//----------------------------------------------------------------------------- // 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 GFXTextureArray; 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() :mat(NULL), layerId(0), mBlendDepthConst(NULL), mBlendContrastConst(NULL) { } ~MaterialInfo() { } TerrainMaterial *mat; U32 layerId; GFXShaderConstHandle *mBlendDepthConst; GFXShaderConstHandle *mBlendContrastConst; }; /// GFXShader *mShader; GFXShaderConstBufferRef mConsts; GFXStateBlockRef mStateBlock; GFXStateBlockRef mWireframeStateBlock; GFXStateBlockRef mReflectionStateBlock; GFXShaderConstHandle *mModelViewProjConst; GFXShaderConstHandle *mWorldViewOnlyConst; GFXShaderConstHandle *mViewToObjConst; GFXShaderConstHandle *mEyePosWorldConst; GFXShaderConstHandle *mEyePosConst; GFXShaderConstHandle *mObjTransConst; GFXShaderConstHandle *mWorldToObjConst; GFXShaderConstHandle *mVEyeConst; GFXShaderConstHandle *mLayerSizeConst; GFXShaderConstHandle *mLightParamsConst; GFXShaderConstHandle *mLightInfoBufferConst; GFXShaderConstHandle *mBaseTexMapConst; GFXShaderConstHandle *mLayerTexConst; GFXShaderConstHandle *mLightMapTexConst; GFXShaderConstHandle *mSquareSizeConst; GFXShaderConstHandle *mOneOverTerrainSizeConst; GFXShaderConstHandle* mDetailInfoVArrayConst; GFXShaderConstHandle* mDetailInfoPArrayConst; GFXShaderConstHandle* mMacroInfoVArrayConst; GFXShaderConstHandle* mMacroInfoPArrayConst; GFXShaderConstHandle *mFogDataConst; GFXShaderConstHandle *mFogColorConst; GFXShaderConstHandle *mDetailTexArrayConst; GFXShaderConstHandle *mMacroTexArrayConst; GFXShaderConstHandle *mNormalTexArrayConst; GFXShaderConstHandle *mOrmTexArrayConst; GFXShaderConstHandle* mBlendDepthConst; TerrainBlock *mTerrain; U32 mCurrPass; U64 mMaterials; Vector mMaterialInfos; static const Vector mSamplerNames; GFXTexHandle mBaseMapTexture; GFXTexHandle mLayerMapTexture; NamedTexTargetRef mLightInfoTarget; /// The deferred material for this material. TerrainCellMaterial *mDeferredMat; /// The reflection material for this material. TerrainCellMaterial *mReflectMat; /// A vector of all terrain cell materials loaded in the system. static Vector smAllMaterials; bool _initShader( bool deferredMat, bool reflectMat, bool baseOnly ); void _updateMaterialConsts(); public: TerrainCellMaterial(); ~TerrainCellMaterial(); void init( TerrainBlock *block, U64 activeMaterials, bool deferredMat = false, bool reflectMat = false, bool baseOnly = false ); /// Returns a deferred material from this material. TerrainCellMaterial* getDeferredMat(); /// 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_