mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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128 lines
4.6 KiB
C++
128 lines
4.6 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 _MATERIALS_PROCESSEDFFMATERIAL_H_
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#define _MATERIALS_PROCESSEDFFMATERIAL_H_
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#ifndef _MATERIALS_PROCESSEDMATERIAL_H_
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#include "materials/processedMaterial.h"
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#endif
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class LightInfo;
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struct GFXShaderConstDesc;
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/// Fixed function rendering. Does not load or use shaders. Does not rely on GFXMaterialFeatureData.
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/// Tries very hard to not rely on anything possibly related to shaders.
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///
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/// @note Does not always succeed.
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class ProcessedFFMaterial : public ProcessedMaterial
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{
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typedef ProcessedMaterial Parent;
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public:
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ProcessedFFMaterial();
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ProcessedFFMaterial(Material &mat, const bool isLightingMaterial = false);
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~ProcessedFFMaterial();
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/// @name Render state setting
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///
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/// @{
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/// Sets necessary textures and texture ops for rendering
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virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
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virtual MaterialParameters* allocMaterialParameters();
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virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
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virtual MaterialParameters* getDefaultMaterialParameters();
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virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
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virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) {;}
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virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) {;}
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virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
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/// @}
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virtual bool init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat,
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const MatFeaturesDelegate &featuresDelegate );
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/// Sets up the given pass
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///
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/// @returns false if the pass could not be set up
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virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
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/// Returns the number of stages we're using (not to be confused with the number of passes)
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virtual U32 getNumStages();
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protected:
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MaterialParameterHandle* mDefaultHandle;
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MaterialParameters* mDefaultParameters;
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struct FixedFuncFeatureData
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{
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enum
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{
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DiffuseMap,
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LightMap,
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ToneMap,
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NumFeatures
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};
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bool features[NumFeatures];
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};
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bool mIsLightingMaterial;
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Vector<GFXShaderConstDesc> mParamDesc;
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/// @name Internal functions
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///
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/// @{
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/// Adds a pass for the given stage
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virtual void _addPass(U32 stageNum, FixedFuncFeatureData& featData);
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/// Chooses a blend op for the pass during pass creation
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virtual void _setPassBlendOp();
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/// Creates all necessary passes for the given stage
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void _createPasses( U32 stageNum, const FeatureSet &features );
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/// Determine what features we need
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void _determineFeatures( U32 stageNum,
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FixedFuncFeatureData &featData,
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const FeatureSet &features);
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/// Sets light info for the first light
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virtual void _setPrimaryLightInfo(const MatrixF &objTrans, LightInfo* light, U32 pass);
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/// Sets light info for the second light
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virtual void _setSecondaryLightInfo(const MatrixF &objTrans, LightInfo* light);
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/// Does the base render state block setting, normally per pass
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virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result );
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/// @}
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void _construct();
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};
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#endif
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