Torque3D/Engine/source/materials/matInstance.h
James Urquhart 3496c549b5 Hardware Skinning Support
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00

187 lines
7.6 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 _MATINSTANCE_H_
#define _MATINSTANCE_H_
#ifndef _MATERIALDEFINITION_H_
#include "materials/materialDefinition.h"
#endif
#ifndef _BASEMATINSTANCE_H_
#include "materials/baseMatInstance.h"
#endif
#ifndef _SCENEDATA_H_
#include "materials/sceneData.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _FEATURESET_H_
#include "shaderGen/featureSet.h"
#endif
class GFXShader;
class GFXCubemap;
class ShaderFeature;
class MatInstanceParameterHandle;
class MatInstParameters;
class ProcessedMaterial;
///
class MatInstance : public BaseMatInstance
{
public:
virtual ~MatInstance();
// BaseMatInstance
virtual bool init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat );
virtual bool reInit();
virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
virtual void updateStateBlocks();
virtual void addShaderMacro( const String &name, const String &value );
virtual MaterialParameters* allocMaterialParameters();
virtual void setMaterialParameters(MaterialParameters* param);
virtual MaterialParameters* getMaterialParameters();
virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
virtual bool isInstanced() const;
virtual bool stepInstance();
virtual bool isForwardLit() const { return mIsForwardLit; }
virtual bool isHardwareSkinned() const { return mIsHardwareSkinned; }
virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
virtual SimObject* getUserObject() const { return mUserObject; }
virtual Material *getMaterial() { return mMaterial; }
virtual bool hasGlow();
virtual bool hasAccumulation();
virtual U32 getCurPass() { return getMax( mCurPass, 0 ); }
virtual U32 getCurStageNum();
virtual RenderPassData *getPass(U32 pass);
virtual const MatStateHint& getStateHint() const;
virtual const GFXVertexFormat* getVertexFormat() const { return mVertexFormat; }
virtual const FeatureSet& getFeatures() const;
virtual const FeatureSet& getRequestedFeatures() const { return mFeatureList; }
virtual void dumpShaderInfo() const;
ProcessedMaterial *getProcessedMaterial() const { return mProcessedMaterial; }
virtual const GFXStateBlockDesc &getUserStateBlock() const { return mUserDefinedState; }
virtual bool isCustomMaterial() const { return mCreatedFromCustomMaterial; }
protected:
friend class Material;
/// Create a material instance by reference to a Material.
MatInstance( Material &mat );
virtual bool processMaterial();
virtual ProcessedMaterial* getShaderMaterial();
Material* mMaterial;
ProcessedMaterial* mProcessedMaterial;
/// The features requested at material creation time.
FeatureSet mFeatureList;
/// The vertex format on which this material will render.
const GFXVertexFormat *mVertexFormat;
/// If the processed material requires forward lighting or not.
bool mIsForwardLit;
/// If the processed material requires bone transforms
bool mIsHardwareSkinned;
S32 mCurPass;
U32 mMaxStages;
GFXStateBlockDesc mUserDefinedState;
Vector<GFXShaderMacro> mUserMacros;
SimObject *mUserObject;
Vector<MatInstanceParameterHandle*> mCurrentHandles;
Vector<MatInstParameters*> mCurrentParameters;
MatInstParameters* mActiveParameters;
MatInstParameters* mDefaultParameters;
bool mCreatedFromCustomMaterial;
private:
void construct();
};
//
// MatInstParameters
//
class MatInstParameters : public MaterialParameters
{
public:
MatInstParameters();
MatInstParameters(MaterialParameters* matParams);
virtual ~MatInstParameters();
void loadParameters(ProcessedMaterial* pmat);
/// Returns our list of shader constants, the material can get this and just set the constants it knows about
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
/// @name Set shader constant values
/// @{
/// Actually set shader constant values
/// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
/// if an invalid name is used, it is ignored.
virtual void set(MaterialParameterHandle* handle, const F32 f);
virtual void set(MaterialParameterHandle* handle, const Point2F& fv);
virtual void set(MaterialParameterHandle* handle, const Point3F& fv);
virtual void set(MaterialParameterHandle* handle, const Point4F& fv);
virtual void set(MaterialParameterHandle* handle, const ColorF& fv);
virtual void set(MaterialParameterHandle* handle, const S32 f);
virtual void set(MaterialParameterHandle* handle, const Point2I& fv);
virtual void set(MaterialParameterHandle* handle, const Point3I& fv);
virtual void set(MaterialParameterHandle* handle, const Point4I& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv);
virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv);
virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
virtual U32 getAlignmentValue(const GFXShaderConstType constType);
private:
MaterialParameters* mParameters;
bool mOwnParameters;
};
#endif // _MATINSTANCE_H_