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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.
- //-----------------------------------------------------------------------------
- #ifndef _MATINSTANCE_H_
- #define _MATINSTANCE_H_
- #ifndef _MATERIALDEFINITION_H_
- #include "materials/materialDefinition.h"
- #endif
- #ifndef _BASEMATINSTANCE_H_
- #include "materials/baseMatInstance.h"
- #endif
- #ifndef _SCENEDATA_H_
- #include "materials/sceneData.h"
- #endif
- #ifndef _GFXSTATEBLOCK_H_
- #include "gfx/gfxStateBlock.h"
- #endif
- #ifndef _FEATURESET_H_
- #include "shaderGen/featureSet.h"
- #endif
- class GFXShader;
- class GFXCubemap;
- class ShaderFeature;
- class MatInstanceParameterHandle;
- class MatInstParameters;
- class ProcessedMaterial;
- class GuiTreeViewCtrl;
- ///
- class MatInstance : public BaseMatInstance
- {
- public:
- virtual ~MatInstance();
- // BaseMatInstance
- bool init( const FeatureSet &features,
- const GFXVertexFormat *vertexFormat ) override;
- bool reInit() override;
- void addStateBlockDesc(const GFXStateBlockDesc& desc) override;
- void updateStateBlocks() override;
- void addShaderMacro( const String &name, const String &value ) override;
- MaterialParameters* allocMaterialParameters() override;
- void setMaterialParameters(MaterialParameters* param) override;
- MaterialParameters* getMaterialParameters() override;
- MaterialParameterHandle* getMaterialParameterHandle(const String& name) override;
- bool setupPass(SceneRenderState *, const SceneData &sgData ) override;
- void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state) override;
- void setNodeTransforms(const MatrixF *address, const U32 numTransforms) override;
- void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData) override;
- void setSceneInfo(SceneRenderState *, const SceneData& sgData) override;
- void setTextureStages(SceneRenderState * state, const SceneData &sgData ) override;
- void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer) override;
- bool isInstanced() const override;
- bool stepInstance() override;
- bool isForwardLit() const override { return mIsForwardLit; }
- virtual bool isHardwareSkinned() const { return mIsHardwareSkinned; }
- void setUserObject( SimObject *userObject ) override { mUserObject = userObject; }
- SimObject* getUserObject() const override { return mUserObject; }
- Material *getMaterial() override { return mMaterial; }
- bool hasGlow() override;
- bool hasAccumulation() override;
- U32 getCurPass() override { return getMax( mCurPass, 0 ); }
- U32 getCurStageNum() override;
- RenderPassData *getPass(U32 pass) override;
- const MatStateHint& getStateHint() const override;
- const GFXVertexFormat* getVertexFormat() const override { return mVertexFormat; }
- const FeatureSet& getFeatures() const override;
- const FeatureSet& getRequestedFeatures() const override { return mFeatureList; }
- void dumpShaderInfo() const override;
- void getShaderInfo(GuiTreeViewCtrl* tree, U32 item) const override;
-
- ProcessedMaterial *getProcessedMaterial() const { return mProcessedMaterial; }
- const GFXStateBlockDesc &getUserStateBlock() const override { return mUserDefinedState; }
- bool isCustomMaterial() const override { return mCreatedFromCustomMaterial; }
- protected:
- friend class Material;
- /// Create a material instance by reference to a Material.
- MatInstance( Material &mat );
- virtual bool processMaterial();
- virtual ProcessedMaterial* getShaderMaterial();
- Material* mMaterial;
- ProcessedMaterial* mProcessedMaterial;
- /// The features requested at material creation time.
- FeatureSet mFeatureList;
- /// The vertex format on which this material will render.
- const GFXVertexFormat *mVertexFormat;
- /// If the processed material requires forward lighting or not.
- bool mIsForwardLit;
- /// If the processed material requires bone transforms
- bool mIsHardwareSkinned;
- S32 mCurPass;
- U32 mMaxStages;
- GFXStateBlockDesc mUserDefinedState;
- Vector<GFXShaderMacro> mUserMacros;
- SimObject *mUserObject;
-
- Vector<MatInstanceParameterHandle*> mCurrentHandles;
- Vector<MatInstParameters*> mCurrentParameters;
- MatInstParameters* mActiveParameters;
- MatInstParameters* mDefaultParameters;
-
- bool mCreatedFromCustomMaterial;
- private:
- void construct();
- };
- //
- // MatInstParameters
- //
- class MatInstParameters : public MaterialParameters
- {
- public:
- MatInstParameters();
- MatInstParameters(MaterialParameters* matParams);
- virtual ~MatInstParameters();
-
- void loadParameters(ProcessedMaterial* pmat);
- /// Returns our list of shader constants, the material can get this and just set the constants it knows about
- const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
- /// @name Set shader constant values
- /// @{
- /// Actually set shader constant values
- /// @param name Name of the constant, this should be a name contained in the array returned in getShaderConstDesc,
- /// if an invalid name is used, it is ignored.
- void set(MaterialParameterHandle* handle, const F32 f) override;
- void set(MaterialParameterHandle* handle, const Point2F& fv) override;
- void set(MaterialParameterHandle* handle, const Point3F& fv) override;
- void set(MaterialParameterHandle* handle, const Point4F& fv) override;
- void set(MaterialParameterHandle* handle, const LinearColorF& fv) override;
- void set(MaterialParameterHandle* handle, const S32 f) override;
- void set(MaterialParameterHandle* handle, const Point2I& fv) override;
- void set(MaterialParameterHandle* handle, const Point3I& fv) override;
- void set(MaterialParameterHandle* handle, const Point4I& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv) override;
- void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv) override;
- void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
- void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
- U32 getAlignmentValue(const GFXShaderConstType constType) override;
- private:
- MaterialParameters* mParameters;
- bool mOwnParameters;
- };
- #endif // _MATINSTANCE_H_
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