deargui-vpl/ref/virtools/Samples/Behaviors/Shader/Sources/ShaderManagerWrapper.cpp

1172 lines
33 KiB
C++

#include "stdafx.h"
#include "ShaderManagerWrapper.h"
#include "mCppLib.h"
/***************************************************************************
____ _ _ __ __
/ ___|| |__ __ _ __| | ___ _ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
\___ \| '_ \ / _` |/ _` |/ _ \ '__| | |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
___) | | | | (_| | (_| | __/ | | | | | (_| | | | | (_| | (_| | __/ |
|____/|_| |_|\__,_|\__,_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|___/
***************************************************************************/
//-----------------------------------------------------------------------------
ShaderManagerWrapper::ShaderManagerWrapper(CKContext *Context) :
CKShaderManager(Context,ShaderManagerGUID,"Shader Manager"),
m_PreCleared(FALSE),
m_NextCompID(1),
m_ReplacementMode( ShaderReplacementMode_RenameNew ),
m_NMOSavingMode( ShaderNMOSavingMode_SaveOnlyUsedShaders ),
m_TangentSpaceCreationMode( ShaderTSCreationMode_DontWeldTangentSpaces )
{
//--- init and load all the Shader Managers
ShaderManagerInterface* sm = NULL;
m_CurrentShaderManager = NULL;
sm = (ShaderManagerInterface*) new ShaderManager(Context);
((ShaderManager*)sm)->m_NextCompID = &m_NextCompID;
sm->m_Type = CKSM_HLSL;
m_ShaderManagerArray.PushBack(sm);
//--- Set HLSL shader manager as default shader manager
//--- if no rasterizer context are created
m_CurrentShaderManager = sm;
sm = (ShaderManagerInterface*) new ShaderManagerCG(Context);
((ShaderManagerCG*)sm)->m_NextCompID = &m_NextCompID;
sm->m_Type = CKSM_CGFX;
m_ShaderManagerArray.PushBack(sm);
m_CurrentPassCount = 0;
m_CurrentPassIndex = 0;
for (int i = 0 ; i<MaxChannelCount ; i++) {
m_PseudoChannelTexture[i] = NULL;
}
Context->RegisterNewManager(this);
}
//-----------------------------------------------------------------------------
ShaderManagerWrapper::~ShaderManagerWrapper()
{
//--- Destroy all shader managers
int smNum = m_ShaderManagerArray.Size();
for (int i = 0 ; i < smNum ; i++) {
ShaderManagerInterface* smTmp = m_ShaderManagerArray[i];
switch(smTmp->m_Type)
{
case CKSM_HLSL:
delete (ShaderManager*)smTmp;
break;
case CKSM_CGFX:
delete (ShaderManagerCG*)smTmp;
break;
default:
XASSERT(0);
}
}
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::BeginShaders( CKRenderContext* rc )
{
PIXE("ShaderManagerWrapper::BeginShaders");
m_DefaultShader = GetDefaultShaderI();
m_CurrentShaderManager->BeginShaders(rc);
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::EndShaders( CKRenderContext* rc )
{
m_CurrentShaderManager->EndShaders(rc);
}
//-----------------------------------------------------------------------------
int
ShaderManagerWrapper::GetSemanticIndexFromString( XString& iStr )
{
return m_CurrentShaderManager->GetSemanticIndexFromString(iStr);
}
//-----------------------------------------------------------------------------
const XClassArray<XString>&
ShaderManagerWrapper::GetSemanticOriginalNames()
{
return m_CurrentShaderManager->GetSemanticOriginalNames();
}
//-----------------------------------------------------------------------------
void
ShaderManagerWrapper::GetSemanticDesc( int iSemIndex, XString*& oSemDesc )
{
m_CurrentShaderManager->GetSemanticDesc( iSemIndex, oSemDesc );
}
//-----------------------------------------------------------------------------
const XClassArray<XString>&
ShaderManagerWrapper::GetAnnotationOriginalNames()
{
return m_CurrentShaderManager->GetAnnotationOriginalNames();
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerWrapper::OnCKEnd()
{
CKVariableManager* vm = m_Context->GetVariableManager();
if( vm ){
vm->UnBind( "Shader/When Loading Shader With Same Name" );
vm->UnBind( "Shader/When Saving a NMO" );
vm->UnBind( "Shader/When Building Tangent Spaces" );
}
return CK_OK;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerWrapper::OnCKInit()
{
//--- Register Shader Global Variables to the Variable Manager
CKVariableManager* vm = m_Context->GetVariableManager();
vm->Bind(
"Shader/When Loading Shader With Same Name", &m_ReplacementMode, ShaderReplacementMode_RenameNew,
VxVar::COMPOSITIONBOUND,
"enum:0=Rename New;1=Replace Old By New;2=Keep Old And Dont Use New",
"When loading a shader which name matches an existing one but content don't, then this variable is used to tell the Shader Manager what to do.");
vm->Bind(
"Shader/When Saving a NMO", &m_NMOSavingMode, ShaderNMOSavingMode_SaveOnlyUsedShaders,
VxVar::COMPOSITIONBOUND,
"enum:0=Save All Shaders;1=Save Only Used Shaders;2=Don't Save Any Shader",
"When saving a NMO file this variable tells the Shader Manager what to do with existing shaders.\nNote: a shader is considered as being used if it is used by a material, or referenced by a parameter.\nNote: When saving the composition (CMO) all shaders are saved.");
vm->Bind(
"Shader/When Building Tangent Spaces", &m_TangentSpaceCreationMode, ShaderTSCreationMode_DontWeldTangentSpaces,
VxVar::COMPOSITIONBOUND,
"enum:0=Dont Weld Tangent Spaces;1=Weld Tangent Spaces;",
"When tangent spaces are built on a mesh this variable tells the Shader Manager how tangent spaces should be generated\nNote: if one is using Normal Maps generated with 3dsmax 7 then Welding Tangent Spaces should be used.");
//--- Render Options Used in PostClearAll
m_RenderOptionsBeforePlay = CK_RENDER_USECURRENTSETTINGS;
int smNum = m_ShaderManagerArray.Size();
for (int i = 0 ; i < smNum ; i++) {
m_ShaderManagerArray[i]->OnCKInit();
}
return CK_OK;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerWrapper::OnRasterizerEvent(CKRST_EVENTS Event, CKRenderContext* rc)
{
switch (Event)
{
case CKRST_EVENT_CREATE:
{ // set the current shader manager depending to current rasterizer
CKRasterizerContext* rCtx = rc->GetRasterizerContext();
if (rCtx->m_Driver->m_2DCaps.Family == CKRST_DIRECTX) {
m_CurrentShaderManager = GetShaderManagerByType(CKSM_HLSL);
}
else if (rCtx->m_Driver->m_2DCaps.Family == CKRST_OPENGL) {
m_CurrentShaderManager = GetShaderManagerByType(CKSM_CGFX);
}
for (int i =0 ; i < m_AllShaders.Size(); i++) {
((RCKShaderWrapper*)m_AllShaders[i])->m_CurrentShaderManager = m_CurrentShaderManager;
((RCKShaderWrapper*)m_AllShaders[i])->m_CurrentRCKShader = m_CurrentShaderManager->m_AllShaders[i];
}
}
m_CurrentShaderManager->OnCreateDevice(rc);
break;
case CKRST_EVENT_DESTROY:
m_CurrentShaderManager->OnDestroyDevice(rc);
break;
case CKRST_EVENT_RESIZING:
case CKRST_EVENT_LOST:
m_CurrentShaderManager->OnLostDevice(rc);
break;
case CKRST_EVENT_RESET:
m_CurrentShaderManager->OnResetDevice(rc);
break;
};
// int smNum = m_ShaderManagerArray.Size();
// for (int i = 0 ; i < smNum ; i++) {
// m_ShaderManagerArray[i]->OnRasterizerEvent(Event, rc);
// }
return CK_OK;
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::OnCreateDevice(CKRenderContext* rc)
{
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::OnDestroyDevice( CKRenderContext* rc )
{
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::OnLostDevice(CKRenderContext* rc)
{
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::OnResetDevice(CKRenderContext* rc)
{
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerWrapper::OnCKPlay()
{
if( !m_Context->IsReseted() ) return CK_OK;
//--- Store rendering options
CKRenderContext* rc = m_Context->GetRenderManager()->GetRenderContext(0);
if( !rc ) return CK_OK;
m_RenderOptionsBeforePlay = rc->GetCurrentRenderOptions();
return CK_OK;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerWrapper::PreClearAll()
{
CKShaderManager::PreClearAll();
for (int i = 0; i < m_AllShaders.Size(); ++i)
delete m_AllShaders[i];
m_AllShaders.Clear();
m_DefaultShader = NULL;
m_ShadowShader = NULL;
int smNum = m_ShaderManagerArray.Size();
for (int i = 0 ; i < smNum ; i++) {
m_ShaderManagerArray[i]->PreClearAll();
}
CKERROR err = CKShaderManager::PreClearAll();
m_PreCleared = TRUE;
return err;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerWrapper::PostClearAll()
{
m_PreCleared = FALSE;
m_RenderOptionsBeforePlay = CK_RENDER_USECURRENTSETTINGS;
int smNum = m_ShaderManagerArray.Size();
for (int i = 0 ; i < smNum ; i++) {
m_ShaderManagerArray[i]->PostClearAll();
}
return CK_OK;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::CreateShader(
const XString* name, const XString* text, BOOL uniqueName )
{
int smNum = m_ShaderManagerArray.Size();
XArray<WCKShader> CKShaderArray;
for (int i = 0 ; i < smNum ; i++) {
WCKShader wShader;
if (m_CurrentShaderManager == m_ShaderManagerArray[i])
wShader.shader = m_ShaderManagerArray[i]->CreateShader(name, text, FALSE);
else
wShader.shader = m_ShaderManagerArray[i]->CreateShader(name, &XString(""), FALSE);
wShader.type = m_ShaderManagerArray[i]->m_Type;
CKShaderArray.PushBack(wShader);
}
RCKShaderWrapper* fx = new RCKShaderWrapper(this, CKShaderArray);
//--- Make Shader name unique. This is needed because for example,
///// the material combo box gets the shader by its name.
XString wantedName = name? *name:"New Shader";
if( uniqueName ){
XString extName = "";
BOOL nameIsUnique = FALSE;
for( int a=1 ; ; ++a ){
CKShader* sameNameFx = GetShaderByName( wantedName+extName );
if( !sameNameFx ) break;
extName.Format( "%d", a );
}
wantedName += extName;
}
fx->SetName( wantedName );
m_AllShaders.PushBack(fx);
return fx;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::CreateShaderFromFiles(const CKSTRING HLSLfilename, const CKSTRING CgFXfilename)
{
VxFile f;
ShaderManagerInterface** begin = m_ShaderManagerArray.Begin();
ShaderManagerInterface** end = m_ShaderManagerArray.End();
XArray<WCKShader> CKShaderArray;
RCKShaderWrapper* fx = NULL;
XString name;
XString HLSLtext;
XString CgFXtext;
XString* text;
CKBOOL isLoaded = FALSE;
while(begin != end) {
CKSTRING filename = NULL;
text = NULL;
if( ((*begin)->m_Type == CKSM_HLSL)) {
filename = HLSLfilename;
text = &HLSLtext;
}
else {
filename = CgFXfilename;
text = &CgFXtext;
}
if (filename && f.Open(filename, VxFile::READONLY))
{
isLoaded = TRUE;
int size = f.Size();
text->Resize( size );
int readCount = f.Read( text->Str(), size );
// Extract Shader name
int end = strlen(filename);
while (end > 0 && filename[end] != '.')
--end;
int start = strlen(filename);
while (start > 0 && filename[start] != '\\')
--start;
if (start < end && end != 0)
{
if (start)
start++;
name.Resize(end - start);
strncpy(name.Str(), &filename[start], end - start);
}
else
// We take the name of the first(HLSL) Shader
if (name.Length() == 0)
name = filename;
}
++begin;
}
if (isLoaded) {
begin = m_ShaderManagerArray.Begin();
while(begin != end) {
text = NULL;
if( ((*begin)->m_Type == CKSM_HLSL))
text = &HLSLtext/*.Length() ? &HLSLtext : NULL*/;
else
text = &CgFXtext/*.Length() ? &CgFXtext : NULL*/;
WCKShader wShader;
wShader.shader = (*begin)->CreateShader(&name, text, FALSE);
wShader.type = (*begin)->m_Type;
CKShaderArray.PushBack(wShader);
++begin;
}
fx = new RCKShaderWrapper(this, CKShaderArray);
fx->SetName( name );
m_AllShaders.PushBack(fx);
}
return fx;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::CreateShaderFromFile(const CKSTRING filename)
{
VxFile f;
if (f.Open(filename, VxFile::READONLY))
{
int size = f.Size();
XString s;
s.Resize( size );
int readCount = f.Read( s.Str(), size );
// Extract Shader name
int end = strlen(filename);
while (end > 0 && filename[end] != '.')
--end;
int start = strlen(filename);
while (start > 0 && filename[start] != '\\')
--start;
XString name;
if (start < end && end != 0)
{
if (start)
start++;
name.Resize(end - start);
strncpy(name.Str(), &filename[start], end - start);
}
else
name = filename;
// Creates the Shader.
CKShader* fx = CreateShader(&name, &s);
return fx;
}
return NULL;
}
//-----------------------------------------------------------------------------
bool ShaderManagerWrapper::SaveShaderToFile(const XString& filename, CKShader* fx)
{
return _WriteStringToFile(filename, fx->GetText()) ? true:false;
}
//-----------------------------------------------------------------------------
CKBOOL ShaderManagerWrapper::IsSupported() const
{
return m_CurrentShaderManager->IsSupported();
}
CKBOOL ShaderManagerWrapper::IsSupportedAndWarnIfNot()
{
const CKBOOL isSupported = IsSupported();
if( !isSupported ){
m_Output.PushBack("Rasterizer does not support Shaders");
}
return isSupported;
}
CKBOOL ShaderManagerWrapper::IsPreCleared() const
{
return m_PreCleared;
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::GetVSPSVersion(float& vs, float& ps) const
{
m_CurrentShaderManager->GetVSPSVersion(vs, ps);
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::GetShaderByName(const XBaseString& name)
{
for (int i = 0; i < m_AllShaders.Size(); ++i)
if (m_AllShaders[i]->GetName() == name)
return m_AllShaders[i];
return NULL;
}
//-----------------------------------------------------------------------------
int ShaderManagerWrapper::GetNumShaders() const
{
return m_AllShaders.Size();
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::GetShader(int pos)
{
return m_AllShaders[pos];
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::DeleteShader(CKShader* fx)
{
XASSERT(fx);
m_AllShaders.Remove(fx);
RCKShaderWrapper* fxw = (RCKShaderWrapper*)fx;
WCKShader* begin = fxw->m_WCKShaderArray.Begin();
WCKShader* end = fxw->m_WCKShaderArray.End();
while (begin != end) {
GetShaderManagerByType(begin->type)->DeleteShader(begin->shader);
++begin;
}
fxw->m_WCKShaderArray.Clear();
if (fx == m_DefaultShader)
m_DefaultShader = NULL;
delete fx;
}
//-----------------------------------------------------------------------------
bool ShaderManagerWrapper::CompileShader(CKShader* fx, XClassArray<XString> &output)
{
RCKShaderWrapper& wfx = *(RCKShaderWrapper*)fx;
CKShader* cfx = wfx.m_CurrentRCKShader;
return m_CurrentShaderManager->CompileShader(cfx, output);
}
//-----------------------------------------------------------------------------
bool ShaderManagerWrapper::CompileShaderOutput(CKShader* fx, const CKSTRING funcname,
const CKSTRING target, XClassArray<XString> &output, XArray<char>& text)
{
RCKShaderWrapper& wfx = *(RCKShaderWrapper*)fx;
CKShader* cfx = wfx.m_CurrentRCKShader;
return m_CurrentShaderManager->CompileShaderOutput(cfx, funcname, target, output, text);
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::GetDefaultShader()
{
return GetDefaultShaderI();
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::NewBuiltInShader(const char *name, CKShader *(ShaderManagerInterface::*buildFun) ())
{
int smNum = m_ShaderManagerArray.Size();
XArray<WCKShader> CKShaderArray;
for (int i = 0 ; i < smNum ; i++) {
WCKShader wShader;
wShader.shader = (m_ShaderManagerArray[i]->*buildFun)();
wShader.type = m_ShaderManagerArray[i]->m_Type;
CKShaderArray.PushBack(wShader);
}
CKShader *shader = new RCKShaderWrapper(this,CKShaderArray);
shader->SetName(name);
m_AllShaders.PushBack(shader);
return shader;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::GetDefaultShaderI()
{
if( !m_DefaultShader )
{
m_DefaultShader = NewBuiltInShader( "- default -" , &ShaderManagerInterface::GetDefaultShaderI);
}
return m_DefaultShader;
}
//-----------------------------------------------------------------------------
CKShader* ShaderManagerWrapper::GetShadowShader()
{
if( !m_ShadowShader )
{
m_ShadowShader = NewBuiltInShader( "- builtin shadows -" , &ShaderManagerInterface::GetShadowShader);
}
return m_ShadowShader;
}
//-----------------------------------------------------------------------------
CKERROR ShaderManagerWrapper::LoadData(CKStateChunk *chunk,CKFile* LoadedFile)
{
//--- If the Default Shader doesn't exist GetDefaultShader will create it
m_DefaultShader = GetDefaultShaderI();
assert(LoadedFile != 0);
if (!chunk)
return CKERR_INVALIDPARAMETER;
chunk->StartRead();
if (chunk->SeekIdentifier(SHADERMANAGER_CHUNKID))
{
XArray<CKShader*> toBeCompiledShaders;
// Check the version
int version = chunk->ReadInt();
// Check the flags
int flags = chunk->ReadInt();
// Read Shaders
int num_Shaders = chunk->ReadInt();
int chunkid = FIRSTSHADER_CHUNKID;
for (int i = 0; i < num_Shaders; ++i)
{
CKBOOL notEndOfChunk = chunk->SeekIdentifier(chunkid);
++chunkid;
if( !notEndOfChunk ){
continue;
}
//--- If Version < 1 there's a BOOL "isDefaultFx"
if( version < 2 ){
//--- Is it the default effect then don't read content
CKBOOL isDefaultFx = chunk->ReadInt();
if( isDefaultFx ) continue;
}
//--- Read Shader Name and Text
XString fxName = chunk->ReadString();
//XString fxText = chunk->ReadString();
CK_SHADER_MANAGER_TYPE sType;
bool needToExit = false;
BOOL shaderMustBeCreated = TRUE;
XHashTable<int*, CK_SHADER_MANAGER_TYPE> marksBufferArray;
XHashTable<int, CK_SHADER_MANAGER_TYPE> marksSizeArray;
XHashTable<XString, CK_SHADER_MANAGER_TYPE> fxTextArray;
XArray<int> hides;
XClassArray<XString> protects;
int hide = -1; XString protect;
int seekPos = -1;
//--- Retrieves all text version of a shader
do{
int* marksBuffer = NULL;
int marksSize = 0;
XString fxText = chunk->ReadString();
if (fxText.Compare("HLSL") == 0){
int currentPos = chunk->GetCurrentPos();
if(seekPos<currentPos+2)
{
if(chunk->SeekIdentifier(HideChunkID))
seekPos = chunk->GetCurrentPos();
}
if(seekPos==currentPos+2) {
chunk->Goto(seekPos);
hide = chunk->ReadInt();
protect = chunk->ReadString();
hides.PushBack(hide);
protects.PushBack(protect);
}
else {
chunk->Goto(currentPos);
hides.PushBack(-1);
protects.PushBack("");
}
sType = CKSM_HLSL;
fxText = chunk->ReadString();
fxTextArray.Insert(sType, fxText);
}
else if (fxText.Compare("CGFX") == 0){
int currentPos = chunk->GetCurrentPos();
if(seekPos<currentPos+2)
{
if(chunk->SeekIdentifier(HideChunkID))
seekPos = chunk->GetCurrentPos();
}
if(seekPos==currentPos+2) {
chunk->Goto(seekPos);
hide = chunk->ReadInt();
protect = chunk->ReadString();
hides.PushBack(hide);
protects.PushBack(protect);
}
else {
chunk->Goto(currentPos);
hides.PushBack(-1);
protects.PushBack("");
}
sType = CKSM_CGFX;
fxText = chunk->ReadString();
fxTextArray.Insert(sType, fxText);
}
else if (fxText.Compare("_END_") == 0){
needToExit = true;
break;
}
else { //--- pre Dev 4.0 (only HLSL)
int currentPos = chunk->GetCurrentPos();
if(seekPos<currentPos+2)
{
if(chunk->SeekIdentifier(HideChunkID))
seekPos = chunk->GetCurrentPos();
}
if(seekPos==currentPos+2) {
chunk->Goto(seekPos);
hide = chunk->ReadInt();
protect = chunk->ReadString();
hides.PushBack(hide);
protects.PushBack(protect);
}
else {
chunk->Goto(currentPos);
hides.PushBack(-1);
protects.PushBack("");
}
sType = CKSM_HLSL;
fxTextArray.Insert(sType, fxText);
needToExit = true;
}
// Read Marks
if (version>=3) {
marksSize = chunk->ReadBuffer((void**)&marksBuffer) / sizeof(int);
marksBufferArray.Insert(sType, marksBuffer);
marksSizeArray.Insert(sType, marksSize);
}
} while (needToExit == false);
XHashTable<XString, CK_SHADER_MANAGER_TYPE>::Iterator It = fxTextArray.Begin();
//--- Test if the shader already exist
CKShader* sameNameEffect;
int extCount = 0;
while( (sameNameEffect=GetShaderByName( fxName )) && shaderMustBeCreated ){
//--- Skip this effect if all text are the same
CKBOOL sameText = TRUE;
while(It != fxTextArray.End())
{
if( (*It).Compare( sameNameEffect->GetText(It.GetKey()) ) ){
sameText = FALSE;
}
++It;
}
if (sameText) {
shaderMustBeCreated = FALSE;
break;
}
//--- Otherwise ...
switch( m_ReplacementMode ){
case ShaderReplacementMode_ReplaceOldByNew:
//--- Replace Old Shader By New Shader
{
It = fxTextArray.Begin();
int count = 0;
while(It != fxTextArray.End()) {
if(hides.Size()>count) {
if(hides[count]!=-1) {
CKProtectable* protectable = sameNameEffect->GetProtectable();
if (protectable) protectable->ReadProtectable(&hides[count], &protects[count]);
}
}
sameNameEffect->SetText( *It, It.GetKey() );
++It;
++count;
}
shaderMustBeCreated = FALSE;
toBeCompiledShaders.PushBack( sameNameEffect );
}
break;
case ShaderReplacementMode_KeepOldAndDontUseNew:
//--- Keep Old Shader And Dont Use New Shader
{
shaderMustBeCreated = FALSE;
}
break;
case ShaderReplacementMode_RenameNew:
default:
//--- Rename New Shader
{
//--- Find Existing Extension Number
XString originalFxName = fxName;
int fxNameLength = fxName.Length();
if( fxNameLength > 4 ){
if( fxName[ fxNameLength-4 ] == '_' ){
XString extStr = fxName.Substring( fxNameLength-3 );
extCount = extStr.ToInt();
originalFxName = fxName.Substring( 0, fxNameLength-4 );
}
}
//--- Replace extension number by Incremented Extension Number
++extCount;
fxName.Format( "%s_%.3d", originalFxName.CStr(), extCount );
}
break;
}
}
//--- Create new shader
if( shaderMustBeCreated ) {
XArray<WCKShader> CKShaderArray;
for (int i = 0 ; i < m_ShaderManagerArray.Size() ; i++)
{
WCKShader wShader;
wShader.type = m_ShaderManagerArray[i]->m_Type;
XString* sText = &fxTextArray[wShader.type]/*.Length() ? &fxTextArray[wShader.type] : NULL*/;
wShader.shader = m_ShaderManagerArray[i]->CreateShader(&fxName, sText, FALSE);
CKShaderArray.PushBack(wShader);
// Read Marks
#ifndef VIRTOOLS_RUNTIME_VERSION
wShader.shader->GetF2Marks()->Resize(marksSizeArray[wShader.type]);
for (int index=0;index<marksSizeArray[wShader.type];++index)
(*wShader.shader->GetF2Marks())[index]=marksBufferArray[wShader.type][index];
#endif
if(hides.Size()>i) {
if(hides[i]!=-1) {
CKProtectable* protectable = wShader.shader->GetProtectable();
if (protectable) protectable->ReadProtectable(&hides[i], &protects[i]);
}
}
}
RCKShaderWrapper* fx = new RCKShaderWrapper(this,CKShaderArray);
fx->SetName( fxName );
m_AllShaders.PushBack( fx );
toBeCompiledShaders.PushBack( fx );
}
//--- Delete F2Marks buffers
XHashTable<int*, CK_SHADER_MANAGER_TYPE>::Iterator ItBuff = marksBufferArray.Begin();
while (ItBuff != marksBufferArray.End()) {
if (*ItBuff)
CKDeletePointer(*ItBuff);
++ItBuff;
}
}
//--- Compile all loaded shaders
if( IsSupportedAndWarnIfNot() ){
//--- Compile every loaded Shader except the default Shader
///// as it has already been compiled (cf: just above)
const int loadedShaderCount = toBeCompiledShaders.Size();
for( int i=0 ; i<loadedShaderCount ; ++i ){
CKShader* const fx = toBeCompiledShaders[i];
if( fx == m_DefaultShader ) continue;
CompileShader( fx, m_Output );
}
#if defined(_XBOX) && defined(_DEBUG)
for(XString* it = m_Output.Begin();it!=m_Output.End();it++){
OutputDebugString(it->CStr());
OutputDebugString("\n");
}
m_Output.Clear();
#endif
}
}
chunk->CloseChunk();
return CK_OK;
}
//-----------------------------------------------------------------------------
#define VIRTOOLS_SCRIPT_DOT_EXTENSION ".nms"
#define VIRTOOLS_OBJECT_DOT_EXTENSION ".nmo"
CKStateChunk* ShaderManagerWrapper::SaveData(CKFile* SavedFile)
{
assert(SavedFile != 0);
// count number of shader to save (do not include shadow and default shader)
int toSaveCount = 0;
for (int shIndex = 0; shIndex < m_AllShaders.Size(); ++shIndex)
{
if (m_AllShaders[shIndex] != m_DefaultShader &&
m_AllShaders[shIndex] != m_ShadowShader &&
m_AllShaders[shIndex]->GetSaveFlag()
)
{
++ toSaveCount;
}
}
if (toSaveCount == 0) return NULL;
XHashTable<bool, XString> shaderThatCanBeSavedFromName;
bool checkIfShaderMustBeSaved = false;
//--- Check file extension
CKSTRING fileName = SavedFile->m_FileName;
const int fileNameLength = strlen(fileName);
if( fileNameLength >= 4 ){
char* extension = fileName + fileNameLength - 4;
//--- Saving .NMS
if( stricmp( extension, VIRTOOLS_SCRIPT_DOT_EXTENSION ) == 0 ){
//--- Don't save any Shaders with an .NMS
return NULL;
}
//--- Saving .NMO
if( stricmp( extension, VIRTOOLS_OBJECT_DOT_EXTENSION ) == 0 ){
//--- If User asked not to save any Shader with NMO, then Exit
if( m_NMOSavingMode == ShaderNMOSavingMode_DontSaveAnyShader ) return NULL;
//--- If User asked to save Only Used Shaders, then find references to shaders
if( m_NMOSavingMode == ShaderNMOSavingMode_SaveOnlyUsedShaders ){
checkIfShaderMustBeSaved = true;
toSaveCount = 0;
CKParameterManager* pm = m_Context->GetParameterManager();
CKParameterType shaderParamType = pm->ParameterGuidToType( CKPGUID_SHADER );
const int count = SavedFile->m_FileObjects.Size();
for( int a=0 ; a<count ; a++ ){
const CKFileObject& objSaved = SavedFile->m_FileObjects[a];
//--- If it's a material..
if( CKIsChildClassOf(objSaved.ObjectCid, CKCID_MATERIAL) ){
CKMaterial* mat = (CKMaterial*)objSaved.ObjPtr;
if( !mat ) continue;
CKMaterialShader* mfx = mat->GetMaterialShader();
if( !mfx ) continue;
//--- If there's a Shader on this Material
CKShader* shader = mfx->m_Shader;
if( !shader ) continue;
XASSERT(shader!=m_DefaultShader); // this shouldn't happen
XASSERT(shader!=m_ShadowShader); // this shouldn't happen
//--- If this ShaderName isn't yet supposed to be saved
const XString& shaderName = shader->GetName();
if( shaderThatCanBeSavedFromName.FindPtr( shaderName ) ) continue;
//--- Then add it to the list of ShaderNames to be saved
shaderThatCanBeSavedFromName.Insert( shaderName, true );
++toSaveCount;
}
//--- If it's a Parameter
else if( CKIsChildClassOf(objSaved.ObjectCid, CKCID_PARAMETERLOCAL) ){
CKParameter* param = (CKParameter*)objSaved.ObjPtr;
if( !param ) continue;
//--- if this parameter is a CKPGUID_SHADER
if( param->GetType() != shaderParamType ) continue;
const char* shaderName = (char*)param->GetReadDataPtr(FALSE);
if( !shaderName ) continue;
//--- We shouldn't, but if we ever parse a shader param string == None then do nothing
if( strcmp( shaderName, "-- None --" ) == 0 ) continue;
//--- If this ShaderName isn't yet supposed to be saved
if( shaderThatCanBeSavedFromName.FindPtr( shaderName ) ) continue;
//--- Then add it to the list of ShaderNames to be saved
shaderThatCanBeSavedFromName.Insert( shaderName, true );
++toSaveCount;
}
}
}
}
}
// Writes chunk information
CKStateChunk *chunk = CreateCKStateChunk(SHADERMANAGER_CHUNKID, SavedFile);
if (!chunk)
return NULL;
chunk->StartWrite();
chunk->WriteIdentifier(SHADERMANAGER_CHUNKID);
chunk->WriteInt(SHADERMANAGER_SAVE_VERSION);
chunk->WriteInt(SHADERMANAGER_FLAGS);
// Writes all Shaders we want to save.
chunk->WriteInt( toSaveCount ); //--- Minus the default Shader
int chunkid = FIRSTSHADER_CHUNKID;
const int shaderCount = m_AllShaders.Size();
for (int i = 0; i < shaderCount; ++i)
{
CKShader* shader = m_AllShaders[i];
if( !shader ) continue;
//--- Is it the default effect then don't write it
if( shader == m_DefaultShader ) continue;
if( shader == m_ShadowShader ) continue;
if (!shader->GetSaveFlag()) continue;
//--- If extension is .NMO, filter Only Used Shaders
if( checkIfShaderMustBeSaved ){
if( !shaderThatCanBeSavedFromName.FindPtr( shader->GetName() ) ) continue;
}
chunk->WriteIdentifier(chunkid);
++chunkid;
// store name
chunk->WriteString( shader->GetName().CStr() );
// store text
#ifndef _XBOX
if(m_SavePreProcessed){
XString PreProcessed;
XString PreProcErr;
#pragma todo ("Handle preprocess while saving")
HRESULT hr = mCppLib_PreProcess( shader->GetText(),m_SavePreprocessedOptions.CStr(),PreProcessed,PreProcErr);
if(S_OK == hr){
chunk->WriteString(PreProcessed.CStr());
}else{
m_Context->OutputToConsoleExBeep("Error Preprocessing Shader : %s",PreProcErr.CStr());
//chunk->WriteString( shader->GetText().CStr());
RCKShaderWrapper* sw = (RCKShaderWrapper*)shader;
CKShader* shader = NULL;
for (int i = 0 ; i < sw->m_WCKShaderArray.Size() ; i++) {
switch(sw->m_WCKShaderArray[i].type) {
case CKSM_HLSL:
chunk->WriteString("HLSL");
break;
case CKSM_CGFX:
chunk->WriteString("CGFX");
break;
default:
XASSERT(sw->m_WCKShaderArray[i].type == CKSM_HLSL || sw->m_WCKShaderArray[i].type == CKSM_CGFX);
break;
}
shader = sw->m_WCKShaderArray[i].shader;
CKProtectable* protectable = shader->GetProtectable();
if(protectable->GetHideFlag()) {
chunk->WriteIdentifier(HideChunkID);
int hide; XString protect;
protectable->ReadProtectable(&hide, &protect);
chunk->WriteInt(hide);
chunk->WriteString(protect.CStr());
}
chunk->WriteString(shader->GetText().CStr());
// Write F2 Marks
#ifdef VIRTOOLS_RUNTIME_VERSION
chunk->WriteBuffer(0,0);
#else
chunk->WriteBuffer(shader->GetF2Marks()->Size()*sizeof(int),shader->GetF2Marks()->Begin());
#endif
}
chunk->WriteString("_END_");
}
}else
#endif // _XBOX
{
RCKShaderWrapper* sw = (RCKShaderWrapper*)shader;
CKShader* shader = NULL;
for (int i = 0 ; i < sw->m_WCKShaderArray.Size() ; i++) {
switch(sw->m_WCKShaderArray[i].type) {
case CKSM_HLSL:
chunk->WriteString("HLSL");
break;
case CKSM_CGFX:
chunk->WriteString("CGFX");
break;
default:
XASSERT(sw->m_WCKShaderArray[i].type == CKSM_HLSL || sw->m_WCKShaderArray[i].type == CKSM_CGFX);
break;
}
shader = sw->m_WCKShaderArray[i].shader;
CKProtectable* protectable = shader->GetProtectable();
if(protectable->GetHideFlag()) {
int currentPost = chunk->GetCurrentPos();
chunk->WriteIdentifier(HideChunkID);
int hide; XString protect;
protectable->WriteProtectable(&hide, &protect);
chunk->WriteInt(hide);
chunk->WriteString(protect.CStr());
}
chunk->WriteString(shader->GetText().CStr());
// Write F2 Marks
#ifdef VIRTOOLS_RUNTIME_VERSION
chunk->WriteBuffer(0,0);
#else
chunk->WriteBuffer(shader->GetF2Marks()->Size()*sizeof(int),shader->GetF2Marks()->Begin());
#endif
}
chunk->WriteString("_END_");
}
}
chunk->CloseChunk();
return chunk;
}
//-----------------------------------------------------------------------------
#ifndef _XBOX
//-----------------------------------------------------------------------------
BOOL ShaderManagerWrapper::_WriteStringToFile(const XString& filename, const XString &s) const
{
VxFile f;
if (!f.Open(filename.CStr(), VxFile::WRITEONLY))
return FALSE;
f.Write(s.CStr(), s.Length());
f.Close();
return TRUE;
}
#endif
/*******************************************************************
Summary: Called when a RenderContext gets created or destroyed
to update the Shader Manager's inner list of render contexts
*******************************************************************/
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::OnRenderContextCreated( CKRenderContext* rc )
{
int smNum = m_ShaderManagerArray.Size();
for (int i = 0 ; i < smNum ; i++) {
m_ShaderManagerArray[i]->OnRenderContextCreated(rc);
}
}
//-----------------------------------------------------------------------------
void ShaderManagerWrapper::OnRenderContextDestroyed( CKRenderContext* rc )
{
int smNum = m_ShaderManagerArray.Size();
for (int i = 0 ; i < smNum ; i++) {
m_ShaderManagerArray[i]->OnRenderContextDestroyed(rc);
}
}