//----------------------------------------------------------------------------- // 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 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() { } ~MaterialInfo() { } TerrainMaterial *mat; U32 layerId; GFXShaderConstHandle *detailTexConst; GFXTexHandle detailTex; GFXShaderConstHandle *macroTexConst; GFXTexHandle macroTex; GFXShaderConstHandle *normalTexConst; GFXTexHandle normalTex; GFXShaderConstHandle *detailInfoVConst; GFXShaderConstHandle *detailInfoPConst; GFXShaderConstHandle *macroInfoVConst; GFXShaderConstHandle *macroInfoPConst; }; class Pass { public: Pass() : shader( NULL ) { } ~Pass() { for ( U32 i=0; i < materials.size(); i++ ) delete materials[i]; } Vector materials; /// GFXShader *shader; GFXShaderConstBufferRef consts; GFXStateBlockRef stateBlock; GFXStateBlockRef wireframeStateBlock; GFXStateBlockRef reflectionStateBlock; GFXShaderConstHandle *modelViewProjConst; GFXShaderConstHandle *worldViewOnly; GFXShaderConstHandle *viewToObj; GFXShaderConstHandle *eyePosWorldConst; GFXShaderConstHandle *eyePosConst; GFXShaderConstHandle *objTransConst; GFXShaderConstHandle *worldToObjConst; GFXShaderConstHandle *vEyeConst; GFXShaderConstHandle *layerSizeConst; GFXShaderConstHandle *lightParamsConst; GFXShaderConstHandle *lightInfoBufferConst; GFXShaderConstHandle *baseTexMapConst; GFXShaderConstHandle *layerTexConst; GFXShaderConstHandle *lightMapTexConst; GFXShaderConstHandle *squareSize; GFXShaderConstHandle *oneOverTerrainSize; GFXShaderConstHandle *fogDataConst; GFXShaderConstHandle *fogColorConst; }; TerrainBlock *mTerrain; U64 mMaterials; Vector mPasses; U32 mCurrPass; static const Vector mSamplerNames; GFXTexHandle mBaseMapTexture; GFXTexHandle mLayerMapTexture; NamedTexTargetRef mLightInfoTarget; /// The prepass material for this material. TerrainCellMaterial *mPrePassMat; /// The reflection material for this material. TerrainCellMaterial *mReflectMat; /// A vector of all terrain cell materials loaded in the system. static Vector smAllMaterials; bool _createPass( Vector *materials, Pass *pass, bool firstPass, bool prePassMat, bool reflectMat, bool baseOnly ); void _updateMaterialConsts( Pass *pass ); public: TerrainCellMaterial(); ~TerrainCellMaterial(); void init( TerrainBlock *block, U64 activeMaterials, bool prePassMat = false, bool reflectMat = false, bool baseOnly = false ); /// Returns a prepass material from this material. TerrainCellMaterial* getPrePassMat(); /// 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_