processedShaderMaterial.h 8.6 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* mFogDataSC;
  47. GFXShaderConstHandle* mFogColorSC;
  48. GFXShaderConstHandle* mDetailScaleSC;
  49. GFXShaderConstHandle* mVisiblitySC;
  50. GFXShaderConstHandle* mColorMultiplySC;
  51. GFXShaderConstHandle* mAlphaTestValueSC;
  52. GFXShaderConstHandle* mModelViewProjSC;
  53. GFXShaderConstHandle* mWorldViewOnlySC;
  54. GFXShaderConstHandle* mWorldToCameraSC;
  55. GFXShaderConstHandle* mWorldToObjSC;
  56. GFXShaderConstHandle* mViewToObjSC;
  57. GFXShaderConstHandle* mCubeTransSC;
  58. GFXShaderConstHandle* mObjTransSC;
  59. GFXShaderConstHandle* mCubeEyePosSC;
  60. GFXShaderConstHandle* mEyePosSC;
  61. GFXShaderConstHandle* mEyePosWorldSC;
  62. GFXShaderConstHandle* m_vEyeSC;
  63. GFXShaderConstHandle* mEyeMatSC;
  64. GFXShaderConstHandle* mOneOverFarplane;
  65. GFXShaderConstHandle* mAccumTimeSC;
  66. GFXShaderConstHandle* mMinnaertConstantSC;
  67. GFXShaderConstHandle* mSubSurfaceParamsSC;
  68. GFXShaderConstHandle* mDiffuseAtlasParamsSC;
  69. GFXShaderConstHandle* mBumpAtlasParamsSC;
  70. GFXShaderConstHandle* mDiffuseAtlasTileSC;
  71. GFXShaderConstHandle* mBumpAtlasTileSC;
  72. GFXShaderConstHandle *mRTSizeSC;
  73. GFXShaderConstHandle *mOneOverRTSizeSC;
  74. GFXShaderConstHandle* mDetailBumpStrength;
  75. GFXShaderConstHandle* mViewProjSC;
  76. GFXShaderConstHandle *mImposterUVs;
  77. GFXShaderConstHandle *mImposterLimits;
  78. GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
  79. GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
  80. void init( GFXShader* shader, CustomMaterial* mat = NULL );
  81. };
  82. class ShaderRenderPassData : public RenderPassData
  83. {
  84. typedef RenderPassData Parent;
  85. public:
  86. virtual ~ShaderRenderPassData() { reset(); }
  87. GFXShaderRef shader;
  88. ShaderConstHandles shaderHandles;
  89. Vector<ShaderFeatureConstHandles*> featureShaderHandles;
  90. virtual void reset();
  91. virtual String describeSelf() const;
  92. };
  93. class ProcessedShaderMaterial : public ProcessedMaterial
  94. {
  95. typedef ProcessedMaterial Parent;
  96. public:
  97. ProcessedShaderMaterial();
  98. ProcessedShaderMaterial(Material &mat);
  99. ~ProcessedShaderMaterial();
  100. // ProcessedMaterial
  101. virtual bool init( const FeatureSet &features,
  102. const GFXVertexFormat *vertexFormat,
  103. const MatFeaturesDelegate &featuresDelegate );
  104. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
  105. virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
  106. virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
  107. virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
  108. virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
  109. virtual bool stepInstance();
  110. virtual void dumpMaterialInfo();
  111. virtual MaterialParameters* allocMaterialParameters();
  112. virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
  113. virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
  114. virtual U32 getNumStages();
  115. protected:
  116. Vector<GFXShaderConstDesc> mShaderConstDesc;
  117. MaterialParameters* mDefaultParameters;
  118. Vector<ShaderMaterialParameterHandle*> mParameterHandles;
  119. /// Hold the instancing state data for the material.
  120. class InstancingState
  121. {
  122. const static U32 COUNT = 200;
  123. public:
  124. InstancingState()
  125. : mInstFormat( NULL ),
  126. mBuffer( NULL ),
  127. mCount( -1 )
  128. {
  129. }
  130. ~InstancingState()
  131. {
  132. delete [] mBuffer;
  133. }
  134. void setFormat( const GFXVertexFormat *instFormat, const GFXVertexFormat *vertexFormat )
  135. {
  136. mInstFormat = instFormat;
  137. mDeclFormat.copy( *vertexFormat );
  138. mDeclFormat.append( *mInstFormat, 1 );
  139. mDeclFormat.getDecl();
  140. delete [] mBuffer;
  141. mBuffer = new U8[ mInstFormat->getSizeInBytes() * COUNT ];
  142. mCount = -1;
  143. }
  144. bool step( U8 **outPtr )
  145. {
  146. // Are we starting a new draw call?
  147. if ( mCount < 0 )
  148. {
  149. *outPtr = mBuffer;
  150. mCount = 0;
  151. }
  152. else
  153. {
  154. // Increment to the next instance.
  155. *outPtr += mInstFormat->getSizeInBytes();
  156. mCount++;
  157. }
  158. return mCount < COUNT;
  159. }
  160. void resetStep() { mCount = -1; }
  161. U8* getBuffer() const { return mBuffer; }
  162. S32 getCount() const { return mCount; }
  163. const GFXVertexFormat* getFormat() const { return mInstFormat; }
  164. const GFXVertexFormat* getDeclFormat() const { return &mDeclFormat; }
  165. protected:
  166. GFXVertexFormat mDeclFormat;
  167. const GFXVertexFormat *mInstFormat;
  168. U8 *mBuffer;
  169. S32 mCount;
  170. };
  171. /// The instancing state if this material
  172. /// supports instancing.
  173. InstancingState *mInstancingState;
  174. /// @name Internal functions
  175. ///
  176. /// @{
  177. /// Adds a pass for the given stage.
  178. virtual bool _addPass( ShaderRenderPassData &rpd,
  179. U32 &texIndex,
  180. MaterialFeatureData &fd,
  181. U32 stageNum,
  182. const FeatureSet &features);
  183. /// Chooses a blend op for the given pass
  184. virtual void _setPassBlendOp( ShaderFeature *sf,
  185. ShaderRenderPassData &passData,
  186. U32 &texIndex,
  187. MaterialFeatureData &stageFeatures,
  188. U32 stageNum,
  189. const FeatureSet &features);
  190. /// Creates passes for the given stage
  191. virtual bool _createPasses( MaterialFeatureData &fd, U32 stageNum, const FeatureSet &features );
  192. /// Fills in the MaterialFeatureData for the given stage
  193. virtual void _determineFeatures( U32 stageNum,
  194. MaterialFeatureData &fd,
  195. const FeatureSet &features );
  196. /// Do we have a cubemap on pass?
  197. virtual bool _hasCubemap(U32 pass);
  198. /// Used by setTextureTransforms
  199. F32 _getWaveOffset( U32 stage );
  200. /// Sets texture transformation matrices for texture animations such as scale and wave
  201. virtual void _setTextureTransforms(const U32 pass);
  202. /// Sets all of the necessary shader constants for the given pass
  203. virtual void _setShaderConstants(SceneRenderState *, const SceneData &sgData, U32 pass);
  204. /// @}
  205. void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
  206. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  207. virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
  208. virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
  209. ///
  210. virtual void _initMaterialParameters();
  211. ShaderRenderPassData* _getRPD(const U32 pass) { return static_cast<ShaderRenderPassData*>(mPasses[pass]); }
  212. };
  213. #endif // _MATERIALS_PROCESSEDSHADERMATERIAL_H_