Torque3D/Engine/source/terrain/terrCellMaterial.h

209 lines
5.4 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 _TERRCELLMATERIAL_H_
#define _TERRCELLMATERIAL_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
class SceneRenderState;
struct SceneData;
class TerrainMaterial;
class TerrainBlock;
class BaseMatInstance;
/// This is a complex material which holds one or more
/// optimized shaders for rendering a single cell.
class TerrainCellMaterial
{
protected:
class MaterialInfo
{
public:
MaterialInfo()
{
}
~MaterialInfo()
{
}
TerrainMaterial *mat;
U32 layerId;
GFXShaderConstHandle *detailTexConst;
GFXTexHandle detailTex;
GFXShaderConstHandle *macroTexConst;
GFXTexHandle macroTex;
GFXShaderConstHandle *normalTexConst;
GFXTexHandle normalTex;
GFXShaderConstHandle *detailInfoVConst;
GFXShaderConstHandle *detailInfoPConst;
GFXShaderConstHandle *macroInfoVConst;
GFXShaderConstHandle *macroInfoPConst;
};
class Pass
{
public:
Pass()
: shader( NULL )
{
}
~Pass()
{
for ( U32 i=0; i < materials.size(); i++ )
delete materials[i];
}
Vector<MaterialInfo*> materials;
///
GFXShader *shader;
GFXShaderConstBufferRef consts;
GFXStateBlockRef stateBlock;
GFXStateBlockRef wireframeStateBlock;
GFXStateBlockRef reflectionStateBlock;
GFXShaderConstHandle *modelViewProjConst;
GFXShaderConstHandle *worldViewOnly;
GFXShaderConstHandle *viewToObj;
GFXShaderConstHandle *eyePosWorldConst;
GFXShaderConstHandle *eyePosConst;
GFXShaderConstHandle *objTransConst;
GFXShaderConstHandle *worldToObjConst;
GFXShaderConstHandle *vEyeConst;
GFXShaderConstHandle *layerSizeConst;
GFXShaderConstHandle *lightParamsConst;
GFXShaderConstHandle *lightInfoBufferConst;
GFXShaderConstHandle *baseTexMapConst;
GFXShaderConstHandle *layerTexConst;
GFXShaderConstHandle *lightMapTexConst;
GFXShaderConstHandle *squareSize;
GFXShaderConstHandle *oneOverTerrainSize;
GFXShaderConstHandle *fogDataConst;
GFXShaderConstHandle *fogColorConst;
};
TerrainBlock *mTerrain;
U64 mMaterials;
Vector<Pass> mPasses;
U32 mCurrPass;
static const Vector<String> mSamplerNames;
GFXTexHandle mBaseMapTexture;
GFXTexHandle mLayerMapTexture;
NamedTexTargetRef mLightInfoTarget;
/// The deferred material for this material.
TerrainCellMaterial *mDeferredMat;
/// The reflection material for this material.
TerrainCellMaterial *mReflectMat;
/// A vector of all terrain cell materials loaded in the system.
static Vector<TerrainCellMaterial*> smAllMaterials;
bool _createPass( Vector<MaterialInfo*> *materials,
Pass *pass,
bool firstPass,
bool prePassMat,
bool reflectMat,
bool baseOnly );
void _updateMaterialConsts( Pass *pass );
public:
TerrainCellMaterial();
~TerrainCellMaterial();
void init( TerrainBlock *block,
U64 activeMaterials,
bool prePassMat = false,
bool reflectMat = false,
bool baseOnly = false );
/// Returns a deferred material from this material.
TerrainCellMaterial* getDeferredMat();
/// Returns the reflection material from this material.
TerrainCellMaterial* getReflectMat();
void setTransformAndEye( const MatrixF &modelXfm,
const MatrixF &viewXfm,
const MatrixF &projectXfm,
F32 farPlane );
///
bool setupPass( const SceneRenderState *state,
const SceneData &sceneData );
///
static BaseMatInstance* getShadowMat();
///
static void _updateDefaultAnisotropy();
};
#endif // _TERRCELLMATERIAL_H_