processedShaderMaterial.h 9.0 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. // Deferred Shading : Material Info Flags
  84. GFXShaderConstHandle* mMatInfoFlagsSC;
  85. GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
  86. GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
  87. void init( GFXShader* shader, CustomMaterial* mat = NULL );
  88. };
  89. class ShaderRenderPassData : public RenderPassData
  90. {
  91. typedef RenderPassData Parent;
  92. public:
  93. virtual ~ShaderRenderPassData() { reset(); }
  94. GFXShaderRef shader;
  95. ShaderConstHandles shaderHandles;
  96. Vector<ShaderFeatureConstHandles*> featureShaderHandles;
  97. virtual void reset();
  98. virtual String describeSelf() const;
  99. };
  100. class ProcessedShaderMaterial : public ProcessedMaterial
  101. {
  102. typedef ProcessedMaterial Parent;
  103. public:
  104. ProcessedShaderMaterial();
  105. ProcessedShaderMaterial(Material &mat);
  106. ~ProcessedShaderMaterial();
  107. // ProcessedMaterial
  108. virtual bool init( const FeatureSet &features,
  109. const GFXVertexFormat *vertexFormat,
  110. const MatFeaturesDelegate &featuresDelegate );
  111. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
  112. virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
  113. virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
  114. virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
  115. virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
  116. virtual bool stepInstance();
  117. virtual void dumpMaterialInfo();
  118. virtual MaterialParameters* allocMaterialParameters();
  119. virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
  120. virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
  121. virtual U32 getNumStages();
  122. protected:
  123. Vector<GFXShaderConstDesc> mShaderConstDesc;
  124. MaterialParameters* mDefaultParameters;
  125. Vector<ShaderMaterialParameterHandle*> mParameterHandles;
  126. /// Hold the instancing state data for the material.
  127. class InstancingState
  128. {
  129. const static U32 COUNT = 200;
  130. public:
  131. InstancingState()
  132. : mInstFormat( NULL ),
  133. mBuffer( NULL ),
  134. mCount( -1 )
  135. {
  136. }
  137. ~InstancingState()
  138. {
  139. delete [] mBuffer;
  140. }
  141. void setFormat( const GFXVertexFormat *instFormat, const GFXVertexFormat *vertexFormat )
  142. {
  143. mInstFormat = instFormat;
  144. mDeclFormat.copy( *vertexFormat );
  145. mDeclFormat.append( *mInstFormat, 1 );
  146. // Let the declaration know we have instancing.
  147. mDeclFormat.enableInstancing();
  148. mDeclFormat.getDecl();
  149. delete [] mBuffer;
  150. mBuffer = new U8[ mInstFormat->getSizeInBytes() * COUNT ];
  151. mCount = -1;
  152. }
  153. bool step( U8 **outPtr )
  154. {
  155. // Are we starting a new draw call?
  156. if ( mCount < 0 )
  157. {
  158. *outPtr = mBuffer;
  159. mCount = 0;
  160. }
  161. else
  162. {
  163. // Increment to the next instance.
  164. *outPtr += mInstFormat->getSizeInBytes();
  165. mCount++;
  166. }
  167. return mCount < COUNT;
  168. }
  169. void resetStep() { mCount = -1; }
  170. U8* getBuffer() const { return mBuffer; }
  171. S32 getCount() const { return mCount; }
  172. const GFXVertexFormat* getFormat() const { return mInstFormat; }
  173. const GFXVertexFormat* getDeclFormat() const { return &mDeclFormat; }
  174. protected:
  175. GFXVertexFormat mDeclFormat;
  176. const GFXVertexFormat *mInstFormat;
  177. U8 *mBuffer;
  178. S32 mCount;
  179. };
  180. /// The instancing state if this material
  181. /// supports instancing.
  182. InstancingState *mInstancingState;
  183. /// @name Internal functions
  184. ///
  185. /// @{
  186. /// Adds a pass for the given stage.
  187. virtual bool _addPass( ShaderRenderPassData &rpd,
  188. U32 &texIndex,
  189. MaterialFeatureData &fd,
  190. U32 stageNum,
  191. const FeatureSet &features);
  192. /// Chooses a blend op for the given pass
  193. virtual void _setPassBlendOp( ShaderFeature *sf,
  194. ShaderRenderPassData &passData,
  195. U32 &texIndex,
  196. MaterialFeatureData &stageFeatures,
  197. U32 stageNum,
  198. const FeatureSet &features);
  199. /// Creates passes for the given stage
  200. virtual bool _createPasses( MaterialFeatureData &fd, U32 stageNum, const FeatureSet &features );
  201. /// Fills in the MaterialFeatureData for the given stage
  202. virtual void _determineFeatures( U32 stageNum,
  203. MaterialFeatureData &fd,
  204. const FeatureSet &features );
  205. /// Do we have a cubemap on pass?
  206. virtual bool _hasCubemap(U32 pass);
  207. /// Used by setTextureTransforms
  208. F32 _getWaveOffset( U32 stage );
  209. /// Sets texture transformation matrices for texture animations such as scale and wave
  210. virtual void _setTextureTransforms(const U32 pass);
  211. /// Sets all of the necessary shader constants for the given pass
  212. virtual void _setShaderConstants(SceneRenderState *, const SceneData &sgData, U32 pass);
  213. /// @}
  214. void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
  215. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  216. virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
  217. virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
  218. ///
  219. virtual void _initMaterialParameters();
  220. ShaderRenderPassData* _getRPD(const U32 pass) { return static_cast<ShaderRenderPassData*>(mPasses[pass]); }
  221. };
  222. #endif // _MATERIALS_PROCESSEDSHADERMATERIAL_H_