Torque3D Documentation / _generateds / shaderFeature.h

shaderFeature.h

Engine/source/shaderGen/shaderFeature.h

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  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#ifndef _SHADERFEATURE_H_
 24#define _SHADERFEATURE_H_
 25
 26#ifndef _MATERIALDEFINITION_H_
 27#include "materials/materialDefinition.h"
 28#endif
 29#ifndef _SHADERCOMP_H_
 30#include "shaderGen/shaderComp.h"
 31#endif
 32#ifndef _SHADER_DEPENDENCY_H_
 33#include "shaderGen/shaderDependency.h"
 34#endif
 35
 36class MultiLine;
 37struct LangElement;
 38struct MaterialFeatureData;
 39class GFXShaderConstBuffer;
 40struct RenderPassData;
 41struct SceneData;
 42class SceneRenderState;
 43class GFXShader;
 44class GFXVertexFormat;
 45
 46
 47///
 48class ShaderFeatureConstHandles
 49{
 50public:
 51
 52   virtual ~ShaderFeatureConstHandles() { }
 53
 54   virtual void init( GFXShader *shader ) = 0;
 55
 56   virtual void setConsts( SceneRenderState *state, 
 57                           const SceneData &sgData,
 58                           GFXShaderConstBuffer *buffer ) = 0;
 59};
 60
 61//**************************************************************************
 62/*!
 63   The ShaderFeature class is the base class for every procedurally generated
 64   feature. Each feature the engine recognizes is part of the MaterialFeatureType 
 65   enum.  That structure is used to indicate which features are present in a shader
 66   to be generated.  This is useful as many ShaderFeatures will output different 
 67   code depending on what other features are going to be in the shader.
 68
 69   Shaders are generated using the ShaderFeature interface, so all of the
 70   descendants interact pretty much the same way.
 71
 72*/
 73//**************************************************************************
 74
 75
 76//**************************************************************************
 77// Shader Feature
 78//**************************************************************************
 79class ShaderFeature
 80{
 81public:
 82
 83   // Bitfield which allows a shader feature to say which render targets it outputs
 84   // data to (could be more than one).
 85   enum OutputTarget
 86   {
 87      DefaultTarget =   1 << 0,
 88      RenderTarget1 =   1 << 1,
 89      RenderTarget2 =   1 << 2,
 90      RenderTarget3 =   1 << 3,
 91   };
 92
 93protected:
 94
 95   LangElement *output;
 96
 97   /// The list of unique shader dependencies.
 98   Vector<const ShaderDependency*> mDependencies;
 99
100   ///
101   S32 mProcessIndex;
102
103public:
104
105   // TODO: Make this protected and give it a proper API.
106   const GFXVertexFormat *mVertexFormat;
107
108   // TODO: Make this protected and give it a proper API.
109   GFXVertexFormat *mInstancingFormat;
110
111public:   
112
113   //**************************************************************************
114   /*!
115      The Resources structure is used by ShaderFeature to indicate how many
116      hardware "resources" it needs.  Resources are things such as how
117      many textures it uses and how many texture registers it needs to pass
118      information from the vertex to the pixel shader.
119
120      The Resources data can change depending what hardware is available.  For
121      instance, pixel 1.x level hardware may need more texture registers than
122      pixel 2.0+ hardware because each texture register can only be used with
123      its respective texture sampler.
124
125      The data in Resources is used to determine how many features can be
126      squeezed into a singe shader.  If a feature requires too many resources
127      to fit into the current shader, it will be put into another pass.
128   */
129   //**************************************************************************
130   struct Resources
131   {
132      U32 numTex;
133      U32 numTexReg;
134
135      Resources()
136      {
137         dMemset( this, 0, sizeof( Resources ) );
138      }
139   };
140
141
142   //-----------------------------------------------------------------------
143   // Base functions
144   //-----------------------------------------------------------------------
145   
146   ShaderFeature()
147      :  output( NULL ),
148         mProcessIndex( 0 ),
149         mInstancingFormat( NULL ),
150         mVertexFormat( NULL )
151   {
152   }
153
154   virtual ~ShaderFeature() {}
155
156   /// returns output from a processed vertex or pixel shader
157   LangElement* getOutput() const { return output; }
158   
159   ///
160   void setProcessIndex( S32 index ) { mProcessIndex = index; }
161
162   ///
163   S32 getProcessIndex() const { return mProcessIndex; }
164
165   //-----------------------------------------------------------------------
166   // Virtual Functions
167   //-----------------------------------------------------------------------
168   
169   /// Get the incoming base texture coords - useful for bumpmap and detail maps
170   virtual Var* getVertTexCoord( const String &name ) = 0;
171
172   /// Set up a texture space matrix - to pass into pixel shader
173   virtual LangElement * setupTexSpaceMat(  Vector<ShaderComponent*> &componentList, 
174      Var **texSpaceMat ) = 0;
175
176   /// Expand and assign a normal map. This takes care of compressed normal maps as well.
177   virtual LangElement * expandNormalMap( LangElement *sampleNormalOp, 
178      LangElement *normalDecl, LangElement *normalVar, const MaterialFeatureData &fd ) = 0;
179
180   /// Helper function for applying the color to shader output.
181   ///
182   /// @param elem         The rbg or rgba color to assign.
183   ///
184   /// @param blend        The type of blending to perform.
185   ///
186   /// @param lerpElem     The optional lerp parameter when doing a LerpAlpha blend, 
187   ///                     if not set then the elem is used.
188   ///
189   virtual LangElement* assignColor(   LangElement *elem, 
190                                       Material::BlendOp blend, 
191                                       LangElement *lerpElem = NULL,
192                                       ShaderFeature::OutputTarget outputTarget = ShaderFeature::DefaultTarget ) = 0;
193
194
195   //-----------------------------------------------------------------------
196   /*!
197      Process vertex shader - This function is used by each feature to
198      generate a list of LangElements that can be traversed and "printed"
199      to generate the actual shader code.  The 'output' member is the head
200      of that list.
201
202      The componentList is used mostly for access to the "Connector"
203      structure which is used to pass data from the vertex to the pixel
204      shader.
205
206      The MaterialFeatureData parameter is used to determine what other
207      features are present for the shader being generated.
208   */
209   //-----------------------------------------------------------------------
210   virtual void processVert( Vector<ShaderComponent*> &componentList,
211                             const MaterialFeatureData &fd )
212                             { output = NULL; }
213
214   //-----------------------------------------------------------------------
215   /*!
216      Process pixel shader - This function is used by each feature to
217      generate a list of LangElements that can be traversed and "printed"
218      to generate the actual shader code.  The 'output' member is the head
219      of that list.
220
221      The componentList is used mostly for access to the "Connector"
222      structure which is used to pass data from the vertex to the pixel
223      shader.
224
225      The MaterialFeatureData parameter is used to determine what other
226      features are present for the shader being generated.
227   */
228   //-----------------------------------------------------------------------
229   virtual void processPix( Vector<ShaderComponent*> &componentList, 
230                            const MaterialFeatureData &fd ) 
231                            { output = NULL; }
232
233   /// Allows the feature to add macros to pixel shader compiles.
234   virtual void processPixMacros( Vector<GFXShaderMacro> &macros, const MaterialFeatureData &fd  ) {};
235
236   /// Allows the feature to add macros to vertex shader compiles.
237   virtual void processVertMacros( Vector<GFXShaderMacro> &macros, const MaterialFeatureData &fd  ) {};
238
239   /// Identifies what type of blending a feature uses.  This is used to
240   /// group features with the same blend operation together in a multipass
241   /// situation.
242   virtual Material::BlendOp getBlendOp() { return Material::Add; }
243   
244   /// Returns the resource requirements of this feature based on what
245   /// other features are present.  The "resources" are things such as
246   /// texture units, and texture registers of which there can be
247   /// very limited numbers.  The resources can vary depending on hardware
248   /// and what other features are present.
249   virtual Resources getResources( const MaterialFeatureData &fd );
250
251   /// Fills texture related info in RenderPassData for this feature.  It
252   /// takes into account the current pass (passData) as well as what other
253   /// data is available to the material stage (stageDat).  
254   ///
255   /// For instance, ReflectCubeFeatHLSL would like to modulate its output 
256   /// by the alpha channel of another texture.  If the current pass does
257   /// not contain a diffuse or bump texture, but the Material does, then
258   /// this function allows it to use one of those textures in the current
259   /// pass.
260   virtual void setTexData( Material::StageData &stageDat,
261                            const MaterialFeatureData &fd,
262                            RenderPassData &passData,
263                            U32 &texIndex ){};
264                            
265   /// Returns the name of this feature.
266   virtual String getName() = 0;
267
268   /// Adds a dependency to this shader feature.
269   virtual void addDependency( const ShaderDependency *depends );
270
271   /// Gets the dependency list for this shader feature.
272   virtual const Vector<const ShaderDependency*> &getDependencies() const { return mDependencies; }
273
274   /// Returns the output variable name for this feature if it applies.
275   virtual const char* getOutputVarName() const { return NULL; }
276
277   /// Gets the render target this shader feature is assigning data to.
278   virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return DefaultTarget; }
279
280   /// Returns the name of output targer var.
281   const char* getOutputTargetVarName( OutputTarget target = DefaultTarget ) const;
282
283   // Called from ProcessedShaderMaterial::determineFeatures to enable/disable features.
284   virtual void determineFeature(   Material *material, 
285                                    const GFXVertexFormat *vertexFormat,
286                                    U32 stageNum,
287                                    const FeatureType &type,
288                                    const FeatureSet &features,
289                                    MaterialFeatureData *outFeatureData ) { }
290
291   //
292   virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject ) { return NULL; }
293
294   /// Called after processing the vertex and processing the pixel 
295   /// to cleanup any temporary structures stored in the feature.
296   virtual void reset() { output = NULL; mProcessIndex = 0; mInstancingFormat = NULL; mVertexFormat = NULL; }
297
298   /// A simpler helper function which either finds
299   /// the existing local var or creates one.
300   static Var* findOrCreateLocal(   const char *name, 
301                                    const char *type, 
302                                    MultiLine *multi );
303   // Set the instancing format
304   void setInstancingFormat(GFXVertexFormat *format);
305};
306
307#endif // _SHADERFEATURE_H_
308