Torque3D/Engine/source/shaderGen/customShaderFeature.cpp
2021-03-30 19:33:19 -04:00

246 lines
7.7 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 "shaderGen/customShaderFeature.h"
#ifdef TORQUE_D3D11
#include "shaderGen/HLSL/customFeatureHLSL.h"
#endif
#ifdef TORQUE_OPENGL
#include "shaderGen/GLSL/customFeatureGLSL.h"
#endif
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "core/stream/bitStream.h"
#include "materials/sceneData.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxTransformSaver.h"
#include "renderInstance/renderPassManager.h"
IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
ConsoleDocClass(CustomShaderFeatureData,
"@brief A Shader Feature with custom definitions.\n\n"
"This class allows for the creation and implementation of a ShaderGen ShaderFeature "
"Implemented either engine side or script, and facilitates passing along of per-instance "
"ShaderData. "
"@ingroup Examples\n");
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
CustomShaderFeatureData::CustomShaderFeatureData()
{
#ifdef TORQUE_D3D11
mFeatureHLSL = nullptr;
#endif
#ifdef TORQUE_OPENGL
mFeatureGLSL = nullptr;
#endif
}
CustomShaderFeatureData::~CustomShaderFeatureData()
{
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void CustomShaderFeatureData::initPersistFields()
{
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
bool CustomShaderFeatureData::onAdd()
{
if (!Parent::onAdd())
return false;
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
{
mFeatureHLSL = new CustomFeatureHLSL();
mFeatureHLSL->mOwner = this;
}
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
{
mFeatureGLSL = new CustomFeatureGLSL();
mFeatureGLSL->mOwner = this;
}
#endif
return true;
}
void CustomShaderFeatureData::onRemove()
{
Parent::onRemove();
}
//Shadergen setup functions
void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addVariable(name, type, defaultValue);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addVariable(name, type, defaultValue);
#endif
}
void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
#endif
}
void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addSampler(name, type, arraySize);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addSampler(name, type, arraySize);
#endif
}
void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
#endif
}
void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addConnector(name, type, elementName);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addConnector(name, type, elementName);
#endif
}
void CustomShaderFeatureData::addVertTexCoord(String name)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->addVertTexCoord(name);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->addVertTexCoord(name);
#endif
}
bool CustomShaderFeatureData::hasFeature(String name)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
return mFeatureHLSL->hasFeature(name);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
return mFeatureGLSL->hasFeature(name);
#endif
return false;
}
void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValue* argv)
{
#ifdef TORQUE_D3D11
if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
mFeatureHLSL->writeLine(format, argc, argv);
#endif
#ifdef TORQUE_OPENGL
if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
mFeatureGLSL->writeLine(format, argc, argv);
#endif
}
DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
{
object->addVariable(name, type, defaultValue);
}
DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
{
object->addUniform(name, type, defaultValue, arraySize);
}
DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
{
object->addSampler(name, "", arraySize);
}
DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
{
object->addTexture(name, type, samplerState, arraySize);
}
DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "")
{
object->addConnector(name, type, elementName);
}
DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "")
{
object->addVertTexCoord(name);
}
DefineEngineStringlyVariadicMethod(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.")
{
object->writeLine(argv[2], argc - 3, argv + 3);
}
DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
{
return object->hasFeature(name);
}