mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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138 lines
5.7 KiB
C++
138 lines
5.7 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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#ifndef _CONDITIONER_BASE_H_
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#define _CONDITIONER_BASE_H_
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#ifndef _SHADERFEATURE_H_
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#include "shaderGen/shaderFeature.h"
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#endif
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#ifndef _SHADER_DEPENDENCY_H_
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#include "shaderGen/shaderDependency.h"
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#endif
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class MultiLine;
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class ConditionerMethodDependency;
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class ConditionerFeature : public ShaderFeature
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{
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friend class ConditionerMethodDependency;
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typedef ShaderFeature Parent;
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public:
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enum MethodType
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{
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ConditionMethod = 0, ///< Method used to take unconditioned data, and turn it into a format that can be written to the conditioned buffer
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UnconditionMethod, ///< Method used to take conditioned data from a buffer, and extract what is stored
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NumMethodTypes,
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};
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ConditionerFeature( const GFXFormat bufferFormat );
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virtual ~ConditionerFeature();
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virtual Material::BlendOp getBlendOp()
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{
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return Material::None;
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}
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virtual GFXFormat getBufferFormat() const { return mBufferFormat; }
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virtual bool setBufferFormat(const GFXFormat bufferFormat) { bool ret = mBufferFormat == bufferFormat; mBufferFormat = bufferFormat; return ret; }
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// zero-out these methods
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virtual Var* getVertTexCoord( const String &name ) { AssertFatal( false, "don't use this." ); return NULL; }
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virtual LangElement *setupTexSpaceMat( Vector<ShaderComponent*> &componentList, Var **texSpaceMat ) { AssertFatal( false, "don't use this." ); return NULL; }
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virtual LangElement *expandNormalMap( LangElement *sampleNormalOp, LangElement *normalDecl, LangElement *normalVar, const MaterialFeatureData &fd ) { AssertFatal( false, "don't use this." ); return NULL; }
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virtual LangElement *assignColor( LangElement *elem, Material::BlendOp blend, LangElement *lerpElem = NULL, ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget ) { AssertFatal( false, "don't use this." ); return NULL; }
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// conditioned output
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virtual LangElement *assignOutput( Var *unconditionedOutput, ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget );
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// Get an HLSL/GLSL method name that will be available for the
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// shader to read or write data to a conditioned buffer.
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virtual const String &getShaderMethodName( MethodType methodType );
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// Get the Method Dependency for ShaderGen, for this conditioner
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virtual ConditionerMethodDependency *getConditionerMethodDependency( MethodType methodType );
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static const String ConditionerIncludeFileName;
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static void updateConditioners() { if ( smDirtyConditioners ) _updateConditioners(); }
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protected:
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static void _updateConditioners();
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static bool smDirtyConditioners;
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ConditionerMethodDependency *mMethodDependency[NumMethodTypes];
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static Vector<ConditionerFeature*> smConditioners;
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GFXFormat mBufferFormat;
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String mUnconditionMethodName;
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String mConditionMethodName;
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String mShaderIncludePath;
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void _print( Stream *stream );
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virtual Var *_conditionOutput( Var *unconditionedOutput, MultiLine *meta );
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virtual Var *_unconditionInput( Var *conditionedInput, MultiLine *meta );
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// Print method header, return primary parameter
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virtual Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
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virtual void printMethodFooter( MethodType methodType, Var *retVar, Stream &stream, MultiLine *meta );
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// Print comments
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virtual void printHeaderComment( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
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virtual void printFooterComment( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
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// print a HLSL/GLSL method to a stream, which can be used by a custom shader
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// to read conditioned data
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virtual void _printMethod( MethodType methodType, const String &methodName, Stream &stream );
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};
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//------------------------------------------------------------------------------
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// ShaderDependancy that allows shadergen features to add a dependency on a conditioner method
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class ConditionerMethodDependency : public ShaderDependency
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{
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protected:
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ConditionerFeature *mConditioner;
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ConditionerFeature::MethodType mMethodType;
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public:
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ConditionerMethodDependency( ConditionerFeature *conditioner, const ConditionerFeature::MethodType methodType ) :
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mConditioner(conditioner), mMethodType(methodType) {}
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virtual void print( Stream &s ) const;
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// Auto insert information into a macro
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virtual void createMethodMacro( const String &methodName, Vector<GFXShaderMacro> ¯os );
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};
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#endif // _CONDITIONER_BASE_H_
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