/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #include "Material.h" #include "memory/memory.h" namespace Graphic { GPtr Material::pGMP = 0; __ImplementClass(Material,'GMAT',Core::RefCounted) Material::Material() :m_shaderInstacneID(0) { //empty } Material::~Material() { Discard(); } void Material::Clone(const GPtr& from) { m_name = from->GetName(); m_shaderInstacneID = from->GetShaderInstanceID(); _CloneParamList(from->GetParamList()); _CloneTechList(from->GetTechList()); m_renderQueue = from->GetRenderQueue(); } void Material::Discard() { for (SizeT i = 0; i < m_techList.Size(); ++i) { m_techList[i] = 0; } m_fallBackTech = 0; _DiscardMaterialParamList(); } Util::Dictionary Material::GetRegisterIndex(const Util::String& name, ShaderCodeType area, IndexT iPass) const { Util::Dictionary subShader2RegIdx; IndexT nSlot = -1; const MaterialTechList& techList = GetTechList(); for (IndexT iTech = 0; iTech < techList.Size(); ++iTech) { const Util::Array< GPtr >& passList = techList[iTech]->GetPassList(); //all subshader in one pass const Util::Dictionary >& _shaderParamBindingMap = passList[iPass]->GetShaderParamBindingMap(); for ( IndexT i = 0; i < _shaderParamBindingMap.Size(); i++ ) { uint shaderMaskKey = _shaderParamBindingMap.KeyAtIndex(i); const GPtr& spMap = _shaderParamBindingMap.ValueAtIndex(i); const Graphic::ShaderParamBindingList& spList = spMap->GetShaderParamBindingList(); ShaderParamList& bindList = spList[area]; for (IndexT i = 0; i < bindList.Size(); ++i) { if (bindList[i].GetName() == name) { nSlot = bindList[i].GetRegister(); subShader2RegIdx.Add(shaderMaskKey,nSlot); break; } } } //const GPtr& spMap = passList[iPass]->GetParamBindings(0); //const Graphic::ShaderParamBindingList& spList = spMap->GetShaderParamBindingList(); //ShaderParamList& bindList = spList[area]; //for (IndexT i = 0; i < bindList.Size(); ++i) //{ // if (bindList[i].GetName() == name) // { // nSlot = bindList[i].GetRegister(); // return nSlot; // } //} } return subShader2RegIdx; } //------------------------------------------------------------------------ void Material::_DiscardMaterialParamList() { if ( m_paramList.IsEmpty() ) { return; } SizeT count = m_paramList.Size(); for ( IndexT i = 0; i < count; ++i ) { n_delete(m_paramList[i]); } m_paramList.Clear(); } //------------------------------------------------------------------------ /* 这个函数只有从shader创建material模板的时候会调用。应该是clone。以免错误的删除内存 */ void Material::AddParams(const MaterialParamList& param) { _CloneParamList(param); //m_paramList = param; } //------------------------------------------------------------------------ void Material::_CloneParamList(const MaterialParamList& param) { _DiscardMaterialParamList(); for (SizeT i = 0;i < param.Size();++i) { switch (param[i]->GetType()) { case eMaterialParamFloat: { MaterialParamFloat* mpf = n_new( MaterialParamFloat ); *mpf = *(static_cast(param[i])); m_paramList.Append(mpf); } break; case eMaterialParamVector: { MaterialParamVector* mpf = n_new( MaterialParamVector ); *mpf = *(static_cast(param[i])); m_paramList.Append(mpf); } break; case eMaterialParamMatrix: { MaterialParamMatrix* mpf = n_new( MaterialParamMatrix ); *mpf = *(static_cast(param[i])); m_paramList.Append(mpf); } break; case eMaterialParamTexture1D: { MaterialParamTex1D* mpf = n_new( MaterialParamTex1D ); *mpf = *(static_cast(param[i])); m_paramList.Append(mpf); } break; case eMaterialParamTexture2D: { MaterialParamTex2D* mpf = n_new( MaterialParamTex2D ); *mpf = *(static_cast(param[i])); m_paramList.Append(mpf); } break; case eMaterialParamTexture3D: { MaterialParamTex3D* mpf = n_new( MaterialParamTex3D ); *mpf = *(static_cast(param[i])); m_paramList.Append(mpf); } break; case eMaterialParamTextureCUBE: { MaterialParamTexCube* mpf = n_new( MaterialParamTexCube ); *mpf = *(static_cast(param[i])); m_paramList.Append(mpf); } break; default: n_error("TODO: MaterialInstance::CopyParams(): current material parameter is not implemented!\n"); break; } } } void Material::_CloneTechList(const MaterialTechList& from) { m_techList.Clear(); for (SizeT i = 0; i < from.Size(); ++i) { GPtr tech = MaterialTech::Create(); tech->Clone(from[i]); m_techList.Append(tech); } } //------------------------------------------------------------------------ // 构建shader参数和寄存器的绑定表。 外部不要调用 void Material::_BuildBindingMap() { for( IndexT i = 0; i < m_techList.Size(); ++i ) { m_techList[i]->_BuildBindingMap( this ); } } template inline ParamFindResult _find(MaterialParameterType type, const Util::String& paramName, MaterialParamList& list, MP_Type*& param) { MaterialParamList::Iterator begin = list.Begin(); MaterialParamList::Iterator end = list.End(); while(begin != end) { if ((*begin)->GetName() == paramName) { if((*begin)->GetType() == type) { param = static_cast(*begin); return ePFR_Succeed; } return ePFR_TypeError; } ++begin; } return ePFR_NotFound; } ParamFindResult Material::find(const Util::String& paramName, MaterialParam*& param) { MaterialParamList::Iterator begin = m_paramList.Begin(); MaterialParamList::Iterator end = m_paramList.End(); while(begin != end) { if ((*begin)->GetName() == paramName) { param = (*begin); return ePFR_Succeed; } ++begin; } return ePFR_NotFound; } ParamFindResult Material::findFloat(const Util::String& paramName, MaterialParamFloat*& param) { return _find(eMaterialParamFloat, paramName, m_paramList, param); } ParamFindResult Material::findVector(const Util::String& paramName, MaterialParamVector*& param) { return _find(eMaterialParamVector, paramName, m_paramList, param); } ParamFindResult Material::findMatrix(const Util::String& paramName, MaterialParamMatrix*& param) { return _find(eMaterialParamMatrix, paramName, m_paramList, param); } ParamFindResult Material::findTexture(const Util::String& paramName, MaterialParamTexture*& param) { MaterialParamList::Iterator begin = m_paramList.Begin(); MaterialParamList::Iterator end = m_paramList.End(); while(begin != end) { if ((*begin)->GetName() == paramName) { switch((*begin)->GetType()) { case eMaterialParamTexture1D: case eMaterialParamTexture2D: case eMaterialParamTexture3D: case eMaterialParamTextureCUBE: { param = static_cast(*begin); return ePFR_Succeed; } default: { break; } } return ePFR_TypeError; } ++begin; } return ePFR_NotFound; } }