terrCellMaterial.h 5.3 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 _TERRCELLMATERIAL_H_
  23. #define _TERRCELLMATERIAL_H_
  24. #ifndef _TVECTOR_H_
  25. #include "core/util/tVector.h"
  26. #endif
  27. #ifndef _MATTEXTURETARGET_H_
  28. #include "materials/matTextureTarget.h"
  29. #endif
  30. #ifndef _GFXTEXTUREHANDLE_H_
  31. #include "gfx/gfxTextureHandle.h"
  32. #endif
  33. #ifndef _GFXSHADER_H_
  34. #include "gfx/gfxShader.h"
  35. #endif
  36. #ifndef _GFXSTATEBLOCK_H_
  37. #include "gfx/gfxStateBlock.h"
  38. #endif
  39. class GFXTextureArray;
  40. class SceneRenderState;
  41. struct SceneData;
  42. class TerrainMaterial;
  43. class TerrainBlock;
  44. class BaseMatInstance;
  45. /// This is a complex material which holds one or more
  46. /// optimized shaders for rendering a single cell.
  47. class TerrainCellMaterial
  48. {
  49. protected:
  50. class MaterialInfo
  51. {
  52. public:
  53. MaterialInfo()
  54. :mat(NULL), layerId(0), mBlendDepthConst(NULL), mBlendContrastConst(NULL), mBlendHardnessConst(NULL)
  55. {
  56. }
  57. ~MaterialInfo()
  58. {
  59. }
  60. TerrainMaterial *mat;
  61. U32 layerId;
  62. GFXShaderConstHandle *mBlendDepthConst;
  63. GFXShaderConstHandle *mBlendContrastConst;
  64. GFXShaderConstHandle* mBlendHardnessConst;
  65. };
  66. ///
  67. GFXShader *mShader;
  68. GFXShaderConstBufferRef mConsts;
  69. GFXStateBlockRef mStateBlock;
  70. GFXStateBlockRef mWireframeStateBlock;
  71. GFXStateBlockRef mReflectionStateBlock;
  72. GFXShaderConstHandle *mModelViewProjConst;
  73. GFXShaderConstHandle *mWorldViewOnlyConst;
  74. GFXShaderConstHandle *mViewToObjConst;
  75. GFXShaderConstHandle *mEyePosWorldConst;
  76. GFXShaderConstHandle *mEyePosConst;
  77. GFXShaderConstHandle *mObjTransConst;
  78. GFXShaderConstHandle *mWorldToObjConst;
  79. GFXShaderConstHandle *mVEyeConst;
  80. GFXShaderConstHandle *mLayerSizeConst;
  81. GFXShaderConstHandle *mLightParamsConst;
  82. GFXShaderConstHandle *mLightInfoBufferConst;
  83. GFXShaderConstHandle *mBaseTexMapConst;
  84. GFXShaderConstHandle *mLayerTexConst;
  85. GFXShaderConstHandle *mLightMapTexConst;
  86. GFXShaderConstHandle *mSquareSizeConst;
  87. GFXShaderConstHandle *mOneOverTerrainSizeConst;
  88. GFXShaderConstHandle* mDetailInfoVArrayConst;
  89. GFXShaderConstHandle* mDetailInfoPArrayConst;
  90. GFXShaderConstHandle* mMacroInfoVArrayConst;
  91. GFXShaderConstHandle* mMacroInfoPArrayConst;
  92. GFXShaderConstHandle *mFogDataConst;
  93. GFXShaderConstHandle *mFogColorConst;
  94. GFXShaderConstHandle *mDetailTexArrayConst;
  95. GFXShaderConstHandle *mMacroTexArrayConst;
  96. GFXShaderConstHandle *mNormalTexArrayConst;
  97. GFXShaderConstHandle *mOrmTexArrayConst;
  98. GFXShaderConstHandle* mBlendDepthConst;
  99. GFXShaderConstHandle* mBlendHeightFloorConst;
  100. TerrainBlock *mTerrain;
  101. U32 mCurrPass;
  102. U64 mMaterials;
  103. Vector<MaterialInfo*> mMaterialInfos;
  104. static const Vector<String> mSamplerNames;
  105. GFXTexHandle mBaseMapTexture;
  106. GFXTexHandle mLayerMapTexture;
  107. NamedTexTargetRef mLightInfoTarget;
  108. /// The deferred material for this material.
  109. TerrainCellMaterial *mDeferredMat;
  110. /// The reflection material for this material.
  111. TerrainCellMaterial *mReflectMat;
  112. /// A vector of all terrain cell materials loaded in the system.
  113. static Vector<TerrainCellMaterial*> smAllMaterials;
  114. bool _initShader( bool deferredMat,
  115. bool reflectMat,
  116. bool baseOnly );
  117. void _updateMaterialConsts();
  118. public:
  119. TerrainCellMaterial();
  120. ~TerrainCellMaterial();
  121. void init( TerrainBlock *block,
  122. U64 activeMaterials,
  123. bool deferredMat = false,
  124. bool reflectMat = false,
  125. bool baseOnly = false );
  126. /// Returns a deferred material from this material.
  127. TerrainCellMaterial* getDeferredMat();
  128. /// Returns the reflection material from this material.
  129. TerrainCellMaterial* getReflectMat();
  130. void setTransformAndEye( const MatrixF &modelXfm,
  131. const MatrixF &viewXfm,
  132. const MatrixF &projectXfm,
  133. F32 farPlane );
  134. ///
  135. bool setupPass( const SceneRenderState *state,
  136. const SceneData &sceneData );
  137. ///
  138. static BaseMatInstance* getShadowMat();
  139. ///
  140. static void _updateDefaultAnisotropy();
  141. };
  142. #endif // _TERRCELLMATERIAL_H_