//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "shadergen/CustomShaderFeature.h" #include "shaderGen/HLSL/customFeatureHLSL.h" #include "shaderGen/GLSL/customFeatureGLSL.h" #include "math/mathIO.h" #include "scene/sceneRenderState.h" #include "core/stream/bitStream.h" #include "materials/sceneData.h" #include "gfx/gfxDebugEvent.h" #include "gfx/gfxTransformSaver.h" #include "renderInstance/renderPassManager.h" IMPLEMENT_CONOBJECT(CustomShaderFeatureData); ConsoleDocClass(CustomShaderFeatureData, "@brief An example scene object which renders using a callback.\n\n" "This class implements a basic SceneObject that can exist in the world at a " "3D position and render itself. Note that CustomShaderFeatureData handles its own " "rendering by submitting itself as an ObjectRenderInst (see " "renderInstance\renderPassmanager.h) along with a delegate for its render() " "function. However, the preffered rendering method in the engine is to submit " "a MeshRenderInst along with a Material, vertex buffer, primitive buffer, and " "transform and allow the RenderMeshMgr handle the actual rendering. You can " "see this implemented in RenderMeshExample.\n\n" "See the C++ code for implementation details.\n\n" "@ingroup Examples\n"); //----------------------------------------------------------------------------- // Object setup and teardown //----------------------------------------------------------------------------- CustomShaderFeatureData::CustomShaderFeatureData() { } CustomShaderFeatureData::~CustomShaderFeatureData() { } //----------------------------------------------------------------------------- // Object Editing //----------------------------------------------------------------------------- void CustomShaderFeatureData::initPersistFields() { // SceneObject already handles exposing the transform Parent::initPersistFields(); } bool CustomShaderFeatureData::onAdd() { if (!Parent::onAdd()) return false; if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) { mFeatureHLSL = new CustomFeatureHLSL(); mFeatureHLSL->mOwner = this; } else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) { mFeatureGLSL = new CustomFeatureGLSL(); mFeatureGLSL->mOwner = this; } return true; } void CustomShaderFeatureData::onRemove() { Parent::onRemove(); } //Shadergen setup functions void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) mFeatureHLSL->addVariable(name, type, defaultValue); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) mFeatureGLSL->addVariable(name, type, defaultValue); } void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) mFeatureHLSL->addUniform(name, type, defaultValue, arraySize); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) mFeatureGLSL->addUniform(name, type, defaultValue, arraySize); } void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) mFeatureHLSL->addSampler(name, type, arraySize); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) mFeatureGLSL->addSampler(name, type, arraySize); } void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) mFeatureHLSL->addTexture(name, type, samplerState, arraySize); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) mFeatureGLSL->addTexture(name, type, samplerState, arraySize); } void CustomShaderFeatureData::addConnector(String name, String type, String elementName) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) mFeatureHLSL->addConnector(name, type, elementName); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) mFeatureGLSL->addConnector(name, type, elementName); } void CustomShaderFeatureData::addVertTexCoord(String name) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) mFeatureHLSL->addVertTexCoord(name); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) mFeatureGLSL->addVertTexCoord(name); } bool CustomShaderFeatureData::hasFeature(String name) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) return mFeatureHLSL->hasFeature(name); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) return mFeatureGLSL->hasFeature(name); } void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef* argv) { if (GFX->getAdapterType() == GFXAdapterType::Direct3D11) mFeatureHLSL->writeLine(format, argc, argv); else if (GFX->getAdapterType() == GFXAdapterType::OpenGL) mFeatureGLSL->writeLine(format, argc, argv); } DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "") { object->addVariable(name, type, defaultValue); } DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "") { object->addUniform(name, type, defaultValue, arraySize); } DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "") { object->addSampler(name, "", arraySize); } DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "") { object->addTexture(name, type, samplerState, arraySize); } DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "") { object->addConnector(name, type, elementName); } DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "") { object->addVertTexCoord(name); } DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n" "@param method Name of method to call.\n" "@param args Zero or more arguments for the method.\n" "@return The result of the method call.") { object->writeLine(argv[2], argc - 3, argv + 3); } DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "") { return object->hasFeature(name); }