mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
547 lines
18 KiB
C++
547 lines
18 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/processedCustomMaterial.h"
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#include "gfx/sim/cubemapData.h"
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#include "materials/sceneData.h"
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#include "shaderGen/shaderGenVars.h"
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#include "scene/sceneRenderState.h"
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#include "materials/customMaterialDefinition.h"
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#include "materials/shaderData.h"
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#include "materials/materialManager.h"
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#include "materials/matTextureTarget.h"
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#include "materials/materialFeatureTypes.h"
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#include "materials/materialParameters.h"
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#include "gfx/sim/gfxStateBlockData.h"
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#include "core/util/safeDelete.h"
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#include "console/simFieldDictionary.h"
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#include "console/propertyParsing.h"
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#include "gfx/util/screenspace.h"
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#include "scene/reflectionManager.h"
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#include "renderInstance/renderProbeMgr.h"
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ProcessedCustomMaterial::ProcessedCustomMaterial(Material &mat)
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{
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mMaterial = &mat;
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AssertFatal(dynamic_cast<CustomMaterial*>(mMaterial), "Incompatible Material type!");
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mCustomMaterial = static_cast<CustomMaterial*>(mMaterial);
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mHasSetStageData = false;
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mHasGlow = false;
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mHasAccumulation = false;
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mMaxStages = 0;
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mMaxTex = 0;
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}
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ProcessedCustomMaterial::~ProcessedCustomMaterial()
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{
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}
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void ProcessedCustomMaterial::_setStageData()
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{
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// Only do this once
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if ( mHasSetStageData )
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return;
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mHasSetStageData = true;
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ShaderRenderPassData* rpd = _getRPD(0);
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mConditionerMacros.clear();
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// Loop through all the possible textures, set the right flags, and load them if needed
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for(U32 i=0; i<CustomMaterial::MAX_TEX_PER_PASS; i++ )
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{
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rpd->mTexType[i] = Material::NoTexture; // Set none as the default in case none of the cases below catch it.
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String filename = mCustomMaterial->mTexFilename[i];
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if(filename.isEmpty())
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continue;
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if(filename.equal(String("$dynamiclight"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicLight;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$dynamiclightmask"), String::NoCase))
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{
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rpd->mTexType[i] = Material::DynamicLightMask;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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if (filename.equal(String("$photometricmask"), String::NoCase))
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{
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rpd->mTexType[i] = Material::PhotometricMask;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i + 1;
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continue;
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}
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if(filename.equal(String("$lightmap"), String::NoCase))
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{
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rpd->mTexType[i] = Material::Lightmap;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$cubemap"), String::NoCase))
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{
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if( mCustomMaterial->mCubemapData )
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{
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rpd->mTexType[i] = Material::Cube;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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}
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else
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{
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mCustomMaterial->logError( "Could not find CubemapData - %s", mCustomMaterial->mCubemapName.c_str());
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}
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continue;
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}
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if(filename.equal(String("$dynamicCubemap"), String::NoCase))
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{
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rpd->mTexType[i] = Material::SGCube;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$backbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::BackBuff;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$reflectbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::ReflectBuff;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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if(filename.equal(String("$miscbuff"), String::NoCase))
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{
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rpd->mTexType[i] = Material::Misc;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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// Check for a RenderTexTargetBin assignment
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if (filename.substr( 0, 1 ).equal("#"))
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{
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String texTargetBufferName = filename.substr(1, filename.length() - 1);
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NamedTexTarget *texTarget = NamedTexTarget::find( texTargetBufferName );
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rpd->mTexSlot[i].texTarget = texTarget;
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// Get the conditioner macros.
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if ( texTarget )
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texTarget->getShaderMacros( &mConditionerMacros );
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rpd->mTexType[i] = Material::TexTarget;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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continue;
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}
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rpd->mTexSlot[i].texObject = _createTexture( filename, &GFXStaticTextureSRGBProfile );
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if ( !rpd->mTexSlot[i].texObject )
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{
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mMaterial->logError("Failed to load texture %s", _getTexturePath(filename).c_str());
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continue;
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}
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rpd->mTexType[i] = Material::Standard;
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rpd->mSamplerNames[i] = mCustomMaterial->mSamplerNames[i];
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mMaxTex = i+1;
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}
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// We only get one cubemap
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if( mCustomMaterial->mCubemapData )
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{
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mCustomMaterial->mCubemapData->createMap();
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rpd->mCubeMap = mMaterial->mCubemapData->mCubemap; // BTRTODO ?
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if ( !rpd->mCubeMap )
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mMaterial->logError("Failed to load cubemap");
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}
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// If this has a output target defined, it may be writing
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// to a tex target bin with a conditioner, so search for
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// one and add its macros.
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if ( mCustomMaterial->mOutputTarget.isNotEmpty() )
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{
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NamedTexTarget *texTarget = NamedTexTarget::find( mCustomMaterial->mOutputTarget );
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if ( texTarget )
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texTarget->getShaderMacros( &mConditionerMacros );
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}
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// Copy the glow state over.
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mHasGlow = mCustomMaterial->mGlow[0];
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}
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bool ProcessedCustomMaterial::init( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat,
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const MatFeaturesDelegate &featuresDelegate )
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{
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// If we don't have a shader data... we have nothing to do.
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if ( !mCustomMaterial->mShaderData )
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return true;
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// Custom materials only do one pass at the moment... so
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// add one for the stage data to fill in.
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ShaderRenderPassData *rpd = new ShaderRenderPassData();
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mPasses.push_back( rpd );
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_setStageData();
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_initPassStateBlocks();
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mStateHint.clear();
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// Note: We don't use the vertex format in a custom
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// material at all right now.
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//
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// Maybe we can add some required semantics and
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// validate that the format fits the shader?
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// Build a composite list of shader macros from
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// the conditioner and the user defined lists.
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Vector<GFXShaderMacro> macros;
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macros.merge( mConditionerMacros );
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macros.merge( mUserMacros );
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// Ask the shader data to give us a shader instance.
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rpd->shader = mCustomMaterial->mShaderData->getShader( macros );
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if ( !rpd->shader )
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{
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delete rpd;
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mPasses.clear();
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return false;
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}
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rpd->shaderHandles.init( rpd->shader, mCustomMaterial );
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_initMaterialParameters();
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mDefaultParameters = allocMaterialParameters();
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setMaterialParameters( mDefaultParameters, 0 );
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mStateHint.init( this );
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for(int i = 0; i < mMaxTex; i++)
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{
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ShaderConstHandles *handles = _getShaderConstHandles( mPasses.size()-1 );
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AssertFatal(handles,"");
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if(rpd->mSamplerNames[i].isEmpty())
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continue;
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String samplerName = rpd->mSamplerNames[i].startsWith("$") ? rpd->mSamplerNames[i] : String("$") + rpd->mSamplerNames[i];
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GFXShaderConstHandle *handle = rpd->shader->getShaderConstHandle( samplerName );
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AssertFatal(handle,"");
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handles->mTexHandlesSC[i] = handle;
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}
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return true;
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}
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void ProcessedCustomMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
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{
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Parent::_initPassStateBlock( rpd, result );
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if (mCustomMaterial->getStateBlockData())
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result.addDesc(mCustomMaterial->getStateBlockData()->getState());
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}
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void ProcessedCustomMaterial::_initPassStateBlocks()
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{
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AssertFatal(mHasSetStageData, "State data must be set before initializing state block!");
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ShaderRenderPassData* rpd = _getRPD(0);
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_initRenderStateStateBlocks( rpd );
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}
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bool ProcessedCustomMaterial::_hasCubemap(U32 pass)
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{
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// If the material doesn't have a cubemap, we don't
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if( mMaterial->mCubemapData ) return true;
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else return false;
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}
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bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneData& sgData, U32 pass )
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{
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PROFILE_SCOPE( ProcessedCustomMaterial_SetupPass );
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// Make sure we have a pass.
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if ( pass >= mPasses.size() )
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return false;
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ShaderRenderPassData* rpd = _getRPD( pass );
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U32 currState = _getRenderStateIndex( state, sgData );
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GFX->setStateBlock(rpd->mRenderStates[currState]);
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// activate shader
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if ( rpd->shader )
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GFX->setShader( rpd->shader );
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else
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GFX->setupGenericShaders();
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// Set our textures
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setTextureStages( state, sgData, pass );
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GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
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GFX->setShaderConstBuffer(shaderConsts);
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// Set our shader constants.
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_setTextureTransforms(pass);
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_setShaderConstants(state, sgData, pass);
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LightManager* lm = state ? LIGHTMGR : NULL;
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if (lm)
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lm->setLightInfo(this, NULL, sgData, state, pass, shaderConsts);
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RenderProbeMgr* pm = state ? PROBEMGR : NULL;
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if (pm)
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pm->setProbeInfo(this, NULL, sgData, state, pass, shaderConsts);
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shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
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shaderConsts->setSafe(rpd->shaderHandles.mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(rpd->shaderHandles.mIsCapturingSC, state ? (S32)state->isCapturing() : 0);
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return true;
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}
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void ProcessedCustomMaterial::setTextureStages( SceneRenderState *state, const SceneData &sgData, U32 pass )
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{
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LightManager* lm = state ? LIGHTMGR : NULL;
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ShaderRenderPassData* rpd = _getRPD(pass);
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ShaderConstHandles* handles = _getShaderConstHandles(pass);
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GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
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const NamedTexTarget *texTarget;
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GFXTextureObject *texObject;
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for( U32 i=0; i<mMaxTex; i++ )
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{
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U32 currTexFlag = rpd->mTexType[i];
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if ( !lm || !lm->setTextureStage(sgData, currTexFlag, i, shaderConsts, handles ) )
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{
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GFXShaderConstHandle* handle = handles->mTexHandlesSC[i];
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if ( !handle->isValid() )
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continue;
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S32 samplerRegister = handle->getSamplerRegister();
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switch( currTexFlag )
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{
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case 0:
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default:
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break;
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case Material::Mask:
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case Material::PhotometricMask:
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case Material::Standard:
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case Material::Bump:
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case Material::Detail:
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{
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GFX->setTexture( samplerRegister, rpd->mTexSlot[i].texObject );
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break;
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}
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case Material::Lightmap:
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{
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GFX->setTexture( samplerRegister, sgData.lightmap );
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break;
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}
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case Material::Cube:
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{
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GFX->setTexture( samplerRegister, rpd->mCubeMap );
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break;
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}
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case Material::SGCube:
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{
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GFX->setTexture( samplerRegister, sgData.cubemap );
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break;
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}
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case Material::BackBuff:
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{
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GFX->setTexture( samplerRegister, sgData.backBuffTex );
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//if ( sgData.reflectTex )
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// GFX->setTexture( samplerRegister, sgData.reflectTex );
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//else
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//{
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// GFXTextureObject *refractTex = REFLECTMGR->getRefractTex( true );
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// GFX->setTexture( samplerRegister, refractTex );
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//}
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break;
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}
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case Material::ReflectBuff:
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{
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GFX->setTexture( samplerRegister, sgData.reflectTex );
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break;
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}
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case Material::Misc:
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{
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GFX->setTexture( samplerRegister, sgData.miscTex );
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break;
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}
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case Material::TexTarget:
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{
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texTarget = rpd->mTexSlot[i].texTarget;
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if ( !texTarget )
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{
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GFX->setTexture( samplerRegister, NULL );
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break;
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}
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texObject = texTarget->getTexture();
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// If no texture is available then map the default 2x2
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// black texture to it. This at least will ensure that
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// we get consistant behavior across GPUs and platforms.
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if ( !texObject )
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texObject = GFXTexHandle::ZERO;
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if ( handles->mRTParamsSC[samplerRegister]->isValid() && texObject )
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{
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const Point3I &targetSz = texObject->getSize();
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const RectI &targetVp = texTarget->getViewport();
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Point4F rtParams;
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ScreenSpace::RenderTargetParameters(targetSz, targetVp, rtParams);
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shaderConsts->set(handles->mRTParamsSC[samplerRegister], rtParams);
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}
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GFX->setTexture( samplerRegister, texObject );
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break;
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}
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}
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}
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}
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}
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template <typename T>
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void ProcessedCustomMaterial::setMaterialParameter(MaterialParameters* param,
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MaterialParameterHandle* handle,
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const String& value)
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{
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T typedValue;
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if (PropertyInfo::default_scan(value, typedValue))
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{
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param->set(handle, typedValue);
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} else {
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Con::errorf("Error setting %s, parse error: %s", handle->getName().c_str(), value.c_str());
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}
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}
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void ProcessedCustomMaterial::setMatrixParameter(MaterialParameters* param,
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MaterialParameterHandle* handle,
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const String& value, GFXShaderConstType matrixType)
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{
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MatrixF result(true);
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F32* m = result;
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switch (matrixType)
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{
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case GFXSCT_Float2x2 :
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dSscanf(value.c_str(),"%g %g %g %g",
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m[result.idx(0,0)], m[result.idx(0,1)],
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m[result.idx(1,0)], m[result.idx(1,1)]);
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break;
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case GFXSCT_Float3x3 :
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dSscanf(value.c_str(),"%g %g %g %g %g %g %g %g %g",
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m[result.idx(0,0)], m[result.idx(0,1)], m[result.idx(0,2)],
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m[result.idx(1,0)], m[result.idx(1,1)], m[result.idx(1,2)],
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m[result.idx(2,0)], m[result.idx(2,1)], m[result.idx(2,2)]);
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break;
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default:
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AssertFatal(false, "Invalid type!");
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break;
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}
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}
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// BTRTODO: Support arrays!?
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MaterialParameters* ProcessedCustomMaterial::allocMaterialParameters()
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{
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MaterialParameters* ret = Parent::allocMaterialParameters();
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// See if any of the dynamic fields match up with shader constants we have.
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SimFieldDictionary* fields = mMaterial->getFieldDictionary();
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if (!fields || fields->getNumFields() == 0)
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return ret;
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const Vector<GFXShaderConstDesc>& consts = ret->getShaderConstDesc();
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for (U32 i = 0; i < consts.size(); i++)
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{
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// strip the dollar sign from the front.
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String stripped(consts[i].name);
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stripped.erase(0, 1);
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|
|
SimFieldDictionary::Entry* field = fields->findDynamicField(stripped);
|
|
if (field)
|
|
{
|
|
MaterialParameterHandle* handle = getMaterialParameterHandle(consts[i].name);
|
|
switch (consts[i].constType)
|
|
{
|
|
case GFXSCT_Float :
|
|
setMaterialParameter<F32>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Float2:
|
|
setMaterialParameter<Point2F>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Float3:
|
|
setMaterialParameter<Point3F>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Float4:
|
|
setMaterialParameter<Point4F>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Float2x2:
|
|
case GFXSCT_Float3x3:
|
|
setMatrixParameter(ret, handle, field->value, consts[i].constType);
|
|
break;
|
|
case GFXSCT_Float4x4:
|
|
setMaterialParameter<MatrixF>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Int:
|
|
setMaterialParameter<S32>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Int2:
|
|
setMaterialParameter<Point2I>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Int3:
|
|
setMaterialParameter<Point3I>(ret, handle, field->value);
|
|
break;
|
|
case GFXSCT_Int4:
|
|
setMaterialParameter<Point4I>(ret, handle, field->value);
|
|
break;
|
|
// Do we want to ignore these?
|
|
case GFXSCT_Sampler:
|
|
case GFXSCT_SamplerCube:
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|