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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 00:24:40 +00:00
Proper splitting of D3D and OpenGL sides of the CSF.
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529558f671
commit
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3 changed files with 71 additions and 20 deletions
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@ -21,8 +21,13 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#include "shadergen/CustomShaderFeature.h"
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#include "shadergen/CustomShaderFeature.h"
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#ifdef TORQUE_D3D11
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#include "shaderGen/HLSL/customFeatureHLSL.h"
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#include "shaderGen/HLSL/customFeatureHLSL.h"
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#endif
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#ifdef TORQUE_OPENGL
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#include "shaderGen/GLSL/customFeatureGLSL.h"
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#include "shaderGen/GLSL/customFeatureGLSL.h"
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#endif
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#include "math/mathIO.h"
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "scene/sceneRenderState.h"
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@ -36,16 +41,10 @@
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IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
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IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
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ConsoleDocClass(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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"@brief A Shader Feature with custom definitions.\n\n"
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"This class implements a basic SceneObject that can exist in the world at a "
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"This class allows for the creation and implementation of a ShaderGen ShaderFeature "
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"3D position and render itself. Note that CustomShaderFeatureData handles its own "
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"Implemented either engine side or script, and facilitates passing along of per-instance "
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"rendering by submitting itself as an ObjectRenderInst (see "
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"ShaderData. "
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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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"@ingroup Examples\n");
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -53,6 +52,12 @@ ConsoleDocClass(CustomShaderFeatureData,
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CustomShaderFeatureData::CustomShaderFeatureData()
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CustomShaderFeatureData::CustomShaderFeatureData()
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{
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{
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#ifdef TORQUE_D3D11
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mFeatureHLSL = nullptr;
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#endif
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#ifdef TORQUE_OPENGL
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mFeatureGLSL = nullptr;
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#endif
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}
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}
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CustomShaderFeatureData::~CustomShaderFeatureData()
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CustomShaderFeatureData::~CustomShaderFeatureData()
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@ -73,16 +78,21 @@ bool CustomShaderFeatureData::onAdd()
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if (!Parent::onAdd())
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if (!Parent::onAdd())
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return false;
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return false;
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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{
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{
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mFeatureHLSL = new CustomFeatureHLSL();
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mFeatureHLSL = new CustomFeatureHLSL();
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mFeatureHLSL->mOwner = this;
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mFeatureHLSL->mOwner = this;
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}
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}
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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{
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{
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mFeatureGLSL = new CustomFeatureGLSL();
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mFeatureGLSL = new CustomFeatureGLSL();
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mFeatureGLSL->mOwner = this;
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mFeatureGLSL->mOwner = this;
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}
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}
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#endif
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return true;
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return true;
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}
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}
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@ -95,66 +105,98 @@ void CustomShaderFeatureData::onRemove()
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//Shadergen setup functions
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//Shadergen setup functions
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void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
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void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addVariable(name, type, defaultValue);
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mFeatureHLSL->addVariable(name, type, defaultValue);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addVariable(name, type, defaultValue);
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mFeatureGLSL->addVariable(name, type, defaultValue);
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#endif
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}
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}
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void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
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void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
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mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
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mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
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#endif
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}
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}
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void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
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void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addSampler(name, type, arraySize);
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mFeatureHLSL->addSampler(name, type, arraySize);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addSampler(name, type, arraySize);
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mFeatureGLSL->addSampler(name, type, arraySize);
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#endif
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}
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}
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void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
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void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
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mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
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mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
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#endif
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}
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}
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void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
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void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addConnector(name, type, elementName);
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mFeatureHLSL->addConnector(name, type, elementName);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addConnector(name, type, elementName);
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mFeatureGLSL->addConnector(name, type, elementName);
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#endif
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}
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}
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void CustomShaderFeatureData::addVertTexCoord(String name)
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void CustomShaderFeatureData::addVertTexCoord(String name)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addVertTexCoord(name);
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mFeatureHLSL->addVertTexCoord(name);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addVertTexCoord(name);
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mFeatureGLSL->addVertTexCoord(name);
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#endif
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}
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}
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bool CustomShaderFeatureData::hasFeature(String name)
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bool CustomShaderFeatureData::hasFeature(String name)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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return mFeatureHLSL->hasFeature(name);
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return mFeatureHLSL->hasFeature(name);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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return mFeatureGLSL->hasFeature(name);
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return mFeatureGLSL->hasFeature(name);
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#endif
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}
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}
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void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef* argv)
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void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef* argv)
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{
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->writeLine(format, argc, argv);
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mFeatureHLSL->writeLine(format, argc, argv);
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else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->writeLine(format, argc, argv);
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mFeatureGLSL->writeLine(format, argc, argv);
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#endif
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}
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}
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DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
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DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
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@ -27,16 +27,24 @@
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#include "console/simObject.h"
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#include "console/simObject.h"
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#endif
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#endif
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#ifdef TORQUE_D3D11
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class CustomFeatureHLSL;
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class CustomFeatureHLSL;
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#endif
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#ifdef TORQUE_OPENGL
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class CustomFeatureGLSL;
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class CustomFeatureGLSL;
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#endif
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class CustomShaderFeatureData : public SimObject
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class CustomShaderFeatureData : public SimObject
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{
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{
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typedef SimObject Parent;
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typedef SimObject Parent;
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public:
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public:
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#ifdef TORQUE_D3D11
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CustomFeatureHLSL* mFeatureHLSL;
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CustomFeatureHLSL* mFeatureHLSL;
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#endif
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#ifdef TORQUE_OPENGL
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CustomFeatureGLSL* mFeatureGLSL;
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CustomFeatureGLSL* mFeatureGLSL;
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#endif
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Vector<StringTableEntry> mAddedShaderConstants;
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Vector<StringTableEntry> mAddedShaderConstants;
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@ -149,6 +149,8 @@ endif()
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if(WIN32)
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if(WIN32)
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option(TORQUE_D3D11 "Allow Direct3D 11 render" ON)
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option(TORQUE_D3D11 "Allow Direct3D 11 render" ON)
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addDef(TORQUE_D3D11)
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endif()
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endif()
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option(TORQUE_DEDICATED "Torque dedicated" OFF)
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option(TORQUE_DEDICATED "Torque dedicated" OFF)
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@ -313,7 +315,6 @@ addPath("${srcDir}/scene")
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addPath("${srcDir}/scene/culling")
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addPath("${srcDir}/scene/culling")
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addPath("${srcDir}/scene/zones")
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addPath("${srcDir}/scene/zones")
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addPath("${srcDir}/scene/mixin")
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addPath("${srcDir}/scene/mixin")
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addPath("${srcDir}/shaderGen")
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addPath("${srcDir}/terrain")
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addPath("${srcDir}/terrain")
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addPath("${srcDir}/environment")
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addPath("${srcDir}/environment")
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addPath("${srcDir}/forest")
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addPath("${srcDir}/forest")
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