//----------------------------------------------------------------------------- // 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 "platform/platform.h" #include "materials/matInstance.h" #include "materials/materialManager.h" #include "materials/customMaterialDefinition.h" #include "materials/processedMaterial.h" #include "materials/processedShaderMaterial.h" #include "materials/processedCustomMaterial.h" #include "materials/materialFeatureTypes.h" #include "shaderGen/featureMgr.h" #include "gfx/gfxDevice.h" #include "gfx/sim/cubemapData.h" #include "gfx/gfxCubemap.h" #include "core/util/safeDelete.h" #include "ts/tsShape.h" #include "gui/controls/guiTreeViewCtrl.h" class MatInstParameters; class MatInstanceParameterHandle : public MaterialParameterHandle { public: virtual ~MatInstanceParameterHandle() {} MatInstanceParameterHandle(const String& name); void loadHandle(ProcessedMaterial* pmat); // MaterialParameterHandle interface const String& getName() const { return mName; } virtual bool isValid() const; virtual S32 getSamplerRegister( U32 pass ) const; private: friend class MatInstParameters; String mName; MaterialParameterHandle* mProcessedHandle; }; MatInstanceParameterHandle::MatInstanceParameterHandle(const String& name) { mName = name; mProcessedHandle = NULL; } bool MatInstanceParameterHandle::isValid() const { return mProcessedHandle && mProcessedHandle->isValid(); } S32 MatInstanceParameterHandle::getSamplerRegister( U32 pass ) const { if ( !mProcessedHandle ) return -1; return mProcessedHandle->getSamplerRegister( pass ); } void MatInstanceParameterHandle::loadHandle(ProcessedMaterial* pmat) { mProcessedHandle = pmat->getMaterialParameterHandle(mName); } MatInstParameters::MatInstParameters() { mOwnParameters = false; mParameters = NULL; } MatInstParameters::MatInstParameters(MaterialParameters* matParams) { mOwnParameters = false; mParameters = matParams; } void MatInstParameters::loadParameters(ProcessedMaterial* pmat) { mOwnParameters = true; mParameters = pmat->allocMaterialParameters(); } MatInstParameters::~MatInstParameters() { if (mOwnParameters) SAFE_DELETE(mParameters); } const Vector& MatInstParameters::getShaderConstDesc() const { return mParameters->getShaderConstDesc(); } U32 MatInstParameters::getAlignmentValue(const GFXShaderConstType constType) { return mParameters->getAlignmentValue(constType); } #define MATINSTPARAMSET(handle, f) \ if (!mParameters) \ return; \ AssertFatal(dynamic_cast(handle), "Invalid handle type!"); \ MatInstanceParameterHandle* mph = static_cast(handle); \ mParameters->set(mph->mProcessedHandle, f); \ void MatInstParameters::set(MaterialParameterHandle* handle, const F32 f) { MATINSTPARAMSET(handle, f); } void MatInstParameters::set(MaterialParameterHandle* handle, const Point2F& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const Point3F& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const Point4F& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const LinearColorF& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const S32 f) { MATINSTPARAMSET(handle, f); } void MatInstParameters::set(MaterialParameterHandle* handle, const Point2I& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const Point3I& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const Point4I& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { MATINSTPARAMSET(handle, fv); } void MatInstParameters::set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType) { AssertFatal(dynamic_cast(handle), "Invalid handle type!"); MatInstanceParameterHandle* mph = static_cast(handle); mParameters->set(mph->mProcessedHandle, mat, matrixType); } void MatInstParameters::set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType) { AssertFatal(dynamic_cast(handle), "Invalid handle type!"); MatInstanceParameterHandle* mph = static_cast(handle); mParameters->set(mph->mProcessedHandle, mat, arraySize, matrixType); } #undef MATINSTPARAMSET //**************************************************************************** // Material Instance //**************************************************************************** MatInstance::MatInstance( Material &mat ) { VECTOR_SET_ASSOCIATION( mCurrentHandles ); VECTOR_SET_ASSOCIATION( mCurrentParameters ); mMaterial = &mat; mCreatedFromCustomMaterial = (dynamic_cast(&mat) != NULL); construct(); } //---------------------------------------------------------------------------- // Construct //---------------------------------------------------------------------------- void MatInstance::construct() { mUserObject = NULL; mCurPass = -1; mProcessedMaterial = NULL; mVertexFormat = NULL; mMaxStages = 1; mActiveParameters = NULL; mDefaultParameters = NULL; mHasNormalMaps = false; mUsesHardwareSkinning = false; mIsForwardLit = false; mIsValid = false; mIsHardwareSkinned = false; needsHighlighting = false; MATMGR->_track(this); } //---------------------------------------------------------------------------- // Destructor //---------------------------------------------------------------------------- MatInstance::~MatInstance() { SAFE_DELETE(mProcessedMaterial); SAFE_DELETE(mDefaultParameters); for (U32 i = 0; i < mCurrentHandles.size(); i++) SAFE_DELETE(mCurrentHandles[i]); MATMGR->_untrack(this); } //---------------------------------------------------------------------------- // Init //---------------------------------------------------------------------------- bool MatInstance::init( const FeatureSet &features, const GFXVertexFormat *vertexFormat ) { AssertFatal( vertexFormat, "MatInstance::init - Got null vertex format!" ); mFeatureList = features; mVertexFormat = vertexFormat; SAFE_DELETE(mProcessedMaterial); mIsValid = processMaterial(); return mIsValid; } //---------------------------------------------------------------------------- // reInitialize //---------------------------------------------------------------------------- bool MatInstance::reInit() { if (!mVertexFormat) { mIsValid = false; return mIsValid; } SAFE_DELETE(mProcessedMaterial); deleteAllHooks(); mIsValid = processMaterial(); if ( mIsValid ) { for (U32 i = 0; i < mCurrentHandles.size(); i++) mCurrentHandles[i]->loadHandle(mProcessedMaterial); for (U32 i = 0; i < mCurrentParameters.size(); i++) mCurrentParameters[i]->loadParameters(mProcessedMaterial); } return mIsValid; } //---------------------------------------------------------------------------- // Process stages //---------------------------------------------------------------------------- bool MatInstance::processMaterial() { AssertFatal( mMaterial, "MatInstance::processMaterial - Got null material!" ); //AssertFatal( mVertexFormat, "MatInstance::processMaterial - Got null vertex format!" ); if ( !mMaterial || !mVertexFormat ) return false; SAFE_DELETE(mDefaultParameters); CustomMaterial *custMat = NULL; if( dynamic_cast(mMaterial) ) { F32 pixVersion = GFX->getPixelShaderVersion(); custMat = static_cast(mMaterial); if ((custMat->mVersion > pixVersion) || (custMat->mVersion == 0.0)) { if(custMat->mFallback) { mMaterial = custMat->mFallback; return processMaterial(); } else { AssertWarn(custMat->mVersion == 0.0f, avar("Can't load CustomMaterial %s for %s, using generic FF fallback", String(mMaterial->getName()).isEmpty() ? "Unknown" : mMaterial->getName(), custMat->mMapTo.c_str())); } } else mProcessedMaterial = new ProcessedCustomMaterial(*mMaterial); } else mProcessedMaterial = getShaderMaterial(); if (mProcessedMaterial) { mProcessedMaterial->addStateBlockDesc( mUserDefinedState ); mProcessedMaterial->setShaderMacros( mUserMacros ); mProcessedMaterial->setUserObject( mUserObject ); FeatureSet features( mFeatureList ); features.exclude( MATMGR->getExclusionFeatures() ); if (mVertexFormat->hasBlendIndices() && TSShape::smUseHardwareSkinning) { features.addFeature( MFT_HardwareSkinning ); } if( !mProcessedMaterial->init(features, mVertexFormat, mFeaturesDelegate) ) { Con::errorf( "Failed to initialize material '%s'", getMaterial()->getName() ); SAFE_DELETE( mProcessedMaterial ); return false; } mDefaultParameters = new MatInstParameters(mProcessedMaterial->getDefaultMaterialParameters()); mActiveParameters = mDefaultParameters; const FeatureSet &finalFeatures = mProcessedMaterial->getFeatures(); mHasNormalMaps = finalFeatures.hasFeature( MFT_NormalMap ); mUsesHardwareSkinning = finalFeatures.hasFeature( MFT_HardwareSkinning ); mIsForwardLit = ( custMat && custMat->mForwardLit ) || ( !finalFeatures.hasFeature( MFT_IsEmissive ) && finalFeatures.hasFeature( MFT_ForwardShading ) ); mIsHardwareSkinned = finalFeatures.hasFeature( MFT_HardwareSkinning ); return true; } return false; } const MatStateHint& MatInstance::getStateHint() const { if ( mProcessedMaterial ) return mProcessedMaterial->getStateHint(); else return MatStateHint::Default; } ProcessedMaterial* MatInstance::getShaderMaterial() { return new ProcessedShaderMaterial(*mMaterial); } void MatInstance::addStateBlockDesc(const GFXStateBlockDesc& desc) { mUserDefinedState = desc; } void MatInstance::updateStateBlocks() { if ( mProcessedMaterial ) mProcessedMaterial->updateStateBlocks(); } void MatInstance::addShaderMacro( const String &name, const String &value ) { // Check to see if we already have this macro. Vector::iterator iter = mUserMacros.begin(); for ( ; iter != mUserMacros.end(); iter++ ) { if ( iter->name == name ) { iter->value = value; return; } } // Add a new macro. mUserMacros.increment(); mUserMacros.last().name = name; mUserMacros.last().value = value; } //---------------------------------------------------------------------------- // Setup pass - needs scenegraph data because the lightmap will change across // several materials. //---------------------------------------------------------------------------- bool MatInstance::setupPass(SceneRenderState * state, const SceneData &sgData ) { PROFILE_SCOPE( MatInstance_SetupPass ); if( !mProcessedMaterial ) return false; ++mCurPass; if ( !mProcessedMaterial->setupPass( state, sgData, mCurPass ) ) { mCurPass = -1; return false; } return true; } void MatInstance::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state) { PROFILE_SCOPE(MatInstance_setTransforms); mProcessedMaterial->setTransforms(matrixSet, state, getCurPass()); } void MatInstance::setNodeTransforms(const MatrixF *address, const U32 numTransforms) { PROFILE_SCOPE(MatInstance_setNodeTransforms); mProcessedMaterial->setNodeTransforms(address, numTransforms, getCurPass()); } void MatInstance::setCustomShaderData(Vector &shaderData) { PROFILE_SCOPE(MatInstance_setCustomShaderData); mProcessedMaterial->setCustomShaderData(shaderData, getCurPass()); } void MatInstance::setSceneInfo(SceneRenderState * state, const SceneData& sgData) { PROFILE_SCOPE(MatInstance_setSceneInfo); mProcessedMaterial->setSceneInfo(state, sgData, getCurPass()); } void MatInstance::setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer) { mProcessedMaterial->setBuffers(vertBuffer, primBuffer); } void MatInstance::setTextureStages(SceneRenderState * state, const SceneData &sgData ) { PROFILE_SCOPE(MatInstance_setTextureStages); mProcessedMaterial->setTextureStages(state, sgData, getCurPass()); } bool MatInstance::isInstanced() const { return mProcessedMaterial->getFeatures().hasFeature( MFT_UseInstancing ); } bool MatInstance::stepInstance() { AssertFatal( isInstanced(), "MatInstance::stepInstance - This material isn't instanced!" ); AssertFatal( mCurPass >= 0, "MatInstance::stepInstance - Must be within material setup pass!" ); return mProcessedMaterial->stepInstance(); } U32 MatInstance::getCurStageNum() { return mProcessedMaterial->getStageFromPass(getCurPass()); } RenderPassData* MatInstance::getPass(U32 pass) { return mProcessedMaterial->getPass(pass); } bool MatInstance::hasGlow() { if( mProcessedMaterial ) return mProcessedMaterial->hasGlow(); else return false; } bool MatInstance::hasAccumulation() { if( mProcessedMaterial ) return mProcessedMaterial->hasAccumulation(); else return false; } const FeatureSet& MatInstance::getFeatures() const { return mProcessedMaterial->getFeatures(); } MaterialParameterHandle* MatInstance::getMaterialParameterHandle(const String& name) { AssertFatal(mProcessedMaterial, "Not init'ed!"); for (U32 i = 0; i < mCurrentHandles.size(); i++) { if (mCurrentHandles[i]->getName().equal(name)) { return mCurrentHandles[i]; } } MatInstanceParameterHandle* mph = new MatInstanceParameterHandle(name); mph->loadHandle(mProcessedMaterial); mCurrentHandles.push_back(mph); return mph; } MaterialParameters* MatInstance::allocMaterialParameters() { AssertFatal(mProcessedMaterial, "Not init'ed!"); MatInstParameters* mip = new MatInstParameters(); mip->loadParameters(mProcessedMaterial); mCurrentParameters.push_back(mip); return mip; } void MatInstance::setMaterialParameters(MaterialParameters* param) { AssertFatal(mProcessedMaterial, "Not init'ed!"); mProcessedMaterial->setMaterialParameters(param, mCurPass); AssertFatal(dynamic_cast(param), "Incorrect param type!"); mActiveParameters = static_cast(param); } MaterialParameters* MatInstance::getMaterialParameters() { AssertFatal(mProcessedMaterial, "Not init'ed!"); return mActiveParameters; } void MatInstance::dumpShaderInfo() const { if ( mMaterial == NULL ) { Con::errorf( "Trying to get Material information on an invalid MatInstance" ); return; } Con::printf( "Material Info for object %s - %s", mMaterial->getName(), mMaterial->mMapTo.c_str() ); if ( mProcessedMaterial == NULL ) { Con::printf( " [no processed material!]" ); return; } mProcessedMaterial->dumpMaterialInfo(); } void MatInstance::getShaderInfo(GuiTreeViewCtrl* tree, U32 item) const { if (mMaterial == NULL) { Con::errorf("Trying to get Material information on an invalid MatInstance"); return; } if (mProcessedMaterial == NULL) { Con::printf(" [no processed material!]"); return; } const FeatureSet features = mProcessedMaterial->getFeatures(); String featureDesc = ""; for (U32 i = 0; i < features.getCount(); i++) { const FeatureType& ft = features.getAt(i); featureDesc += ft.getName(); if(i+1 < features.getCount()) featureDesc += ", "; } U32 newItem = tree->insertItem(item, featureDesc); mProcessedMaterial->getMaterialInfo(tree, newItem); }