//----------------------------------------------------------------------------- // 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 _MATERIALS_PROCESSEDMATERIAL_H_ #define _MATERIALS_PROCESSEDMATERIAL_H_ #ifndef _MATERIALDEFINITION_H_ #include "materials/materialDefinition.h" #endif #ifndef _MATERIALFEATUREDATA_H_ #include "materials/materialFeatureData.h" #endif #ifndef _GFXSTATEBLOCK_H_ #include "gfx/gfxStateBlock.h" #endif #ifndef _MATTEXTURETARGET_H_ #include "materials/matTextureTarget.h" #endif #ifndef _MATSTATEHINT_H_ #include "materials/matStateHint.h" #endif #ifndef CUSTOMSHADERBINDINGDATA_H #include "materials/customShaderBindingData.h" #endif class ShaderFeature; class MaterialParameters; class MaterialParameterHandle; class SceneRenderState; class GFXVertexBufferHandleBase; class GFXPrimitiveBufferHandle; class MatrixSet; class GuiTreeViewCtrl; /// This contains the common data needed to render a pass. struct RenderPassData { public: struct TexSlotT { /// This is the default type of texture which /// is valid with most texture types. /// @see mTexType GFXTexHandle texObject; /// Only valid when the texture type is set /// to Material::TexTarget. /// @see mTexType NamedTexTargetRef texTarget; } mTexSlot[Material::MAX_TEX_PER_PASS]; U32 mTexType[Material::MAX_TEX_PER_PASS]; String mSamplerNames[Material::MAX_TEX_PER_PASS]; /// The cubemap to use when the texture type is /// set to Material::Cube. /// @see mTexType GFXCubemapHandle mCubeMap; U32 mNumTex; U32 mNumTexReg; MaterialFeatureData mFeatureData; bool mGlow; Material::BlendOp mBlendOp; U32 mStageNum; /// State permutations, used to index into /// the render states array. /// @see mRenderStates enum { STATE_REFLECT = 1, STATE_TRANSLUCENT = 2, STATE_GLOW = 4, STATE_WIREFRAME = 8, STATE_MAX = 16 }; /// GFXStateBlockRef mRenderStates[STATE_MAX]; RenderPassData(); virtual ~RenderPassData() { reset(); } virtual void reset(); /// Creates and returns a unique description string. virtual String describeSelf() const; }; /// This is an abstract base class which provides the external /// interface all subclasses must implement. This interface /// primarily consists of setting state. Pass creation /// is implementation specific, and internal, thus it is /// not in this base class. class ProcessedMaterial { public: ProcessedMaterial(); virtual ~ProcessedMaterial(); /// @name State setting functions /// /// @{ /// virtual void addStateBlockDesc(const GFXStateBlockDesc& sb); /// virtual void updateStateBlocks() { _initRenderPassDataStateBlocks(); } /// Set the user defined shader macros. virtual void setShaderMacros( const Vector ¯os ) { mUserMacros = macros; } /// Sets the textures needed for rendering the current pass virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) = 0; /// Sets the transformation matrix, i.e. Model * View * Projection virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) = 0; /// Sets the node transforms for HW Skinning virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0; /// Sets any custom shader data virtual void setCustomShaderData(Vector &shaderData, const U32 pass) = 0; /// Sets the scene info like lights for the given pass. virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0; /// Sets the given vertex and primitive buffers so we can render geometry virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer); /// @see BaseMatInstance::setUserObject virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; } /// virtual bool stepInstance(); /// @} /// Initializes us (eg. loads textures, creates passes, generates shaders) virtual bool init( const FeatureSet& features, const GFXVertexFormat *vertexFormat, const MatFeaturesDelegate &featuresDelegate ) = 0; /// Returns the state hint which can be used for /// sorting and fast comparisions of the equality /// of a material instance. virtual const MatStateHint& getStateHint() const { return mStateHint; } /// Sets up the given pass. Returns true if the pass was set up, false if there was an error or if /// the specified pass is out of bounds. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) = 0; // Material parameter methods virtual MaterialParameters* allocMaterialParameters() = 0; virtual MaterialParameters* getDefaultMaterialParameters() = 0; virtual void setMaterialParameters(MaterialParameters* param, S32 pass) { mCurrentParams = param; }; virtual MaterialParameters* getMaterialParameters() { return mCurrentParams; } virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name) = 0; /// Returns the pass data for the given pass. RenderPassData* getPass(U32 pass) { if(pass >= mPasses.size()) return NULL; return mPasses[pass]; } /// Returns the pass data for the given pass. const RenderPassData* getPass( U32 pass ) const { return mPasses[pass]; } /// Returns the number of stages we're rendering (not to be confused with the number of passes). virtual U32 getNumStages() = 0; /// Returns the number of passes we are rendering (not to be confused with the number of stages). U32 getNumPasses() const { return mPasses.size(); } /// Returns true if any pass glows bool hasGlow() const { return mHasGlow; } /// Returns true if any pass accumulates bool hasAccumulation() const { return mHasAccumulation; } /// Gets the stage number for a pass U32 getStageFromPass(U32 pass) const { if(pass >= mPasses.size()) return 0; return mPasses[pass]->mStageNum; } /// Returns the active features in use by this material. /// @see BaseMatInstance::getFeatures const FeatureSet& getFeatures() const { return mFeatures; } /// Dump shader info, or FF texture info? virtual void dumpMaterialInfo() { } virtual void getMaterialInfo(GuiTreeViewCtrl* tree, U32 item) {} /// Returns the source material. Material* getMaterial() const { return mMaterial; } /// Returns the texture used by a stage GFXTexHandle getStageTexture(U32 stage, const FeatureType &type) { return (stage < Material::MAX_STAGES) ? mStages[stage].getTex(type) : NULL; } protected: /// Our passes. Vector mPasses; /// The active features in use by this material. FeatureSet mFeatures; /// The material which we are processing. Material* mMaterial; MaterialParameters* mCurrentParams; /// Material::StageData is used here because the shader /// generator throws a fit if it's passed anything else. Material::StageData mStages[Material::MAX_STAGES]; /// If we've already loaded the stage data bool mHasSetStageData; /// If we glow bool mHasGlow; /// If we have accumulation. bool mHasAccumulation; /// Number of stages (not to be confused with number of passes) U32 mMaxStages; /// The vertex format on which this material will render. const GFXVertexFormat *mVertexFormat; /// Set by addStateBlockDesc, should be considered /// when initPassStateBlock is called. GFXStateBlockDesc mUserDefined; /// The user defined macros to pass to the /// shader initialization. Vector mUserMacros; /// The user defined object to pass to ShaderFeature::createConstHandles. SimObject *mUserObject; /// The state hint used for material sorting /// and quick equality comparision. MatStateHint mStateHint; /// Loads all the textures for all of the stages in the Material virtual void _setStageData(); /// Sets the blend state for rendering void _setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc& desc ); /// Returns the path the material will attempt to load for a given texture filename. String _getTexturePath(const String& filename); /// Loads the texture located at _getTexturePath(filename) and gives it the specified profile GFXTexHandle _createTexture( const char *filename, GFXTextureProfile *profile ); GFXTexHandle _createCompositeTexture(const char *filenameR, const char *filenameG, const char *filenameB, const char *filenameA, U32 inputKey[4], GFXTextureProfile *profile); /// @name State blocks /// /// @{ /// Creates the default state block templates, used by initStateBlocks. virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect); /// Does the base render state block setting, normally per pass. virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result); /// Creates the default state blocks for a list of render states. virtual void _initRenderStateStateBlocks( RenderPassData *rpd ); /// Creates the default state blocks for each RenderPassData item. virtual void _initRenderPassDataStateBlocks(); /// This returns the index into the renderState array based on the sgData passed in. virtual U32 _getRenderStateIndex( const SceneRenderState *state, const SceneData &sgData ); /// Activates the correct mPasses[currPass].renderState based on scene graph info virtual void _setRenderState( const SceneRenderState *state, const SceneData &sgData, U32 pass ); /// @ }; #endif // _MATERIALS_PROCESSEDMATERIAL_H_