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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
- virtual bool init( const FeatureSet &features,
- const GFXVertexFormat *vertexFormat );
- virtual bool reInit();
- virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
- virtual void updateStateBlocks();
- virtual void addShaderMacro( const String &name, const String &value );
- virtual MaterialParameters* allocMaterialParameters();
- virtual void setMaterialParameters(MaterialParameters* param);
- virtual MaterialParameters* getMaterialParameters();
- virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
- virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
- virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
- virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
- virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData);
- virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
- virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
- virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
- virtual bool isInstanced() const;
- virtual bool stepInstance();
- virtual bool isForwardLit() const { return mIsForwardLit; }
- virtual bool isHardwareSkinned() const { return mIsHardwareSkinned; }
- virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
- virtual SimObject* getUserObject() const { return mUserObject; }
- virtual Material *getMaterial() { return mMaterial; }
- virtual bool hasGlow();
- virtual bool hasAccumulation();
- virtual U32 getCurPass() { return getMax( mCurPass, 0 ); }
- virtual U32 getCurStageNum();
- virtual RenderPassData *getPass(U32 pass);
- virtual const MatStateHint& getStateHint() const;
- virtual const GFXVertexFormat* getVertexFormat() const { return mVertexFormat; }
- virtual const FeatureSet& getFeatures() const;
- virtual const FeatureSet& getRequestedFeatures() const { return mFeatureList; }
- virtual void dumpShaderInfo() const;
- virtual void getShaderInfo(GuiTreeViewCtrl* tree, U32 item) const;
-
- ProcessedMaterial *getProcessedMaterial() const { return mProcessedMaterial; }
- virtual const GFXStateBlockDesc &getUserStateBlock() const { return mUserDefinedState; }
- virtual bool isCustomMaterial() const { 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
- virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
- /// @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.
- virtual void set(MaterialParameterHandle* handle, const F32 f);
- virtual void set(MaterialParameterHandle* handle, const Point2F& fv);
- virtual void set(MaterialParameterHandle* handle, const Point3F& fv);
- virtual void set(MaterialParameterHandle* handle, const Point4F& fv);
- virtual void set(MaterialParameterHandle* handle, const LinearColorF& fv);
- virtual void set(MaterialParameterHandle* handle, const S32 f);
- virtual void set(MaterialParameterHandle* handle, const Point2I& fv);
- virtual void set(MaterialParameterHandle* handle, const Point3I& fv);
- virtual void set(MaterialParameterHandle* handle, const Point4I& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<F32>& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2F>& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3F>& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4F>& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<S32>& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point2I>& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point3I>& fv);
- virtual void set(MaterialParameterHandle* handle, const AlignedArray<Point4I>& fv);
- virtual void set(MaterialParameterHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
- virtual void set(MaterialParameterHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
- virtual U32 getAlignmentValue(const GFXShaderConstType constType);
- private:
- MaterialParameters* mParameters;
- bool mOwnParameters;
- };
- #endif // _MATINSTANCE_H_
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