mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
364 lines
9.3 KiB
C++
364 lines
9.3 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 _POST_EFFECT_H_
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#define _POST_EFFECT_H_
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#ifndef _SIMSET_H_
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#include "console/simSet.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _MPOINT2_H_
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#include "math/mPoint2.h"
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#endif
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#ifndef _GFXSHADER_H_
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#include "gfx/gfxShader.h"
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#endif
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#ifndef _GFXSTATEBLOCK_H_
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#include "gfx/gfxStateBlock.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _GFXTARGET_H_
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#include "gfx/gfxTarget.h"
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#endif
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#ifndef _GFXVERTEXBUFFER_H_
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#include "gfx/gfxVertexBuffer.h"
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#endif
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#ifndef _POSTEFFECTCOMMON_H_
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#include "postFx/postEffectCommon.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _MATTEXTURETARGET_H_
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#include "materials/matTextureTarget.h"
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#endif
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class GFXStateBlockData;
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class Frustum;
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class SceneRenderState;
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class ConditionerFeature;
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///
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GFX_DeclareTextureProfile( PostFxTargetProfile );
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///
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class PostEffect : public SimGroup
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{
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typedef SimGroup Parent;
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friend class PostEffectVis;
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public:
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enum
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{
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NumTextures = 8,
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};
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protected:
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FileName mTexFilename[NumTextures];
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GFXTexHandle mTextures[NumTextures];
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NamedTexTarget mNamedTarget;
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NamedTexTarget mNamedTargetDepthStencil;
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GFXTextureObject *mActiveTextures[NumTextures];
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NamedTexTarget *mActiveNamedTarget[NumTextures];
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RectI mActiveTextureViewport[NumTextures];
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GFXStateBlockData *mStateBlockData;
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GFXStateBlockRef mStateBlock;
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String mShaderName;
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GFXShaderRef mShader;
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Vector<GFXShaderMacro> mShaderMacros;
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GFXShaderConstBufferRef mShaderConsts;
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GFXShaderConstHandle *mRTSizeSC;
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GFXShaderConstHandle *mOneOverRTSizeSC;
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GFXShaderConstHandle *mTexSizeSC[NumTextures];
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GFXShaderConstHandle *mRenderTargetParamsSC[NumTextures];
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GFXShaderConstHandle *mViewportOffsetSC;
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GFXShaderConstHandle *mTargetViewportSC;
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GFXShaderConstHandle *mFogDataSC;
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GFXShaderConstHandle *mFogColorSC;
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GFXShaderConstHandle *mEyePosSC;
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GFXShaderConstHandle *mMatWorldToScreenSC;
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GFXShaderConstHandle *mMatScreenToWorldSC;
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GFXShaderConstHandle *mMatPrevScreenToWorldSC;
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GFXShaderConstHandle *mNearFarSC;
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GFXShaderConstHandle *mInvNearFarSC;
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GFXShaderConstHandle *mWorldToScreenScaleSC;
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GFXShaderConstHandle *mProjectionOffsetSC;
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GFXShaderConstHandle *mWaterColorSC;
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GFXShaderConstHandle *mWaterFogDataSC;
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GFXShaderConstHandle *mAmbientColorSC;
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GFXShaderConstHandle *mWaterFogPlaneSC;
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GFXShaderConstHandle *mWaterDepthGradMaxSC;
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GFXShaderConstHandle *mScreenSunPosSC;
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GFXShaderConstHandle *mLightDirectionSC;
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GFXShaderConstHandle *mCameraForwardSC;
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GFXShaderConstHandle *mAccumTimeSC;
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GFXShaderConstHandle *mDeltaTimeSC;
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GFXShaderConstHandle *mInvCameraMatSC;
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bool mAllowReflectPass;
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/// If true update the shader.
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bool mUpdateShader;
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GFXTextureTargetRef mTarget;
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String mTargetName;
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GFXTexHandle mTargetTex;
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String mTargetDepthStencilName;
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GFXTexHandle mTargetDepthStencil;
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/// If mTargetSize is zero then this scale is
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/// used to make a relative texture size to the
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/// active render target.
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Point2F mTargetScale;
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/// If non-zero this is used as the absolute
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/// texture target size.
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/// @see mTargetScale
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Point2I mTargetSize;
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GFXFormat mTargetFormat;
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/// The color to prefill the named target when
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/// first created by the effect.
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ColorF mTargetClearColor;
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PFXRenderTime mRenderTime;
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PFXTargetClear mTargetClear;
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PFXTargetViewport mTargetViewport;
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String mRenderBin;
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F32 mRenderPriority;
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/// This is true if the effect has been succesfully
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/// initialized and all requirements are met for use.
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bool mIsValid;
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/// True if the effect has been enabled by the manager.
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bool mEnabled;
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/// Skip processing of this PostEffect and its children even if its parent is enabled.
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/// Parent and sibling PostEffects in the chain are still processed.
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/// This is intended for debugging purposes.
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bool mSkip;
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bool mOneFrameOnly;
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bool mOnThisFrame;
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U32 mShaderReloadKey;
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class EffectConst
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{
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public:
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EffectConst( const String &name, const String &val )
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: mName( name ),
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mHandle( NULL ),
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mDirty( true )
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{
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set( val );
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}
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void set( const String &newVal );
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void setToBuffer( GFXShaderConstBufferRef buff );
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String mName;
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GFXShaderConstHandle *mHandle;
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String mStringVal;
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bool mDirty;
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};
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typedef HashTable<StringCase,EffectConst*> EffectConstTable;
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EffectConstTable mEffectConsts;
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///
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virtual void _updateScreenGeometry( const Frustum &frustum,
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GFXVertexBufferHandle<PFXVertex> *outVB );
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///
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virtual void _setupStateBlock( const SceneRenderState *state );
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///
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virtual void _setupConstants( const SceneRenderState *state );
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///
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virtual void _setupTransforms();
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///
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virtual void _setupTarget( const SceneRenderState *state, bool *outClearTarget );
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///
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virtual void _setupTexture( U32 slot, GFXTexHandle &inputTex, const RectI *inTexViewport );
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/// Protected set method for toggling the enabled state.
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static bool _setIsEnabled( void *object, const char *index, const char *data );
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/// Called from the light manager activate signal.
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/// @see LightManager::addActivateCallback
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void _onLMActivate( const char*, bool activate )
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{
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if ( activate )
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mUpdateShader = true;
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}
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/// We handle texture events to release named rendered targets.
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/// @see GFXTextureManager::addEventDelegate
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void _onTextureEvent( GFXTexCallbackCode code )
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{
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if ( code == GFXZombify && (mNamedTarget.isRegistered() || mNamedTargetDepthStencil.isRegistered()) )
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_cleanTargets();
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}
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///
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void _updateConditioners();
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///
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void _cleanTargets( bool recurse = false );
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///
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void _checkRequirements();
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///
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GFXTextureObject* _getTargetTexture( U32 index );
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public:
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/// Constructor.
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PostEffect();
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/// Destructor.
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virtual ~PostEffect();
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DECLARE_CONOBJECT(PostEffect);
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onAdd, () );
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DECLARE_CALLBACK( void, preProcess, () );
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DECLARE_CALLBACK( void, setShaderConsts, () );
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DECLARE_CALLBACK( bool, onEnabled, () );
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DECLARE_CALLBACK( void, onDisabled, () );
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/// @}
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virtual void process( const SceneRenderState *state,
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GFXTexHandle &inOutTex,
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const RectI *inTexViewport = NULL );
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///
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void reload();
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///
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void enable();
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///
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void disable();
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/// Dump the shader disassembly to a temporary text file.
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/// Returns true and sets outFilename to the file if successful.
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bool dumpShaderDisassembly( String &outFilename ) const;
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/// Returns the SimSet which contains all PostEffects.
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SimSet* getSet() const;
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///
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bool isEnabled() const { return mEnabled; }
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/// Is set to skip rendering.
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bool isSkipped() const { return mSkip; }
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/// Set the effect to skip rendering.
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void setSkip( bool skip ) { mSkip = skip; }
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PFXRenderTime getRenderTime() const { return mRenderTime; }
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const String& getRenderBin() const { return mRenderBin; }
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F32 getPriority() const { return mRenderPriority; }
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void setTexture( U32 index, const String &filePath );
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void setShaderMacro( const String &name, const String &value = String::EmptyString );
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bool removeShaderMacro( const String &name );
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void clearShaderMacros();
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///
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void setShaderConst( const String &name, const String &val );
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void setOnThisFrame( bool enabled ) { mOnThisFrame = enabled; }
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bool isOnThisFrame() { return mOnThisFrame; }
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void setOneFrameOnly( bool enabled ) { mOneFrameOnly = enabled; }
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bool isOneFrameOnly() { return mOneFrameOnly; }
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F32 getAspectRatio() const;
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enum PostEffectRequirements
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{
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RequiresDepth = BIT(0),
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RequiresNormals = BIT(1),
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RequiresLightInfo = BIT(2),
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};
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};
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#endif // _POST_EFFECT_H_
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