customShaderFeature.cpp 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246
  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. #include "shaderGen/customShaderFeature.h"
  23. #ifdef TORQUE_D3D11
  24. #include "shaderGen/HLSL/customFeatureHLSL.h"
  25. #endif
  26. #ifdef TORQUE_OPENGL
  27. #include "shaderGen/GLSL/customFeatureGLSL.h"
  28. #endif
  29. #include "math/mathIO.h"
  30. #include "scene/sceneRenderState.h"
  31. #include "core/stream/bitStream.h"
  32. #include "materials/sceneData.h"
  33. #include "gfx/gfxDebugEvent.h"
  34. #include "gfx/gfxTransformSaver.h"
  35. #include "renderInstance/renderPassManager.h"
  36. IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
  37. ConsoleDocClass(CustomShaderFeatureData,
  38. "@brief A Shader Feature with custom definitions.\n\n"
  39. "This class allows for the creation and implementation of a ShaderGen ShaderFeature "
  40. "Implemented either engine side or script, and facilitates passing along of per-instance "
  41. "ShaderData. "
  42. "@ingroup Examples\n");
  43. //-----------------------------------------------------------------------------
  44. // Object setup and teardown
  45. //-----------------------------------------------------------------------------
  46. CustomShaderFeatureData::CustomShaderFeatureData()
  47. {
  48. #ifdef TORQUE_D3D11
  49. mFeatureHLSL = nullptr;
  50. #endif
  51. #ifdef TORQUE_OPENGL
  52. mFeatureGLSL = nullptr;
  53. #endif
  54. }
  55. CustomShaderFeatureData::~CustomShaderFeatureData()
  56. {
  57. }
  58. //-----------------------------------------------------------------------------
  59. // Object Editing
  60. //-----------------------------------------------------------------------------
  61. void CustomShaderFeatureData::initPersistFields()
  62. {
  63. docsURL;
  64. // SceneObject already handles exposing the transform
  65. Parent::initPersistFields();
  66. }
  67. bool CustomShaderFeatureData::onAdd()
  68. {
  69. if (!Parent::onAdd())
  70. return false;
  71. #ifdef TORQUE_D3D11
  72. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  73. {
  74. mFeatureHLSL = new CustomFeatureHLSL();
  75. mFeatureHLSL->mOwner = this;
  76. }
  77. #endif
  78. #ifdef TORQUE_OPENGL
  79. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  80. {
  81. mFeatureGLSL = new CustomFeatureGLSL();
  82. mFeatureGLSL->mOwner = this;
  83. }
  84. #endif
  85. return true;
  86. }
  87. void CustomShaderFeatureData::onRemove()
  88. {
  89. Parent::onRemove();
  90. }
  91. //Shadergen setup functions
  92. void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
  93. {
  94. #ifdef TORQUE_D3D11
  95. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  96. mFeatureHLSL->addVariable(name, type, defaultValue);
  97. #endif
  98. #ifdef TORQUE_OPENGL
  99. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  100. mFeatureGLSL->addVariable(name, type, defaultValue);
  101. #endif
  102. }
  103. void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
  104. {
  105. #ifdef TORQUE_D3D11
  106. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  107. mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
  108. #endif
  109. #ifdef TORQUE_OPENGL
  110. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  111. mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
  112. #endif
  113. }
  114. void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
  115. {
  116. #ifdef TORQUE_D3D11
  117. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  118. mFeatureHLSL->addSampler(name, type, arraySize);
  119. #endif
  120. #ifdef TORQUE_OPENGL
  121. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  122. mFeatureGLSL->addSampler(name, type, arraySize);
  123. #endif
  124. }
  125. void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
  126. {
  127. #ifdef TORQUE_D3D11
  128. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  129. mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
  130. #endif
  131. #ifdef TORQUE_OPENGL
  132. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  133. mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
  134. #endif
  135. }
  136. void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
  137. {
  138. #ifdef TORQUE_D3D11
  139. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  140. mFeatureHLSL->addConnector(name, type, elementName);
  141. #endif
  142. #ifdef TORQUE_OPENGL
  143. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  144. mFeatureGLSL->addConnector(name, type, elementName);
  145. #endif
  146. }
  147. void CustomShaderFeatureData::addVertTexCoord(String name)
  148. {
  149. #ifdef TORQUE_D3D11
  150. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  151. mFeatureHLSL->addVertTexCoord(name);
  152. #endif
  153. #ifdef TORQUE_OPENGL
  154. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  155. mFeatureGLSL->addVertTexCoord(name);
  156. #endif
  157. }
  158. bool CustomShaderFeatureData::hasFeature(String name)
  159. {
  160. #ifdef TORQUE_D3D11
  161. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  162. return mFeatureHLSL->hasFeature(name);
  163. #endif
  164. #ifdef TORQUE_OPENGL
  165. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  166. return mFeatureGLSL->hasFeature(name);
  167. #endif
  168. return false;
  169. }
  170. void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValue* argv)
  171. {
  172. #ifdef TORQUE_D3D11
  173. if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
  174. mFeatureHLSL->writeLine(format, argc, argv);
  175. #endif
  176. #ifdef TORQUE_OPENGL
  177. if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
  178. mFeatureGLSL->writeLine(format, argc, argv);
  179. #endif
  180. }
  181. DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
  182. {
  183. object->addVariable(name, type, defaultValue);
  184. }
  185. DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
  186. {
  187. object->addUniform(name, type, defaultValue, arraySize);
  188. }
  189. DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
  190. {
  191. object->addSampler(name, "", arraySize);
  192. }
  193. DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
  194. {
  195. object->addTexture(name, type, samplerState, arraySize);
  196. }
  197. DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "")
  198. {
  199. object->addConnector(name, type, elementName);
  200. }
  201. DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "")
  202. {
  203. object->addVertTexCoord(name);
  204. }
  205. DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
  206. "@param method Name of method to call.\n"
  207. "@param args Zero or more arguments for the method.\n"
  208. "@return The result of the method call.")
  209. {
  210. object->writeLine(argv[2].getString(), argc - 3, argv + 3);
  211. }
  212. DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
  213. {
  214. return object->hasFeature(name);
  215. }