Torque3D/Engine/source/shaderGen/customShaderFeature.cpp
2017-10-06 16:49:50 -05:00

145 lines
4.9 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"
#include "shaderGen/HLSL/customFeatureHLSL.h"
#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 An example scene object which renders using a callback.\n\n"
"This class implements a basic SceneObject that can exist in the world at a "
"3D position and render itself. Note that CustomShaderFeatureData handles its own "
"rendering by submitting itself as an ObjectRenderInst (see "
"renderInstance\renderPassmanager.h) along with a delegate for its render() "
"function. However, the preffered rendering method in the engine is to submit "
"a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and "
"transform and allow the RenderMeshMgr handle the actual rendering. You can "
"see this implemented in RenderMeshExample.\n\n"
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
CustomShaderFeatureData::CustomShaderFeatureData()
{
}
CustomShaderFeatureData::~CustomShaderFeatureData()
{
}
//-----------------------------------------------------------------------------
// Object Editing
//-----------------------------------------------------------------------------
void CustomShaderFeatureData::initPersistFields()
{
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
bool CustomShaderFeatureData::onAdd()
{
if (!Parent::onAdd())
return false;
mFeatureHLSL = new CustomFeatureHLSL();
mFeatureHLSL->mOwner = this;
return true;
}
void CustomShaderFeatureData::onRemove()
{
Parent::onRemove();
}
//Shadergen setup functions
void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
{
mFeatureHLSL->addVariable(name, type, defaultValue);
}
void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef *argv)
{
/*mOnObject = onObject;
mArgc = argc;
mArgv = new ConsoleValueRef[argc];
for (int i = 0; i<argc; i++)
{
mArgv[i].value = new ConsoleValue();
mArgv[i].value->type = ConsoleValue::TypeInternalString;
mArgv[i].value->init();
if (argv)
{
mArgv[i].value->setStringValue((const char*)argv[i]);
}
}*/
mFeatureHLSL->writeLine(format, argc, argv);
}
/*//Actual shader processing
void CustomShaderFeatureData::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
mFeatureHLSL.processVert(componentList, fd);
}
void CustomShaderFeatureData::processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
mFeatureHLSL.processPix(componentList, fd);
}
void CustomShaderFeatureData::setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex)
{
mFeatureHLSL.setTexData(stageDat, fd, passData, texIndex);
}*/
DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
{
object->addVariable(name, type, defaultValue);
}
ConsoleMethod(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);
}