mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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307 lines
10 KiB
C++
307 lines
10 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 _MATERIALS_PROCESSEDMATERIAL_H_
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#define _MATERIALS_PROCESSEDMATERIAL_H_
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#ifndef _MATERIALDEFINITION_H_
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#include "materials/materialDefinition.h"
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#endif
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#ifndef _MATERIALFEATUREDATA_H_
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#include "materials/materialFeatureData.h"
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#endif
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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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#ifndef _MATSTATEHINT_H_
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#include "materials/matStateHint.h"
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#endif
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class ShaderFeature;
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class MaterialParameters;
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class MaterialParameterHandle;
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class SceneRenderState;
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class GFXVertexBufferHandleBase;
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class GFXPrimitiveBufferHandle;
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class MatrixSet;
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/// This contains the common data needed to render a pass.
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struct RenderPassData
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{
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public:
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struct TexSlotT
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{
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/// This is the default type of texture which
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/// is valid with most texture types.
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/// @see mTexType
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GFXTexHandle texObject;
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/// Only valid when the texture type is set
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/// to Material::TexTarget.
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/// @see mTexType
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NamedTexTargetRef texTarget;
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} mTexSlot[Material::MAX_TEX_PER_PASS];
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U32 mTexType[Material::MAX_TEX_PER_PASS];
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/// The cubemap to use when the texture type is
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/// set to Material::Cube.
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/// @see mTexType
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GFXCubemap *mCubeMap;
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U32 mNumTex;
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U32 mNumTexReg;
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MaterialFeatureData mFeatureData;
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bool mGlow;
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Material::BlendOp mBlendOp;
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U32 mStageNum;
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/// State permutations, used to index into
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/// the render states array.
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/// @see mRenderStates
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enum
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{
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STATE_REFLECT = 1,
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STATE_TRANSLUCENT = 2,
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STATE_GLOW = 4,
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STATE_WIREFRAME = 8,
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STATE_MAX = 16
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};
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///
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GFXStateBlockRef mRenderStates[STATE_MAX];
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RenderPassData();
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virtual ~RenderPassData() { reset(); }
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virtual void reset();
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/// Creates and returns a unique description string.
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virtual String describeSelf() const;
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};
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/// This is an abstract base class which provides the external
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/// interface all subclasses must implement. This interface
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/// primarily consists of setting state. Pass creation
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/// is implementation specific, and internal, thus it is
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/// not in this base class.
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class ProcessedMaterial
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{
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public:
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ProcessedMaterial();
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virtual ~ProcessedMaterial();
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/// @name State setting functions
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///
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/// @{
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///
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virtual void addStateBlockDesc(const GFXStateBlockDesc& sb);
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///
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virtual void updateStateBlocks() { _initRenderPassDataStateBlocks(); }
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/// Set the user defined shader macros.
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virtual void setShaderMacros( const Vector<GFXShaderMacro> ¯os ) { mUserMacros = macros; }
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/// Sets the textures needed for rendering the current pass
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virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) = 0;
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/// Sets the transformation matrix, i.e. Model * View * Projection
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) = 0;
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/// Sets the scene info like lights for the given pass.
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
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/// Sets the given vertex and primitive buffers so we can render geometry
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virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
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/// @see BaseMatInstance::setUserObject
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virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
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///
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virtual bool stepInstance();
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/// @}
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/// Initializes us (eg. loads textures, creates passes, generates shaders)
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virtual bool init( const FeatureSet& features,
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const GFXVertexFormat *vertexFormat,
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const MatFeaturesDelegate &featuresDelegate ) = 0;
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/// Returns the state hint which can be used for
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/// sorting and fast comparisions of the equality
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/// of a material instance.
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virtual const MatStateHint& getStateHint() const { return mStateHint; }
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/// Sets up the given pass. Returns true if the pass was set up, false if there was an error or if
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/// the specified pass is out of bounds.
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virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
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// Material parameter methods
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virtual MaterialParameters* allocMaterialParameters() = 0;
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virtual MaterialParameters* getDefaultMaterialParameters() = 0;
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virtual void setMaterialParameters(MaterialParameters* param, S32 pass) { mCurrentParams = param; };
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virtual MaterialParameters* getMaterialParameters() { return mCurrentParams; }
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virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name) = 0;
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/// Returns the pass data for the given pass.
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RenderPassData* getPass(U32 pass)
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{
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if(pass >= mPasses.size())
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return NULL;
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return mPasses[pass];
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}
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/// Returns the pass data for the given pass.
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const RenderPassData* getPass( U32 pass ) const { return mPasses[pass]; }
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/// Returns the number of stages we're rendering (not to be confused with the number of passes).
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virtual U32 getNumStages() = 0;
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/// Returns the number of passes we are rendering (not to be confused with the number of stages).
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U32 getNumPasses() const { return mPasses.size(); }
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/// Returns true if any pass glows
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bool hasGlow() const { return mHasGlow; }
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/// Gets the stage number for a pass
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U32 getStageFromPass(U32 pass) const
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{
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if(pass >= mPasses.size())
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return 0;
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return mPasses[pass]->mStageNum;
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}
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/// Returns the active features in use by this material.
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/// @see BaseMatInstance::getFeatures
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const FeatureSet& getFeatures() const { return mFeatures; }
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/// Dump shader info, or FF texture info?
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virtual void dumpMaterialInfo() { }
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/// Returns the source material.
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Material* getMaterial() const { return mMaterial; }
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/// Returns the texture used by a stage
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GFXTexHandle getStageTexture(U32 stage, const FeatureType &type)
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{
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return (stage < Material::MAX_STAGES) ? mStages[stage].getTex(type) : NULL;
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}
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protected:
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/// Our passes.
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Vector<RenderPassData*> mPasses;
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/// The active features in use by this material.
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FeatureSet mFeatures;
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/// The material which we are processing.
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Material* mMaterial;
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MaterialParameters* mCurrentParams;
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/// Material::StageData is used here because the shader
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/// generator throws a fit if it's passed anything else.
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Material::StageData mStages[Material::MAX_STAGES];
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/// If we've already loaded the stage data
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bool mHasSetStageData;
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/// If we glow
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bool mHasGlow;
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/// Number of stages (not to be confused with number of passes)
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U32 mMaxStages;
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/// The vertex format on which this material will render.
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const GFXVertexFormat *mVertexFormat;
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/// Set by addStateBlockDesc, should be considered
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/// when initPassStateBlock is called.
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GFXStateBlockDesc mUserDefined;
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/// The user defined macros to pass to the
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/// shader initialization.
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Vector<GFXShaderMacro> mUserMacros;
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/// The user defined object to pass to ShaderFeature::createConstHandles.
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SimObject *mUserObject;
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/// The state hint used for material sorting
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/// and quick equality comparision.
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MatStateHint mStateHint;
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/// Loads all the textures for all of the stages in the Material
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virtual void _setStageData();
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/// Sets the blend state for rendering
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void _setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc& desc );
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/// Returns the path the material will attempt to load for a given texture filename.
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String _getTexturePath(const String& filename);
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/// Loads the texture located at _getTexturePath(filename) and gives it the specified profile
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GFXTexHandle _createTexture( const char *filename, GFXTextureProfile *profile );
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/// @name State blocks
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///
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/// @{
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/// Creates the default state block templates, used by initStateBlocks.
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virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect);
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/// Does the base render state block setting, normally per pass.
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virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result);
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/// Creates the default state blocks for a list of render states.
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virtual void _initRenderStateStateBlocks( RenderPassData *rpd );
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/// Creates the default state blocks for each RenderPassData item.
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virtual void _initRenderPassDataStateBlocks();
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/// This returns the index into the renderState array based on the sgData passed in.
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virtual U32 _getRenderStateIndex( const SceneRenderState *state,
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const SceneData &sgData );
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/// Activates the correct mPasses[currPass].renderState based on scene graph info
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virtual void _setRenderState( const SceneRenderState *state,
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const SceneData &sgData,
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U32 pass );
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/// @
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};
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#endif // _MATERIALS_PROCESSEDMATERIAL_H_
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