mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs. shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot for postfx in particular, given we can swap that, provided an example of how to do just that
474 lines
12 KiB
C++
474 lines
12 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 _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.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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#include "T3D/assets/ImageAsset.h"
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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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DECLARE_IMAGEASSET_ARRAY(PostEffect, Texture, NumTextures);
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DECLARE_IMAGEASSET_ARRAY_SETGET(PostEffect, Texture);
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bool mTexSRGB[NumTextures];
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enum
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{
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NormalTextureType = 0,
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CubemapType,
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CubemapArrayType,
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} mTextureType[NumTextures];
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GFXCubemapHandle mCubemapTextures[NumTextures];
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GFXCubemapArrayHandle mCubemapArrayTextures[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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GFXShaderConstHandle *mMatCameraToWorldSC;
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GFXShaderConstHandle *mInvCameraTransSC;
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GFXShaderConstHandle *mMatCameraToScreenSC;
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GFXShaderConstHandle *mMatScreenToCameraSC;
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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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LinearColorF 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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EffectConst(const String &name, const F32 &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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EffectConst(const String& name, const int& 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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EffectConst(const String &name, const Point4F &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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EffectConst(const String &name, const MatrixF &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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EffectConst(const String &name, const Vector<Point4F> &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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EffectConst(const String &name, const Vector<MatrixF> &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 set(const F32 &newVal);
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void set(const int& newVal);
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void set(const Point4F &newVal);
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void set(const MatrixF &newVal);
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void set(const Vector<Point4F> &newVal);
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void set(const Vector<MatrixF> &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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S32 mIntVal;
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F32 mFloatVal;
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Point4F mPointVal;
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MatrixF mMatrixVal;
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Vector<Point4F> mPointArrayVal;
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Vector<MatrixF> mMatrixArrayVal;
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enum
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{
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StringType,
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IntType,
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FloatType,
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PointType,
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MatrixType,
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PointArrayType,
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MatrixArrayType
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} mValueType;
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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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virtual void _setupCubemapTexture(U32 stage, GFXCubemapHandle &inputTex);
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virtual void _setupCubemapArrayTexture(U32 slot, GFXCubemapArrayHandle &inputTex);
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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 setTexture(U32 index, const GFXTexHandle& texHandle);
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void setCubemapTexture(U32 index, const GFXCubemapHandle &cubemapHandle);
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void setCubemapArrayTexture(U32 index, const GFXCubemapArrayHandle &cubemapArrayHandle);
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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 setShaderConst(const String &name, const F32 &val);
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void setShaderConst(const String& name, const int& val);
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void setShaderConst(const String &name, const Point4F &val);
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void setShaderConst(const String &name, const MatrixF &val);
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void setShaderConst(const String &name, const Vector<Point4F> &val);
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void setShaderConst(const String &name, const Vector<MatrixF> &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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GFXShaderRef getShader() { return mShader; }
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Vector<GFXShaderMacro>* getShaderMacros() { return &mShaderMacros; }
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GFXShaderConstBufferRef getShaderConstBuffer() { return mShaderConsts; }
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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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