processedShaderMaterial.h 9.8 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. #ifndef CUSTOMSHADERBINDINGDATA_H
  31. #include "materials/customShaderBindingData.h"
  32. #endif
  33. class GenericConstBufferLayout;
  34. class ShaderData;
  35. class LightInfo;
  36. class ShaderMaterialParameterHandle;
  37. class ShaderFeatureConstHandles;
  38. class CustomMaterial;
  39. class ShaderConstHandles
  40. {
  41. public:
  42. GFXShaderConstHandle* mDiffuseColorSC;
  43. GFXShaderConstHandle* mToneMapTexSC;
  44. GFXShaderConstHandle* mTexMatSC;
  45. GFXShaderConstHandle* mORMConfigSC;
  46. GFXShaderConstHandle* mRoughnessSC;
  47. GFXShaderConstHandle* mMetalnessSC;
  48. GFXShaderConstHandle* mGlowMulSC;
  49. GFXShaderConstHandle* mParallaxInfoSC;
  50. GFXShaderConstHandle* mAccuScaleSC;
  51. GFXShaderConstHandle* mAccuDirectionSC;
  52. GFXShaderConstHandle* mAccuStrengthSC;
  53. GFXShaderConstHandle* mAccuCoverageSC;
  54. GFXShaderConstHandle* mAccuSpecularSC;
  55. GFXShaderConstHandle* mFogDataSC;
  56. GFXShaderConstHandle* mFogColorSC;
  57. GFXShaderConstHandle* mDetailScaleSC;
  58. GFXShaderConstHandle* mVisiblitySC;
  59. GFXShaderConstHandle* mColorMultiplySC;
  60. GFXShaderConstHandle* mAlphaTestValueSC;
  61. GFXShaderConstHandle* mModelViewProjSC;
  62. GFXShaderConstHandle* mWorldViewOnlySC;
  63. GFXShaderConstHandle* mWorldToCameraSC;
  64. GFXShaderConstHandle* mCameraToWorldSC;
  65. GFXShaderConstHandle* mWorldToObjSC;
  66. GFXShaderConstHandle* mViewToObjSC;
  67. GFXShaderConstHandle* mInvCameraTransSC;
  68. GFXShaderConstHandle* mCameraToScreenSC;
  69. GFXShaderConstHandle* mScreenToCameraSC;
  70. GFXShaderConstHandle* mCubeTransSC;
  71. GFXShaderConstHandle* mCubeMipsSC;
  72. GFXShaderConstHandle* mObjTransSC;
  73. GFXShaderConstHandle* mCubeEyePosSC;
  74. GFXShaderConstHandle* mEyePosSC;
  75. GFXShaderConstHandle* mEyePosWorldSC;
  76. GFXShaderConstHandle* m_vEyeSC;
  77. GFXShaderConstHandle* mEyeMatSC;
  78. GFXShaderConstHandle* mOneOverFarplane;
  79. GFXShaderConstHandle* mAccumTimeSC;
  80. GFXShaderConstHandle* mMinnaertConstantSC;
  81. GFXShaderConstHandle* mSubSurfaceParamsSC;
  82. GFXShaderConstHandle* mDiffuseAtlasParamsSC;
  83. GFXShaderConstHandle* mBumpAtlasParamsSC;
  84. GFXShaderConstHandle* mDiffuseAtlasTileSC;
  85. GFXShaderConstHandle* mBumpAtlasTileSC;
  86. GFXShaderConstHandle *mRTSizeSC;
  87. GFXShaderConstHandle *mOneOverRTSizeSC;
  88. GFXShaderConstHandle* mDetailBumpStrength;
  89. GFXShaderConstHandle* mViewProjSC;
  90. GFXShaderConstHandle *mImposterUVs;
  91. GFXShaderConstHandle *mImposterLimits;
  92. // Deferred Shading : Material Info Flags
  93. GFXShaderConstHandle* mMatInfoFlagsSC;
  94. GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
  95. GFXShaderConstHandle* mRTParamsSC[GFX_TEXTURE_STAGE_COUNT];
  96. GFXShaderConstHandle* mNodeTransforms;
  97. struct customHandleData
  98. {
  99. StringTableEntry handleName;
  100. GFXShaderConstHandle* handle;
  101. };
  102. Vector<customHandleData> mCustomHandles;
  103. void init( GFXShader* shader, CustomMaterial* mat = NULL);
  104. };
  105. class ShaderRenderPassData : public RenderPassData
  106. {
  107. typedef RenderPassData Parent;
  108. public:
  109. virtual ~ShaderRenderPassData() { reset(); }
  110. GFXShaderRef shader;
  111. ShaderConstHandles shaderHandles;
  112. Vector<ShaderFeatureConstHandles*> featureShaderHandles;
  113. virtual void reset();
  114. virtual String describeSelf() const;
  115. };
  116. class ProcessedShaderMaterial : public ProcessedMaterial
  117. {
  118. typedef ProcessedMaterial Parent;
  119. public:
  120. ProcessedShaderMaterial();
  121. ProcessedShaderMaterial(Material &mat);
  122. ~ProcessedShaderMaterial();
  123. // ProcessedMaterial
  124. virtual bool init( const FeatureSet &features,
  125. const GFXVertexFormat *vertexFormat,
  126. const MatFeaturesDelegate &featuresDelegate );
  127. virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
  128. virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
  129. virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
  130. virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
  131. virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass);
  132. virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
  133. virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
  134. virtual bool stepInstance();
  135. virtual void dumpMaterialInfo();
  136. virtual void getMaterialInfo(GuiTreeViewCtrl* tree, U32 item);
  137. virtual MaterialParameters* allocMaterialParameters();
  138. virtual MaterialParameters* getDefaultMaterialParameters() { return mDefaultParameters; }
  139. virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
  140. virtual U32 getNumStages();
  141. protected:
  142. Vector<GFXShaderConstDesc> mShaderConstDesc;
  143. MaterialParameters* mDefaultParameters;
  144. Vector<ShaderMaterialParameterHandle*> mParameterHandles;
  145. /// Hold the instancing state data for the material.
  146. class InstancingState
  147. {
  148. const static U32 COUNT = 200;
  149. public:
  150. InstancingState()
  151. : mInstFormat( NULL ),
  152. mBuffer( NULL ),
  153. mCount( -1 )
  154. {
  155. }
  156. ~InstancingState()
  157. {
  158. delete [] mBuffer;
  159. }
  160. void setFormat( const GFXVertexFormat *instFormat, const GFXVertexFormat *vertexFormat )
  161. {
  162. mInstFormat = instFormat;
  163. mDeclFormat.copy( *vertexFormat );
  164. mDeclFormat.append( *mInstFormat, 1 );
  165. // Let the declaration know we have instancing.
  166. mDeclFormat.enableInstancing();
  167. mDeclFormat.getDecl();
  168. delete [] mBuffer;
  169. mBuffer = new U8[ mInstFormat->getSizeInBytes() * COUNT ];
  170. mCount = -1;
  171. }
  172. bool step( U8 **outPtr )
  173. {
  174. // Are we starting a new draw call?
  175. if ( mCount < 0 )
  176. {
  177. *outPtr = mBuffer;
  178. mCount = 0;
  179. }
  180. else
  181. {
  182. // Increment to the next instance.
  183. *outPtr += mInstFormat->getSizeInBytes();
  184. mCount++;
  185. }
  186. return mCount < COUNT;
  187. }
  188. void resetStep() { mCount = -1; }
  189. U8* getBuffer() const { return mBuffer; }
  190. S32 getCount() const { return mCount; }
  191. const GFXVertexFormat* getFormat() const { return mInstFormat; }
  192. const GFXVertexFormat* getDeclFormat() const { return &mDeclFormat; }
  193. protected:
  194. GFXVertexFormat mDeclFormat;
  195. const GFXVertexFormat *mInstFormat;
  196. U8 *mBuffer;
  197. S32 mCount;
  198. };
  199. /// The instancing state if this material
  200. /// supports instancing.
  201. InstancingState *mInstancingState;
  202. /// @name Internal functions
  203. ///
  204. /// @{
  205. /// Adds a pass for the given stage.
  206. virtual bool _addPass( ShaderRenderPassData &rpd,
  207. U32 &texIndex,
  208. MaterialFeatureData &fd,
  209. U32 stageNum,
  210. const FeatureSet &features);
  211. /// Chooses a blend op for the given pass
  212. virtual void _setPassBlendOp( ShaderFeature *sf,
  213. ShaderRenderPassData &passData,
  214. U32 &texIndex,
  215. MaterialFeatureData &stageFeatures,
  216. U32 stageNum,
  217. const FeatureSet &features);
  218. /// Creates passes for the given stage
  219. virtual bool _createPasses( MaterialFeatureData &fd, U32 stageNum, const FeatureSet &features );
  220. /// Fills in the MaterialFeatureData for the given stage
  221. virtual void _determineFeatures( U32 stageNum,
  222. MaterialFeatureData &fd,
  223. const FeatureSet &features );
  224. /// Do we have a cubemap on pass?
  225. virtual bool _hasCubemap(U32 pass);
  226. /// Used by setTextureTransforms
  227. F32 _getWaveOffset( U32 stage );
  228. /// Sets texture transformation matrices for texture animations such as scale and wave
  229. virtual void _setTextureTransforms(const U32 pass);
  230. /// Sets all of the necessary shader constants for the given pass
  231. virtual void _setShaderConstants(SceneRenderState *, const SceneData &sgData, U32 pass);
  232. /// @}
  233. void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
  234. /// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
  235. public:
  236. virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
  237. virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
  238. protected:
  239. ///
  240. virtual void _initMaterialParameters();
  241. ShaderRenderPassData* _getRPD(const U32 pass) { return static_cast<ShaderRenderPassData*>(mPasses[pass]); }
  242. };
  243. #endif // _MATERIALS_PROCESSEDSHADERMATERIAL_H_