Torque3D/Engine/source/gfx/gfxShader.cpp
marauder2k7 808e2f4200 Groundwork for other shaders
Adds the ground work for geometry shaders
Expands shaderData and gfxShader to allow for more shader types

note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage.

Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.
2024-03-06 13:26:39 +00:00

224 lines
6.6 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/gfxShader.h"
#include "shaderGen/conditionerFeature.h"
#include "core/volume.h"
#include "console/engineAPI.h"
Vector<GFXShaderMacro> GFXShader::smGlobalMacros;
bool GFXShader::smLogErrors = true;
bool GFXShader::smLogWarnings = true;
GFXShader::GFXShader()
: mPixVersion( 0.0f ),
mReloadKey( 0 ),
mInstancingFormat( NULL )
{
}
GFXShader::~GFXShader()
{
Torque::FS::RemoveChangeNotification( mVertexFile, this, &GFXShader::_onFileChanged );
Torque::FS::RemoveChangeNotification( mPixelFile, this, &GFXShader::_onFileChanged );
SAFE_DELETE(mInstancingFormat);
}
#ifndef TORQUE_OPENGL
bool GFXShader::init( const Torque::Path &vertFile,
const Torque::Path &pixFile,
F32 pixVersion,
const Vector<GFXShaderMacro> &macros )
{
Vector<String> samplerNames;
return init( vertFile, pixFile, pixVersion, macros, samplerNames );
}
#endif
bool GFXShader::init( F32 pixVersion,
const Vector<GFXShaderMacro> &macros,
const Vector<String> &samplerNames,
GFXVertexFormat *instanceFormat)
{
// early out.
if (mVertexFile.isEmpty() && mPixelFile.isEmpty() && mGeometryFile.isEmpty())
{
Con::errorf("Shader files empty, please call setShaderStageFile from shaderData");
return false;
}
// Take care of instancing
if (instanceFormat)
{
mInstancingFormat = new GFXVertexFormat;
mInstancingFormat->copy(*instanceFormat);
}
// Store the inputs for use in reloading.
mPixVersion = pixVersion;
mMacros = macros;
mSamplerNamesOrdered = samplerNames;
// Before we compile the shader make sure the
// conditioner features have been updated.
ConditionerFeature::updateConditioners();
// Now do the real initialization.
if ( !_init() )
return false;
_updateDesc();
// Add file change notifications for reloads.
if(!mVertexFile.isEmpty())
Torque::FS::AddChangeNotification( mVertexFile, this, &GFXShader::_onFileChanged );
if(!mPixelFile.isEmpty())
Torque::FS::AddChangeNotification( mPixelFile, this, &GFXShader::_onFileChanged );
if(!mGeometryFile.isEmpty())
Torque::FS::AddChangeNotification( mGeometryFile, this, &GFXShader::_onFileChanged);
return true;
}
bool GFXShader::reload()
{
// Before we compile the shader make sure the
// conditioner features have been updated.
ConditionerFeature::updateConditioners();
mReloadKey++;
// Init does the work.
bool success = _init();
if ( success )
_updateDesc();
// Let anything that cares know that
// this shader has reloaded
mReloadSignal.trigger();
return success;
}
void GFXShader::_updateDesc()
{
mDescription = String::ToString( "Files: %s, %s Pix Version: %0.2f\nMacros: ",
mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str(), mPixVersion );
GFXShaderMacro::stringize( smGlobalMacros, &mDescription );
GFXShaderMacro::stringize( mMacros, &mDescription );
}
void GFXShader::addGlobalMacro( const String &name, const String &value )
{
// Check to see if we already have this macro.
Vector<GFXShaderMacro>::iterator iter = smGlobalMacros.begin();
for ( ; iter != smGlobalMacros.end(); iter++ )
{
if ( iter->name == name )
{
if ( iter->value != value )
iter->value = value;
return;
}
}
// Add a new macro.
smGlobalMacros.increment();
smGlobalMacros.last().name = name;
smGlobalMacros.last().value = value;
}
bool GFXShader::removeGlobalMacro( const String &name )
{
Vector<GFXShaderMacro>::iterator iter = smGlobalMacros.begin();
for ( ; iter != smGlobalMacros.end(); iter++ )
{
if ( iter->name == name )
{
smGlobalMacros.erase( iter );
return true;
}
}
return false;
}
void GFXShader::setShaderStageFile(const GFXShaderStage stage, const Torque::Path& filePath)
{
switch (stage)
{
case GFXShaderStage::VERTEX_SHADER:
mVertexFile = filePath;
break;
case GFXShaderStage::PIXEL_SHADER:
mPixelFile = filePath;
break;
case GFXShaderStage::GEOMETRY_SHADER:
mGeometryFile = filePath;
break;
default:
break;
}
}
void GFXShader::_unlinkBuffer( GFXShaderConstBuffer *buf )
{
Vector<GFXShaderConstBuffer*>::iterator iter = mActiveBuffers.begin();
for ( ; iter != mActiveBuffers.end(); iter++ )
{
if ( *iter == buf )
{
mActiveBuffers.erase_fast( iter );
return;
}
}
AssertFatal( false, "GFXShader::_unlinkBuffer - buffer was not found?" );
}
DefineEngineFunction( addGlobalShaderMacro, void,
( const char *name, const char *value ), ( nullAsType<const char*>() ),
"Adds a global shader macro which will be merged with the script defined "
"macros on every shader. The macro will replace the value of an existing "
"macro of the same name. For the new macro to take effect all the shaders "
"in the system need to be reloaded.\n"
"@see resetLightManager, removeGlobalShaderMacro\n"
"@ingroup Rendering\n" )
{
GFXShader::addGlobalMacro( name, value );
}
DefineEngineFunction( removeGlobalShaderMacro, void, ( const char *name ),,
"Removes an existing global macro by name.\n"
"@see addGlobalShaderMacro\n"
"@ingroup Rendering\n" )
{
GFXShader::removeGlobalMacro( name );
}