//----------------------------------------------------------------------------- // 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/shaderMaterialParameters.h" #include "console/console.h" // // ShaderMaterialParameters // ShaderMaterialParameterHandle::ShaderMaterialParameterHandle(const String& name) { VECTOR_SET_ASSOCIATION( mHandles ); mName = name; } ShaderMaterialParameterHandle::ShaderMaterialParameterHandle(const String& name, Vector& shaders) { VECTOR_SET_ASSOCIATION( mHandles ); mName = name; mHandles.setSize(shaders.size()); for (U32 i = 0; i < shaders.size(); i++) mHandles[i] = shaders[i]->getShaderConstHandle(name); } ShaderMaterialParameterHandle::~ShaderMaterialParameterHandle() { } S32 ShaderMaterialParameterHandle::getSamplerRegister( U32 pass ) const { AssertFatal( mHandles.size() > pass, "ShaderMaterialParameterHandle::getSamplerRegister - out of bounds" ); return mHandles[pass]->getSamplerRegister(); } // // ShaderMaterialParameters // ShaderMaterialParameters::ShaderMaterialParameters() : MaterialParameters() { VECTOR_SET_ASSOCIATION( mBuffers ); } ShaderMaterialParameters::~ShaderMaterialParameters() { releaseBuffers(); } void ShaderMaterialParameters::setBuffers(Vector& constDesc, Vector& buffers) { mShaderConstDesc = constDesc; mBuffers = buffers; } void ShaderMaterialParameters::releaseBuffers() { for (U32 i = 0; i < mBuffers.size(); i++) { mBuffers[i] = NULL; } mBuffers.setSize(0); } U32 ShaderMaterialParameters::getAlignmentValue(const GFXShaderConstType constType) { if (mBuffers.size() > 0) return mBuffers[0]->getShader()->getAlignmentValue(constType); else return 0; } #define SHADERMATPARAM_SET(handle, f) \ AssertFatal(handle, "Handle is NULL!" ); \ AssertFatal(handle->isValid(), "Handle is not valid!" ); \ AssertFatal(dynamic_cast(handle), "Invalid handle type!"); \ ShaderMaterialParameterHandle* h = static_cast(handle); \ AssertFatal(h->mHandles.size() == mBuffers.size(), "Handle length differs from buffer length!"); \ for (U32 i = 0; i < h->mHandles.size(); i++) \ { \ GFXShaderConstHandle* shaderHandle = h->mHandles[i]; \ if (shaderHandle->isValid()) \ mBuffers[i]->set(shaderHandle, f); \ } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const F32 f) { SHADERMATPARAM_SET(handle, f); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point2F& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point3F& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point4F& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const PlaneF& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const LinearColorF& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const S32 f) { SHADERMATPARAM_SET(handle, f); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point2I& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point3I& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const Point4I& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const AlignedArray& fv) { SHADERMATPARAM_SET(handle, fv); } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType) { if ((!handle) || !handle->isValid()) return; AssertFatal(dynamic_cast(handle), "Invalid handle type!"); ShaderMaterialParameterHandle* h = static_cast(handle); AssertFatal(h->mHandles.size() == mBuffers.size(), "Handle length differs from buffer length!"); for (U32 i = 0; i < h->mHandles.size(); i++) { GFXShaderConstHandle* shaderHandle = h->mHandles[i]; if (shaderHandle && shaderHandle->isValid()) mBuffers[i]->set(shaderHandle, mat, matrixType); } } void ShaderMaterialParameters::set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType) { if ((!handle) || !handle->isValid()) return; AssertFatal(dynamic_cast(handle), "Invalid handle type!"); ShaderMaterialParameterHandle* h = static_cast(handle); AssertFatal(h->mHandles.size() == mBuffers.size(), "Handle length differs from buffer length!"); for (U32 i = 0; i < h->mHandles.size(); i++) { GFXShaderConstHandle* shaderHandle = h->mHandles[i]; if (shaderHandle && shaderHandle->isValid()) mBuffers[i]->set(shaderHandle, mat, arraySize, matrixType); } } #undef SHADERMATPARAM_SET