Torque3D/Engine/source/materials/processedFFMaterial.h
2017-10-26 17:06:27 -05:00

128 lines
4.6 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.
//-----------------------------------------------------------------------------
#ifndef _MATERIALS_PROCESSEDFFMATERIAL_H_
#define _MATERIALS_PROCESSEDFFMATERIAL_H_
#ifndef _MATERIALS_PROCESSEDMATERIAL_H_
#include "materials/processedMaterial.h"
#endif
class LightInfo;
struct GFXShaderConstDesc;
/// Fixed function rendering. Does not load or use shaders. Does not rely on GFXMaterialFeatureData.
/// Tries very hard to not rely on anything possibly related to shaders.
///
/// @note Does not always succeed.
class ProcessedFFMaterial : public ProcessedMaterial
{
typedef ProcessedMaterial Parent;
public:
ProcessedFFMaterial();
ProcessedFFMaterial(Material &mat, const bool isLightingMaterial = false);
~ProcessedFFMaterial();
/// @name Render state setting
///
/// @{
/// Sets necessary textures and texture ops for rendering
virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
virtual MaterialParameters* allocMaterialParameters();
virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
virtual MaterialParameters* getDefaultMaterialParameters();
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) {;}
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) {;} //-JR
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
/// @}
virtual bool init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat,
const MatFeaturesDelegate &featuresDelegate );
/// Sets up the given pass
///
/// @returns false if the pass could not be set up
virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
/// Returns the number of stages we're using (not to be confused with the number of passes)
virtual U32 getNumStages();
protected:
MaterialParameterHandle* mDefaultHandle;
MaterialParameters* mDefaultParameters;
struct FixedFuncFeatureData
{
enum
{
DiffuseMap,
LightMap,
ToneMap,
NumFeatures
};
bool features[NumFeatures];
};
bool mIsLightingMaterial;
Vector<GFXShaderConstDesc> mParamDesc;
/// @name Internal functions
///
/// @{
/// Adds a pass for the given stage
virtual void _addPass(U32 stageNum, FixedFuncFeatureData& featData);
/// Chooses a blend op for the pass during pass creation
virtual void _setPassBlendOp();
/// Creates all necessary passes for the given stage
void _createPasses( U32 stageNum, const FeatureSet &features );
/// Determine what features we need
void _determineFeatures( U32 stageNum,
FixedFuncFeatureData &featData,
const FeatureSet &features);
/// Sets light info for the first light
virtual void _setPrimaryLightInfo(const MatrixF &objTrans, LightInfo* light, U32 pass);
/// Sets light info for the second light
virtual void _setSecondaryLightInfo(const MatrixF &objTrans, LightInfo* light);
/// Does the base render state block setting, normally per pass
virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
/// @}
void _construct();
};
#endif