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https://github.com/TorqueGameEngines/Torque3D.git
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Added ability to shader features and shaderGen to create multiple instances of the same feature with the option of calling a static creation function that can take arguments in the form of a struct. FEATUREMGR now has createFeature to take advantage of this. The node editor requires this ability as the same node could be used multiple times with different arguments so in its update function we will be calling ```FEATUREMGR->registerFeature(feature_type, (optional default constructor), createFunction);``` then adding it to the feature set with the required arguments to build the shader feature. ```FeatureSet->add(feature_type, index, ParameterStruct);```
118 lines
3.9 KiB
C++
118 lines
3.9 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 _FEATUREMGR_H_
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#define _FEATUREMGR_H_
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _UTIL_DELEGATE_H_
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#include "core/util/delegate.h"
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#endif
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class FeatureType;
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class ShaderFeature;
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typedef Delegate<ShaderFeature* (void*)> CreateShaderFeatureDelegate;
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/// <summary>
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/// Used by the feature manager.
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/// </summary>
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/// <param name="type">The shader feature type.</param>
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/// <param name="feature">The shader feature class.</param>
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/// <param name="createFunc">The static create function for this feature.</param>
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struct FeatureInfo
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{
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const FeatureType *type;
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ShaderFeature *feature;
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CreateShaderFeatureDelegate createFunc;
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};
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///
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class FeatureMgr
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{
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protected:
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bool mNeedsSort;
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typedef Vector<FeatureInfo> FeatureInfoVector;
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FeatureInfoVector mFeatures;
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static S32 QSORT_CALLBACK _featureInfoCompare( const FeatureInfo *a, const FeatureInfo *b );
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public:
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FeatureMgr();
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~FeatureMgr();
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/// Returns the count of registered features.
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U32 getFeatureCount() const { return mFeatures.size(); }
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/// Returns the feature info at the index.
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const FeatureInfo& getAt( U32 index );
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///
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ShaderFeature* getByType( const FeatureType &type );
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/// <summary>
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/// Creates a shader feature of this type with the arguments provided.
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/// </summary>
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/// <param name="type">The shader feature type.</param>
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/// <param name="argStruct">The arguments for setting up this isntance of the shaderFeature.</param>
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/// <returns>An instance of the shader feature using its static createFunction taking in the
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/// argument struct.
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/// </returns>
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ShaderFeature* createFeature(const FeatureType& type, void* argStruct);
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/// <summary>
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/// Allows other systems to add features. index is
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/// the enum in GFXMaterialFeatureData.
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/// </summary>
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/// <param name="type">The shader feature type.</param>
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/// <param name="feature">The shader feature (can be null if featureDelegate defined)</param>
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/// <param name="featureDelegate">The feature delegate create function.</param>
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void registerFeature(const FeatureType& type,
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ShaderFeature* feature = nullptr,
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CreateShaderFeatureDelegate featureDelegate = nullptr);
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// Unregister a feature.
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void unregisterFeature( const FeatureType &type );
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/// Removes all features.
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void unregisterAll();
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// For ManagedSingleton.
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static const char* getSingletonName() { return "FeatureMgr"; }
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};
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// Helper for accessing the feature manager singleton.
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#define FEATUREMGR ManagedSingleton<FeatureMgr>::instance()
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#endif // FEATUREMGR
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