Torque3D Documentation / _generateds / reflectionMatHook.cpp

reflectionMatHook.cpp

Engine/source/scene/reflectionMatHook.cpp

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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#include "platform/platform.h"
 25#include "scene/reflectionMatHook.h"
 26
 27#include "materials/materialManager.h"
 28#include "materials/customMaterialDefinition.h"
 29#include "materials/materialFeatureTypes.h"
 30#include "materials/materialFeatureData.h"
 31#include "shaderGen/featureType.h"
 32#include "shaderGen/featureMgr.h"
 33#include "scene/sceneRenderState.h"
 34
 35
 36const MatInstanceHookType ReflectionMaterialHook::Type( "Reflection" );
 37
 38ReflectionMaterialHook::ReflectionMaterialHook() : 
 39   mReflectMat(NULL)
 40{
 41
 42}
 43
 44ReflectionMaterialHook::~ReflectionMaterialHook()
 45{
 46   SAFE_DELETE(mReflectMat);
 47}
 48
 49void ReflectionMaterialHook::init( BaseMatInstance *inMat )
 50{
 51   if( !inMat->isValid() )
 52      return;
 53
 54   Material *reflectMat = (Material*)inMat->getMaterial();
 55   if ( inMat->isCustomMaterial() )
 56   {
 57      // This is a custom material... who knows what it really does...do something
 58      // smart here later.
 59   }
 60
 61   // We may want to disable some states that the material might enable for us.
 62   GFXStateBlockDesc refractState = inMat->getUserStateBlock();
 63
 64   // Always z-read, and z-write if the material isn't translucent
 65   refractState.setZReadWrite( true, reflectMat->isTranslucent() ? false : true );
 66   
 67   // Create reflection material instance.
 68   BaseMatInstance *newMat = new ReflectionMatInstance( reflectMat );
 69   newMat->setUserObject( inMat->getUserObject() );
 70   newMat->getFeaturesDelegate().bind( &ReflectionMaterialHook::_overrideFeatures );
 71   newMat->addStateBlockDesc( refractState );
 72   if( !newMat->init( inMat->getFeatures(), inMat->getVertexFormat() ) )
 73   {
 74      SAFE_DELETE( newMat );
 75      newMat = MATMGR->createWarningMatInstance();
 76   }
 77   
 78   mReflectMat = newMat;
 79}
 80
 81void ReflectionMaterialHook::_overrideFeatures(  ProcessedMaterial *mat,
 82                                             U32 stageNum,
 83                                             MaterialFeatureData &fd, 
 84                                             const FeatureSet &features )
 85{
 86   // First stage only in reflections
 87   if( stageNum != 0 )
 88   {
 89      fd.features.clear();
 90      return;
 91   }
 92
 93   fd.features.addFeature( MFT_Fog );
 94}
 95
 96//------------------------------------------------------------------------------
 97
 98ReflectionMatInstance::ReflectionMatInstance( Material *mat ) 
 99 : MatInstance( *mat )
100{
101
102}
103
104bool ReflectionMatInstance::setupPass( SceneRenderState *state, const SceneData &sgData )
105{
106   return Parent::setupPass(state, sgData);
107}
108