mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
182 lines
7.4 KiB
C++
182 lines
7.4 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 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 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;
|
|
|
|
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_
|