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include/Nazara/Graphics/Material.hpp
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150
include/Nazara/Graphics/Material.hpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_BASE_MATERIAL_HPP
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#define NAZARA_BASE_MATERIAL_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Core/Color.hpp>
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#include <Nazara/Core/ObjectLibrary.hpp>
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#include <Nazara/Core/ObjectRef.hpp>
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#include <Nazara/Core/RefCounted.hpp>
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#include <Nazara/Core/Resource.hpp>
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#include <Nazara/Core/ResourceLoader.hpp>
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#include <Nazara/Core/ResourceManager.hpp>
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#include <Nazara/Core/ResourceParameters.hpp>
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#include <Nazara/Core/Signal.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/Enums.hpp>
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#include <Nazara/Graphics/MaterialPipeline.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/TextureSampler.hpp>
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#include <Nazara/Utility/UniformBuffer.hpp>
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#include <string>
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#include <vector>
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namespace Nz
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{
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struct NAZARA_GRAPHICS_API MaterialParams : ResourceParameters
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{
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bool loadAlphaMap = true;
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bool loadDiffuseMap = true;
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bool loadEmissiveMap = true;
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bool loadHeightMap = true;
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bool loadNormalMap = true;
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bool loadSpecularMap = true;
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std::string shaderName = "Basic";
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bool IsValid() const;
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};
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class NAZARA_GRAPHICS_API Material : public RefCounted, public Resource
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{
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public:
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Material(std::shared_ptr<const MaterialSettings> settings);
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inline Material(const Material& material);
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inline ~Material();
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void Apply(const MaterialPipeline::Instance& instance) const;
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void BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams = MaterialParams());
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inline void Configure(const MaterialPipeline* pipeline);
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inline void Configure(const MaterialPipelineInfo& pipelineInfo);
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inline bool Configure(const String& pipelineName);
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inline void EnableAlphaTest(bool alphaTest);
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inline void EnableBlending(bool blending);
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inline void EnableColorWrite(bool colorWrite);
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inline void EnableDepthBuffer(bool depthBuffer);
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inline void EnableDepthSorting(bool depthSorting);
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inline void EnableDepthWrite(bool depthWrite);
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inline void EnableFaceCulling(bool faceCulling);
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inline void EnableReflectionMapping(bool reflection);
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inline void EnableScissorTest(bool scissorTest);
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inline void EnableShadowCasting(bool castShadows);
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inline void EnableShadowReceive(bool receiveShadows);
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inline void EnableStencilTest(bool stencilTest);
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inline void EnableVertexColor(bool vertexColor);
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inline void EnsurePipelineUpdate() const;
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inline RendererComparison GetDepthFunc() const;
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inline BlendFunc GetDstBlend() const;
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inline FaceSide GetFaceCulling() const;
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inline FaceFilling GetFaceFilling() const;
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inline float GetLineWidth() const;
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inline const MaterialPipeline* GetPipeline() const;
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inline const MaterialPipelineInfo& GetPipelineInfo() const;
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inline float GetPointSize() const;
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inline const std::shared_ptr<const MaterialSettings>& GetSettings() const;
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inline const std::shared_ptr<Shader>& GetShader() const;
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inline BlendFunc GetSrcBlend() const;
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inline UniformBuffer* GetSharedUniformBuffer(std::size_t bufferIndex) const;
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inline const std::shared_ptr<Texture>& GetTexture(std::size_t textureIndex) const;
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inline const std::shared_ptr<TextureSampler>& GetTextureSampler(std::size_t textureIndex) const;
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inline UniformBufferRef& GetUniformBuffer(std::size_t bufferIndex);
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inline const UniformBufferRef& GetUniformBuffer(std::size_t bufferIndex) const;
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inline bool HasDepthMaterial() const;
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inline bool HasTexture(std::size_t textureIndex) const;
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inline bool HasVertexColor() const;
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inline bool IsAlphaTestEnabled() const;
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inline bool IsBlendingEnabled() const;
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inline bool IsColorWriteEnabled() const;
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inline bool IsDepthBufferEnabled() const;
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inline bool IsDepthSortingEnabled() const;
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inline bool IsDepthWriteEnabled() const;
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inline bool IsFaceCullingEnabled() const;
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inline bool IsReflectionMappingEnabled() const;
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inline bool IsScissorTestEnabled() const;
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inline bool IsStencilTestEnabled() const;
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inline bool IsShadowCastingEnabled() const;
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inline bool IsShadowReceiveEnabled() const;
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void SaveToParameters(ParameterList* matData);
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inline void SetDepthFunc(RendererComparison depthFunc);
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inline void SetDstBlend(BlendFunc func);
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inline void SetFaceCulling(FaceSide faceSide);
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inline void SetFaceFilling(FaceFilling filling);
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inline void SetLineWidth(float lineWidth);
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inline void SetPointSize(float pointSize);
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inline void SetShader(std::shared_ptr<Shader> shader);
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inline void SetUniformBuffer(std::size_t bufferIndex, UniformBuffer* uniformBuffer);
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inline void SetSrcBlend(BlendFunc func);
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inline void SetTexture(std::size_t textureIndex, Texture* texture);
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inline void SetTextureSampler(std::size_t textureIndex, const TextureSampler& sampler);
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inline Material& operator=(const Material& material);
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// Signals:
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NazaraSignal(OnMaterialRelease, const Material* /*material*/);
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private:
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inline void InvalidatePipeline();
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inline void UpdatePipeline() const;
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struct MaterialTexture
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{
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std::shared_ptr<TextureSampler> sampler;
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std::shared_ptr<Texture> texture;
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};
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std::shared_ptr<const MaterialSettings> m_settings;
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std::vector<MaterialTexture> m_textures;
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std::vector<UniformBufferRef> m_uniformBuffers;
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mutable const MaterialPipeline* m_pipeline;
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MaterialPipelineInfo m_pipelineInfo;
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mutable bool m_pipelineUpdated;
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bool m_shadowCastingEnabled;
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};
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}
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#include <Nazara/Graphics/Material.inl>
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#endif // NAZARA_BASE_MATERIAL_HPP
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