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- //-----------------------------------------------------------------------------
- // 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/processedFFMaterial.h"
- #include "gfx/sim/cubemapData.h"
- #include "materials/sceneData.h"
- #include "materials/customMaterialDefinition.h"
- #include "materials/materialFeatureTypes.h"
- #include "gfx/sim/gfxStateBlockData.h"
- #include "gfx/gfxDevice.h"
- #include "gfx/genericConstBuffer.h"
- #include "materials/materialParameters.h"
- #include "lighting/lightInfo.h"
- #include "scene/sceneRenderState.h"
- #include "core/util/safeDelete.h"
- #include "math/util/matrixSet.h"
- class FFMaterialParameterHandle : public MaterialParameterHandle
- {
- public:
- virtual ~FFMaterialParameterHandle() {}
- virtual const String& getName() const { return mName; }
- virtual bool isValid() const { return false; }
- virtual S32 getSamplerRegister( U32 pass ) const { return -1; }
- private:
- String mName;
- };
- ProcessedFFMaterial::ProcessedFFMaterial()
- {
- VECTOR_SET_ASSOCIATION( mParamDesc );
- _construct();
- }
- ProcessedFFMaterial::ProcessedFFMaterial(Material &mat, const bool isLightingMaterial)
- {
- VECTOR_SET_ASSOCIATION( mParamDesc );
- _construct();
- mMaterial = &mat;
- mIsLightingMaterial = isLightingMaterial;
- }
- void ProcessedFFMaterial::_construct()
- {
- mHasSetStageData = false;
- mHasGlow = false;
- mHasAccumulation = false;
- mIsLightingMaterial = false;
- mDefaultHandle = new FFMaterialParameterHandle();
- mDefaultParameters = new MaterialParameters();
- mCurrentParams = mDefaultParameters;
- }
- ProcessedFFMaterial::~ProcessedFFMaterial()
- {
- SAFE_DELETE(mDefaultParameters);
- SAFE_DELETE( mDefaultHandle );
- }
- void ProcessedFFMaterial::_createPasses( U32 stageNum, const FeatureSet &features )
- {
- FixedFuncFeatureData featData;
- _determineFeatures(stageNum, featData, features);
- // Just create a simple pass!
- _addPass(0, featData);
- mFeatures.clear();
- if ( featData.features[FixedFuncFeatureData::DiffuseMap] )
- mFeatures.addFeature( MFT_DiffuseMap );
- if ( featData.features[FixedFuncFeatureData::LightMap] )
- mFeatures.addFeature( MFT_LightMap );
- if ( featData.features[FixedFuncFeatureData::ToneMap] )
- mFeatures.addFeature( MFT_ToneMap );
- }
- void ProcessedFFMaterial::_determineFeatures( U32 stageNum,
- FixedFuncFeatureData& featData,
- const FeatureSet &features )
- {
- if ( mStages[stageNum].getTex( MFT_DiffuseMap ) )
- featData.features[FixedFuncFeatureData::DiffuseMap] = true;
- if ( features.hasFeature( MFT_LightMap ) )
- featData.features[FixedFuncFeatureData::LightMap] = true;
- if ( features.hasFeature( MFT_ToneMap ))
- featData.features[FixedFuncFeatureData::ToneMap] = true;
- }
- U32 ProcessedFFMaterial::getNumStages()
- {
- // Loops through all stages to determine how many stages we actually use
- U32 numStages = 0;
- U32 i;
- for( i=0; i<Material::MAX_STAGES; i++ )
- {
- // Assume stage is inactive
- bool stageActive = false;
- // Cubemaps only on first stage
- if( i == 0 )
- {
- // If we have a cubemap the stage is active
- if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
- {
- numStages++;
- continue;
- }
- }
- // If we have a texture for the a feature the
- // stage is active.
- if ( mStages[i].hasValidTex() )
- stageActive = true;
- // If this stage has specular lighting, it's active
- if ( mMaterial->mPixelSpecular[i] )
- stageActive = true;
- // If we have a Material that is vertex lit
- // then it may not have a texture
- if( mMaterial->mVertLit[i] )
- {
- stageActive = true;
- }
- // Increment the number of active stages
- numStages += stageActive;
- }
- return numStages;
- }
- bool ProcessedFFMaterial::setupPass( SceneRenderState *state, const SceneData &sgData, U32 pass )
- {
- PROFILE_SCOPE( ProcessedFFMaterial_SetupPass );
- // Make sure we have a pass
- if(pass >= mPasses.size())
- return false;
- _setRenderState( state, sgData, pass );
- // Bind our textures
- setTextureStages( state, sgData, pass );
- return true;
- }
- void ProcessedFFMaterial::setTextureStages(SceneRenderState * state, const SceneData& sgData, U32 pass)
- {
- // We may need to do some trickery in here for fixed function, this is just copy/paste from MatInstance
- #ifdef TORQUE_DEBUG
- AssertFatal( pass<mPasses.size(), "Pass out of bounds" );
- #endif
- RenderPassData *rpd = mPasses[pass];
- for( U32 i=0; i<rpd->mNumTex; i++ )
- {
- U32 currTexFlag = rpd->mTexType[i];
- if (!LIGHTMGR || !LIGHTMGR->setTextureStage(sgData, currTexFlag, i, NULL, NULL))
- {
- switch( currTexFlag )
- {
- case Material::NoTexture:
- if (rpd->mTexSlot[i].texObject)
- GFX->setTexture( i, rpd->mTexSlot[i].texObject );
- break;
- case Material::NormalizeCube:
- GFX->setCubeTexture(i, Material::GetNormalizeCube());
- break;
- case Material::Lightmap:
- GFX->setTexture( i, sgData.lightmap );
- break;
- case Material::Cube:
- // TODO: Is this right?
- GFX->setTexture( i, rpd->mTexSlot[0].texObject );
- break;
- case Material::SGCube:
- // No cubemap support just yet
- //GFX->setCubeTexture( i, sgData.cubemap );
- GFX->setTexture( i, rpd->mTexSlot[0].texObject );
- break;
- case Material::BackBuff:
- GFX->setTexture( i, sgData.backBuffTex );
- break;
- }
- }
- }
- }
- MaterialParameters* ProcessedFFMaterial::allocMaterialParameters()
- {
- return new MaterialParameters();
- }
- MaterialParameters* ProcessedFFMaterial::getDefaultMaterialParameters()
- {
- return mDefaultParameters;
- }
- MaterialParameterHandle* ProcessedFFMaterial::getMaterialParameterHandle(const String& name)
- {
- return mDefaultHandle;
- }
- void ProcessedFFMaterial::setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass)
- {
- GFX->setWorldMatrix(matrixSet.getObjectToWorld());
- GFX->setViewMatrix(matrixSet.getWorldToCamera());
- GFX->setProjectionMatrix(matrixSet.getCameraToScreen());
- }
- void ProcessedFFMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
- {
- _setPrimaryLightInfo(*sgData.objTrans, sgData.lights[0], pass);
- _setSecondaryLightInfo(*sgData.objTrans, sgData.lights[1]);
- }
- void ProcessedFFMaterial::_setPrimaryLightInfo(const MatrixF &_objTrans, LightInfo* light, U32 pass)
- {
- // Just in case
- GFX->setGlobalAmbientColor(ColorF(0.0f, 0.0f, 0.0f, 1.0f));
- if ( light->getType() == LightInfo::Ambient )
- {
- // Ambient light
- GFX->setGlobalAmbientColor( light->getAmbient() );
- return;
- }
- GFX->setLight(0, NULL);
- GFX->setLight(1, NULL);
- // This is a quick hack that lets us use FF lights
- GFXLightMaterial lightMat;
- lightMat.ambient = ColorF(1.0f, 1.0f, 1.0f, 1.0f);
- lightMat.diffuse = ColorF(1.0f, 1.0f, 1.0f, 1.0f);
- lightMat.emissive = ColorF(0.0f, 0.0f, 0.0f, 0.0f);
- lightMat.specular = ColorF(0.0f, 0.0f, 0.0f, 0.0f);
- lightMat.shininess = 128.0f;
- GFX->setLightMaterial(lightMat);
- // set object transform
- MatrixF objTrans = _objTrans;
- objTrans.inverse();
- // fill in primary light
- //-------------------------
- GFXLightInfo xlatedLight;
- light->setGFXLight(&xlatedLight);
- Point3F lightPos = light->getPosition();
- Point3F lightDir = light->getDirection();
- objTrans.mulP(lightPos);
- objTrans.mulV(lightDir);
- xlatedLight.mPos = lightPos;
- xlatedLight.mDirection = lightDir;
- GFX->setLight(0, &xlatedLight);
- }
- void ProcessedFFMaterial::_setSecondaryLightInfo(const MatrixF &_objTrans, LightInfo* light)
- {
- // set object transform
- MatrixF objTrans = _objTrans;
- objTrans.inverse();
- // fill in secondary light
- //-------------------------
- GFXLightInfo xlatedLight;
- light->setGFXLight(&xlatedLight);
- Point3F lightPos = light->getPosition();
- Point3F lightDir = light->getDirection();
- objTrans.mulP(lightPos);
- objTrans.mulV(lightDir);
- xlatedLight.mPos = lightPos;
- xlatedLight.mDirection = lightDir;
- GFX->setLight(1, &xlatedLight);
- }
- bool ProcessedFFMaterial::init( const FeatureSet &features,
- const GFXVertexFormat *vertexFormat,
- const MatFeaturesDelegate &featuresDelegate )
- {
- TORQUE_UNUSED( vertexFormat );
- TORQUE_UNUSED( featuresDelegate );
- _setStageData();
- // Just create a simple pass
- _createPasses(0, features);
- _initRenderPassDataStateBlocks();
- mStateHint.init( this );
- return true;
- }
- void ProcessedFFMaterial::_addPass(U32 stageNum, FixedFuncFeatureData& featData)
- {
- U32 numTex = 0;
- // Just creates a simple pass, but it can still glow!
- RenderPassData rpd;
- // Base texture, texunit 0
- if(featData.features[FixedFuncFeatureData::DiffuseMap])
- {
- rpd.mTexSlot[0].texObject = mStages[stageNum].getTex( MFT_DiffuseMap );
- rpd.mTexType[0] = Material::NoTexture;
- numTex++;
- }
- // lightmap, texunit 1
- if(featData.features[FixedFuncFeatureData::LightMap])
- {
- rpd.mTexType[1] = Material::Lightmap;
- numTex++;
- }
- rpd.mNumTex = numTex;
- rpd.mStageNum = stageNum;
- rpd.mGlow = false;
- mPasses.push_back( new RenderPassData(rpd) );
- }
- void ProcessedFFMaterial::_setPassBlendOp()
- {
- }
- void ProcessedFFMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
- {
- Parent::_initPassStateBlock( rpd, result );
- if ( mIsLightingMaterial )
- {
- result.ffLighting = true;
- result.blendDefined = true;
- result.blendEnable = true;
- result.blendSrc = GFXBlendOne;
- result.blendDest = GFXBlendZero;
- }
- // This is here for generic FF shader fallbacks.
- CustomMaterial* custmat = dynamic_cast<CustomMaterial*>(mMaterial);
- if (custmat && custmat->getStateBlockData() )
- result.addDesc(custmat->getStateBlockData()->getState());
- }
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