Torque3D/Engine/source/materials/processedShaderMaterial.h
2012-09-19 11:15:01 -04:00

263 lines
8.6 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 _MATERIALS_PROCESSEDSHADERMATERIAL_H_
#define _MATERIALS_PROCESSEDSHADERMATERIAL_H_
#ifndef _MATERIALS_PROCESSEDMATERIAL_H_
#include "processedMaterial.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
class GenericConstBufferLayout;
class ShaderData;
class LightInfo;
class ShaderMaterialParameterHandle;
class ShaderFeatureConstHandles;
class CustomMaterial;
class ShaderConstHandles
{
public:
GFXShaderConstHandle* mDiffuseColorSC;
GFXShaderConstHandle* mToneMapTexSC;
GFXShaderConstHandle* mTexMatSC;
GFXShaderConstHandle* mSpecularColorSC;
GFXShaderConstHandle* mSpecularPowerSC;
GFXShaderConstHandle* mParallaxInfoSC;
GFXShaderConstHandle* mFogDataSC;
GFXShaderConstHandle* mFogColorSC;
GFXShaderConstHandle* mDetailScaleSC;
GFXShaderConstHandle* mVisiblitySC;
GFXShaderConstHandle* mColorMultiplySC;
GFXShaderConstHandle* mAlphaTestValueSC;
GFXShaderConstHandle* mModelViewProjSC;
GFXShaderConstHandle* mWorldViewOnlySC;
GFXShaderConstHandle* mWorldToCameraSC;
GFXShaderConstHandle* mWorldToObjSC;
GFXShaderConstHandle* mViewToObjSC;
GFXShaderConstHandle* mCubeTransSC;
GFXShaderConstHandle* mObjTransSC;
GFXShaderConstHandle* mCubeEyePosSC;
GFXShaderConstHandle* mEyePosSC;
GFXShaderConstHandle* mEyePosWorldSC;
GFXShaderConstHandle* m_vEyeSC;
GFXShaderConstHandle* mEyeMatSC;
GFXShaderConstHandle* mOneOverFarplane;
GFXShaderConstHandle* mAccumTimeSC;
GFXShaderConstHandle* mMinnaertConstantSC;
GFXShaderConstHandle* mSubSurfaceParamsSC;
GFXShaderConstHandle* mDiffuseAtlasParamsSC;
GFXShaderConstHandle* mBumpAtlasParamsSC;
GFXShaderConstHandle* mDiffuseAtlasTileSC;
GFXShaderConstHandle* mBumpAtlasTileSC;
GFXShaderConstHandle *mRTSizeSC;
GFXShaderConstHandle *mOneOverRTSizeSC;
GFXShaderConstHandle* mDetailBumpStrength;
GFXShaderConstHandle* mViewProjSC;
GFXShaderConstHandle *mImposterUVs;
GFXShaderConstHandle *mImposterLimits;
GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
void init( GFXShader* shader, CustomMaterial* mat = NULL );
};
class ShaderRenderPassData : public RenderPassData
{
typedef RenderPassData Parent;
public:
virtual ~ShaderRenderPassData() { reset(); }
GFXShaderRef shader;
ShaderConstHandles shaderHandles;
Vector<ShaderFeatureConstHandles*> featureShaderHandles;
virtual void reset();
virtual String describeSelf() const;
};
class ProcessedShaderMaterial : public ProcessedMaterial
{
typedef ProcessedMaterial Parent;
public:
ProcessedShaderMaterial();
ProcessedShaderMaterial(Material &mat);
~ProcessedShaderMaterial();
// ProcessedMaterial
virtual bool init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat,
const MatFeaturesDelegate &featuresDelegate );
virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
virtual bool stepInstance();
virtual void dumpMaterialInfo();
virtual MaterialParameters* allocMaterialParameters();
virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
virtual U32 getNumStages();
protected:
Vector<GFXShaderConstDesc> mShaderConstDesc;
MaterialParameters* mDefaultParameters;
Vector<ShaderMaterialParameterHandle*> mParameterHandles;
/// Hold the instancing state data for the material.
class InstancingState
{
const static U32 COUNT = 200;
public:
InstancingState()
: mInstFormat( NULL ),
mBuffer( NULL ),
mCount( -1 )
{
}
~InstancingState()
{
delete [] mBuffer;
}
void setFormat( const GFXVertexFormat *instFormat, const GFXVertexFormat *vertexFormat )
{
mInstFormat = instFormat;
mDeclFormat.copy( *vertexFormat );
mDeclFormat.append( *mInstFormat, 1 );
mDeclFormat.getDecl();
delete [] mBuffer;
mBuffer = new U8[ mInstFormat->getSizeInBytes() * COUNT ];
mCount = -1;
}
bool step( U8 **outPtr )
{
// Are we starting a new draw call?
if ( mCount < 0 )
{
*outPtr = mBuffer;
mCount = 0;
}
else
{
// Increment to the next instance.
*outPtr += mInstFormat->getSizeInBytes();
mCount++;
}
return mCount < COUNT;
}
void resetStep() { mCount = -1; }
U8* getBuffer() const { return mBuffer; }
S32 getCount() const { return mCount; }
const GFXVertexFormat* getFormat() const { return mInstFormat; }
const GFXVertexFormat* getDeclFormat() const { return &mDeclFormat; }
protected:
GFXVertexFormat mDeclFormat;
const GFXVertexFormat *mInstFormat;
U8 *mBuffer;
S32 mCount;
};
/// The instancing state if this material
/// supports instancing.
InstancingState *mInstancingState;
/// @name Internal functions
///
/// @{
/// Adds a pass for the given stage.
virtual bool _addPass( ShaderRenderPassData &rpd,
U32 &texIndex,
MaterialFeatureData &fd,
U32 stageNum,
const FeatureSet &features);
/// Chooses a blend op for the given pass
virtual void _setPassBlendOp( ShaderFeature *sf,
ShaderRenderPassData &passData,
U32 &texIndex,
MaterialFeatureData &stageFeatures,
U32 stageNum,
const FeatureSet &features);
/// Creates passes for the given stage
virtual bool _createPasses( MaterialFeatureData &fd, U32 stageNum, const FeatureSet &features );
/// Fills in the MaterialFeatureData for the given stage
virtual void _determineFeatures( U32 stageNum,
MaterialFeatureData &fd,
const FeatureSet &features );
/// Do we have a cubemap on pass?
virtual bool _hasCubemap(U32 pass);
/// Used by setTextureTransforms
F32 _getWaveOffset( U32 stage );
/// Sets texture transformation matrices for texture animations such as scale and wave
virtual void _setTextureTransforms(const U32 pass);
/// Sets all of the necessary shader constants for the given pass
virtual void _setShaderConstants(SceneRenderState *, const SceneData &sgData, U32 pass);
/// @}
void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
/// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
///
virtual void _initMaterialParameters();
ShaderRenderPassData* _getRPD(const U32 pass) { return static_cast<ShaderRenderPassData*>(mPasses[pass]); }
};
#endif // _MATERIALS_PROCESSEDSHADERMATERIAL_H_