mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
138 lines
4.1 KiB
C++
138 lines
4.1 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _SHADERTDATA_H_
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#define _SHADERTDATA_H_
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#ifndef _SIMOBJECT_H_
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#include "console/simObject.h"
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#endif
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#ifndef _GFXSHADER_H_
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#include "gfx/gfxShader.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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class GFXShader;
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class ShaderData;
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struct GFXShaderMacro;
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///
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class ShaderData : public SimObject
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{
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typedef SimObject Parent;
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protected:
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///
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static Vector<ShaderData*> smAllShaderData;
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typedef HashTable<String,GFXShaderRef> ShaderCache;
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ShaderCache mShaders;
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bool mUseDevicePixVersion;
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F32 mPixVersion;
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StringTableEntry mDXVertexShaderName;
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StringTableEntry mDXPixelShaderName;
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StringTableEntry mOGLVertexShaderName;
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StringTableEntry mOGLPixelShaderName;
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/// A semicolon, tab, or newline delimited string of case
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/// sensitive defines that are passed to the shader compiler.
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///
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/// For example:
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///
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/// SAMPLE_TAPS=10;USE_TEXKILL;USE_TORQUE_FOG=1
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///
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String mDefines;
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/// The shader macros built from mDefines.
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/// @see _getMacros()
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Vector<GFXShaderMacro> mShaderMacros;
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/// Returns the shader macros taking care to rebuild
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/// them if the content has changed.
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const Vector<GFXShaderMacro>& _getMacros();
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/// Helper for converting an array of macros
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/// into a formatted string.
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void _stringizeMacros( const Vector<GFXShaderMacro> ¯os,
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String *outString );
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/// Creates a new shader returning NULL on error.
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GFXShader* _createShader( const Vector<GFXShaderMacro> ¯os );
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/// @see LightManager::smActivateSignal
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static void _onLMActivate( const char *lm, bool activate );
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enum
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{
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NumTextures = 16
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};
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String mSamplerNames[NumTextures];
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bool mRTParams[NumTextures];
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bool _checkDefinition(GFXShader *shader);
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public:
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void setSamplerName(const String &name, int idx) { mSamplerNames[idx] = name; }
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String getSamplerName(int idx) const { return mSamplerNames[idx]; }
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bool hasSamplerDef(const String &samplerName, int &pos) const;
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bool hasRTParamsDef(const int pos) const { return mRTParams[pos]; }
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ShaderData();
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/// Returns an initialized shader instance or NULL
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/// if the shader failed to be created.
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GFXShader* getShader( const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>() );
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/// Forces a reinitialization of all the instanced shaders.
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void reloadShaders();
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/// Forces a reinitialization of the instanced shaders for
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/// all loaded ShaderData objects in the system.
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static void reloadAllShaders();
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/// Returns the required pixel shader version for this shader.
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F32 getPixVersion() const { return mPixVersion; }
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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// ConsoleObject
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static void initPersistFields();
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DECLARE_CONOBJECT(ShaderData);
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};
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#endif // _SHADERTDATA_H_
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