processedShaderMaterial.h 8.6 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
  23. #define _MATERIALS_PROCESSEDSHADERMATERIAL_H_
  24. #ifndef _MATERIALS_PROCESSEDMATERIAL_H_
  25. #include "processedMaterial.h"
  26. #endif
  27. #ifndef _GFXSHADER_H_
  28. #include "gfx/gfxShader.h"
  29. #endif
  30. class GenericConstBufferLayout;
  31. class ShaderData;
  32. class LightInfo;
  33. class ShaderMaterialParameterHandle;
  34. class ShaderFeatureConstHandles;
  35. class CustomMaterial;
  36. class ShaderConstHandles
  37. {
  38. public:
  39. GFXShaderConstHandle* mDiffuseColorSC;
  40. GFXShaderConstHandle* mToneMapTexSC;
  41. GFXShaderConstHandle* mTexMatSC;
  42. GFXShaderConstHandle* mSpecularColorSC;
  43. GFXShaderConstHandle* mSpecularPowerSC;
  44. GFXShaderConstHandle* mParallaxInfoSC;
  45. GFXShaderConstHandle* mFogDataSC;
  46. GFXShaderConstHandle* mFogColorSC;
  47. GFXShaderConstHandle* mDetailScaleSC;
  48. GFXShaderConstHandle* mVisiblitySC;
  49. GFXShaderConstHandle* mColorMultiplySC;
  50. GFXShaderConstHandle* mAlphaTestValueSC;
  51. GFXShaderConstHandle* mModelViewProjSC;
  52. GFXShaderConstHandle* mWorldViewOnlySC;
  53. GFXShaderConstHandle* mWorldToCameraSC;
  54. GFXShaderConstHandle* mWorldToObjSC;
  55. GFXShaderConstHandle* mViewToObjSC;
  56. GFXShaderConstHandle* mCubeTransSC;
  57. GFXShaderConstHandle* mObjTransSC;
  58. GFXShaderConstHandle* mCubeEyePosSC;
  59. GFXShaderConstHandle* mEyePosSC;
  60. GFXShaderConstHandle* mEyePosWorldSC;
  61. GFXShaderConstHandle* m_vEyeSC;
  62. GFXShaderConstHandle* mEyeMatSC;
  63. GFXShaderConstHandle* mOneOverFarplane;
  64. GFXShaderConstHandle* mAccumTimeSC;
  65. GFXShaderConstHandle* mMinnaertConstantSC;
  66. GFXShaderConstHandle* mSubSurfaceParamsSC;
  67. GFXShaderConstHandle* mDiffuseAtlasParamsSC;
  68. GFXShaderConstHandle* mBumpAtlasParamsSC;
  69. GFXShaderConstHandle* mDiffuseAtlasTileSC;
  70. GFXShaderConstHandle* mBumpAtlasTileSC;
  71. GFXShaderConstHandle *mRTSizeSC;
  72. GFXShaderConstHandle *mOneOverRTSizeSC;
  73. GFXShaderConstHandle* mDetailBumpStrength;
  74. GFXShaderConstHandle* mViewProjSC;
  75. GFXShaderConstHandle *mImposterUVs;
  76. GFXShaderConstHandle *mImposterLimits;
  77. GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
  78. GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
  79. void init( GFXShader* shader, CustomMaterial* mat = NULL );
  80. };
  81. class ShaderRenderPassData : public RenderPassData
  82. {
  83. typedef RenderPassData Parent;
  84. public:
  85. virtual ~ShaderRenderPassData() { reset(); }
  86. GFXShaderRef shader;
  87. ShaderConstHandles shaderHandles;
  88. Vector<ShaderFeatureConstHandles*> featureShaderHandles;
  89. virtual void reset();
  90. virtual String describeSelf() const;
  91. };
  92. class ProcessedShaderMaterial : public ProcessedMaterial
  93. {
  94. typedef ProcessedMaterial Parent;
  95. public:
  96. ProcessedShaderMaterial();
  97. ProcessedShaderMaterial(Material &mat);
  98. ~ProcessedShaderMaterial();
  99. // ProcessedMaterial
  100. virtual bool init( const FeatureSet &features,
  101. const GFXVertexFormat *vertexFormat,
  102. const MatFeaturesDelegate &featuresDelegate );
  103. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
  104. virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
  105. virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
  106. virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
  107. virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
  108. virtual bool stepInstance();
  109. virtual void dumpMaterialInfo();
  110. virtual MaterialParameters* allocMaterialParameters();
  111. virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
  112. virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
  113. virtual U32 getNumStages();
  114. protected:
  115. Vector<GFXShaderConstDesc> mShaderConstDesc;
  116. MaterialParameters* mDefaultParameters;
  117. Vector<ShaderMaterialParameterHandle*> mParameterHandles;
  118. /// Hold the instancing state data for the material.
  119. class InstancingState
  120. {
  121. const static U32 COUNT = 200;
  122. public:
  123. InstancingState()
  124. : mInstFormat( NULL ),
  125. mBuffer( NULL ),
  126. mCount( -1 )
  127. {
  128. }
  129. ~InstancingState()
  130. {
  131. delete [] mBuffer;
  132. }
  133. void setFormat( const GFXVertexFormat *instFormat, const GFXVertexFormat *vertexFormat )
  134. {
  135. mInstFormat = instFormat;
  136. mDeclFormat.copy( *vertexFormat );
  137. mDeclFormat.append( *mInstFormat, 1 );
  138. mDeclFormat.getDecl();
  139. delete [] mBuffer;
  140. mBuffer = new U8[ mInstFormat->getSizeInBytes() * COUNT ];
  141. mCount = -1;
  142. }
  143. bool step( U8 **outPtr )
  144. {
  145. // Are we starting a new draw call?
  146. if ( mCount < 0 )
  147. {
  148. *outPtr = mBuffer;
  149. mCount = 0;
  150. }
  151. else
  152. {
  153. // Increment to the next instance.
  154. *outPtr += mInstFormat->getSizeInBytes();
  155. mCount++;
  156. }
  157. return mCount < COUNT;
  158. }
  159. void resetStep() { mCount = -1; }
  160. U8* getBuffer() const { return mBuffer; }
  161. S32 getCount() const { return mCount; }
  162. const GFXVertexFormat* getFormat() const { return mInstFormat; }
  163. const GFXVertexFormat* getDeclFormat() const { return &mDeclFormat; }
  164. protected:
  165. GFXVertexFormat mDeclFormat;
  166. const GFXVertexFormat *mInstFormat;
  167. U8 *mBuffer;
  168. S32 mCount;
  169. };
  170. /// The instancing state if this material
  171. /// supports instancing.
  172. InstancingState *mInstancingState;
  173. /// @name Internal functions
  174. ///
  175. /// @{
  176. /// Adds a pass for the given stage.
  177. virtual bool _addPass( ShaderRenderPassData &rpd,
  178. U32 &texIndex,
  179. MaterialFeatureData &fd,
  180. U32 stageNum,
  181. const FeatureSet &features);
  182. /// Chooses a blend op for the given pass
  183. virtual void _setPassBlendOp( ShaderFeature *sf,
  184. ShaderRenderPassData &passData,
  185. U32 &texIndex,
  186. MaterialFeatureData &stageFeatures,
  187. U32 stageNum,
  188. const FeatureSet &features);
  189. /// Creates passes for the given stage
  190. virtual bool _createPasses( MaterialFeatureData &fd, U32 stageNum, const FeatureSet &features );
  191. /// Fills in the MaterialFeatureData for the given stage
  192. virtual void _determineFeatures( U32 stageNum,
  193. MaterialFeatureData &fd,
  194. const FeatureSet &features );
  195. /// Do we have a cubemap on pass?
  196. virtual bool _hasCubemap(U32 pass);
  197. /// Used by setTextureTransforms
  198. F32 _getWaveOffset( U32 stage );
  199. /// Sets texture transformation matrices for texture animations such as scale and wave
  200. virtual void _setTextureTransforms(const U32 pass);
  201. /// Sets all of the necessary shader constants for the given pass
  202. virtual void _setShaderConstants(SceneRenderState *, const SceneData &sgData, U32 pass);
  203. /// @}
  204. void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
  205. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  206. virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
  207. virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
  208. ///
  209. virtual void _initMaterialParameters();
  210. ShaderRenderPassData* _getRPD(const U32 pass) { return static_cast<ShaderRenderPassData*>(mPasses[pass]); }
  211. };
  212. #endif // _MATERIALS_PROCESSEDSHADERMATERIAL_H_