customShaderFeature.cpp 7.6 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. #include "shadergen/CustomShaderFeature.h"
  23. #include "shaderGen/HLSL/customFeatureHLSL.h"
  24. #include "shaderGen/GLSL/customFeatureGLSL.h"
  25. #include "math/mathIO.h"
  26. #include "scene/sceneRenderState.h"
  27. #include "core/stream/bitStream.h"
  28. #include "materials/sceneData.h"
  29. #include "gfx/gfxDebugEvent.h"
  30. #include "gfx/gfxTransformSaver.h"
  31. #include "renderInstance/renderPassManager.h"
  32. IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
  33. ConsoleDocClass(CustomShaderFeatureData,
  34. "@brief An example scene object which renders using a callback.\n\n"
  35. "This class implements a basic SceneObject that can exist in the world at a "
  36. "3D position and render itself. Note that CustomShaderFeatureData handles its own "
  37. "rendering by submitting itself as an ObjectRenderInst (see "
  38. "renderInstance\renderPassmanager.h) along with a delegate for its render() "
  39. "function. However, the preffered rendering method in the engine is to submit "
  40. "a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and "
  41. "transform and allow the RenderMeshMgr handle the actual rendering. You can "
  42. "see this implemented in RenderMeshExample.\n\n"
  43. "See the C++ code for implementation details.\n\n"
  44. "@ingroup Examples\n");
  45. //-----------------------------------------------------------------------------
  46. // Object setup and teardown
  47. //-----------------------------------------------------------------------------
  48. CustomShaderFeatureData::CustomShaderFeatureData()
  49. {
  50. }
  51. CustomShaderFeatureData::~CustomShaderFeatureData()
  52. {
  53. }
  54. //-----------------------------------------------------------------------------
  55. // Object Editing
  56. //-----------------------------------------------------------------------------
  57. void CustomShaderFeatureData::initPersistFields()
  58. {
  59. // SceneObject already handles exposing the transform
  60. Parent::initPersistFields();
  61. }
  62. bool CustomShaderFeatureData::onAdd()
  63. {
  64. if (!Parent::onAdd())
  65. return false;
  66. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  67. {
  68. mFeatureHLSL = new CustomFeatureHLSL();
  69. mFeatureHLSL->mOwner = this;
  70. }
  71. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  72. {
  73. mFeatureGLSL = new CustomFeatureGLSL();
  74. mFeatureGLSL->mOwner = this;
  75. }
  76. return true;
  77. }
  78. void CustomShaderFeatureData::onRemove()
  79. {
  80. Parent::onRemove();
  81. }
  82. //Shadergen setup functions
  83. void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
  84. {
  85. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  86. mFeatureHLSL->addVariable(name, type, defaultValue);
  87. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  88. mFeatureGLSL->addVariable(name, type, defaultValue);
  89. }
  90. void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
  91. {
  92. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  93. mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
  94. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  95. mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
  96. }
  97. void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
  98. {
  99. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  100. mFeatureHLSL->addSampler(name, type, arraySize);
  101. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  102. mFeatureGLSL->addSampler(name, type, arraySize);
  103. }
  104. void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
  105. {
  106. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  107. mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
  108. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  109. mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
  110. }
  111. void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
  112. {
  113. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  114. mFeatureHLSL->addConnector(name, type, elementName);
  115. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  116. mFeatureGLSL->addConnector(name, type, elementName);
  117. }
  118. void CustomShaderFeatureData::addVertTexCoord(String name)
  119. {
  120. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  121. mFeatureHLSL->addVertTexCoord(name);
  122. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  123. mFeatureGLSL->addVertTexCoord(name);
  124. }
  125. bool CustomShaderFeatureData::hasFeature(String name)
  126. {
  127. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  128. return mFeatureHLSL->hasFeature(name);
  129. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  130. return mFeatureGLSL->hasFeature(name);
  131. }
  132. void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef* argv)
  133. {
  134. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  135. mFeatureHLSL->writeLine(format, argc, argv);
  136. else if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  137. mFeatureGLSL->writeLine(format, argc, argv);
  138. }
  139. DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
  140. {
  141. object->addVariable(name, type, defaultValue);
  142. }
  143. DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
  144. {
  145. object->addUniform(name, type, defaultValue, arraySize);
  146. }
  147. DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
  148. {
  149. object->addSampler(name, "", arraySize);
  150. }
  151. DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
  152. {
  153. object->addTexture(name, type, samplerState, arraySize);
  154. }
  155. DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "")
  156. {
  157. object->addConnector(name, type, elementName);
  158. }
  159. DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "")
  160. {
  161. object->addVertTexCoord(name);
  162. }
  163. DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
  164. "@param method Name of method to call.\n"
  165. "@param args Zero or more arguments for the method.\n"
  166. "@return The result of the method call.")
  167. {
  168. object->writeLine(argv[2], argc - 3, argv + 3);
  169. }
  170. DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
  171. {
  172. return object->hasFeature(name);
  173. }