customShaderFeature.cpp 7.8 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. #include "shaderGen/customShaderFeature.h"
  23. #ifdef TORQUE_D3D11
  24. #include "shaderGen/HLSL/customFeatureHLSL.h"
  25. #endif
  26. #ifdef TORQUE_OPENGL
  27. #include "shaderGen/GLSL/customFeatureGLSL.h"
  28. #endif
  29. #include "math/mathIO.h"
  30. #include "scene/sceneRenderState.h"
  31. #include "core/stream/bitStream.h"
  32. #include "materials/sceneData.h"
  33. #include "gfx/gfxDebugEvent.h"
  34. #include "gfx/gfxTransformSaver.h"
  35. #include "renderInstance/renderPassManager.h"
  36. IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
  37. ConsoleDocClass(CustomShaderFeatureData,
  38. "@brief A Shader Feature with custom definitions.\n\n"
  39. "This class allows for the creation and implementation of a ShaderGen ShaderFeature "
  40. "Implemented either engine side or script, and facilitates passing along of per-instance "
  41. "ShaderData. "
  42. "@ingroup Examples\n");
  43. //-----------------------------------------------------------------------------
  44. // Object setup and teardown
  45. //-----------------------------------------------------------------------------
  46. CustomShaderFeatureData::CustomShaderFeatureData()
  47. {
  48. #ifdef TORQUE_D3D11
  49. mFeatureHLSL = nullptr;
  50. #endif
  51. #ifdef TORQUE_OPENGL
  52. mFeatureGLSL = nullptr;
  53. #endif
  54. }
  55. CustomShaderFeatureData::~CustomShaderFeatureData()
  56. {
  57. }
  58. //-----------------------------------------------------------------------------
  59. // Object Editing
  60. //-----------------------------------------------------------------------------
  61. void CustomShaderFeatureData::initPersistFields()
  62. {
  63. // SceneObject already handles exposing the transform
  64. Parent::initPersistFields();
  65. }
  66. bool CustomShaderFeatureData::onAdd()
  67. {
  68. if (!Parent::onAdd())
  69. return false;
  70. #ifdef TORQUE_D3D11
  71. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  72. {
  73. mFeatureHLSL = new CustomFeatureHLSL();
  74. mFeatureHLSL->mOwner = this;
  75. }
  76. #endif
  77. #ifdef TORQUE_OPENGL
  78. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  79. {
  80. mFeatureGLSL = new CustomFeatureGLSL();
  81. mFeatureGLSL->mOwner = this;
  82. }
  83. #endif
  84. return true;
  85. }
  86. void CustomShaderFeatureData::onRemove()
  87. {
  88. Parent::onRemove();
  89. }
  90. //Shadergen setup functions
  91. void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
  92. {
  93. #ifdef TORQUE_D3D11
  94. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  95. mFeatureHLSL->addVariable(name, type, defaultValue);
  96. #endif
  97. #ifdef TORQUE_OPENGL
  98. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  99. mFeatureGLSL->addVariable(name, type, defaultValue);
  100. #endif
  101. }
  102. void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
  103. {
  104. #ifdef TORQUE_D3D11
  105. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  106. mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
  107. #endif
  108. #ifdef TORQUE_OPENGL
  109. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  110. mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
  111. #endif
  112. }
  113. void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
  114. {
  115. #ifdef TORQUE_D3D11
  116. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  117. mFeatureHLSL->addSampler(name, type, arraySize);
  118. #endif
  119. #ifdef TORQUE_OPENGL
  120. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  121. mFeatureGLSL->addSampler(name, type, arraySize);
  122. #endif
  123. }
  124. void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
  125. {
  126. #ifdef TORQUE_D3D11
  127. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  128. mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
  129. #endif
  130. #ifdef TORQUE_OPENGL
  131. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  132. mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
  133. #endif
  134. }
  135. void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
  136. {
  137. #ifdef TORQUE_D3D11
  138. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  139. mFeatureHLSL->addConnector(name, type, elementName);
  140. #endif
  141. #ifdef TORQUE_OPENGL
  142. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  143. mFeatureGLSL->addConnector(name, type, elementName);
  144. #endif
  145. }
  146. void CustomShaderFeatureData::addVertTexCoord(String name)
  147. {
  148. #ifdef TORQUE_D3D11
  149. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  150. mFeatureHLSL->addVertTexCoord(name);
  151. #endif
  152. #ifdef TORQUE_OPENGL
  153. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  154. mFeatureGLSL->addVertTexCoord(name);
  155. #endif
  156. }
  157. bool CustomShaderFeatureData::hasFeature(String name)
  158. {
  159. #ifdef TORQUE_D3D11
  160. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  161. return mFeatureHLSL->hasFeature(name);
  162. #endif
  163. #ifdef TORQUE_OPENGL
  164. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  165. return mFeatureGLSL->hasFeature(name);
  166. #endif
  167. return false;
  168. }
  169. void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValue* argv)
  170. {
  171. #ifdef TORQUE_D3D11
  172. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  173. mFeatureHLSL->writeLine(format, argc, argv);
  174. #endif
  175. #ifdef TORQUE_OPENGL
  176. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  177. mFeatureGLSL->writeLine(format, argc, argv);
  178. #endif
  179. }
  180. DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
  181. {
  182. object->addVariable(name, type, defaultValue);
  183. }
  184. DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
  185. {
  186. object->addUniform(name, type, defaultValue, arraySize);
  187. }
  188. DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
  189. {
  190. object->addSampler(name, "", arraySize);
  191. }
  192. DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
  193. {
  194. object->addTexture(name, type, samplerState, arraySize);
  195. }
  196. DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "")
  197. {
  198. object->addConnector(name, type, elementName);
  199. }
  200. DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "")
  201. {
  202. object->addVertTexCoord(name);
  203. }
  204. DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
  205. "@param method Name of method to call.\n"
  206. "@param args Zero or more arguments for the method.\n"
  207. "@return The result of the method call.")
  208. {
  209. object->writeLine(argv[2].getString(), argc - 3, argv + 3);
  210. }
  211. DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
  212. {
  213. return object->hasFeature(name);
  214. }