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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.
- //-----------------------------------------------------------------------------
- #include "customFeatureHLSL.h"
- #include "shaderGen/shaderFeature.h"
- #include "shaderGen/shaderOp.h"
- #include "shaderGen/featureMgr.h"
- //#include "materials/materialFeatureTypes.h"
- //#include "gfx/gfxDevice.h"
- //#include "materials/processedMaterial.h"
- //****************************************************************************
- // Accu Texture
- //****************************************************************************
- void CustomFeatureHLSL::processVert(Vector<ShaderComponent*>& componentList,
- const MaterialFeatureData& fd)
- {
- /*MultiLine *meta = new MultiLine;
- getOutTexCoord( "texCoord",
- "float2",
- false,
- meta,
- componentList );
- getOutObjToTangentSpace( componentList, meta, fd );
- output = meta;*/
- meta = new MultiLine;
- mFeatureData = fd;
- mComponentList = componentList;
- mOutputState = VertexOutput;
- if (mOwner->isMethod("processVertHLSL"))
- Con::executef(mOwner, "processVertHLSL");
- output = meta;
- }
- void CustomFeatureHLSL::processPix(Vector<ShaderComponent*>& componentList,
- const MaterialFeatureData& fd)
- {
- meta = new MultiLine;
- mFeatureData = fd;
- mComponentList = componentList;
- mOutputState = PixelOutput;
- if (mOwner->isMethod("processPixelHLSL"))
- Con::executef(mOwner, "processPixelHLSL");
- output = meta;
- }
- void CustomFeatureHLSL::setTexData(Material::StageData& stageDat,
- const MaterialFeatureData& fd,
- RenderPassData& passData,
- U32& texIndex)
- {
- //GFXTextureObject *tex = stageDat.getTex( MFT_AccuMap );
- //if ( tex )
- //{
- //passData.mSamplerNames[ texIndex ] = "AccuMap";
- //passData.mTexType[ texIndex++ ] = Material::AccuMap;
- //}
- if (mOwner->isMethod("setTextureData"))
- Con::executef(mOwner, "setTextureData");
- }
- void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue, U32 arraySize)
- {
- //do the var/arg fetching here
- Var* newVar = (Var*)LangElement::find(name.c_str());
- if (!newVar)
- {
- VarHolder newVarHolder(name, type, "");
- newVarHolder.arraySize = arraySize;
- newVarHolder.sampler = false;
- newVarHolder.uniform = true;
- newVarHolder.constSortPos = cspPotentialPrimitive;
- mVars.push_back(newVarHolder);
- mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
- }
- }
- void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
- {
- //do the var/arg fetching here
- Var* newVar = (Var*)LangElement::find(name.c_str());
- if (!newVar)
- {
- //As far as I know, it's always SamplerState regardless of the texture's type
- VarHolder newVarHolder(name, "SamplerState", "");
- newVarHolder.arraySize = arraySize;
- newVarHolder.sampler = true;
- newVarHolder.uniform = true;
- newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
- mVars.push_back(newVarHolder);
- mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
- }
- }
- void CustomFeatureHLSL::addTexture(String name, String type, String samplerState, U32 arraySize)
- {
- //do the var/arg fetching here
- Var* newVar = (Var*)LangElement::find(name.c_str());
- if (!newVar)
- {
- //go find our sampler state var
- U32 constNum = 0;
- Var* samplerStateVar = (Var*)LangElement::find(samplerState.c_str());
- if (!samplerStateVar)
- {
- //check our holder vars
- bool foundHolder = false;
- for (U32 v = 0; v < mVars.size(); v++)
- {
- if (mVars[v].varName == samplerState)
- {
- constNum = mVars[v].constNum;
- foundHolder = true;
- break;
- }
- }
- if (!foundHolder)
- {
- Con::errorf("CustomShaderFeature::addTexture: Unable to find texture's sampler state!");
- return;
- }
- }
- else
- {
- constNum = samplerStateVar->constNum;
- }
- VarHolder newVarHolder(name, type, "");
- newVarHolder.arraySize = arraySize;
- newVarHolder.texture = true;
- newVarHolder.uniform = true;
- newVarHolder.constNum = constNum; // used as texture unit num here
- mVars.push_back(newVarHolder);
- mOwner->mAddedShaderConstants.push_back(StringTable->insert(name.c_str()));
- }
- }
- void CustomFeatureHLSL::addVariable(String name, String type, String defaultValue)
- {
- //do the var/arg fetching here
- Var* newVar = (Var*)LangElement::find(name.c_str());
- if (!newVar)
- {
- if (!defaultValue.isEmpty())
- {
- char declareStatement[128];
- dSprintf(declareStatement, 128, " @ = %s;\n", defaultValue.c_str());
- newVar = new Var(name, type);
- LangElement* newVarDecl = new DecOp(newVar);
- meta->addStatement(new GenOp(declareStatement, newVarDecl));
- }
- else
- {
- VarHolder newVarHolder(name, type, defaultValue);
- mVars.push_back(newVarHolder);
- }
- }
- }
- void CustomFeatureHLSL::addConnector(String name, String type, String elementName)
- {
- // grab connector texcoord register
- ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
- //Get element
- S32 element = -1;
- if (elementName == String("RT_POSITION"))
- element = RT_POSITION;
- else if (elementName == String("RT_NORMAL"))
- element = RT_NORMAL;
- else if (elementName == String("RT_BINORMAL"))
- element = RT_BINORMAL;
- else if (elementName == String("RT_TANGENT"))
- element = RT_TANGENT;
- else if (elementName == String("RT_TANGENTW"))
- element = RT_TANGENTW;
- else if (elementName == String("RT_COLOR"))
- element = RT_COLOR;
- else if (elementName == String("RT_TEXCOORD"))
- element = RT_TEXCOORD;
- else if (elementName == String("RT_VPOS"))
- element = RT_VPOS;
- else if (elementName == String("RT_SVPOSITION"))
- element = RT_SVPOSITION;
- else if (elementName == String("RT_BLENDINDICES"))
- element = RT_BLENDINDICES;
- else if (elementName == String("RT_BLENDWEIGHT"))
- element = RT_BLENDWEIGHT;
- if (element == -1)
- {
- Con::errorf("CustomShaderFeatureHLSL::addConnector - Invalid element type %s", elementName.c_str());
- return;
- }
- VarHolder newVarHolder(name, type, "");
- newVarHolder.elementId = element;
- if (mOutputState == VertexOutput)
- newVarHolder.structName = "OUT";
- else if (mOutputState == PixelOutput)
- newVarHolder.structName = "IN";
- mVars.push_back(newVarHolder);
- }
- void CustomFeatureHLSL::addVertTexCoord(String name)
- {
- VarHolder newVarHolder(name, "", "");
- newVarHolder.texCoord = true;
- mVars.push_back(newVarHolder);
- }
- void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValue *argv)
- {
- //do the var/arg fetching here
- Vector<Var*> varList;
- bool declarationStatement = false;
- for (U32 i = 0; i < argc; i++)
- {
- String varName = argv[i].getString();
- Var* newVar = (Var*)LangElement::find(varName.c_str());
- if (!newVar)
- {
- //ok, check our existing var holders, see if we just haven't utilized it yet
- for (U32 v = 0; v < mVars.size(); v++)
- {
- if (mVars[v].varName == varName)
- {
- if (!mVars[v].texCoord)
- {
- if (mVars[v].elementId != -1)
- {
- ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(mComponentList[C_CONNECTOR]);
- Var* newDeclVar = connectComp->getElement((RegisterType)mVars[v].elementId);
- newDeclVar->setName(mVars[v].varName);
- newDeclVar->setStructName(mVars[v].structName);
- newDeclVar->setType(mVars[v].type);
- newVar = newDeclVar;
- }
- else
- {
- Var* newDeclVar = new Var(mVars[v].varName, mVars[v].type);
- newDeclVar->arraySize = mVars[v].arraySize;
- newDeclVar->uniform = mVars[v].uniform;
- newDeclVar->sampler = mVars[v].sampler;
- newDeclVar->texture = mVars[v].texture;
- newDeclVar->constNum = mVars[v].constNum;
- newDeclVar->constSortPos = mVars[v].constSortPos;
- if (!newDeclVar->uniform)
- {
- LangElement* newVarDecl = new DecOp(newDeclVar);
- newVar = (Var*)newVarDecl;
- declarationStatement = true;
- }
- else
- {
- newVar = newDeclVar;
- }
- }
- }
- else
- {
- newVar = getVertTexCoord(mVars[v].varName);
- }
- mVars.erase(v);
- break;
- }
- }
- if (!newVar)
- {
- //couldn't find that variable, bail out
- Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getString());
- return;
- }
- }
- varList.push_back(newVar);
- }
- //not happy about it, but do a trampoline here to pass along the args
- switch (varList.size())
- {
- case 0:
- meta->addStatement(new GenOp(format + "\n"));
- break;
- case 1:
- meta->addStatement(new GenOp(format + "\n", varList[0]));
- break;
- case 2:
- meta->addStatement(new GenOp(format + "\n", varList[0], varList[1]));
- break;
- case 3:
- meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2]));
- break;
- case 4:
- meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3]));
- break;
- case 5:
- meta->addStatement(new GenOp(format + "\n", varList[0], varList[1], varList[2], varList[3], varList[4]));
- break;
- }
- }
- bool CustomFeatureHLSL::hasFeature(String name)
- {
- for (U32 i = 0; i < mFeatureData.materialFeatures.getCount(); i++)
- {
- String featureName = mFeatureData.materialFeatures.getAt(i).getName();
- if (name == featureName)
- return true;
- }
- return false;
- }
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