Torque3D Documentation / _generateds / matTextureTarget.cpp

matTextureTarget.cpp

Engine/source/materials/matTextureTarget.cpp

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Public Functions

DefineEngineFunction(getNamedTargetList , String , () , "" )

Detailed Description

Public Functions

DefineEngineFunction(getNamedTargetList , String , () , "" )

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "materials/matTextureTarget.h"
 26
 27#include "console/console.h"
 28#include "platform/profiler.h"
 29#include "shaderGen/conditionerFeature.h"
 30#include "gfx/gfxTextureObject.h"
 31#include "gfx/gfxStructs.h"
 32
 33
 34NamedTexTarget::TargetMap NamedTexTarget::smTargets;
 35
 36
 37bool NamedTexTarget::registerWithName( const String &name )
 38{
 39   if ( mIsRegistered )
 40   {
 41      // If we're already registered with
 42      // this name then do nothing.
 43      if ( mName == name )
 44         return true;
 45
 46      // Else unregister ourselves first.
 47      unregister();
 48   }
 49
 50   // Make sure the target name isn't empty or already taken.
 51   if ( name.isEmpty())
 52   {
 53       Con::errorf("NamedTexTarget::registerWithName( const String &name ) No name given!");
 54       return false;
 55   }
 56   if (smTargets.contains( name ) )
 57   {
 58       Con::errorf("NamedTexTarget::registerWithName( %s ) Already used!", name.c_str());
 59      return false;
 60   }
 61   mName = name;
 62   mIsRegistered = true;
 63   smTargets.insert( mName, this );
 64   return true;
 65}
 66
 67void NamedTexTarget::unregister()
 68{
 69   if ( !mIsRegistered )
 70      return;
 71
 72   TargetMap::Iterator iter = smTargets.find( mName );
 73
 74   AssertFatal( iter != smTargets.end() &&
 75                iter->value == this,
 76      "NamedTexTarget::unregister - Bad registration!" );
 77
 78   mIsRegistered = false;
 79   mName = String::EmptyString;
 80   smTargets.erase( iter );
 81}
 82
 83NamedTexTarget* NamedTexTarget::find( const String &name )
 84{
 85   PROFILE_SCOPE( NamedTexTarget_find );
 86
 87   TargetMap::Iterator iter = smTargets.find( name );
 88   if ( iter != smTargets.end() )
 89      return iter->value;
 90   else
 91      return NULL;
 92}
 93
 94NamedTexTarget::NamedTexTarget()
 95   :  mIsRegistered( false ),
 96      mViewport( RectI::One ),
 97      mConditioner( NULL )
 98{   
 99}
100
101NamedTexTarget::~NamedTexTarget()
102{
103   unregister();
104}
105
106void NamedTexTarget::setTexture( U32 index, GFXTextureObject *tex )
107{
108   AssertFatal( index < 4, "NamedTexTarget::setTexture - Got invalid index!" );
109   mTex[index] = tex;
110}
111
112void NamedTexTarget::release()
113{
114   mTex[0] = NULL;
115   mTex[1] = NULL;
116   mTex[2] = NULL;
117   mTex[3] = NULL;
118}
119
120void NamedTexTarget::getShaderMacros( Vector<GFXShaderMacro> *outMacros )
121{
122   ConditionerFeature *cond = getConditioner();
123   if ( !cond )
124      return;
125
126   // TODO: No check for duplicates is 
127   // going on here which might be a problem?
128
129   String targetName = String::ToLower( mName );
130
131   // Add both the condition and uncondition macros.
132   const String &condMethod = cond->getShaderMethodName( ConditionerFeature::ConditionMethod );
133   if ( condMethod.isNotEmpty() )
134   {
135      GFXShaderMacro macro;
136      macro.name = targetName + "Condition";
137      macro.value = condMethod;
138      outMacros->push_back( macro );
139   }
140
141   const String &uncondMethod = cond->getShaderMethodName( ConditionerFeature::UnconditionMethod );
142   if ( uncondMethod.isNotEmpty() )
143   {   
144      GFXShaderMacro macro;
145      macro.name = targetName + "Uncondition";
146      macro.value = uncondMethod;
147      outMacros->push_back( macro );
148   }
149}
150
151DefineEngineFunction(getNamedTargetList, String, (), , "")
152{
153   String targetList = "";
154   NamedTexTarget::TargetMap targets = NamedTexTarget::getTargetMap();
155   for (NamedTexTarget::TargetMap::Iterator iter = targets.begin(); iter != targets.end(); iter++)
156   {
157      targetList += iter->value->getName() + " ";
158   }
159
160   return targetList;
161}
162