processedMaterial.h
Engine/source/materials/processedMaterial.h
Classes:
class
This is an abstract base class which provides the external interface all subclasses must implement.
class
This contains the common data needed to render a pass.
Detailed Description
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#ifndef _MATERIALS_PROCESSEDMATERIAL_H_ 25#define _MATERIALS_PROCESSEDMATERIAL_H_ 26 27#ifndef _MATERIALDEFINITION_H_ 28#include "materials/materialDefinition.h" 29#endif 30#ifndef _MATERIALFEATUREDATA_H_ 31#include "materials/materialFeatureData.h" 32#endif 33#ifndef _GFXSTATEBLOCK_H_ 34#include "gfx/gfxStateBlock.h" 35#endif 36#ifndef _MATTEXTURETARGET_H_ 37#include "materials/matTextureTarget.h" 38#endif 39#ifndef _MATSTATEHINT_H_ 40#include "materials/matStateHint.h" 41#endif 42 43#ifndef CUSTOMSHADERBINDINGDATA_H 44#include "materials/customShaderBindingData.h" 45#endif 46 47class ShaderFeature; 48class MaterialParameters; 49class MaterialParameterHandle; 50class SceneRenderState; 51class GFXVertexBufferHandleBase; 52class GFXPrimitiveBufferHandle; 53class MatrixSet; 54class GuiTreeViewCtrl; 55 56/// This contains the common data needed to render a pass. 57struct RenderPassData 58{ 59public: 60 61 struct TexSlotT 62 { 63 /// This is the default type of texture which 64 /// is valid with most texture types. 65 /// @see mTexType 66 GFXTexHandle texObject; 67 68 /// Only valid when the texture type is set 69 /// to Material::TexTarget. 70 /// @see mTexType 71 NamedTexTargetRef texTarget; 72 73 } mTexSlot[Material::MAX_TEX_PER_PASS]; 74 75 U32 mTexType[Material::MAX_TEX_PER_PASS]; 76 String mSamplerNames[Material::MAX_TEX_PER_PASS]; 77 78 /// The cubemap to use when the texture type is 79 /// set to Material::Cube. 80 /// @see mTexType 81 GFXCubemapHandle mCubeMap; 82 83 U32 mNumTex; 84 85 U32 mNumTexReg; 86 87 MaterialFeatureData mFeatureData; 88 89 bool mGlow; 90 91 Material::BlendOp mBlendOp; 92 93 U32 mStageNum; 94 95 /// State permutations, used to index into 96 /// the render states array. 97 /// @see mRenderStates 98 enum 99 { 100 STATE_REFLECT = 1, 101 STATE_TRANSLUCENT = 2, 102 STATE_GLOW = 4, 103 STATE_WIREFRAME = 8, 104 STATE_MAX = 16 105 }; 106 107 /// 108 GFXStateBlockRef mRenderStates[STATE_MAX]; 109 110 RenderPassData(); 111 112 virtual ~RenderPassData() { reset(); } 113 114 virtual void reset(); 115 116 /// Creates and returns a unique description string. 117 virtual String describeSelf() const; 118}; 119 120/// This is an abstract base class which provides the external 121/// interface all subclasses must implement. This interface 122/// primarily consists of setting state. Pass creation 123/// is implementation specific, and internal, thus it is 124/// not in this base class. 125class ProcessedMaterial 126{ 127public: 128 ProcessedMaterial(); 129 virtual ~ProcessedMaterial(); 130 131 /// @name State setting functions 132 /// 133 /// @{ 134 135 /// 136 virtual void addStateBlockDesc(const GFXStateBlockDesc& sb); 137 138 /// 139 virtual void updateStateBlocks() { _initRenderPassDataStateBlocks(); } 140 141 /// Set the user defined shader macros. 142 virtual void setShaderMacros( const Vector<GFXShaderMacro> ¯os ) { mUserMacros = macros; } 143 144 /// Sets the textures needed for rendering the current pass 145 virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass ) = 0; 146 147 /// Sets the transformation matrix, i.e. Model * View * Projection 148 virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) = 0; 149 150 /// Sets the node transforms for HW Skinning 151 virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0; 152 153 /// Sets any custom shader data 154 virtual void setCustomShaderData(Vector<CustomShaderBindingData> &shaderData, const U32 pass) = 0; 155 156 /// Sets the scene info like lights for the given pass. 157 virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0; 158 159 /// Sets the given vertex and primitive buffers so we can render geometry 160 virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer); 161 162 /// @see BaseMatInstance::setUserObject 163 virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; } 164 165 /// 166 virtual bool stepInstance(); 167 168 /// @} 169 170 /// Initializes us (eg. loads textures, creates passes, generates shaders) 171 virtual bool init( const FeatureSet& features, 172 const GFXVertexFormat *vertexFormat, 173 const MatFeaturesDelegate &featuresDelegate ) = 0; 174 175 /// Returns the state hint which can be used for 176 /// sorting and fast comparisions of the equality 177 /// of a material instance. 178 virtual const MatStateHint& getStateHint() const { return mStateHint; } 179 180 /// Sets up the given pass. Returns true if the pass was set up, false if there was an error or if 181 /// the specified pass is out of bounds. 182 virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass) = 0; 183 184 // Material parameter methods 185 virtual MaterialParameters* allocMaterialParameters() = 0; 186 virtual MaterialParameters* getDefaultMaterialParameters() = 0; 187 virtual void setMaterialParameters(MaterialParameters* param, S32 pass) { mCurrentParams = param; }; 188 virtual MaterialParameters* getMaterialParameters() { return mCurrentParams; } 189 virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name) = 0; 190 191 /// Returns the pass data for the given pass. 192 RenderPassData* getPass(U32 pass) 193 { 194 if(pass >= mPasses.size()) 195 return NULL; 196 return mPasses[pass]; 197 } 198 199 /// Returns the pass data for the given pass. 200 const RenderPassData* getPass( U32 pass ) const { return mPasses[pass]; } 201 202 /// Returns the number of stages we're rendering (not to be confused with the number of passes). 203 virtual U32 getNumStages() = 0; 204 205 /// Returns the number of passes we are rendering (not to be confused with the number of stages). 206 U32 getNumPasses() const { return mPasses.size(); } 207 208 /// Returns true if any pass glows 209 bool hasGlow() const { return mHasGlow; } 210 211 /// Returns true if any pass accumulates 212 bool hasAccumulation() const { return mHasAccumulation; } 213 214 /// Gets the stage number for a pass 215 U32 getStageFromPass(U32 pass) const 216 { 217 if(pass >= mPasses.size()) 218 return 0; 219 return mPasses[pass]->mStageNum; 220 } 221 222 /// Returns the active features in use by this material. 223 /// @see BaseMatInstance::getFeatures 224 const FeatureSet& getFeatures() const { return mFeatures; } 225 226 /// Dump shader info, or FF texture info? 227 virtual void dumpMaterialInfo() { } 228 229 virtual void getMaterialInfo(GuiTreeViewCtrl* tree, U32 item) {} 230 231 /// Returns the source material. 232 Material* getMaterial() const { return mMaterial; } 233 234 /// Returns the texture used by a stage 235 GFXTexHandle getStageTexture(U32 stage, const FeatureType &type) 236 { 237 return (stage < Material::MAX_STAGES) ? mStages[stage].getTex(type) : NULL; 238 } 239 240protected: 241 242 /// Our passes. 243 Vector<RenderPassData*> mPasses; 244 245 /// The active features in use by this material. 246 FeatureSet mFeatures; 247 248 /// The material which we are processing. 249 Material* mMaterial; 250 251 MaterialParameters* mCurrentParams; 252 253 /// Material::StageData is used here because the shader 254 /// generator throws a fit if it's passed anything else. 255 Material::StageData mStages[Material::MAX_STAGES]; 256 257 /// If we've already loaded the stage data 258 bool mHasSetStageData; 259 260 /// If we glow 261 bool mHasGlow; 262 263 /// If we have accumulation. 264 bool mHasAccumulation; 265 266 /// Number of stages (not to be confused with number of passes) 267 U32 mMaxStages; 268 269 /// The vertex format on which this material will render. 270 const GFXVertexFormat *mVertexFormat; 271 272 /// Set by addStateBlockDesc, should be considered 273 /// when initPassStateBlock is called. 274 GFXStateBlockDesc mUserDefined; 275 276 /// The user defined macros to pass to the 277 /// shader initialization. 278 Vector<GFXShaderMacro> mUserMacros; 279 280 /// The user defined object to pass to ShaderFeature::createConstHandles. 281 SimObject *mUserObject; 282 283 /// The state hint used for material sorting 284 /// and quick equality comparision. 285 MatStateHint mStateHint; 286 287 /// Loads all the textures for all of the stages in the Material 288 virtual void _setStageData(); 289 290 /// Sets the blend state for rendering 291 void _setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc& desc ); 292 293 /// Returns the path the material will attempt to load for a given texture filename. 294 String _getTexturePath(const String& filename); 295 296 /// Loads the texture located at _getTexturePath(filename) and gives it the specified profile 297 GFXTexHandle _createTexture( const char *filename, GFXTextureProfile *profile ); 298 GFXTexHandle _createCompositeTexture(const char *filenameR, const char *filenameG, const char *filenameB, const char *filenameA, U32 inputKey[4], GFXTextureProfile *profile); 299 300 /// @name State blocks 301 /// 302 /// @{ 303 304 /// Creates the default state block templates, used by initStateBlocks. 305 virtual void _initStateBlockTemplates(GFXStateBlockDesc& stateTranslucent, GFXStateBlockDesc& stateGlow, GFXStateBlockDesc& stateReflect); 306 307 /// Does the base render state block setting, normally per pass. 308 virtual void _initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc& result); 309 310 /// Creates the default state blocks for a list of render states. 311 virtual void _initRenderStateStateBlocks( RenderPassData *rpd ); 312 313 /// Creates the default state blocks for each RenderPassData item. 314 virtual void _initRenderPassDataStateBlocks(); 315 316 /// This returns the index into the renderState array based on the sgData passed in. 317 virtual U32 _getRenderStateIndex( const SceneRenderState *state, 318 const SceneData &sgData ); 319 320 /// Activates the correct mPasses[currPass].renderState based on scene graph info 321 virtual void _setRenderState( const SceneRenderState *state, 322 const SceneData &sgData, 323 U32 pass ); 324 /// @ 325}; 326 327#endif // _MATERIALS_PROCESSEDMATERIAL_H_ 328