mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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235 lines
8.6 KiB
C++
235 lines
8.6 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 _SHADERGEN_H_
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#define _SHADERGEN_H_
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#ifndef _LANG_ELEMENT_H_
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#include "shaderGen/langElement.h"
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#endif
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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 _SHADERCOMP_H_
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#include "shaderGen/shaderComp.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _AUTOPTR_H_
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#include "core/util/autoPtr.h"
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#endif
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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#ifndef _VOLUME_H_
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#include "core/volume.h"
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#endif
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#ifndef _MATERIALFEATUREDATA_H_
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#include "materials/materialFeatureData.h"
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#endif
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/// Base class used by shaderGen to be API agnostic. Subclasses implement the various methods
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/// in an API specific way.
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class ShaderGenPrinter
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{
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public:
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virtual ~ShaderGenPrinter() {}
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/// Prints a simple header, including the engine name, language type, and
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/// the fact that the shader was procedurally generated
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virtual void printShaderHeader(Stream& stream) = 0;
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/// Prints a comment block specifying the beginning of the main() function (or equivalent)
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virtual void printMainComment(Stream& stream) = 0;
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/// Prints the final line of the vertex shader, e.g. return OUT; }, }, END
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virtual void printVertexShaderCloser(Stream& stream) = 0;
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/// Prints the output struct for the pixel shader. Probably only used in HLSL/Cg.
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virtual void printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData) = 0;
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/// Prints the final line of the pixel shader.
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virtual void printPixelShaderCloser(Stream& stream) = 0;
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// Prints a line into the shader adding the proper terminator.
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virtual void printLine(Stream& stream, const String& line) = 0;
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};
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/// Abstract factory for created (and initializating, if necessary) shader components.
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class ShaderGenComponentFactory
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{
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public:
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virtual ~ShaderGenComponentFactory() {}
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/// Creates and initializes a vertex input connector with the specified flags
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virtual ShaderComponent* createVertexInputConnector( const GFXVertexFormat &vertexFormat ) = 0;
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/// Creates and names a vertex/pixel connector
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virtual ShaderComponent* createVertexPixelConnector() = 0;
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/// Creates an instance of VertexParamsDef
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virtual ShaderComponent* createVertexParamsDef() = 0;
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/// Creates an instance of PixelParamsDef
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virtual ShaderComponent* createPixelParamsDef() = 0;
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};
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//**************************************************************************
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/*!
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The ShaderGen class takes shader feature data (usually created by
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MatInstance) and creates a vertex/pixel shader pair in text files
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to be later compiled by a shader manager.
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It accomplishes this task by creating a group of shader "components" and
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"features" that output bits of high level shader code. Shader components
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translate to structures in HLSL that indicate incoming vertex data,
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data that is output from the vertex shader to the pixel shader, and data
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such as constants and textures that are passed directly to the shader
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from the app.
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Shader features are separable shader functions that can be turned on or
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off. Examples would be bumpmapping and specular highlights. See
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MaterialFeatureData for the current list of features supported.
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ShaderGen processes all of the features that are present for a desired
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shader, and then prints them out to the respective vertex or pixel
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shader file.
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For more information on shader features and components see the
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ShaderFeature and ShaderComponent classes.
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*/
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//**************************************************************************
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//**************************************************************************
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// Shader generator
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//**************************************************************************
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class ShaderGen
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{
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public:
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virtual ~ShaderGen();
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/// Parameter 1 is the ShaderGen instance to initialize.
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typedef Delegate<void (ShaderGen*)> ShaderGenInitDelegate;
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/// Register an initialization delegate for adapterType. This should setPrinter/ComponentFactory/etc, and register
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/// shader features.
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void registerInitDelegate(GFXAdapterType adapterType, ShaderGenInitDelegate& initDelegate);
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/// Signal used to notify systems to register features.
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typedef Signal<void(GFXAdapterType type)> FeatureInitSignal;
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/// Returns the signal used to notify systems to register features.
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FeatureInitSignal& getFeatureInitSignal() { return mFeatureInitSignal; }
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/// vertFile and pixFile are filled in by this function. They point to
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/// the vertex and pixel shader files. pixVersion is also filled in by
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/// this function.
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/// @param assignNum used to assign a specific number as the filename
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void generateShader( const MaterialFeatureData &featureData,
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char *vertFile,
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char *pixFile,
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F32 *pixVersion,
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const GFXVertexFormat *vertexFormat,
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const char* cacheName,
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Vector<GFXShaderMacro> ¯os);
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// Returns a shader that implements the features listed by dat.
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GFXShader* getShader( const MaterialFeatureData &dat, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers );
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// This will delete all of the procedural shaders that we have. Used to regenerate shaders when
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// the ShaderFeatures have changed (due to lighting system change, or new plugin)
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virtual void flushProceduralShaders();
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void setPrinter(ShaderGenPrinter* printer) { mPrinter = printer; }
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void setComponentFactory(ShaderGenComponentFactory* factory) { mComponentFactory = factory; }
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void setFileEnding(String ending) { mFileEnding = ending; }
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static String smCommonShaderPath;
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protected:
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friend class ManagedSingleton<ShaderGen>;
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// Shader generation
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MaterialFeatureData mFeatureData;
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const GFXVertexFormat *mVertexFormat;
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Vector< ShaderComponent *> mComponents;
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AutoPtr<ShaderGenPrinter> mPrinter;
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AutoPtr<ShaderGenComponentFactory> mComponentFactory;
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String mFileEnding;
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/// The currently processing output.
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MultiLine *mOutput;
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GFXVertexFormat mInstancingFormat;
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/// Init
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bool mInit;
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ShaderGenInitDelegate mInitDelegates[GFXAdapterType_Count];
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FeatureInitSignal mFeatureInitSignal;
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bool mRegisteredWithGFX;
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Torque::FS::FileSystemRef mMemFS;
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/// Map of cache string -> shaders
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typedef Map<String, GFXShaderRef> ShaderMap;
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ShaderMap mProcShaders;
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ShaderGen();
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bool _handleGFXEvent(GFXDevice::GFXDeviceEventType event);
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/// Causes the init delegate to be called.
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void initShaderGen();
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void _init();
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void _uninit();
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/// Creates all the various shader components that will be filled in when
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/// the shader features are processed.
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void _createComponents();
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void _printFeatureList(Stream &stream);
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/// print out the processed features to the file stream
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void _printFeatures( Stream &stream );
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void _printDependencies( Stream &stream );
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void _processPixFeatures( Vector<GFXShaderMacro> ¯os, bool macrosOnly = false );
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void _printPixShader( Stream &stream );
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void _processVertFeatures( Vector<GFXShaderMacro> ¯os, bool macrosOnly = false );
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void _printVertShader( Stream &stream );
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// For ManagedSingleton.
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static const char* getSingletonName() { return "ShaderGen"; }
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};
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/// Returns the ShaderGen singleton.
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#define SHADERGEN ManagedSingleton<ShaderGen>::instance()
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#endif // _SHADERGEN_H_
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