Torque3D/Engine/source/shaderGen/conditionerFeature.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

138 lines
5.7 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.
//-----------------------------------------------------------------------------
#ifndef _CONDITIONER_BASE_H_
#define _CONDITIONER_BASE_H_
#ifndef _SHADERFEATURE_H_
#include "shaderGen/shaderFeature.h"
#endif
#ifndef _SHADER_DEPENDENCY_H_
#include "shaderGen/shaderDependency.h"
#endif
class MultiLine;
class ConditionerMethodDependency;
class ConditionerFeature : public ShaderFeature
{
friend class ConditionerMethodDependency;
typedef ShaderFeature Parent;
public:
enum MethodType
{
ConditionMethod = 0, ///< Method used to take unconditioned data, and turn it into a format that can be written to the conditioned buffer
UnconditionMethod, ///< Method used to take conditioned data from a buffer, and extract what is stored
NumMethodTypes,
};
ConditionerFeature( const GFXFormat bufferFormat );
virtual ~ConditionerFeature();
Material::BlendOp getBlendOp() override
{
return Material::None;
}
virtual GFXFormat getBufferFormat() const { return mBufferFormat; }
virtual bool setBufferFormat(const GFXFormat bufferFormat) { bool ret = mBufferFormat == bufferFormat; mBufferFormat = bufferFormat; return ret; }
// zero-out these methods
Var* getVertTexCoord( const String &name ) override { AssertFatal( false, "don't use this." ); return NULL; }
LangElement *setupTexSpaceMat( Vector<ShaderComponent*> &componentList, Var **texSpaceMat ) override { AssertFatal( false, "don't use this." ); return NULL; }
LangElement *expandNormalMap( LangElement *sampleNormalOp, LangElement *normalDecl, LangElement *normalVar, const MaterialFeatureData &fd ) override { AssertFatal( false, "don't use this." ); return NULL; }
LangElement *assignColor( LangElement *elem, Material::BlendOp blend, LangElement *lerpElem = NULL, ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget ) override { AssertFatal( false, "don't use this." ); return NULL; }
// conditioned output
virtual LangElement *assignOutput( Var *unconditionedOutput, ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget );
// Get an HLSL/GLSL method name that will be available for the
// shader to read or write data to a conditioned buffer.
virtual const String &getShaderMethodName( MethodType methodType );
// Get the Method Dependency for ShaderGen, for this conditioner
virtual ConditionerMethodDependency *getConditionerMethodDependency( MethodType methodType );
static const String ConditionerIncludeFileName;
static void updateConditioners() { if ( smDirtyConditioners ) _updateConditioners(); }
protected:
static void _updateConditioners();
static bool smDirtyConditioners;
ConditionerMethodDependency *mMethodDependency[NumMethodTypes];
static Vector<ConditionerFeature*> smConditioners;
GFXFormat mBufferFormat;
String mUnconditionMethodName;
String mConditionMethodName;
String mShaderIncludePath;
void _print( Stream *stream );
virtual Var *_conditionOutput( Var *unconditionedOutput, MultiLine *meta );
virtual Var *_unconditionInput( Var *conditionedInput, MultiLine *meta );
// Print method header, return primary parameter
virtual Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
virtual void printMethodFooter( MethodType methodType, Var *retVar, Stream &stream, MultiLine *meta );
// Print comments
virtual void printHeaderComment( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
virtual void printFooterComment( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
// print a HLSL/GLSL method to a stream, which can be used by a custom shader
// to read conditioned data
virtual void _printMethod( MethodType methodType, const String &methodName, Stream &stream );
};
//------------------------------------------------------------------------------
// ShaderDependancy that allows shadergen features to add a dependency on a conditioner method
class ConditionerMethodDependency : public ShaderDependency
{
protected:
ConditionerFeature *mConditioner;
ConditionerFeature::MethodType mMethodType;
public:
ConditionerMethodDependency( ConditionerFeature *conditioner, const ConditionerFeature::MethodType methodType ) :
mConditioner(conditioner), mMethodType(methodType) {}
void print( Stream &s ) const override;
// Auto insert information into a macro
virtual void createMethodMacro( const String &methodName, Vector<GFXShaderMacro> &macros );
};
#endif // _CONDITIONER_BASE_H_