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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/shaderData.h"
- #include "console/consoleTypes.h"
- #include "gfx/gfxDevice.h"
- #include "core/strings/stringUnit.h"
- #include "lighting/lightManager.h"
- #include "console/engineAPI.h"
- using namespace Torque;
- Vector<ShaderData*> ShaderData::smAllShaderData;
- IMPLEMENT_CONOBJECT( ShaderData );
- ConsoleDocClass( ShaderData,
- "@brief Special type of data block that stores information about a handwritten shader.\n\n"
- "To use hand written shaders, a ShaderData datablock must be used. This datablock "
- "refers only to the vertex and pixel shader filenames and a hardware target level. "
- "Shaders are API specific, so DirectX and OpenGL shaders must be explicitly identified.\n\n "
- "@tsexample\n"
- "// Used for the procedural clould system\n"
- "singleton ShaderData( CloudLayerShader )\n"
- "{\n"
- " DXVertexShaderFile = \"shaders/common/cloudLayerV.hlsl\";\n"
- " DXPixelShaderFile = \"shaders/common/cloudLayerP.hlsl\";\n"
- " OGLVertexShaderFile = \"shaders/common/gl/cloudLayerV.glsl\";\n"
- " OGLPixelShaderFile = \"shaders/common/gl/cloudLayerP.glsl\";\n"
- " pixVersion = 2.0;\n"
- "};\n"
- "@endtsexample\n\n"
- "@ingroup Shaders\n");
- ShaderData::ShaderData()
- {
- VECTOR_SET_ASSOCIATION( mShaderMacros );
- mUseDevicePixVersion = false;
- mPixVersion = 1.0;
- }
- void ShaderData::initPersistFields()
- {
- addField("DXVertexShaderFile", TypeStringFilename, Offset(mDXVertexShaderName, ShaderData),
- "@brief %Path to the DirectX vertex shader file to use for this ShaderData.\n\n"
- "It must contain only one program and no pixel shader, just the vertex shader."
- "It can be either an HLSL or assembly level shader. HLSL's must have a "
- "filename extension of .hlsl, otherwise its assumed to be an assembly file.");
- addField("DXPixelShaderFile", TypeStringFilename, Offset(mDXPixelShaderName, ShaderData),
- "@brief %Path to the DirectX pixel shader file to use for this ShaderData.\n\n"
- "It must contain only one program and no vertex shader, just the pixel "
- "shader. It can be either an HLSL or assembly level shader. HLSL's "
- "must have a filename extension of .hlsl, otherwise its assumed to be an assembly file.");
- addField("OGLVertexShaderFile", TypeStringFilename, Offset(mOGLVertexShaderName, ShaderData),
- "@brief %Path to an OpenGL vertex shader file to use for this ShaderData.\n\n"
- "It must contain only one program and no pixel shader, just the vertex shader.");
- addField("OGLPixelShaderFile", TypeStringFilename, Offset(mOGLPixelShaderName, ShaderData),
- "@brief %Path to an OpenGL pixel shader file to use for this ShaderData.\n\n"
- "It must contain only one program and no vertex shader, just the pixel "
- "shader.");
- addField("useDevicePixVersion", TypeBool, Offset(mUseDevicePixVersion, ShaderData),
- "@brief If true, the maximum pixel shader version offered by the graphics card will be used.\n\n"
- "Otherwise, the script-defined pixel shader version will be used.\n\n");
- addField("pixVersion", TypeF32, Offset(mPixVersion, ShaderData),
- "@brief Indicates target level the shader should be compiled.\n\n"
- "Valid numbers at the time of this writing are 1.1, 1.4, 2.0, and 3.0. "
- "The shader will not run properly if the hardware does not support the "
- "level of shader compiled.");
-
- addField("defines", TypeRealString, Offset(mDefines, ShaderData),
- "@brief String of case-sensitive defines passed to the shader compiler.\n\n"
- "The string should be delimited by a semicolon, tab, or newline character."
-
- "@tsexample\n"
- "singleton ShaderData( FlashShader )\n"
- "{\n"
- "DXVertexShaderFile = \"shaders/common/postFx/flashV.hlsl\";\n"
- "DXPixelShaderFile = \"shaders/common/postFx/flashP.hlsl\";\n\n"
- " //Define setting the color of WHITE_COLOR.\n"
- "defines = \"WHITE_COLOR=float4(1.0,1.0,1.0,0.0)\";\n\n"
- "pixVersion = 2.0\n"
- "}\n"
- "@endtsexample\n\n"
- );
- Parent::initPersistFields();
- // Make sure we get activation signals.
- LightManager::smActivateSignal.notify( &ShaderData::_onLMActivate );
- }
- bool ShaderData::onAdd()
- {
- if( !Parent::onAdd() )
- return false;
- mShaderMacros.clear();
- // Keep track of it.
- smAllShaderData.push_back( this );
- // NOTE: We initialize the shader on request.
- return true;
- }
- void ShaderData::onRemove()
- {
- // Remove it from the all shaders list.
- smAllShaderData.remove( this );
- Parent::onRemove();
- }
- const Vector<GFXShaderMacro>& ShaderData::_getMacros()
- {
- // If they have already been processed then
- // return the cached result.
- if ( mShaderMacros.size() != 0 || mDefines.isEmpty() )
- return mShaderMacros;
- mShaderMacros.clear();
- GFXShaderMacro macro;
- const U32 defineCount = StringUnit::getUnitCount( mDefines, ";\n\t" );
- for ( U32 i=0; i < defineCount; i++ )
- {
- String define = StringUnit::getUnit( mDefines, i, ";\n\t" );
- macro.name = StringUnit::getUnit( define, 0, "=" );
- macro.value = StringUnit::getUnit( define, 1, "=" );
- mShaderMacros.push_back( macro );
- }
- return mShaderMacros;
- }
- GFXShader* ShaderData::getShader( const Vector<GFXShaderMacro> ¯os )
- {
- PROFILE_SCOPE( ShaderData_GetShader );
- // Combine the dynamic macros with our script defined macros.
- Vector<GFXShaderMacro> finalMacros;
- finalMacros.merge( _getMacros() );
- finalMacros.merge( macros );
- // Convert the final macro list to a string.
- String cacheKey;
- GFXShaderMacro::stringize( macros, &cacheKey );
- // Lookup the shader for this instance.
- ShaderCache::Iterator iter = mShaders.find( cacheKey );
- if ( iter != mShaders.end() )
- return iter->value;
- // Create the shader instance... if it fails then
- // bail out and return nothing to the caller.
- GFXShader *shader = _createShader( finalMacros );
- if ( !shader )
- return NULL;
- // Store the shader in the cache and return it.
- mShaders.insertUnique( cacheKey, shader );
- return shader;
- }
- GFXShader* ShaderData::_createShader( const Vector<GFXShaderMacro> ¯os )
- {
- F32 pixver = mPixVersion;
- if ( mUseDevicePixVersion )
- pixver = getMax( pixver, GFX->getPixelShaderVersion() );
- // Enable shader error logging.
- GFXShader::setLogging( true, true );
- GFXShader *shader = GFX->createShader();
- bool success = false;
- // Initialize the right shader type.
- switch( GFX->getAdapterType() )
- {
- case Direct3D9_360:
- case Direct3D9:
- {
- success = shader->init( mDXVertexShaderName,
- mDXPixelShaderName,
- pixver,
- macros );
- break;
- }
- case OpenGL:
- {
- success = shader->init( mOGLVertexShaderName,
- mOGLPixelShaderName,
- pixver,
- macros );
- break;
- }
-
- default:
- // Other device types are assumed to not support shaders.
- success = false;
- break;
- }
- // If we failed to load the shader then
- // cleanup and return NULL.
- if ( !success )
- SAFE_DELETE( shader );
- return shader;
- }
- void ShaderData::reloadShaders()
- {
- ShaderCache::Iterator iter = mShaders.begin();
- for ( ; iter != mShaders.end(); iter++ )
- iter->value->reload();
- }
- void ShaderData::reloadAllShaders()
- {
- Vector<ShaderData*>::iterator iter = smAllShaderData.begin();
- for ( ; iter != smAllShaderData.end(); iter++ )
- (*iter)->reloadShaders();
- }
- void ShaderData::_onLMActivate( const char *lm, bool activate )
- {
- // Only on activations do we do anything.
- if ( !activate )
- return;
- // Since the light manager usually swaps shadergen features
- // and changes system wide shader defines we need to completely
- // flush and rebuild all shaders.
- reloadAllShaders();
- }
- DefineEngineMethod( ShaderData, reload, void, (),,
- "@brief Rebuilds all the vertex and pixel shader instances created from this ShaderData.\n\n"
- "@tsexample\n"
- "// Rebuild the shader instances from ShaderData CloudLayerShader\n"
- "CloudLayerShader.reload();\n"
- "@endtsexample\n\n")
- {
- object->reloadShaders();
- }
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