| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246 | //-----------------------------------------------------------------------------// 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 "shaderGen/customShaderFeature.h"#ifdef TORQUE_D3D11#include "shaderGen/HLSL/customFeatureHLSL.h"#endif#ifdef TORQUE_OPENGL#include "shaderGen/GLSL/customFeatureGLSL.h"#endif#include "math/mathIO.h"#include "scene/sceneRenderState.h"#include "core/stream/bitStream.h"#include "materials/sceneData.h"#include "gfx/gfxDebugEvent.h"#include "gfx/gfxTransformSaver.h"#include "renderInstance/renderPassManager.h"IMPLEMENT_CONOBJECT(CustomShaderFeatureData);ConsoleDocClass(CustomShaderFeatureData,   "@brief A Shader Feature with custom definitions.\n\n"   "This class allows for the creation and implementation of a ShaderGen ShaderFeature "   "Implemented either engine side or script, and facilitates passing along of per-instance "   "ShaderData. "   "@ingroup Examples\n");//-----------------------------------------------------------------------------// Object setup and teardown//-----------------------------------------------------------------------------CustomShaderFeatureData::CustomShaderFeatureData(){#ifdef TORQUE_D3D11   mFeatureHLSL = nullptr;#endif#ifdef TORQUE_OPENGL   mFeatureGLSL = nullptr;#endif}CustomShaderFeatureData::~CustomShaderFeatureData(){}//-----------------------------------------------------------------------------// Object Editing//-----------------------------------------------------------------------------void CustomShaderFeatureData::initPersistFields(){   docsURL;   // SceneObject already handles exposing the transform   Parent::initPersistFields();}bool CustomShaderFeatureData::onAdd(){   if (!Parent::onAdd())      return false;#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)   {      mFeatureHLSL = new CustomFeatureHLSL();      mFeatureHLSL->mOwner = this;   }#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)   {      mFeatureGLSL = new CustomFeatureGLSL();      mFeatureGLSL->mOwner = this;   }#endif   return true;}void CustomShaderFeatureData::onRemove(){   Parent::onRemove();}//Shadergen setup functionsvoid CustomShaderFeatureData::addVariable(String name, String type, String defaultValue){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      mFeatureHLSL->addVariable(name, type, defaultValue);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      mFeatureGLSL->addVariable(name, type, defaultValue);#endif}void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);#endif}void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      mFeatureHLSL->addSampler(name, type, arraySize);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      mFeatureGLSL->addSampler(name, type, arraySize);#endif}void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      mFeatureHLSL->addTexture(name, type, samplerState, arraySize);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      mFeatureGLSL->addTexture(name, type, samplerState, arraySize);#endif}void CustomShaderFeatureData::addConnector(String name, String type, String elementName){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      mFeatureHLSL->addConnector(name, type, elementName);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      mFeatureGLSL->addConnector(name, type, elementName);#endif}void CustomShaderFeatureData::addVertTexCoord(String name){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      mFeatureHLSL->addVertTexCoord(name);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      mFeatureGLSL->addVertTexCoord(name);#endif}bool CustomShaderFeatureData::hasFeature(String name){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      return mFeatureHLSL->hasFeature(name);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      return mFeatureGLSL->hasFeature(name);#endif   return false;}void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValue* argv){#ifdef TORQUE_D3D11   if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)      mFeatureHLSL->writeLine(format, argc, argv);#endif#ifdef TORQUE_OPENGL   if (GFX->getAdapterType() == GFXAdapterType::OpenGL)      mFeatureGLSL->writeLine(format, argc, argv);#endif}DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), ""){   object->addVariable(name, type, defaultValue);}DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), ""){   object->addUniform(name, type, defaultValue, arraySize);}DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), ""){   object->addSampler(name, "", arraySize);}DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), ""){   object->addTexture(name, type, samplerState, arraySize);}DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), ""){   object->addConnector(name, type, elementName);}DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), ""){   object->addVertTexCoord(name);}DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"   "@param method Name of method to call.\n"   "@param args Zero or more arguments for the method.\n"   "@return The result of the method call."){   object->writeLine(argv[2].getString(), argc - 3, argv + 3);}DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), ""){   return object->hasFeature(name);}
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