123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326 |
- //-----------------------------------------------------------------------------
- // 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 _MATERIALS_PROCESSEDMATERIAL_H_
- #define _MATERIALS_PROCESSEDMATERIAL_H_
- #ifndef _MATERIALDEFINITION_H_
- #include "materials/materialDefinition.h"
- #endif
- #ifndef _MATERIALFEATUREDATA_H_
- #include "materials/materialFeatureData.h"
- #endif
- #ifndef _GFXSTATEBLOCK_H_
- #include "gfx/gfxStateBlock.h"
- #endif
- #ifndef _MATTEXTURETARGET_H_
- #include "materials/matTextureTarget.h"
- #endif
- #ifndef _MATSTATEHINT_H_
- #include "materials/matStateHint.h"
- #endif
- #ifndef CUSTOMSHADERBINDINGDATA_H
- #include "materials/customShaderBindingData.h"
- #endif
- class ShaderFeature;
- class MaterialParameters;
- class MaterialParameterHandle;
- class SceneRenderState;
- class GFXVertexBufferHandleBase;
- class GFXPrimitiveBufferHandle;
- class MatrixSet;
- class GuiTreeViewCtrl;
- /// This contains the common data needed to render a pass.
- struct RenderPassData
- {
- public:
- struct TexSlotT
- {
- /// This is the default type of texture which
- /// is valid with most texture types.
- /// @see mTexType
- GFXTexHandle texObject;
- /// Only valid when the texture type is set
- /// to Material::TexTarget.
- /// @see mTexType
- NamedTexTargetRef texTarget;
- } mTexSlot[Material::MAX_TEX_PER_PASS];
- U32 mTexType[Material::MAX_TEX_PER_PASS];
- String mSamplerNames[Material::MAX_TEX_PER_PASS];
- /// The cubemap to use when the texture type is
- /// set to Material::Cube.
- /// @see mTexType
- GFXCubemapHandle mCubeMap;
- U32 mNumTex;
- U32 mNumTexReg;
- MaterialFeatureData mFeatureData;
- bool mGlow;
- Material::BlendOp mBlendOp;
- U32 mStageNum;
- /// State permutations, used to index into
- /// the render states array.
- /// @see mRenderStates
- enum
- {
- STATE_REFLECT = 1,
- STATE_TRANSLUCENT = 2,
- STATE_GLOW = 4,
- STATE_WIREFRAME = 8,
- STATE_MAX = 16
- };
- ///
- GFXStateBlockRef mRenderStates[STATE_MAX];
- RenderPassData();
- virtual ~RenderPassData() { reset(); }
- virtual void reset();
- /// Creates and returns a unique description string.
- virtual String describeSelf() const;
- };
- /// This is an abstract base class which provides the external
- /// interface all subclasses must implement. This interface
- /// primarily consists of setting state. Pass creation
- /// is implementation specific, and internal, thus it is
- /// not in this base class.
- class ProcessedMaterial
- {
- public:
- ProcessedMaterial();
- virtual ~ProcessedMaterial();
- /// @name State setting functions
- ///
- /// @{
- ///
- virtual void addStateBlockDesc(const GFXStateBlockDesc& sb);
- ///
- virtual void updateStateBlocks() { _initRenderPassDataStateBlocks(); }
- /// Set the user defined shader macros.
- virtual void setShaderMacros( const Vector<GFXShaderMacro> ¯os ) { mUserMacros = macros; }
- /// Sets the textures needed for rendering the current pass
- virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) = 0;
- /// Sets the transformation matrix, i.e. Model * View * Projection
- virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) = 0;
-
- /// Sets the node transforms for HW Skinning
- virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0;
- /// Sets any custom shader data
- virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) = 0;
-
- /// Sets the scene info like lights for the given pass.
- virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
- /// Sets the given vertex and primitive buffers so we can render geometry
- virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
-
- /// @see BaseMatInstance::setUserObject
- virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
- ///
- virtual bool stepInstance();
- /// @}
- /// Initializes us (eg. loads textures, creates passes, generates shaders)
- virtual bool init( const FeatureSet& features,
- const GFXVertexFormat *vertexFormat,
- const MatFeaturesDelegate &featuresDelegate ) = 0;
- /// Returns the state hint which can be used for
- /// sorting and fast comparisions of the equality
- /// of a material instance.
- virtual const MatStateHint& getStateHint() const { return mStateHint; }
- /// Sets up the given pass. Returns true if the pass was set up, false if there was an error or if
- /// the specified pass is out of bounds.
- virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;
- // Material parameter methods
- virtual MaterialParameters* allocMaterialParameters() = 0;
- virtual MaterialParameters* getDefaultMaterialParameters() = 0;
- virtual void setMaterialParameters(MaterialParameters* param, S32 pass) { mCurrentParams = param; };
- virtual MaterialParameters* getMaterialParameters() { return mCurrentParams; }
- virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name) = 0;
- /// Returns the pass data for the given pass.
- RenderPassData* getPass(U32 pass)
- {
- if(pass >= mPasses.size())
- return NULL;
- return mPasses[pass];
- }
- /// Returns the pass data for the given pass.
- const RenderPassData* getPass( U32 pass ) const { return mPasses[pass]; }
- /// Returns the number of stages we're rendering (not to be confused with the number of passes).
- virtual U32 getNumStages() = 0;
- /// Returns the number of passes we are rendering (not to be confused with the number of stages).
- U32 getNumPasses() const { return mPasses.size(); }
- /// Returns true if any pass glows
- bool hasGlow() const { return mHasGlow; }
- /// Returns true if any pass accumulates
- bool hasAccumulation() const { return mHasAccumulation; }
- /// Gets the stage number for a pass
- U32 getStageFromPass(U32 pass) const
- {
- if(pass >= mPasses.size())
- return 0;
- return mPasses[pass]->mStageNum;
- }
- /// Returns the active features in use by this material.
- /// @see BaseMatInstance::getFeatures
- const FeatureSet& getFeatures() const { return mFeatures; }
- /// Dump shader info, or FF texture info?
- virtual void dumpMaterialInfo() { }
- virtual void getMaterialInfo(GuiTreeViewCtrl* tree, U32 item) {}
- /// Returns the source material.
- Material* getMaterial() const { return mMaterial; }
- /// Returns the texture used by a stage
- GFXTexHandle getStageTexture(U32 stage, const FeatureType &type)
- {
- return (stage < Material::MAX_STAGES) ? mStages[stage].getTex(type) : NULL;
- }
- protected:
- /// Our passes.
- Vector<RenderPassData*> mPasses;
- /// The active features in use by this material.
- FeatureSet mFeatures;
- /// The material which we are processing.
- Material* mMaterial;
- MaterialParameters* mCurrentParams;
- /// Material::StageData is used here because the shader
- /// generator throws a fit if it's passed anything else.
- Material::StageData mStages[Material::MAX_STAGES];
- /// If we've already loaded the stage data
- bool mHasSetStageData;
- /// If we glow
- bool mHasGlow;
- /// If we have accumulation.
- bool mHasAccumulation;
- /// Number of stages (not to be confused with number of passes)
- U32 mMaxStages;
- /// The vertex format on which this material will render.
- const GFXVertexFormat *mVertexFormat;
- /// Set by addStateBlockDesc, should be considered
- /// when initPassStateBlock is called.
- GFXStateBlockDesc mUserDefined;
- /// The user defined macros to pass to the
- /// shader initialization.
- Vector<GFXShaderMacro> mUserMacros;
- /// The user defined object to pass to ShaderFeature::createConstHandles.
- SimObject *mUserObject;
- /// The state hint used for material sorting
- /// and quick equality comparision.
- MatStateHint mStateHint;
- /// Loads all the textures for all of the stages in the Material
- virtual void _setStageData();
- /// Sets the blend state for rendering
- void _setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc& desc );
- /// Returns the path the material will attempt to load for a given texture filename.
- String _getTexturePath(const String& filename);
- /// Loads the texture located at _getTexturePath(filename) and gives it the specified profile
- GFXTexHandle _createTexture( const char *filename, GFXTextureProfile *profile );
- GFXTexHandle _createCompositeTexture(const char *filenameR, const char *filenameG, const char *filenameB, const char *filenameA, U32 inputKey[4], GFXTextureProfile *profile);
- /// @name State blocks
- ///
- /// @{
- /// Creates the default state block templates, used by initStateBlocks.
- virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect);
- /// Does the base render state block setting, normally per pass.
- virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result);
- /// Creates the default state blocks for a list of render states.
- virtual void _initRenderStateStateBlocks( RenderPassData *rpd );
- /// Creates the default state blocks for each RenderPassData item.
- virtual void _initRenderPassDataStateBlocks();
- /// This returns the index into the renderState array based on the sgData passed in.
- virtual U32 _getRenderStateIndex( const SceneRenderState *state,
- const SceneData &sgData );
- /// Activates the correct mPasses[currPass].renderState based on scene graph info
- virtual void _setRenderState( const SceneRenderState *state,
- const SceneData &sgData,
- U32 pass );
- /// @
- };
- #endif // _MATERIALS_PROCESSEDMATERIAL_H_
|