Torque3D/Engine/source/materials/processedMaterial.h
2024-05-30 17:29:42 -05:00

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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 _MATERIALS_PROCESSEDMATERIAL_H_
#define _MATERIALS_PROCESSEDMATERIAL_H_
#ifndef _MATERIALDEFINITION_H_
#include "materials/materialDefinition.h"
#endif
#ifndef _MATERIALFEATUREDATA_H_
#include "materials/materialFeatureData.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _MATSTATEHINT_H_
#include "materials/matStateHint.h"
#endif
#ifndef CUSTOMSHADERBINDINGDATA_H
#include "materials/customShaderBindingData.h"
#endif
class ShaderFeature;
class MaterialParameters;
class MaterialParameterHandle;
class SceneRenderState;
class GFXVertexBufferHandleBase;
class GFXPrimitiveBufferHandle;
class MatrixSet;
class GuiTreeViewCtrl;
/// This contains the common data needed to render a pass.
struct RenderPassData
{
public:
struct TexSlotT
{
/// This is the default type of texture which
/// is valid with most texture types.
/// @see mTexType
GFXTexHandle texObject;
/// Only valid when the texture type is set
/// to Material::TexTarget.
/// @see mTexType
NamedTexTargetRef texTarget;
} mTexSlot[Material::MAX_TEX_PER_PASS];
U32 mTexType[Material::MAX_TEX_PER_PASS];
String mSamplerNames[Material::MAX_TEX_PER_PASS];
/// The cubemap to use when the texture type is
/// set to Material::Cube.
/// @see mTexType
GFXCubemapHandle mCubeMap;
U32 mNumTex;
U32 mNumTexReg;
MaterialFeatureData mFeatureData;
bool mGlow;
Material::BlendOp mBlendOp;
U32 mStageNum;
/// State permutations, used to index into
/// the render states array.
/// @see mRenderStates
enum
{
STATE_REFLECT = 1,
STATE_TRANSLUCENT = 2,
STATE_WIREFRAME = 4,
STATE_MAX = 8
};
///
GFXStateBlockRef mRenderStates[STATE_MAX];
RenderPassData();
virtual ~RenderPassData() { reset(); }
virtual void reset();
/// Creates and returns a unique description string.
virtual String describeSelf() const;
};
/// This is an abstract base class which provides the external
/// interface all subclasses must implement. This interface
/// primarily consists of setting state. Pass creation
/// is implementation specific, and internal, thus it is
/// not in this base class.
class ProcessedMaterial
{
public:
ProcessedMaterial();
virtual ~ProcessedMaterial();
/// @name State setting functions
///
/// @{
///
virtual void addStateBlockDesc(const GFXStateBlockDesc& sb);
///
virtual void updateStateBlocks() { _initRenderPassDataStateBlocks(); }
/// Set the user defined shader macros.
virtual void setShaderMacros( const Vector<GFXShaderMacro> &macros ) { mUserMacros = macros; }
/// Sets the textures needed for rendering the current pass
virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) = 0;
/// Sets the transformation matrix, i.e. Model * View * Projection
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) = 0;
/// Sets the node transforms for HW Skinning
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0;
/// Sets any custom shader data
virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) = 0;
/// Sets the scene info like lights for the given pass.
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
/// Sets the given vertex and primitive buffers so we can render geometry
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
/// @see BaseMatInstance::setUserObject
virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
///
virtual bool stepInstance();
/// @}
/// Initializes us (eg. loads textures, creates passes, generates shaders)
virtual bool init( const FeatureSet& features,
const GFXVertexFormat *vertexFormat,
const MatFeaturesDelegate &featuresDelegate ) = 0;
/// Returns the state hint which can be used for
/// sorting and fast comparisions of the equality
/// of a material instance.
virtual const MatStateHint& getStateHint() const { return mStateHint; }
/// Sets up the given pass. Returns true if the pass was set up, false if there was an error or if
/// the specified pass is out of bounds.
virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
// Material parameter methods
virtual MaterialParameters* allocMaterialParameters() = 0;
virtual MaterialParameters* getDefaultMaterialParameters() = 0;
virtual void setMaterialParameters(MaterialParameters* param, S32 pass) { mCurrentParams = param; };
virtual MaterialParameters* getMaterialParameters() { return mCurrentParams; }
virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name) = 0;
/// Returns the pass data for the given pass.
RenderPassData* getPass(U32 pass)
{
if(pass >= mPasses.size())
return NULL;
return mPasses[pass];
}
/// Returns the pass data for the given pass.
const RenderPassData* getPass( U32 pass ) const { return mPasses[pass]; }
/// Returns the number of stages we're rendering (not to be confused with the number of passes).
virtual U32 getNumStages() = 0;
/// Returns the number of passes we are rendering (not to be confused with the number of stages).
U32 getNumPasses() const { return mPasses.size(); }
/// Returns true if any pass glows
bool hasGlow() const { return mHasGlow; }
/// Returns true if any pass accumulates
bool hasAccumulation() const { return mHasAccumulation; }
/// Gets the stage number for a pass
U32 getStageFromPass(U32 pass) const
{
if(pass >= mPasses.size())
return 0;
return mPasses[pass]->mStageNum;
}
/// Returns the active features in use by this material.
/// @see BaseMatInstance::getFeatures
const FeatureSet& getFeatures() const { return mFeatures; }
/// Dump shader info, or FF texture info?
virtual void dumpMaterialInfo() { }
virtual void getMaterialInfo(GuiTreeViewCtrl* tree, U32 item) {}
/// Returns the source material.
Material* getMaterial() const { return mMaterial; }
/// Returns the texture used by a stage
GFXTexHandle getStageTexture(U32 stage, const FeatureType &type)
{
return (stage < Material::MAX_STAGES) ? mStages[stage].getTex(type) : NULL;
}
protected:
/// Our passes.
Vector<RenderPassData*> mPasses;
/// The active features in use by this material.
FeatureSet mFeatures;
/// The material which we are processing.
Material* mMaterial;
MaterialParameters* mCurrentParams;
/// Material::StageData is used here because the shader
/// generator throws a fit if it's passed anything else.
Material::StageData mStages[Material::MAX_STAGES];
/// If we've already loaded the stage data
bool mHasSetStageData;
/// If we glow
bool mHasGlow;
/// If we have accumulation.
bool mHasAccumulation;
/// Number of stages (not to be confused with number of passes)
U32 mMaxStages;
/// The vertex format on which this material will render.
const GFXVertexFormat *mVertexFormat;
/// Set by addStateBlockDesc, should be considered
/// when initPassStateBlock is called.
GFXStateBlockDesc mUserDefined;
/// The user defined macros to pass to the
/// shader initialization.
Vector<GFXShaderMacro> mUserMacros;
/// The user defined object to pass to ShaderFeature::createConstHandles.
SimObject *mUserObject;
/// The state hint used for material sorting
/// and quick equality comparision.
MatStateHint mStateHint;
/// Loads all the textures for all of the stages in the Material
virtual void _setStageData();
/// Sets the blend state for rendering
void _setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc& desc );
/// Returns the path the material will attempt to load for a given texture filename.
String _getTexturePath(const String& filename);
/// Loads the texture located at _getTexturePath(filename) and gives it the specified profile
GFXTexHandle _createTexture( const char *filename, GFXTextureProfile *profile );
GFXTexHandle _createCompositeTexture(const char *filenameR, const char *filenameG, const char *filenameB, const char *filenameA, U32 inputKey[4], GFXTextureProfile *profile);
/// @name State blocks
///
/// @{
/// Creates the default state block templates, used by initStateBlocks.
virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateReflect);
/// Does the base render state block setting, normally per pass.
virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result);
/// Creates the default state blocks for a list of render states.
virtual void _initRenderStateStateBlocks( RenderPassData *rpd );
/// Creates the default state blocks for each RenderPassData item.
virtual void _initRenderPassDataStateBlocks();
/// This returns the index into the renderState array based on the sgData passed in.
virtual U32 _getRenderStateIndex( const SceneRenderState *state,
const SceneData &sgData );
/// Activates the correct mPasses[currPass].renderState based on scene graph info
virtual void _setRenderState( const SceneRenderState *state,
const SceneData &sgData,
U32 pass );
/// @
};
#endif // _MATERIALS_PROCESSEDMATERIAL_H_