Torque3D/Engine/source/scene/reflectionMatHook.cpp
2012-09-19 11:15:01 -04:00

109 lines
3.7 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 "platform/platform.h"
#include "scene/reflectionMatHook.h"
#include "materials/materialManager.h"
#include "materials/customMaterialDefinition.h"
#include "materials/materialFeatureTypes.h"
#include "materials/materialFeatureData.h"
#include "shaderGen/featureType.h"
#include "shaderGen/featureMgr.h"
#include "scene/sceneRenderState.h"
const MatInstanceHookType ReflectionMaterialHook::Type( "Reflection" );
ReflectionMaterialHook::ReflectionMaterialHook() :
mReflectMat(NULL)
{
}
ReflectionMaterialHook::~ReflectionMaterialHook()
{
SAFE_DELETE(mReflectMat);
}
void ReflectionMaterialHook::init( BaseMatInstance *inMat )
{
if( !inMat->isValid() )
return;
Material *reflectMat = (Material*)inMat->getMaterial();
if ( inMat->isCustomMaterial() )
{
// This is a custom material... who knows what it really does...do something
// smart here later.
}
// We may want to disable some states that the material might enable for us.
GFXStateBlockDesc refractState = inMat->getUserStateBlock();
// Always z-read, and z-write if the material isn't translucent
refractState.setZReadWrite( true, reflectMat->isTranslucent() ? false : true );
// Create reflection material instance.
BaseMatInstance *newMat = new ReflectionMatInstance( reflectMat );
newMat->setUserObject( inMat->getUserObject() );
newMat->getFeaturesDelegate().bind( &ReflectionMaterialHook::_overrideFeatures );
newMat->addStateBlockDesc( refractState );
if( !newMat->init( inMat->getFeatures(), inMat->getVertexFormat() ) )
{
SAFE_DELETE( newMat );
newMat = MATMGR->createWarningMatInstance();
}
mReflectMat = newMat;
}
void ReflectionMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
U32 stageNum,
MaterialFeatureData &fd,
const FeatureSet &features )
{
// First stage only in reflections
if( stageNum != 0 )
{
fd.features.clear();
return;
}
// Forward shading on materials in reflections
fd.features.addFeature( MFT_ForwardShading );
fd.features.addFeature( MFT_Fog );
}
//------------------------------------------------------------------------------
ReflectionMatInstance::ReflectionMatInstance( Material *mat )
: MatInstance( *mat )
{
}
bool ReflectionMatInstance::setupPass( SceneRenderState *state, const SceneData &sgData )
{
return Parent::setupPass(state, sgData);
}