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