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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 _SHADERGEN_H_
- #define _SHADERGEN_H_
- #ifndef _LANG_ELEMENT_H_
- #include "shaderGen/langElement.h"
- #endif
- #ifndef _SHADERFEATURE_H_
- #include "shaderGen/shaderFeature.h"
- #endif
- #ifndef _SHADERCOMP_H_
- #include "shaderGen/shaderComp.h"
- #endif
- #ifndef _GFXDEVICE_H_
- #include "gfx/gfxDevice.h"
- #endif
- #ifndef _AUTOPTR_H_
- #include "core/util/autoPtr.h"
- #endif
- #ifndef _TSINGLETON_H_
- #include "core/util/tSingleton.h"
- #endif
- #ifndef _VOLUME_H_
- #include "core/volume.h"
- #endif
- #ifndef _MATERIALFEATUREDATA_H_
- #include "materials/materialFeatureData.h"
- #endif
- /// Base class used by shaderGen to be API agnostic. Subclasses implement the various methods
- /// in an API specific way.
- class ShaderGenPrinter
- {
- public:
- virtual ~ShaderGenPrinter() {}
-
- /// Prints a simple header, including the engine name, language type, and
- /// the fact that the shader was procedurally generated
- virtual void printShaderHeader(Stream& stream) = 0;
- /// Prints a comment block specifying the beginning of the main() function (or equivalent)
- virtual void printMainComment(Stream& stream) = 0;
- /// Prints the final line of the vertex shader, e.g. return OUT; }, }, END
- virtual void printVertexShaderCloser(Stream& stream) = 0;
- /// Prints the output struct for the pixel shader. Probably only used in HLSL/Cg.
- virtual void printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData) = 0;
- /// Prints the final line of the pixel shader.
- virtual void printPixelShaderCloser(Stream& stream) = 0;
-
- // Prints a line into the shader adding the proper terminator.
- virtual void printLine(Stream& stream, const String& line) = 0;
- };
- /// Abstract factory for created (and initializating, if necessary) shader components.
- class ShaderGenComponentFactory
- {
- public:
- virtual ~ShaderGenComponentFactory() {}
- /// Creates and initializes a vertex input connector with the specified flags
- virtual ShaderComponent* createVertexInputConnector( const GFXVertexFormat &vertexFormat ) = 0;
- /// Creates and names a vertex/pixel connector
- virtual ShaderComponent* createVertexPixelConnector() = 0;
- /// Creates an instance of VertexParamsDef
- virtual ShaderComponent* createVertexParamsDef() = 0;
- /// Creates an instance of PixelParamsDef
- virtual ShaderComponent* createPixelParamsDef() = 0;
- };
- //**************************************************************************
- /*!
- The ShaderGen class takes shader feature data (usually created by
- MatInstance) and creates a vertex/pixel shader pair in text files
- to be later compiled by a shader manager.
-
- It accomplishes this task by creating a group of shader "components" and
- "features" that output bits of high level shader code. Shader components
- translate to structures in HLSL that indicate incoming vertex data,
- data that is output from the vertex shader to the pixel shader, and data
- such as constants and textures that are passed directly to the shader
- from the app.
- Shader features are separable shader functions that can be turned on or
- off. Examples would be bumpmapping and specular highlights. See
- MaterialFeatureData for the current list of features supported.
- ShaderGen processes all of the features that are present for a desired
- shader, and then prints them out to the respective vertex or pixel
- shader file.
-
- For more information on shader features and components see the
- ShaderFeature and ShaderComponent classes.
- */
- //**************************************************************************
- //**************************************************************************
- // Shader generator
- //**************************************************************************
- class ShaderGen
- {
- public:
- virtual ~ShaderGen();
- /// Parameter 1 is the ShaderGen instance to initialize.
- typedef Delegate<void (ShaderGen*)> ShaderGenInitDelegate;
- /// Register an initialization delegate for adapterType. This should setPrinter/ComponentFactory/etc, and register
- /// shader features.
- void registerInitDelegate(GFXAdapterType adapterType, ShaderGenInitDelegate& initDelegate);
- /// Signal used to notify systems to register features.
- typedef Signal<void(GFXAdapterType type)> FeatureInitSignal;
- /// Returns the signal used to notify systems to register features.
- FeatureInitSignal& getFeatureInitSignal() { return mFeatureInitSignal; }
- /// vertFile and pixFile are filled in by this function. They point to
- /// the vertex and pixel shader files. pixVersion is also filled in by
- /// this function.
- /// @param assignNum used to assign a specific number as the filename
- void generateShader( const MaterialFeatureData &featureData,
- char *vertFile,
- char *pixFile,
- F32 *pixVersion,
- const GFXVertexFormat *vertexFormat,
- const char* cacheName,
- Vector<GFXShaderMacro> ¯os);
- // Returns a shader that implements the features listed by dat.
- GFXShader* getShader( const MaterialFeatureData &dat, const GFXVertexFormat *vertexFormat, const Vector<GFXShaderMacro> *macros, const Vector<String> &samplers );
- // This will delete all of the procedural shaders that we have. Used to regenerate shaders when
- // the ShaderFeatures have changed (due to lighting system change, or new plugin)
- virtual void flushProceduralShaders();
- void setPrinter(ShaderGenPrinter* printer) { mPrinter = printer; }
- void setComponentFactory(ShaderGenComponentFactory* factory) { mComponentFactory = factory; }
- void setFileEnding(String ending) { mFileEnding = ending; }
- static String smCommonShaderPath;
- protected:
- friend class ManagedSingleton<ShaderGen>;
- // Shader generation
- MaterialFeatureData mFeatureData;
- const GFXVertexFormat *mVertexFormat;
-
- Vector< ShaderComponent *> mComponents;
- AutoPtr<ShaderGenPrinter> mPrinter;
- AutoPtr<ShaderGenComponentFactory> mComponentFactory;
- String mFileEnding;
- /// The currently processing output.
- MultiLine *mOutput;
- GFXVertexFormat mInstancingFormat;
- /// Init
- bool mInit;
- ShaderGenInitDelegate mInitDelegates[GFXAdapterType_Count];
- FeatureInitSignal mFeatureInitSignal;
- bool mRegisteredWithGFX;
- Torque::FS::FileSystemRef mMemFS;
-
- /// Map of cache string -> shaders
- typedef Map<String, GFXShaderRef> ShaderMap;
- ShaderMap mProcShaders;
- ShaderGen();
- bool _handleGFXEvent(GFXDevice::GFXDeviceEventType event);
-
- /// Causes the init delegate to be called.
- void initShaderGen();
- void _init();
- void _uninit();
- /// Creates all the various shader components that will be filled in when
- /// the shader features are processed.
- void _createComponents();
- void _printFeatureList(Stream &stream);
- /// print out the processed features to the file stream
- void _printFeatures( Stream &stream );
- void _printDependencies( Stream &stream );
- void _processPixFeatures( Vector<GFXShaderMacro> ¯os, bool macrosOnly = false );
- void _printPixShader( Stream &stream );
- void _processVertFeatures( Vector<GFXShaderMacro> ¯os, bool macrosOnly = false );
- void _printVertShader( Stream &stream );
- // For ManagedSingleton.
- static const char* getSingletonName() { return "ShaderGen"; }
- };
- /// Returns the ShaderGen singleton.
- #define SHADERGEN ManagedSingleton<ShaderGen>::instance()
- #endif // _SHADERGEN_H_
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