processedShaderMaterial.h 9.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277
  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* mCubeMipsSC;
  64. GFXShaderConstHandle* mObjTransSC;
  65. GFXShaderConstHandle* mCubeEyePosSC;
  66. GFXShaderConstHandle* mEyePosSC;
  67. GFXShaderConstHandle* mEyePosWorldSC;
  68. GFXShaderConstHandle* m_vEyeSC;
  69. GFXShaderConstHandle* mEyeMatSC;
  70. GFXShaderConstHandle* mOneOverFarplane;
  71. GFXShaderConstHandle* mAccumTimeSC;
  72. GFXShaderConstHandle* mMinnaertConstantSC;
  73. GFXShaderConstHandle* mSubSurfaceParamsSC;
  74. GFXShaderConstHandle* mDiffuseAtlasParamsSC;
  75. GFXShaderConstHandle* mBumpAtlasParamsSC;
  76. GFXShaderConstHandle* mDiffuseAtlasTileSC;
  77. GFXShaderConstHandle* mBumpAtlasTileSC;
  78. GFXShaderConstHandle *mRTSizeSC;
  79. GFXShaderConstHandle *mOneOverRTSizeSC;
  80. GFXShaderConstHandle* mDetailBumpStrength;
  81. GFXShaderConstHandle* mViewProjSC;
  82. GFXShaderConstHandle *mImposterUVs;
  83. GFXShaderConstHandle *mImposterLimits;
  84. // Deferred Shading : Material Info Flags
  85. GFXShaderConstHandle* mMatInfoFlagsSC;
  86. GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
  87. GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
  88. GFXShaderConstHandle* mNodeTransforms;
  89. void init( GFXShader* shader, CustomMaterial* mat = NULL );
  90. };
  91. class ShaderRenderPassData : public RenderPassData
  92. {
  93. typedef RenderPassData Parent;
  94. public:
  95. virtual ~ShaderRenderPassData() { reset(); }
  96. GFXShaderRef shader;
  97. ShaderConstHandles shaderHandles;
  98. Vector<ShaderFeatureConstHandles*> featureShaderHandles;
  99. virtual void reset();
  100. virtual String describeSelf() const;
  101. };
  102. class ProcessedShaderMaterial : public ProcessedMaterial
  103. {
  104. typedef ProcessedMaterial Parent;
  105. public:
  106. ProcessedShaderMaterial();
  107. ProcessedShaderMaterial(Material &mat);
  108. ~ProcessedShaderMaterial();
  109. // ProcessedMaterial
  110. virtual bool init( const FeatureSet &features,
  111. const GFXVertexFormat *vertexFormat,
  112. const MatFeaturesDelegate &featuresDelegate );
  113. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
  114. virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
  115. virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
  116. virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
  117. virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
  118. virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
  119. virtual bool stepInstance();
  120. virtual void dumpMaterialInfo();
  121. virtual MaterialParameters* allocMaterialParameters();
  122. virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
  123. virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
  124. virtual U32 getNumStages();
  125. protected:
  126. Vector<GFXShaderConstDesc> mShaderConstDesc;
  127. MaterialParameters* mDefaultParameters;
  128. Vector<ShaderMaterialParameterHandle*> mParameterHandles;
  129. /// Hold the instancing state data for the material.
  130. class InstancingState
  131. {
  132. const static U32 COUNT = 200;
  133. public:
  134. InstancingState()
  135. : mInstFormat( NULL ),
  136. mBuffer( NULL ),
  137. mCount( -1 )
  138. {
  139. }
  140. ~InstancingState()
  141. {
  142. delete [] mBuffer;
  143. }
  144. void setFormat( const GFXVertexFormat *instFormat, const GFXVertexFormat *vertexFormat )
  145. {
  146. mInstFormat = instFormat;
  147. mDeclFormat.copy( *vertexFormat );
  148. mDeclFormat.append( *mInstFormat, 1 );
  149. // Let the declaration know we have instancing.
  150. mDeclFormat.enableInstancing();
  151. mDeclFormat.getDecl();
  152. delete [] mBuffer;
  153. mBuffer = new U8[ mInstFormat->getSizeInBytes() * COUNT ];
  154. mCount = -1;
  155. }
  156. bool step( U8 **outPtr )
  157. {
  158. // Are we starting a new draw call?
  159. if ( mCount < 0 )
  160. {
  161. *outPtr = mBuffer;
  162. mCount = 0;
  163. }
  164. else
  165. {
  166. // Increment to the next instance.
  167. *outPtr += mInstFormat->getSizeInBytes();
  168. mCount++;
  169. }
  170. return mCount < COUNT;
  171. }
  172. void resetStep() { mCount = -1; }
  173. U8* getBuffer() const { return mBuffer; }
  174. S32 getCount() const { return mCount; }
  175. const GFXVertexFormat* getFormat() const { return mInstFormat; }
  176. const GFXVertexFormat* getDeclFormat() const { return &mDeclFormat; }
  177. protected:
  178. GFXVertexFormat mDeclFormat;
  179. const GFXVertexFormat *mInstFormat;
  180. U8 *mBuffer;
  181. S32 mCount;
  182. };
  183. /// The instancing state if this material
  184. /// supports instancing.
  185. InstancingState *mInstancingState;
  186. /// @name Internal functions
  187. ///
  188. /// @{
  189. /// Adds a pass for the given stage.
  190. virtual bool _addPass( ShaderRenderPassData &rpd,
  191. U32 &texIndex,
  192. MaterialFeatureData &fd,
  193. U32 stageNum,
  194. const FeatureSet &features);
  195. /// Chooses a blend op for the given pass
  196. virtual void _setPassBlendOp( ShaderFeature *sf,
  197. ShaderRenderPassData &passData,
  198. U32 &texIndex,
  199. MaterialFeatureData &stageFeatures,
  200. U32 stageNum,
  201. const FeatureSet &features);
  202. /// Creates passes for the given stage
  203. virtual bool _createPasses( MaterialFeatureData &fd, U32 stageNum, const FeatureSet &features );
  204. /// Fills in the MaterialFeatureData for the given stage
  205. virtual void _determineFeatures( U32 stageNum,
  206. MaterialFeatureData &fd,
  207. const FeatureSet &features );
  208. /// Do we have a cubemap on pass?
  209. virtual bool _hasCubemap(U32 pass);
  210. /// Used by setTextureTransforms
  211. F32 _getWaveOffset( U32 stage );
  212. /// Sets texture transformation matrices for texture animations such as scale and wave
  213. virtual void _setTextureTransforms(const U32 pass);
  214. /// Sets all of the necessary shader constants for the given pass
  215. virtual void _setShaderConstants(SceneRenderState *, const SceneData &sgData, U32 pass);
  216. /// @}
  217. void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
  218. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  219. virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
  220. virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
  221. ///
  222. virtual void _initMaterialParameters();
  223. ShaderRenderPassData* _getRPD(const U32 pass) { return static_cast<ShaderRenderPassData*>(mPasses[pass]); }
  224. };
  225. #endif // _MATERIALS_PROCESSEDSHADERMATERIAL_H_