mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
283 lines
9.5 KiB
C++
283 lines
9.5 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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#include "platform/platform.h"
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#include "materials/shaderData.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxDevice.h"
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#include "core/strings/stringUnit.h"
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#include "lighting/lightManager.h"
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#include "console/engineAPI.h"
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using namespace Torque;
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Vector<ShaderData*> ShaderData::smAllShaderData;
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IMPLEMENT_CONOBJECT( ShaderData );
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ConsoleDocClass( ShaderData,
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"@brief Special type of data block that stores information about a handwritten shader.\n\n"
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"To use hand written shaders, a ShaderData datablock must be used. This datablock "
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"refers only to the vertex and pixel shader filenames and a hardware target level. "
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"Shaders are API specific, so DirectX and OpenGL shaders must be explicitly identified.\n\n "
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"@tsexample\n"
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"// Used for the procedural clould system\n"
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"singleton ShaderData( CloudLayerShader )\n"
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"{\n"
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" DXVertexShaderFile = \"shaders/common/cloudLayerV.hlsl\";\n"
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" DXPixelShaderFile = \"shaders/common/cloudLayerP.hlsl\";\n"
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" OGLVertexShaderFile = \"shaders/common/gl/cloudLayerV.glsl\";\n"
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" OGLPixelShaderFile = \"shaders/common/gl/cloudLayerP.glsl\";\n"
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" pixVersion = 2.0;\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup Shaders\n");
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ShaderData::ShaderData()
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{
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VECTOR_SET_ASSOCIATION( mShaderMacros );
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mUseDevicePixVersion = false;
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mPixVersion = 1.0;
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}
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void ShaderData::initPersistFields()
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{
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addField("DXVertexShaderFile", TypeStringFilename, Offset(mDXVertexShaderName, ShaderData),
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"@brief %Path to the DirectX vertex shader file to use for this ShaderData.\n\n"
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"It must contain only one program and no pixel shader, just the vertex shader."
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"It can be either an HLSL or assembly level shader. HLSL's must have a "
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"filename extension of .hlsl, otherwise its assumed to be an assembly file.");
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addField("DXPixelShaderFile", TypeStringFilename, Offset(mDXPixelShaderName, ShaderData),
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"@brief %Path to the DirectX pixel shader file to use for this ShaderData.\n\n"
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"It must contain only one program and no vertex shader, just the pixel "
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"shader. It can be either an HLSL or assembly level shader. HLSL's "
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"must have a filename extension of .hlsl, otherwise its assumed to be an assembly file.");
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addField("OGLVertexShaderFile", TypeStringFilename, Offset(mOGLVertexShaderName, ShaderData),
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"@brief %Path to an OpenGL vertex shader file to use for this ShaderData.\n\n"
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"It must contain only one program and no pixel shader, just the vertex shader.");
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addField("OGLPixelShaderFile", TypeStringFilename, Offset(mOGLPixelShaderName, ShaderData),
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"@brief %Path to an OpenGL pixel shader file to use for this ShaderData.\n\n"
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"It must contain only one program and no vertex shader, just the pixel "
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"shader.");
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addField("useDevicePixVersion", TypeBool, Offset(mUseDevicePixVersion, ShaderData),
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"@brief If true, the maximum pixel shader version offered by the graphics card will be used.\n\n"
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"Otherwise, the script-defined pixel shader version will be used.\n\n");
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addField("pixVersion", TypeF32, Offset(mPixVersion, ShaderData),
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"@brief Indicates target level the shader should be compiled.\n\n"
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"Valid numbers at the time of this writing are 1.1, 1.4, 2.0, and 3.0. "
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"The shader will not run properly if the hardware does not support the "
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"level of shader compiled.");
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addField("defines", TypeRealString, Offset(mDefines, ShaderData),
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"@brief String of case-sensitive defines passed to the shader compiler.\n\n"
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"The string should be delimited by a semicolon, tab, or newline character."
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"@tsexample\n"
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"singleton ShaderData( FlashShader )\n"
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"{\n"
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"DXVertexShaderFile = \"shaders/common/postFx/flashV.hlsl\";\n"
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"DXPixelShaderFile = \"shaders/common/postFx/flashP.hlsl\";\n\n"
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" //Define setting the color of WHITE_COLOR.\n"
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"defines = \"WHITE_COLOR=float4(1.0,1.0,1.0,0.0)\";\n\n"
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"pixVersion = 2.0\n"
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"}\n"
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"@endtsexample\n\n"
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);
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Parent::initPersistFields();
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// Make sure we get activation signals.
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LightManager::smActivateSignal.notify( &ShaderData::_onLMActivate );
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}
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bool ShaderData::onAdd()
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{
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if( !Parent::onAdd() )
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return false;
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mShaderMacros.clear();
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// Keep track of it.
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smAllShaderData.push_back( this );
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// NOTE: We initialize the shader on request.
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return true;
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}
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void ShaderData::onRemove()
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{
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// Remove it from the all shaders list.
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smAllShaderData.remove( this );
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Parent::onRemove();
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}
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const Vector<GFXShaderMacro>& ShaderData::_getMacros()
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{
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// If they have already been processed then
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// return the cached result.
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if ( mShaderMacros.size() != 0 || mDefines.isEmpty() )
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return mShaderMacros;
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mShaderMacros.clear();
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GFXShaderMacro macro;
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const U32 defineCount = StringUnit::getUnitCount( mDefines, ";\n\t" );
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for ( U32 i=0; i < defineCount; i++ )
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{
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String define = StringUnit::getUnit( mDefines, i, ";\n\t" );
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macro.name = StringUnit::getUnit( define, 0, "=" );
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macro.value = StringUnit::getUnit( define, 1, "=" );
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mShaderMacros.push_back( macro );
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}
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return mShaderMacros;
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}
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GFXShader* ShaderData::getShader( const Vector<GFXShaderMacro> ¯os )
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{
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PROFILE_SCOPE( ShaderData_GetShader );
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// Combine the dynamic macros with our script defined macros.
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Vector<GFXShaderMacro> finalMacros;
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finalMacros.merge( _getMacros() );
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finalMacros.merge( macros );
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// Convert the final macro list to a string.
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String cacheKey;
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GFXShaderMacro::stringize( macros, &cacheKey );
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// Lookup the shader for this instance.
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ShaderCache::Iterator iter = mShaders.find( cacheKey );
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if ( iter != mShaders.end() )
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return iter->value;
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// Create the shader instance... if it fails then
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// bail out and return nothing to the caller.
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GFXShader *shader = _createShader( finalMacros );
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if ( !shader )
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return NULL;
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// Store the shader in the cache and return it.
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mShaders.insertUnique( cacheKey, shader );
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return shader;
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}
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GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
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{
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F32 pixver = mPixVersion;
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if ( mUseDevicePixVersion )
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pixver = getMax( pixver, GFX->getPixelShaderVersion() );
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// Enable shader error logging.
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GFXShader::setLogging( true, true );
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GFXShader *shader = GFX->createShader();
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bool success = false;
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// Initialize the right shader type.
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switch( GFX->getAdapterType() )
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{
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case Direct3D9_360:
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case Direct3D9:
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{
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success = shader->init( mDXVertexShaderName,
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mDXPixelShaderName,
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pixver,
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macros );
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break;
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}
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case OpenGL:
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{
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success = shader->init( mOGLVertexShaderName,
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mOGLPixelShaderName,
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pixver,
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macros );
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break;
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}
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default:
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// Other device types are assumed to not support shaders.
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success = false;
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break;
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}
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// If we failed to load the shader then
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// cleanup and return NULL.
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if ( !success )
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SAFE_DELETE( shader );
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return shader;
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}
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void ShaderData::reloadShaders()
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{
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ShaderCache::Iterator iter = mShaders.begin();
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for ( ; iter != mShaders.end(); iter++ )
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iter->value->reload();
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}
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void ShaderData::reloadAllShaders()
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{
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Vector<ShaderData*>::iterator iter = smAllShaderData.begin();
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for ( ; iter != smAllShaderData.end(); iter++ )
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(*iter)->reloadShaders();
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}
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void ShaderData::_onLMActivate( const char *lm, bool activate )
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{
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// Only on activations do we do anything.
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if ( !activate )
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return;
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// Since the light manager usually swaps shadergen features
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// and changes system wide shader defines we need to completely
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// flush and rebuild all shaders.
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reloadAllShaders();
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}
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DefineEngineMethod( ShaderData, reload, void, (),,
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"@brief Rebuilds all the vertex and pixel shader instances created from this ShaderData.\n\n"
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"@tsexample\n"
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"// Rebuild the shader instances from ShaderData CloudLayerShader\n"
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"CloudLayerShader.reload();\n"
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"@endtsexample\n\n")
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{
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object->reloadShaders();
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}
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