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source: downloads/Samples/DeferredShading/include/MaterialGenerator.h @ 3

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1/**
2*******************************************************************************
3Copyright (c) W.J. van der Laan
4
5Permission is hereby granted, free of charge, to any person obtaining a copy of
6this software  and associated documentation files (the "Software"), to deal in
7the Software without restriction, including without limitation the rights to use,
8copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
9Software, and to permit persons to whom the Software is furnished to do so, subject
10to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies
13or substantial portions of the Software.
14
15THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
16INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
17PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
18HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
19OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
20SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21*******************************************************************************
22*/
23#ifndef H_WJ_MaterialGenerator
24#define H_WJ_MaterialGenerator
25
26#include "OgreMaterial.h"
27#include "OgreStringVector.h"
28
29/** Caching, on-the-fly material generator. This is a class that automatically
30        generates and stores different permutations of a material, and its shaders.
31        It can be used if you have a material that has lots of slightly different
32        variations, like whether to use a specular light, skinning, normal mapping
33        and other options. Writing all these out is a tedioius job. Of course it is
34        possible to always use the material with all features, but that might result
35        in large, slow shader programs. This class provides an efficient solution
36        to that.
37 */
38class MaterialGenerator
39{
40public:
41        /** Bitfield used to signify a material permutations */
42        typedef Ogre::uint32 Perm;
43        ~MaterialGenerator();
44
45        const Ogre::MaterialPtr &getMaterial(Perm permutation);
46
47        /** Implementation class that takes care of actual generation or lookup
48                of the various constituent parts (template material, fragment shader
49                and vertex shader). These methods are only called once for every permutation,
50                after which the result is stored and re-used.
51        */
52        class Impl
53        {
54        public:
55                virtual ~Impl();
56                virtual Ogre::GpuProgramPtr generateVertexShader(Perm permutation) = 0;
57                virtual Ogre::GpuProgramPtr generateFragmentShader(Perm permutation) = 0;
58                virtual Ogre::MaterialPtr generateTemplateMaterial(Perm permutation) = 0;
59        };
60protected:
61        /** The constructor is protected as this base class should never be constructed
62                as-is. It is meant to be subclassed so that values can be assigned to
63                the various fields controlling material generator, and most importantly, the
64                mImpl field.
65        */
66        MaterialGenerator();
67
68        const Ogre::GpuProgramPtr &getVertexShader(Perm permutation);
69        const Ogre::GpuProgramPtr &getFragmentShader(Perm permutation);
70        const Ogre::MaterialPtr &getTemplateMaterial(Perm permutation);
71       
72        /// Base name of materials generated by this
73        Ogre::String materialBaseName;
74        /// Name of every bit
75        Ogre::StringVector bitNames;
76        /// Mask of permutation bits that influence vertex shader choice
77        Perm vsMask;
78        /// Mask of permutation bits that influence fragment shader choice
79        Perm fsMask;
80        /// Mask of permutation bits that influence template material choice
81        Perm matMask;
82        /// Generator
83        Impl *mImpl;
84
85        typedef std::map<Perm, Ogre::GpuProgramPtr> ProgramMap;
86        typedef std::map<Perm, Ogre::MaterialPtr> MaterialMap;
87
88        ProgramMap mVs, mFs;
89        MaterialMap mTemplateMat, mMaterials;
90};
91
92#endif
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