Torque3D/Engine/source/materials/shaderData.h
AzaezelX d23ee397e6 adds wetness
cliffsnotes:
   $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map
probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default.
:levelinfo has a dampness multiplier (0-1)
kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
2022-11-21 21:12:23 -06:00

138 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 = 16
};
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_