mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Fixed multiple case sensitivity issues Adds GL ARB check for cubemap arrays for certain cases where the driver only supports the extension, not as core Fixes undeeded namespace declaration in an inline operator function Cleaned up/reordered some modules default in the data dir WIP of Das Boot test map Begun refactoring visualizer tools Added default cloud and water textures to core/rendering so water and cloud objects work correctly Added default Fog_Cube mesh so volumetric fog works correctly
244 lines
7.7 KiB
C++
244 lines
7.7 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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#include "shadergen/customShaderFeature.h"
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#ifdef TORQUE_D3D11
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#include "shaderGen/HLSL/customFeatureHLSL.h"
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#endif
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#ifdef TORQUE_OPENGL
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#include "shaderGen/GLSL/customFeatureGLSL.h"
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#endif
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#include "math/mathIO.h"
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#include "scene/sceneRenderState.h"
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#include "core/stream/bitStream.h"
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#include "materials/sceneData.h"
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#include "gfx/gfxDebugEvent.h"
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#include "gfx/gfxTransformSaver.h"
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#include "renderInstance/renderPassManager.h"
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IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
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ConsoleDocClass(CustomShaderFeatureData,
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"@brief A Shader Feature with custom definitions.\n\n"
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"This class allows for the creation and implementation of a ShaderGen ShaderFeature "
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"Implemented either engine side or script, and facilitates passing along of per-instance "
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"ShaderData. "
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"@ingroup Examples\n");
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//-----------------------------------------------------------------------------
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// Object setup and teardown
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//-----------------------------------------------------------------------------
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CustomShaderFeatureData::CustomShaderFeatureData()
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{
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#ifdef TORQUE_D3D11
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mFeatureHLSL = nullptr;
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#endif
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#ifdef TORQUE_OPENGL
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mFeatureGLSL = nullptr;
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#endif
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}
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CustomShaderFeatureData::~CustomShaderFeatureData()
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{
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}
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//-----------------------------------------------------------------------------
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// Object Editing
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//-----------------------------------------------------------------------------
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void CustomShaderFeatureData::initPersistFields()
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{
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// SceneObject already handles exposing the transform
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Parent::initPersistFields();
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}
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bool CustomShaderFeatureData::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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{
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mFeatureHLSL = new CustomFeatureHLSL();
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mFeatureHLSL->mOwner = this;
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}
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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{
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mFeatureGLSL = new CustomFeatureGLSL();
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mFeatureGLSL->mOwner = this;
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}
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#endif
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return true;
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}
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void CustomShaderFeatureData::onRemove()
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{
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Parent::onRemove();
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}
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//Shadergen setup functions
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void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addVariable(name, type, defaultValue);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addVariable(name, type, defaultValue);
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#endif
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}
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void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
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#endif
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}
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void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addSampler(name, type, arraySize);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addSampler(name, type, arraySize);
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#endif
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}
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void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
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#endif
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}
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void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addConnector(name, type, elementName);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addConnector(name, type, elementName);
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#endif
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}
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void CustomShaderFeatureData::addVertTexCoord(String name)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->addVertTexCoord(name);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->addVertTexCoord(name);
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#endif
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}
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bool CustomShaderFeatureData::hasFeature(String name)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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return mFeatureHLSL->hasFeature(name);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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return mFeatureGLSL->hasFeature(name);
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#endif
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}
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void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef* argv)
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{
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#ifdef TORQUE_D3D11
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if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
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mFeatureHLSL->writeLine(format, argc, argv);
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#endif
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#ifdef TORQUE_OPENGL
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if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
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mFeatureGLSL->writeLine(format, argc, argv);
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#endif
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}
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DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
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{
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object->addVariable(name, type, defaultValue);
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}
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DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
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{
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object->addUniform(name, type, defaultValue, arraySize);
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}
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DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
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{
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object->addSampler(name, "", arraySize);
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}
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DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
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{
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object->addTexture(name, type, samplerState, arraySize);
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}
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DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "")
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{
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object->addConnector(name, type, elementName);
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}
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DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "")
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{
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object->addVertTexCoord(name);
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}
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DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
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"@param method Name of method to call.\n"
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"@param args Zero or more arguments for the method.\n"
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"@return The result of the method call.")
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{
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object->writeLine(argv[2], argc - 3, argv + 3);
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}
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DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
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{
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return object->hasFeature(name);
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}
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