeTransformCount;
//Custom Shader data
Vector<CustomShaderBindingData> mCustomShaderData;
Vector<CustomShaderBindingData*> mCustomShaderData;
public:
TSRenderState();
@ -200,6 +242,15 @@ public:
void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
GFXTextureObject* getAccuTex() const { return mAccuTex; }
void addCustomShaderBinding(CustomShaderBindingData* data)
{
mCustomShaderData.push_back(data);
}
Vector<CustomShaderBindingData*> getCustomShaderBinding() const
{
return mCustomShaderData;
}
///@ see mNodeTransforms, mNodeTransformCount
void setNodeTransforms(MatrixF *list, U32 count) { mNodeTransforms = list; mNodeTransformCount = count; }
void getNodeTransforms(MatrixF **list, U32 *count) const { *list = mNodeTransforms; *count = mNodeTransformCount; }