Torque3D/Engine/source/materials/shaderData.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

137 lines
4.1 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 _SHADERTDATA_H_
#define _SHADERTDATA_H_
#ifndef _SIMOBJECT_H_
#include "console/simObject.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _TDICTIONARY_H_
#include "core/util/tDictionary.h"
#endif
class GFXShader;
class ShaderData;
struct GFXShaderMacro;
///
class ShaderData : public SimObject
{
typedef SimObject Parent;
protected:
///
static Vector<ShaderData*> smAllShaderData;
typedef HashTable<String,GFXShaderRef> ShaderCache;
ShaderCache mShaders;
bool mUseDevicePixVersion;
F32 mPixVersion;
StringTableEntry mDXVertexShaderName;
StringTableEntry mDXPixelShaderName;
StringTableEntry mOGLVertexShaderName;
StringTableEntry mOGLPixelShaderName;
/// A semicolon, tab, or newline delimited string of case
/// sensitive defines that are passed to the shader compiler.
///
/// For example:
///
/// SAMPLE_TAPS=10;USE_TEXKILL;USE_TORQUE_FOG=1
///
String mDefines;
/// The shader macros built from mDefines.
/// @see _getMacros()
Vector<GFXShaderMacro> mShaderMacros;
/// Returns the shader macros taking care to rebuild
/// them if the content has changed.
const Vector<GFXShaderMacro>& _getMacros();
/// Helper for converting an array of macros
/// into a formatted string.
void _stringizeMacros( const Vector<GFXShaderMacro> &macros,
String *outString );
/// Creates a new shader returning NULL on error.
GFXShader* _createShader( const Vector<GFXShaderMacro> &macros );
/// @see LightManager::smActivateSignal
static void _onLMActivate( const char *lm, bool activate );
enum
{
NumTextures = 8
};
String mSamplerNames[NumTextures];
bool mRTParams[NumTextures];
bool _checkDefinition(GFXShader *shader);
public:
void setSamplerName(const String &name, int idx) { mSamplerNames[idx] = name; }
String getSamplerName(int idx) const { return mSamplerNames[idx]; }
bool hasSamplerDef(const String &samplerName, int &pos) const;
bool hasRTParamsDef(const int pos) const { return mRTParams[pos]; }
ShaderData();
/// Returns an initialized shader instance or NULL
/// if the shader failed to be created.
GFXShader* getShader( const Vector<GFXShaderMacro> &macros = Vector<GFXShaderMacro>() );
/// Forces a reinitialization of all the instanced shaders.
void reloadShaders();
/// Forces a reinitialization of the instanced shaders for
/// all loaded ShaderData objects in the system.
static void reloadAllShaders();
/// Returns the required pixel shader version for this shader.
F32 getPixVersion() const { return mPixVersion; }
// SimObject
virtual bool onAdd();
virtual void onRemove();
// ConsoleObject
static void initPersistFields();
DECLARE_CONOBJECT(ShaderData);
};
#endif // _SHADERTDATA_H_