processedShaderMaterial.h 8.8 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _MATERIALS_PROCESSEDSHADERMATERIAL_H_
  23. #define _MATERIALS_PROCESSEDSHADERMATERIAL_H_
  24. #ifndef _MATERIALS_PROCESSEDMATERIAL_H_
  25. #include "processedMaterial.h"
  26. #endif
  27. #ifndef _GFXSHADER_H_
  28. #include "gfx/gfxShader.h"
  29. #endif
  30. class GenericConstBufferLayout;
  31. class ShaderData;
  32. class LightInfo;
  33. class ShaderMaterialParameterHandle;
  34. class ShaderFeatureConstHandles;
  35. class CustomMaterial;
  36. class ShaderConstHandles
  37. {
  38. public:
  39. GFXShaderConstHandle* mDiffuseColorSC;
  40. GFXShaderConstHandle* mToneMapTexSC;
  41. GFXShaderConstHandle* mTexMatSC;
  42. GFXShaderConstHandle* mSpecularColorSC;
  43. GFXShaderConstHandle* mSpecularPowerSC;
  44. GFXShaderConstHandle* mSpecularStrengthSC;
  45. GFXShaderConstHandle* mParallaxInfoSC;
  46. GFXShaderConstHandle* mAccuScaleSC;
  47. GFXShaderConstHandle* mAccuDirectionSC;
  48. GFXShaderConstHandle* mAccuStrengthSC;
  49. GFXShaderConstHandle* mAccuCoverageSC;
  50. GFXShaderConstHandle* mAccuSpecularSC;
  51. GFXShaderConstHandle* mFogDataSC;
  52. GFXShaderConstHandle* mFogColorSC;
  53. GFXShaderConstHandle* mDetailScaleSC;
  54. GFXShaderConstHandle* mVisiblitySC;
  55. GFXShaderConstHandle* mColorMultiplySC;
  56. GFXShaderConstHandle* mAlphaTestValueSC;
  57. GFXShaderConstHandle* mModelViewProjSC;
  58. GFXShaderConstHandle* mWorldViewOnlySC;
  59. GFXShaderConstHandle* mWorldToCameraSC;
  60. GFXShaderConstHandle* mWorldToObjSC;
  61. GFXShaderConstHandle* mViewToObjSC;
  62. GFXShaderConstHandle* mCubeTransSC;
  63. GFXShaderConstHandle* mObjTransSC;
  64. GFXShaderConstHandle* mCubeEyePosSC;
  65. GFXShaderConstHandle* mEyePosSC;
  66. GFXShaderConstHandle* mEyePosWorldSC;
  67. GFXShaderConstHandle* m_vEyeSC;
  68. GFXShaderConstHandle* mEyeMatSC;
  69. GFXShaderConstHandle* mOneOverFarplane;
  70. GFXShaderConstHandle* mAccumTimeSC;
  71. GFXShaderConstHandle* mMinnaertConstantSC;
  72. GFXShaderConstHandle* mSubSurfaceParamsSC;
  73. GFXShaderConstHandle* mDiffuseAtlasParamsSC;
  74. GFXShaderConstHandle* mBumpAtlasParamsSC;
  75. GFXShaderConstHandle* mDiffuseAtlasTileSC;
  76. GFXShaderConstHandle* mBumpAtlasTileSC;
  77. GFXShaderConstHandle *mRTSizeSC;
  78. GFXShaderConstHandle *mOneOverRTSizeSC;
  79. GFXShaderConstHandle* mDetailBumpStrength;
  80. GFXShaderConstHandle* mViewProjSC;
  81. GFXShaderConstHandle *mImposterUVs;
  82. GFXShaderConstHandle *mImposterLimits;
  83. GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
  84. GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
  85. void init( GFXShader* shader, CustomMaterial* mat = NULL );
  86. };
  87. class ShaderRenderPassData : public RenderPassData
  88. {
  89. typedef RenderPassData Parent;
  90. public:
  91. virtual ~ShaderRenderPassData() { reset(); }
  92. GFXShaderRef shader;
  93. ShaderConstHandles shaderHandles;
  94. Vector<ShaderFeatureConstHandles*> featureShaderHandles;
  95. virtual void reset();
  96. virtual String describeSelf() const;
  97. };
  98. class ProcessedShaderMaterial : public ProcessedMaterial
  99. {
  100. typedef ProcessedMaterial Parent;
  101. public:
  102. ProcessedShaderMaterial();
  103. ProcessedShaderMaterial(Material &mat);
  104. ~ProcessedShaderMaterial();
  105. // ProcessedMaterial
  106. virtual bool init( const FeatureSet &features,
  107. const GFXVertexFormat *vertexFormat,
  108. const MatFeaturesDelegate &featuresDelegate );
  109. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
  110. virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
  111. virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
  112. virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
  113. virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
  114. virtual bool stepInstance();
  115. virtual void dumpMaterialInfo();
  116. virtual MaterialParameters* allocMaterialParameters();
  117. virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
  118. virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
  119. virtual U32 getNumStages();
  120. protected:
  121. Vector<GFXShaderConstDesc> mShaderConstDesc;
  122. MaterialParameters* mDefaultParameters;
  123. Vector<ShaderMaterialParameterHandle*> mParameterHandles;
  124. /// Hold the instancing state data for the material.
  125. class InstancingState
  126. {
  127. const static U32 COUNT = 200;
  128. public:
  129. InstancingState()
  130. : mInstFormat( NULL ),
  131. mBuffer( NULL ),
  132. mCount( -1 )
  133. {
  134. }
  135. ~InstancingState()
  136. {
  137. delete [] mBuffer;
  138. }
  139. void setFormat( const GFXVertexFormat *instFormat, const GFXVertexFormat *vertexFormat )
  140. {
  141. mInstFormat = instFormat;
  142. mDeclFormat.copy( *vertexFormat );
  143. mDeclFormat.append( *mInstFormat, 1 );
  144. mDeclFormat.getDecl();
  145. delete [] mBuffer;
  146. mBuffer = new U8[ mInstFormat->getSizeInBytes() * COUNT ];
  147. mCount = -1;
  148. }
  149. bool step( U8 **outPtr )
  150. {
  151. // Are we starting a new draw call?
  152. if ( mCount < 0 )
  153. {
  154. *outPtr = mBuffer;
  155. mCount = 0;
  156. }
  157. else
  158. {
  159. // Increment to the next instance.
  160. *outPtr += mInstFormat->getSizeInBytes();
  161. mCount++;
  162. }
  163. return mCount < COUNT;
  164. }
  165. void resetStep() { mCount = -1; }
  166. U8* getBuffer() const { return mBuffer; }
  167. S32 getCount() const { return mCount; }
  168. const GFXVertexFormat* getFormat() const { return mInstFormat; }
  169. const GFXVertexFormat* getDeclFormat() const { return &mDeclFormat; }
  170. protected:
  171. GFXVertexFormat mDeclFormat;
  172. const GFXVertexFormat *mInstFormat;
  173. U8 *mBuffer;
  174. S32 mCount;
  175. };
  176. /// The instancing state if this material
  177. /// supports instancing.
  178. InstancingState *mInstancingState;
  179. /// @name Internal functions
  180. ///
  181. /// @{
  182. /// Adds a pass for the given stage.
  183. virtual bool _addPass( ShaderRenderPassData &rpd,
  184. U32 &texIndex,
  185. MaterialFeatureData &fd,
  186. U32 stageNum,
  187. const FeatureSet &features);
  188. /// Chooses a blend op for the given pass
  189. virtual void _setPassBlendOp( ShaderFeature *sf,
  190. ShaderRenderPassData &passData,
  191. U32 &texIndex,
  192. MaterialFeatureData &stageFeatures,
  193. U32 stageNum,
  194. const FeatureSet &features);
  195. /// Creates passes for the given stage
  196. virtual bool _createPasses( MaterialFeatureData &fd, U32 stageNum, const FeatureSet &features );
  197. /// Fills in the MaterialFeatureData for the given stage
  198. virtual void _determineFeatures( U32 stageNum,
  199. MaterialFeatureData &fd,
  200. const FeatureSet &features );
  201. /// Do we have a cubemap on pass?
  202. virtual bool _hasCubemap(U32 pass);
  203. /// Used by setTextureTransforms
  204. F32 _getWaveOffset( U32 stage );
  205. /// Sets texture transformation matrices for texture animations such as scale and wave
  206. virtual void _setTextureTransforms(const U32 pass);
  207. /// Sets all of the necessary shader constants for the given pass
  208. virtual void _setShaderConstants(SceneRenderState *, const SceneData &sgData, U32 pass);
  209. /// @}
  210. void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
  211. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  212. virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
  213. virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
  214. ///
  215. virtual void _initMaterialParameters();
  216. ShaderRenderPassData* _getRPD(const U32 pass) { return static_cast<ShaderRenderPassData*>(mPasses[pass]); }
  217. };
  218. #endif // _MATERIALS_PROCESSEDSHADERMATERIAL_H_