Torque3D/Engine/source/terrain/terrCellMaterial.h
AtomicWalrus 13fec9bb80 Squashed commit of the following:
commit 678d0ea2357915c6502af90083f1d34b6b21b7b4
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 20:46:15 2023 -0700

    Removed some commented-out code

commit 4a149157f7a7b781e2246b1417b144625ff559cd
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 20:42:03 2023 -0700

    Remove un-used instance of the blendHardness var

commit e5dc42adef00ed371cbc89b731ae16889ba68d9a
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:57:51 2023 -0700

    Cleanup un-needed conditionals and other leftover code

commit dccd10010e058f00cd41f5c5c111443f9cb71721
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:05:31 2023 -0700

    Use validator instead of protected field (2)

commit 4cc7f1d32fcc6ab788de54bb38763283fbd5533e
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 18:03:40 2023 -0700

    Use validator instead of protected field

commit e8d7e1731e383a99e8a0539d23a3b04f9c252491
Author: AtomicWalrus <headlesschickens.inc@gmail.com>
Date:   Mon Feb 20 15:34:48 2023 -0700

    Terrain macro textures and blending hardness
2023-02-20 20:47:46 -07:00

190 lines
5.3 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 _TERRCELLMATERIAL_H_
#define _TERRCELLMATERIAL_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MATTEXTURETARGET_H_
#include "materials/matTextureTarget.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXSHADER_H_
#include "gfx/gfxShader.h"
#endif
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
class GFXTextureArray;
class SceneRenderState;
struct SceneData;
class TerrainMaterial;
class TerrainBlock;
class BaseMatInstance;
/// This is a complex material which holds one or more
/// optimized shaders for rendering a single cell.
class TerrainCellMaterial
{
protected:
class MaterialInfo
{
public:
MaterialInfo()
:mat(NULL), layerId(0), mBlendDepthConst(NULL), mBlendContrastConst(NULL), mBlendHardnessConst(NULL)
{
}
~MaterialInfo()
{
}
TerrainMaterial *mat;
U32 layerId;
GFXShaderConstHandle *mBlendDepthConst;
GFXShaderConstHandle *mBlendContrastConst;
GFXShaderConstHandle* mBlendHardnessConst;
};
///
GFXShader *mShader;
GFXShaderConstBufferRef mConsts;
GFXStateBlockRef mStateBlock;
GFXStateBlockRef mWireframeStateBlock;
GFXStateBlockRef mReflectionStateBlock;
GFXShaderConstHandle *mModelViewProjConst;
GFXShaderConstHandle *mWorldViewOnlyConst;
GFXShaderConstHandle *mViewToObjConst;
GFXShaderConstHandle *mEyePosWorldConst;
GFXShaderConstHandle *mEyePosConst;
GFXShaderConstHandle *mObjTransConst;
GFXShaderConstHandle *mWorldToObjConst;
GFXShaderConstHandle *mVEyeConst;
GFXShaderConstHandle *mLayerSizeConst;
GFXShaderConstHandle *mLightParamsConst;
GFXShaderConstHandle *mLightInfoBufferConst;
GFXShaderConstHandle *mBaseTexMapConst;
GFXShaderConstHandle *mLayerTexConst;
GFXShaderConstHandle *mLightMapTexConst;
GFXShaderConstHandle *mSquareSizeConst;
GFXShaderConstHandle *mOneOverTerrainSizeConst;
GFXShaderConstHandle* mDetailInfoVArrayConst;
GFXShaderConstHandle* mDetailInfoPArrayConst;
GFXShaderConstHandle* mMacroInfoVArrayConst;
GFXShaderConstHandle* mMacroInfoPArrayConst;
GFXShaderConstHandle *mFogDataConst;
GFXShaderConstHandle *mFogColorConst;
GFXShaderConstHandle *mDetailTexArrayConst;
GFXShaderConstHandle *mMacroTexArrayConst;
GFXShaderConstHandle *mNormalTexArrayConst;
GFXShaderConstHandle *mOrmTexArrayConst;
GFXShaderConstHandle* mBlendDepthConst;
GFXShaderConstHandle* mBlendHeightFloorConst;
TerrainBlock *mTerrain;
U32 mCurrPass;
U64 mMaterials;
Vector<MaterialInfo*> mMaterialInfos;
static const Vector<String> mSamplerNames;
GFXTexHandle mBaseMapTexture;
GFXTexHandle mLayerMapTexture;
NamedTexTargetRef mLightInfoTarget;
/// The deferred material for this material.
TerrainCellMaterial *mDeferredMat;
/// The reflection material for this material.
TerrainCellMaterial *mReflectMat;
/// A vector of all terrain cell materials loaded in the system.
static Vector<TerrainCellMaterial*> smAllMaterials;
bool _initShader( bool deferredMat,
bool reflectMat,
bool baseOnly );
void _updateMaterialConsts();
public:
TerrainCellMaterial();
~TerrainCellMaterial();
void init( TerrainBlock *block,
U64 activeMaterials,
bool deferredMat = false,
bool reflectMat = false,
bool baseOnly = false );
/// Returns a deferred material from this material.
TerrainCellMaterial* getDeferredMat();
/// Returns the reflection material from this material.
TerrainCellMaterial* getReflectMat();
void setTransformAndEye( const MatrixF &modelXfm,
const MatrixF &viewXfm,
const MatrixF &projectXfm,
F32 farPlane );
///
bool setupPass( const SceneRenderState *state,
const SceneData &sceneData );
///
static BaseMatInstance* getShadowMat();
///
static void _updateDefaultAnisotropy();
};
#endif // _TERRCELLMATERIAL_H_