mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Initial implementation of Custom Shader Features.
This commit is contained in:
parent
f9b7f66571
commit
dc5e502dec
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@ -483,6 +483,9 @@ void Material::initPersistFields()
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endGroup( "Behavioral" );
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addProtectedField("customShaderFeature", TypeRealString, NULL, &protectedSetCustomShaderFeature, &defaultProtectedGetFn,
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"Do not modify, for internal use.", AbstractClassRep::FIELD_HideInInspectors);
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Parent::initPersistFields();
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}
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@ -500,6 +503,19 @@ bool Material::writeField( StringTableEntry fieldname, const char *value )
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return Parent::writeField( fieldname, value );
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}
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bool Material::protectedSetCustomShaderFeature(void *object, const char *index, const char *data)
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{
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Material *material = static_cast< Material* >(object);
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CustomShaderFeatureData* customFeature;
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if (!Sim::findObject(data, customFeature))
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return false;
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material->mCustomShaderFeatures.push_back(customFeature);
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return false;
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}
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bool Material::onAdd()
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{
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if (Parent::onAdd() == false)
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@ -41,6 +41,9 @@
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#include "console/dynamicTypes.h"
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#endif
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#ifndef CUSTOMSHADERFEATURE_H
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#include "shaderGen/customShaderFeature.h"
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#endif
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class CubemapData;
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class SFXTrack;
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@ -49,7 +52,7 @@ class FeatureSet;
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class FeatureType;
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class MaterialSoundProfile;
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class MaterialPhysicsProfile;
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class CustomShaderFeatureData;
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/// The basic material definition.
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class Material : public BaseMaterialDefinition
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@ -343,6 +346,8 @@ public:
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F32 mDirectSoundOcclusion; ///< Amount of volume occlusion on direct sounds.
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F32 mReverbSoundOcclusion; ///< Amount of volume occlusion on reverb sounds.
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Vector<CustomShaderFeatureData*> mCustomShaderFeatures;
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///@}
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String mMapTo; // map Material to this texture name
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@ -380,6 +385,8 @@ public:
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virtual void inspectPostApply();
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virtual bool writeField( StringTableEntry fieldname, const char *value );
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static bool protectedSetCustomShaderFeature(void *object, const char *index, const char *data);
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//
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// ConsoleObject interface
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//
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@ -81,6 +81,8 @@ public:
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MaterialFeatureData mFeatureData;
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Vector<CustomShaderFeatureData*> mCustomShaderFeatureData;
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bool mGlow;
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Material::BlendOp mBlendOp;
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@ -654,7 +654,7 @@ bool ProcessedShaderMaterial::_addPass( ShaderRenderPassData &rpd,
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// Generate shader
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GFXShader::setLogging( true, true );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mVertexFormat, &mUserMacros, samplers );
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rpd.shader = SHADERGEN->getShader( rpd.mFeatureData, mMaterial->mCustomShaderFeatures, mVertexFormat, &mUserMacros, samplers );
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if( !rpd.shader )
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return false;
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rpd.shaderHandles.init( rpd.shader );
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213
Engine/source/shaderGen/HLSL/customFeatureHLSL.cpp
Normal file
213
Engine/source/shaderGen/HLSL/customFeatureHLSL.cpp
Normal file
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@ -0,0 +1,213 @@
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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 "customFeatureHLSL.h"
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#include "shaderGen/shaderFeature.h"
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#include "shaderGen/shaderOp.h"
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#include "shaderGen/featureMgr.h"
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//#include "materials/materialFeatureTypes.h"
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//#include "gfx/gfxDevice.h"
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//#include "materials/processedMaterial.h"
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//****************************************************************************
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// Accu Texture
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//****************************************************************************
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void CustomFeatureHLSL::processVert(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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/*MultiLine *meta = new MultiLine;
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getOutTexCoord( "texCoord",
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"float2",
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false,
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meta,
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componentList );
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getOutObjToTangentSpace( componentList, meta, fd );
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output = meta;*/
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if (mOwner->isMethod("processVertHLSL"))
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Con::executef(mOwner, "processVertHLSL");
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}
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void CustomFeatureHLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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meta = new MultiLine;
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/*MultiLine *meta = new MultiLine;
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output = meta;
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// OUT.col
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Var *color = (Var*) LangElement::find( "col1" );
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if (!color)
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{
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output = new GenOp(" //NULL COLOR!");
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return;
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}
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// accu map
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Var *accuMap = new Var;
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accuMap->setType("SamplerState");
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accuMap->setName( "accuMap" );
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accuMap->uniform = true;
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accuMap->sampler = true;
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accuMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
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// accuColor var
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Var *accuColor = new Var;
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accuColor->setType( "float4" );
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accuColor->setName( "accuColor" );
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LangElement *colorAccuDecl = new DecOp( accuColor );
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// plc (placement)
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Var *accuPlc = new Var;
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accuPlc->setType( "float4" );
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accuPlc->setName( "plc" );
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LangElement *plcAccu = new DecOp( accuPlc );
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// accu constants
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Var *accuScale = (Var*)LangElement::find( "accuScale" );
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if ( !accuScale )
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{
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accuScale = new Var;
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accuScale->setType( "float" );
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accuScale->setName( "accuScale" );
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accuScale->uniform = true;
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accuScale->sampler = false;
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accuScale->constSortPos = cspPotentialPrimitive;
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}
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Var *accuDirection = (Var*)LangElement::find( "accuDirection" );
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if ( !accuDirection )
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{
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accuDirection = new Var;
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accuDirection->setType( "float" );
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accuDirection->setName( "accuDirection" );
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accuDirection->uniform = true;
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accuDirection->sampler = false;
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accuDirection->constSortPos = cspPotentialPrimitive;
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}
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Var *accuStrength = (Var*)LangElement::find( "accuStrength" );
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if ( !accuStrength )
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{
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accuStrength = new Var;
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accuStrength->setType( "float" );
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accuStrength->setName( "accuStrength" );
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accuStrength->uniform = true;
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accuStrength->sampler = false;
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accuStrength->constSortPos = cspPotentialPrimitive;
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}
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Var *accuCoverage = (Var*)LangElement::find( "accuCoverage" );
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if ( !accuCoverage )
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{
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accuCoverage = new Var;
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accuCoverage->setType( "float" );
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accuCoverage->setName( "accuCoverage" );
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accuCoverage->uniform = true;
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accuCoverage->sampler = false;
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accuCoverage->constSortPos = cspPotentialPrimitive;
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}
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Var *accuSpecular = (Var*)LangElement::find( "accuSpecular" );
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if ( !accuSpecular )
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{
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accuSpecular = new Var;
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accuSpecular->setType( "float" );
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accuSpecular->setName( "accuSpecular" );
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accuSpecular->uniform = true;
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accuSpecular->sampler = false;
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accuSpecular->constSortPos = cspPotentialPrimitive;
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}
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Var *inTex = getInTexCoord( "texCoord", "float2", componentList );
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Var *accuVec = getInTexCoord( "accuVec", "float3", componentList );
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Var *bumpNorm = (Var *)LangElement::find( "bumpSample" );
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if( bumpNorm == NULL )
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{
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bumpNorm = (Var *)LangElement::find( "bumpNormal" );
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if (!bumpNorm)
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return;
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}
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// get the accu pixel color
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Var *accuMapTex = new Var;
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accuMapTex->setType("Texture2D");
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accuMapTex->setName("accuMapTex");
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accuMapTex->uniform = true;
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accuMapTex->texture = true;
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accuMapTex->constNum = accuMap->constNum;
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meta->addStatement(new GenOp(" @ = @.Sample(@, @ * @);\r\n", colorAccuDecl, accuMapTex, accuMap, inTex, accuScale));
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// scale up normals
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meta->addStatement( new GenOp( " @.xyz = @.xyz * 2.0 - 0.5;\r\n", bumpNorm, bumpNorm ) );
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// assign direction
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meta->addStatement( new GenOp( " @.z *= @*2.0;\r\n", accuVec, accuDirection ) );
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// saturate based on strength
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meta->addStatement( new GenOp( " @ = saturate( dot( @.xyz, @.xyz * pow(@, 5) ) );\r\n", plcAccu, bumpNorm, accuVec, accuStrength ) );
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// add coverage
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meta->addStatement( new GenOp( " @.a += (2 * pow(@/2, 5)) - 0.5;\r\n", accuPlc, accuCoverage ) );
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// clamp to a sensible value
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meta->addStatement( new GenOp( " @.a = clamp(@.a, 0, 1);\r\n", accuPlc, accuPlc ) );
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// light
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Var *lightColor = (Var*) LangElement::find( "d_lightcolor" );
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if(lightColor != NULL)
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meta->addStatement( new GenOp( " @ *= float4(@, 1.0);\r\n\r\n", accuColor, lightColor ) );
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// lerp with current pixel - use the accu alpha as well
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meta->addStatement( new GenOp( " @ = lerp( @, @, @.a * @.a);\r\n", color, color, accuColor, accuPlc, accuColor ) );
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// the result should always be opaque
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meta->addStatement( new GenOp( " @.a = 1.0;\r\n", color ) );*/
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if (mOwner->isMethod("processPixelHLSL"))
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Con::executef(mOwner, "processPixelHLSL");
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output = meta;
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}
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void CustomFeatureHLSL::setTexData(Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex)
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{
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//GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
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//if ( tex )
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//{
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//passData.mSamplerNames[ texIndex ] = "AccuMap";
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//passData.mTexType[ texIndex++ ] = Material::AccuMap;
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//}
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if (mOwner->isMethod("setTextureData"))
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Con::executef(mOwner, "setTextureData");
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}
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void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef *argv)
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{
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//do the var/arg fetching here
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meta->addStatement(new GenOp(format + "\n"/*, colorAccuDecl, accuMapTex, accuMap, inTex, accuScale*/));
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}
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68
Engine/source/shaderGen/HLSL/customFeatureHLSL.h
Normal file
68
Engine/source/shaderGen/HLSL/customFeatureHLSL.h
Normal file
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@ -0,0 +1,68 @@
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#ifndef _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_
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#include "shaderGen/HLSL/shaderFeatureHLSL.h"
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#endif
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#ifndef _LANG_ELEMENT_H_
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#include "shaderGen/langElement.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _FEATUREMGR_H_
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#include "shaderGen/featureMgr.h"
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#endif
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#ifndef _MATERIALFEATURETYPES_H_
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#include "materials/materialFeatureTypes.h"
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#endif
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#ifndef _MATERIALFEATUREDATA_H_
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#include "materials/materialFeatureData.h"
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#endif
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#ifndef CUSTOMSHADERFEATURE_H
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#include "shaderGen/customShaderFeature.h"
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#endif
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class CustomShaderFeatureData;
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class CustomFeatureHLSL : public ShaderFeatureHLSL
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{
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friend class CustomShaderFeatureData;
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public:
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CustomShaderFeatureData* mOwner;
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protected:
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MultiLine *meta;
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public:
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//****************************************************************************
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// Accu Texture
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//****************************************************************************
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virtual void processVert(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd);
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virtual void processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd);
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virtual Material::BlendOp getBlendOp() { return Material::LerpAlpha; }
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virtual Resources getResources(const MaterialFeatureData &fd)
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{
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Resources res;
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res.numTex = 1;
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res.numTexReg = 1;
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return res;
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}
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virtual void setTexData(Material::StageData &stageDat,
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const MaterialFeatureData &fd,
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RenderPassData &passData,
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U32 &texIndex);
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virtual String getName()
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{
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return mOwner->getName();
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}
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void writeLine(String format, S32 argc, ConsoleValueRef *argv);
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};
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141
Engine/source/shaderGen/customShaderFeature.cpp
Normal file
141
Engine/source/shaderGen/customShaderFeature.cpp
Normal file
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@ -0,0 +1,141 @@
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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
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// 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 "shadergen/CustomShaderFeature.h"
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#include "shaderGen/HLSL/customFeatureHLSL.h"
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "core/stream/bitStream.h"
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#include "materials/sceneData.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxTransformSaver.h"
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#include "renderInstance/renderPassManager.h"
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IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
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ConsoleDocClass(CustomShaderFeatureData,
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"@brief An example scene object which renders using a callback.\n\n"
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"This class implements a basic SceneObject that can exist in the world at a "
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"3D position and render itself. Note that CustomShaderFeatureData handles its own "
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"rendering by submitting itself as an ObjectRenderInst (see "
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"renderInstance\renderPassmanager.h) along with a delegate for its render() "
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"function. However, the preffered rendering method in the engine is to submit "
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"a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and "
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"transform and allow the RenderMeshMgr handle the actual rendering. You can "
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"see this implemented in RenderMeshExample.\n\n"
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"See the C++ code for implementation details.\n\n"
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"@ingroup Examples\n");
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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CustomShaderFeatureData::CustomShaderFeatureData()
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{
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}
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CustomShaderFeatureData::~CustomShaderFeatureData()
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{
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void CustomShaderFeatureData::initPersistFields()
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{
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// SceneObject already handles exposing the transform
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Parent::initPersistFields();
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}
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bool CustomShaderFeatureData::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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mFeatureHLSL = new CustomFeatureHLSL();
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mFeatureHLSL->mOwner = this;
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return true;
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}
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void CustomShaderFeatureData::onRemove()
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{
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Parent::onRemove();
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}
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//Shadergen setup functions
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void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef *argv)
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{
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/*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);
|
||||
}
|
||||
|
||||
/*//Actual shader processing
|
||||
void CustomShaderFeatureData::processVert(Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd)
|
||||
{
|
||||
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, newVar, void, (String name, String type), ("", ""), "")
|
||||
{
|
||||
object->newVar(name, type);
|
||||
}*/
|
||||
|
||||
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.")
|
||||
{
|
||||
argv[1] = argv[2];
|
||||
object->writeLine(argv[1], argc - 1, argv + 1);
|
||||
}
|
||||
74
Engine/source/shaderGen/customShaderFeature.h
Normal file
74
Engine/source/shaderGen/customShaderFeature.h
Normal file
|
|
@ -0,0 +1,74 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
#pragma once
|
||||
#ifndef CUSTOMSHADERFEATURE_H
|
||||
#define CUSTOMSHADERFEATURE_H
|
||||
|
||||
#ifndef _SIMOBJECT_H_
|
||||
#include "console/simObject.h"
|
||||
#endif
|
||||
|
||||
class CustomFeatureHLSL;
|
||||
|
||||
class CustomShaderFeatureData : public SimObject
|
||||
{
|
||||
typedef SimObject Parent;
|
||||
|
||||
public:
|
||||
CustomFeatureHLSL* mFeatureHLSL;
|
||||
|
||||
public:
|
||||
CustomShaderFeatureData();
|
||||
virtual ~CustomShaderFeatureData();
|
||||
|
||||
// Declare this object as a ConsoleObject so that we can
|
||||
// instantiate it into the world and network it
|
||||
DECLARE_CONOBJECT(CustomShaderFeatureData);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Object Editing
|
||||
// Since there is always a server and a client object in Torque and we
|
||||
// actually edit the server object we need to implement some basic
|
||||
// networking functions
|
||||
//--------------------------------------------------------------------------
|
||||
// Set up any fields that we want to be editable (like position)
|
||||
static void initPersistFields();
|
||||
|
||||
// Handle when we are added to the scene and removed from the scene
|
||||
bool onAdd();
|
||||
void onRemove();
|
||||
|
||||
//shadergen setup
|
||||
void writeLine(String format, S32 argc, ConsoleValueRef *argv);
|
||||
|
||||
//shader generation
|
||||
/*void CustomShaderFeatureData::processVert(Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd);
|
||||
void CustomShaderFeatureData::processPix(Vector<ShaderComponent*> &componentList,
|
||||
const MaterialFeatureData &fd);
|
||||
void CustomShaderFeatureData::setTexData(Material::StageData &stageDat,
|
||||
const MaterialFeatureData &fd,
|
||||
RenderPassData &passData,
|
||||
U32 &texIndex);*/
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -31,6 +31,7 @@
|
|||
#include "core/memVolume.h"
|
||||
#include "core/module.h"
|
||||
|
||||
#include "shaderGen/HLSL/customFeatureHLSL.h"
|
||||
|
||||
MODULE_BEGIN( ShaderGen )
|
||||
|
||||
|
|
@ -135,13 +136,16 @@ void ShaderGen::generateShader( const MaterialFeatureData &featureData,
|
|||
F32 *pixVersion,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
const char* cacheName,
|
||||
Vector<GFXShaderMacro> ¯os )
|
||||
Vector<GFXShaderMacro> ¯os,
|
||||
Vector<CustomShaderFeatureData*> &customFeatureData)
|
||||
{
|
||||
PROFILE_SCOPE( ShaderGen_GenerateShader );
|
||||
|
||||
mFeatureData = featureData;
|
||||
mVertexFormat = vertexFormat;
|
||||
|
||||
mCustomFeaturesData = customFeatureData;
|
||||
|
||||
_uninit();
|
||||
_init();
|
||||
|
||||
|
|
@ -320,6 +324,31 @@ void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> ¯os, bool macros
|
|||
mOutput->addStatement( new GenOp( " \r\n" ) );
|
||||
}
|
||||
}
|
||||
|
||||
//Handle if we have any custom features
|
||||
if (!mCustomFeaturesData.empty())
|
||||
{
|
||||
for (U32 i = 0; i < mCustomFeaturesData.size(); ++i)
|
||||
{
|
||||
mCustomFeaturesData[i]->mFeatureHLSL->processPix(mComponents, mFeatureData);
|
||||
|
||||
String line = String::ToString(" // %s\r\n", mCustomFeaturesData[i]->mFeatureHLSL->getName().c_str());
|
||||
mOutput->addStatement(new GenOp(line));
|
||||
|
||||
if (mCustomFeaturesData[i]->mFeatureHLSL->getOutput())
|
||||
mOutput->addStatement(mCustomFeaturesData[i]->mFeatureHLSL->getOutput());
|
||||
//ShaderFeatureHLSL feature = mCustomFeaturesData[i]->mHLSLFeature;
|
||||
//feature->setProcessIndex(index);
|
||||
|
||||
/*feature->processPixMacros(macros, mFeatureData);
|
||||
|
||||
feature->setInstancingFormat(&mInstancingFormat);
|
||||
feature->processPix(mComponents, mFeatureData);*/
|
||||
|
||||
mCustomFeaturesData[i]->mFeatureHLSL->reset();
|
||||
mOutput->addStatement(new GenOp(" \r\n"));
|
||||
}
|
||||
}
|
||||
|
||||
ShaderConnector *connect = dynamic_cast<ShaderConnector *>( mComponents[C_CONNECTOR] );
|
||||
connect->sortVars();
|
||||
|
|
@ -443,7 +472,7 @@ void ShaderGen::_printPixShader( Stream &stream )
|
|||
mPrinter->printPixelShaderCloser(stream);
|
||||
}
|
||||
|
||||
GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers )
|
||||
GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, Vector<CustomShaderFeatureData*> &customFeatureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers )
|
||||
{
|
||||
PROFILE_SCOPE( ShaderGen_GetShader );
|
||||
|
||||
|
|
@ -483,7 +512,7 @@ GFXShader* ShaderGen::getShader( const MaterialFeatureData &featureData, const G
|
|||
shaderMacros.push_back( GFXShaderMacro( "TORQUE_SHADERGEN" ) );
|
||||
if ( macros )
|
||||
shaderMacros.merge( *macros );
|
||||
generateShader( featureData, vertFile, pixFile, &pixVersion, vertexFormat, cacheKey, shaderMacros );
|
||||
generateShader( featureData, vertFile, pixFile, &pixVersion, vertexFormat, cacheKey, shaderMacros, customFeatureData );
|
||||
|
||||
GFXShader *shader = GFX->createShader();
|
||||
if (!shader->init(vertFile, pixFile, pixVersion, shaderMacros, samplers, &mInstancingFormat))
|
||||
|
|
|
|||
|
|
@ -47,6 +47,10 @@
|
|||
#include "materials/materialFeatureData.h"
|
||||
#endif
|
||||
|
||||
#ifndef CUSTOMSHADERFEATURE_H
|
||||
#include "shadergen/customShaderFeature.h"
|
||||
#endif
|
||||
|
||||
/// Base class used by shaderGen to be API agnostic. Subclasses implement the various methods
|
||||
/// in an API specific way.
|
||||
class ShaderGenPrinter
|
||||
|
|
@ -151,10 +155,11 @@ public:
|
|||
F32 *pixVersion,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
const char* cacheName,
|
||||
Vector<GFXShaderMacro> ¯os );
|
||||
Vector<GFXShaderMacro> ¯os,
|
||||
Vector<CustomShaderFeatureData*> &customFeatureData);
|
||||
|
||||
// Returns a shader that implements the features listed by dat.
|
||||
GFXShader* getShader( const MaterialFeatureData &dat, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers );
|
||||
GFXShader* getShader( const MaterialFeatureData &dat, Vector<CustomShaderFeatureData*> &customFeatureData, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers );
|
||||
|
||||
// This will delete all of the procedural shaders that we have. Used to regenerate shaders when
|
||||
// the ShaderFeatures have changed (due to lighting system change, or new plugin)
|
||||
|
|
@ -176,6 +181,8 @@ protected:
|
|||
|
||||
Vector< ShaderComponent *> mComponents;
|
||||
|
||||
Vector< CustomShaderFeatureData* > mCustomFeaturesData;
|
||||
|
||||
AutoPtr<ShaderGenPrinter> mPrinter;
|
||||
AutoPtr<ShaderGenComponentFactory> mComponentFactory;
|
||||
|
||||
|
|
|
|||
|
|
@ -460,6 +460,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
featureData.features = features;
|
||||
featureData.materialFeatures = features;
|
||||
|
||||
Vector<CustomShaderFeatureData*> customFeatures;
|
||||
|
||||
// Check to see how many vertex shader output
|
||||
// registers we're gonna need.
|
||||
U32 numTex = 0;
|
||||
|
|
@ -502,7 +504,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
const bool logErrors = matCount == 1;
|
||||
GFXShader::setLogging( logErrors, true );
|
||||
|
||||
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
|
||||
pass->shader = SHADERGEN->getShader( featureData, customFeatures, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
|
||||
}
|
||||
|
||||
// If we got a shader then we can continue.
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
//--- cube.dae MATERIALS BEGIN ---
|
||||
singleton Material(cube_GridMaterial)
|
||||
/*singleton Material(cube_GridMaterial)
|
||||
{
|
||||
mapTo = "GridMaterial";
|
||||
|
||||
|
|
@ -38,7 +38,34 @@ singleton Material(cube_GridMaterial)
|
|||
doubleSided = false;
|
||||
translucent = false;
|
||||
translucentBlendOp = "None";
|
||||
};*/
|
||||
|
||||
singleton CustomShaderFeatureData(FlatColorFeature)
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
singleton Material(cube_GridMaterial)
|
||||
{
|
||||
mapTo = "GridMaterial";
|
||||
|
||||
CustomShaderFeature[0] = FlatColorFeature;
|
||||
};
|
||||
|
||||
//--- cube.dae MATERIALS END ---
|
||||
|
||||
//Voodoo!
|
||||
function FlatColorFeature::processVert(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function FlatColorFeature::processPixelHLSL(%this)
|
||||
{
|
||||
%this.writeLine(" float bobsyeruncle = 15.915;");
|
||||
}
|
||||
|
||||
function FlatColorFeature::setTextureResources(%this)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue