//----------------------------------------------------------------------------- // 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 _MATERIAL_MGR_H_ #define _MATERIAL_MGR_H_ #ifndef _MATERIALDEFINITION_H_ #include "materials/materialDefinition.h" #endif #ifndef _FEATURESET_H_ #include "shaderGen/featureSet.h" #endif #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif #ifndef _TSINGLETON_H_ #include "core/util/tSingleton.h" #endif class SimSet; class MatInstance; class GuiTreeViewCtrl; class MaterialManager : public ManagedSingleton { public: MaterialManager(); ~MaterialManager(); // ManagedSingleton static const char* getSingletonName() { return "MaterialManager"; } Material * allocateAndRegister(const String &objectName, const String &mapToName = String()); Material * getMaterialDefinitionByName(const String &matName); Material* getMaterialDefinitionByMapTo(const String& mapTo); SimSet * getMaterialSet(); // map textures to materials void mapMaterial(const String & textureName, const String & materialName); String getMapEntry(const String & textureName) const; // Return instance of named material caller is responsible for memory BaseMatInstance * createMatInstance( const String &matName ); // Create a BaseMatInstance with the default feature flags. BaseMatInstance * createMatInstance( const String &matName, const GFXVertexFormat *vertexFormat ); BaseMatInstance * createMatInstance( const String &matName, const FeatureSet &features, const GFXVertexFormat *vertexFormat ); /// The default feature set for materials. const FeatureSet& getDefaultFeatures() const { return mDefaultFeatures; } /// The feature exclusion list for disabling features. const FeatureSet& getExclusionFeatures() const { return mExclusionFeatures; } void recalcFeaturesFromPrefs(); /// Get the default texture anisotropy. U32 getDefaultAnisotropy() const { return mDefaultAnisotropy; } /// Allocate and return an instance of special materials. Caller is responsible for the memory. BaseMatInstance * createWarningMatInstance(); /// Gets the global warning material instance, callers should not free this copy BaseMatInstance * getWarningMatInstance(); /// Set the deferred enabled state. void setDeferredEnabled( bool enabled ) { mUsingDeferred = enabled; } /// Get the deferred enabled state. bool getDeferredEnabled() const { return mUsingDeferred; } #ifndef TORQUE_SHIPPING // Allocate and return an instance of mesh debugging materials. Caller is responsible for the memory. BaseMatInstance * createMeshDebugMatInstance(const LinearColorF &meshColor); // Gets the global material instance for a given color, callers should not free this copy BaseMatInstance * getMeshDebugMatInstance(const LinearColorF &meshColor); #endif void dumpMaterialInstances( BaseMaterialDefinition *target = NULL ) const; void getMaterialInstances(BaseMaterialDefinition* target, GuiTreeViewCtrl* tree); void updateTime(); F32 getTotalTime() const { return mAccumTime; } F32 getDeltaTime() const { return mDt; } U32 getLastUpdateTime() const { return mLastTime; } F32 getDampness() const { return mDampness; } F32 getDampnessClamped() const { return mClampF(mDampness, 0.0, 1.0); } void setDampness(F32 dampness) { mDampness = dampness; } /// Signal used to notify systems that /// procedural shaders have been flushed. typedef Signal FlushSignal; /// Returns the signal used to notify systems that the /// procedural shaders have been flushed. FlushSignal& getFlushSignal() { return mFlushSignal; } /// Flushes all the procedural shaders and re-initializes all /// the active materials instances immediately. void flushAndReInitInstances(); // Flush the instance void flushInstance( BaseMaterialDefinition *target ); /// Re-initializes the material instances for a specific target material. void reInitInstance( BaseMaterialDefinition *target ); protected: // MatInstance tracks it's instances here friend class MatInstance; void _track(MatInstance*); void _untrack(MatInstance*); /// @see LightManager::smActivateSignal void _onLMActivate( const char *lm, bool activate ); bool _handleGFXEvent(GFXDevice::GFXDeviceEventType event); SimSet* mMaterialSet; Vector mMatInstanceList; /// The default material features. FeatureSet mDefaultFeatures; /// The feature exclusion set. FeatureSet mExclusionFeatures; /// Signal used to notify systems that /// procedural shaders have been flushed. FlushSignal mFlushSignal; /// If set we flush and reinitialize all materials at the /// start of the next rendered frame. bool mFlushAndReInit; // material map typedef Map MaterialMap; MaterialMap mMaterialMap; bool mUsingDeferred; // time tracking F32 mDt; F32 mAccumTime; U32 mLastTime; F32 mDampness; BaseMatInstance* mWarningInst; /// The default max anisotropy used in texture filtering. S32 mDefaultAnisotropy; /// Called when $pref::Video::defaultAnisotropy is changed. void _updateDefaultAnisotropy(); /// Called when one of the feature disabling $pref::s are changed. void _onDisableMaterialFeature() { mFlushAndReInit = true; } #ifndef TORQUE_SHIPPING typedef Map DebugMaterialMap; DebugMaterialMap mMeshDebugMaterialInsts; #endif }; /// Helper for accessing MaterialManager singleton. #define MATMGR MaterialManager::instance() #endif // _MATERIAL_MGR_H_