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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 _SHADERFEATURE_H_
- #define _SHADERFEATURE_H_
- #ifndef _MATERIALDEFINITION_H_
- #include "materials/materialDefinition.h"
- #endif
- #ifndef _SHADERCOMP_H_
- #include "shaderGen/shaderComp.h"
- #endif
- #ifndef _SHADER_DEPENDENCY_H_
- #include "shaderGen/shaderDependency.h"
- #endif
- class MultiLine;
- struct LangElement;
- struct MaterialFeatureData;
- class GFXShaderConstBuffer;
- struct RenderPassData;
- struct SceneData;
- class SceneRenderState;
- class GFXShader;
- class GFXVertexFormat;
- ///
- class ShaderFeatureConstHandles
- {
- public:
- virtual ~ShaderFeatureConstHandles() { }
- virtual void init( GFXShader *shader ) = 0;
- virtual void setConsts( SceneRenderState *state,
- const SceneData &sgData,
- GFXShaderConstBuffer *buffer ) = 0;
- };
- //**************************************************************************
- /*!
- The ShaderFeature class is the base class for every procedurally generated
- feature. Each feature the engine recognizes is part of the MaterialFeatureType
- enum. That structure is used to indicate which features are present in a shader
- to be generated. This is useful as many ShaderFeatures will output different
- code depending on what other features are going to be in the shader.
- Shaders are generated using the ShaderFeature interface, so all of the
- descendants interact pretty much the same way.
- */
- //**************************************************************************
- //**************************************************************************
- // Shader Feature
- //**************************************************************************
- class ShaderFeature
- {
- public:
- // Bitfield which allows a shader feature to say which render targets it outputs
- // data to (could be more than one).
- enum OutputTarget
- {
- DefaultTarget = 1 << 0,
- RenderTarget1 = 1 << 1,
- RenderTarget2 = 1 << 2,
- RenderTarget3 = 1 << 3,
- RenderTarget4 = 1 << 4,
- RenderTarget5 = 1 << 5,
- };
- protected:
- LangElement *output;
- /// The list of unique shader dependencies.
- Vector<const ShaderDependency *> mDependencies;
- ///
- S32 mProcessIndex;
- public:
- // TODO: Make this protected and give it a proper API.
- const GFXVertexFormat *mVertexFormat;
- // TODO: Make this protected and give it a proper API.
- GFXVertexFormat *mInstancingFormat;
- public:
- //**************************************************************************
- /*!
- The Resources structure is used by ShaderFeature to indicate how many
- hardware "resources" it needs. Resources are things such as how
- many textures it uses and how many texture registers it needs to pass
- information from the vertex to the pixel shader.
- The Resources data can change depending what hardware is available. For
- instance, pixel 1.x level hardware may need more texture registers than
- pixel 2.0+ hardware because each texture register can only be used with
- its respective texture sampler.
- The data in Resources is used to determine how many features can be
- squeezed into a singe shader. If a feature requires too many resources
- to fit into the current shader, it will be put into another pass.
- */
- //**************************************************************************
- struct Resources
- {
- U32 numTex;
- U32 numTexReg;
- Resources()
- {
- dMemset( this, 0, sizeof( Resources ) );
- }
- };
- //-----------------------------------------------------------------------
- // Base functions
- //-----------------------------------------------------------------------
-
- ShaderFeature()
- : output( NULL ),
- mProcessIndex( 0 ),
- mVertexFormat( NULL ),
- mInstancingFormat( NULL )
- {
- }
- virtual ~ShaderFeature() {}
- /// returns output from a processed vertex or pixel shader
- LangElement* getOutput() const { return output; }
-
- ///
- void setProcessIndex( S32 index ) { mProcessIndex = index; }
- ///
- S32 getProcessIndex() const { return mProcessIndex; }
- //-----------------------------------------------------------------------
- // Virtual Functions
- //-----------------------------------------------------------------------
-
- /// Get the incoming base texture coords - useful for bumpmap and detail maps
- virtual Var* getVertTexCoord( const String &name ) = 0;
- /// Set up a texture space matrix - to pass into pixel shader
- virtual LangElement * setupTexSpaceMat( Vector<ShaderComponent*> &componentList,
- Var **texSpaceMat ) = 0;
- /// Expand and assign a normal map. This takes care of compressed normal maps as well.
- virtual LangElement * expandNormalMap( LangElement *sampleNormalOp,
- LangElement *normalDecl, LangElement *normalVar, const MaterialFeatureData &fd ) = 0;
- /// Helper function for applying the color to shader output.
- ///
- /// @param elem The rbg or rgba color to assign.
- ///
- /// @param blend The type of blending to perform.
- ///
- /// @param lerpElem The optional lerp parameter when doing a LerpAlpha blend,
- /// if not set then the elem is used.
- ///
- virtual LangElement* assignColor( LangElement *elem,
- Material::BlendOp blend,
- LangElement *lerpElem = NULL,
- ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget ) = 0;
- //-----------------------------------------------------------------------
- /*!
- Process vertex shader - This function is used by each feature to
- generate a list of LangElements that can be traversed and "printed"
- to generate the actual shader code. The 'output' member is the head
- of that list.
- The componentList is used mostly for access to the "Connector"
- structure which is used to pass data from the vertex to the pixel
- shader.
- The MaterialFeatureData parameter is used to determine what other
- features are present for the shader being generated.
- */
- //-----------------------------------------------------------------------
- virtual void processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- { output = NULL; }
- //-----------------------------------------------------------------------
- /*!
- Process pixel shader - This function is used by each feature to
- generate a list of LangElements that can be traversed and "printed"
- to generate the actual shader code. The 'output' member is the head
- of that list.
- The componentList is used mostly for access to the "Connector"
- structure which is used to pass data from the vertex to the pixel
- shader.
- The MaterialFeatureData parameter is used to determine what other
- features are present for the shader being generated.
- */
- //-----------------------------------------------------------------------
- virtual void processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- { output = NULL; }
- /// Allows the feature to add macros to pixel shader compiles.
- virtual void processPixMacros( Vector<GFXShaderMacro> ¯os, const MaterialFeatureData &fd ) {};
- /// Allows the feature to add macros to vertex shader compiles.
- virtual void processVertMacros( Vector<GFXShaderMacro> ¯os, const MaterialFeatureData &fd ) {};
- /// Identifies what type of blending a feature uses. This is used to
- /// group features with the same blend operation together in a multipass
- /// situation.
- virtual Material::BlendOp getBlendOp() { return Material::Add; }
-
- /// Returns the resource requirements of this feature based on what
- /// other features are present. The "resources" are things such as
- /// texture units, and texture registers of which there can be
- /// very limited numbers. The resources can vary depending on hardware
- /// and what other features are present.
- virtual Resources getResources( const MaterialFeatureData &fd );
- /// Fills texture related info in RenderPassData for this feature. It
- /// takes into account the current pass (passData) as well as what other
- /// data is available to the material stage (stageDat).
- ///
- /// For instance, ReflectCubeFeatHLSL would like to modulate its output
- /// by the alpha channel of another texture. If the current pass does
- /// not contain a diffuse or bump texture, but the Material does, then
- /// this function allows it to use one of those textures in the current
- /// pass.
- virtual void setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex ){};
-
- /// Returns the name of this feature.
- virtual String getName() = 0;
- /// Adds a dependency to this shader feature.
- virtual void addDependency( const ShaderDependency *depends );
- /// Gets the dependency list for this shader feature.
- virtual const Vector<const ShaderDependency *> &getDependencies() const { return mDependencies; }
- /// Returns the output variable name for this feature if it applies.
- virtual const char* getOutputVarName() const { return NULL; }
- /// Gets the render target this shader feature is assigning data to.
- virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return DefaultTarget; }
- /// Returns the name of output targer var.
- const char* getOutputTargetVarName( OutputTarget target = DefaultTarget ) const;
- // Called from ProcessedShaderMaterial::determineFeatures to enable/disable features.
- virtual void determineFeature( Material *material,
- const GFXVertexFormat *vertexFormat,
- U32 stageNum,
- const FeatureType &type,
- const FeatureSet &features,
- MaterialFeatureData *outFeatureData ) { }
- //
- virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject ) { return NULL; }
- /// Called after processing the vertex and processing the pixel
- /// to cleanup any temporary structures stored in the feature.
- virtual void reset() { output = NULL; mProcessIndex = 0; mInstancingFormat = NULL; mVertexFormat = NULL; }
- /// A simpler helper function which either finds
- /// the existing local var or creates one.
- static Var* findOrCreateLocal( const char *name,
- const char *type,
- MultiLine *multi );
- // Set the instancing format
- void setInstancingFormat(GFXVertexFormat *format);
- };
- #endif // _SHADERFEATURE_H_
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