mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
230 lines
7.3 KiB
C++
230 lines
7.3 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 "platform/platform.h"
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#include "materials/shaderMaterialParameters.h"
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#include "console/console.h"
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//
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// ShaderMaterialParameters
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//
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ShaderMaterialParameterHandle::ShaderMaterialParameterHandle(const String& name)
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{
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VECTOR_SET_ASSOCIATION( mHandles );
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mName = name;
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}
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ShaderMaterialParameterHandle::ShaderMaterialParameterHandle(const String& name, Vector<GFXShader*>& shaders)
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{
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VECTOR_SET_ASSOCIATION( mHandles );
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mName = name;
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mHandles.setSize(shaders.size());
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for (U32 i = 0; i < shaders.size(); i++)
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mHandles[i] = shaders[i]->getShaderConstHandle(name);
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}
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ShaderMaterialParameterHandle::~ShaderMaterialParameterHandle()
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{
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}
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S32 ShaderMaterialParameterHandle::getSamplerRegister( U32 pass ) const
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{
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AssertFatal( mHandles.size() > pass, "ShaderMaterialParameterHandle::getSamplerRegister - out of bounds" );
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return mHandles[pass]->getSamplerRegister();
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}
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//
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// ShaderMaterialParameters
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//
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ShaderMaterialParameters::ShaderMaterialParameters()
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: MaterialParameters()
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{
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VECTOR_SET_ASSOCIATION( mBuffers );
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}
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ShaderMaterialParameters::~ShaderMaterialParameters()
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{
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releaseBuffers();
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}
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void ShaderMaterialParameters::setBuffers(Vector<GFXShaderConstDesc>& constDesc, Vector<GFXShaderConstBufferRef>& buffers)
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{
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mShaderConstDesc = constDesc;
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mBuffers = buffers;
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}
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void ShaderMaterialParameters::releaseBuffers()
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{
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for (U32 i = 0; i < mBuffers.size(); i++)
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{
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mBuffers[i] = NULL;
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}
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mBuffers.setSize(0);
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}
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U32 ShaderMaterialParameters::getAlignmentValue(const GFXShaderConstType constType)
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{
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if (mBuffers.size() > 0)
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return mBuffers[0]->getShader()->getAlignmentValue(constType);
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else
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return 0;
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}
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#define SHADERMATPARAM_SET(handle, f) \
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AssertFatal(handle, "Handle is NULL!" ); \
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AssertFatal(handle->isValid(), "Handle is not valid!" ); \
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AssertFatal(dynamic_cast<ShaderMaterialParameterHandle*>(handle), "Invalid handle type!"); \
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ShaderMaterialParameterHandle* h = static_cast<ShaderMaterialParameterHandle*>(handle); \
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AssertFatal(h->mHandles.size() == mBuffers.size(), "Handle length differs from buffer length!"); \
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for (U32 i = 0; i < h->mHandles.size(); i++) \
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{ \
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GFXShaderConstHandle* shaderHandle = h->mHandles[i]; \
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if (shaderHandle->isValid()) \
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mBuffers[i]->set(shaderHandle, f); \
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const F32 f)
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{
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SHADERMATPARAM_SET(handle, f);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point2F& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point3F& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point4F& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const PlaneF& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const ColorF& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const S32 f)
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{
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SHADERMATPARAM_SET(handle, f);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point2I& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point3I& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point4I& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv)
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{
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SHADERMATPARAM_SET(handle, fv);
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType)
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{
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if ((!handle) || !handle->isValid())
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return;
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AssertFatal(dynamic_cast<ShaderMaterialParameterHandle*>(handle), "Invalid handle type!");
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ShaderMaterialParameterHandle* h = static_cast<ShaderMaterialParameterHandle*>(handle);
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AssertFatal(h->mHandles.size() == mBuffers.size(), "Handle length differs from buffer length!");
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for (U32 i = 0; i < h->mHandles.size(); i++)
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{
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GFXShaderConstHandle* shaderHandle = h->mHandles[i];
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if (shaderHandle && shaderHandle->isValid())
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mBuffers[i]->set(shaderHandle, mat, matrixType);
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}
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}
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void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
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{
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if ((!handle) || !handle->isValid())
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return;
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AssertFatal(dynamic_cast<ShaderMaterialParameterHandle*>(handle), "Invalid handle type!");
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ShaderMaterialParameterHandle* h = static_cast<ShaderMaterialParameterHandle*>(handle);
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AssertFatal(h->mHandles.size() == mBuffers.size(), "Handle length differs from buffer length!");
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for (U32 i = 0; i < h->mHandles.size(); i++)
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{
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GFXShaderConstHandle* shaderHandle = h->mHandles[i];
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if (shaderHandle && shaderHandle->isValid())
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mBuffers[i]->set(shaderHandle, mat, arraySize, matrixType);
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}
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}
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#undef SHADERMATPARAM_SET
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