Graphics: Rename Material to MaterialPass
This commit is contained in:
@@ -26,7 +26,7 @@ namespace Nz
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};
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}
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BasicMaterial::BasicMaterial(Material& material) :
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BasicMaterial::BasicMaterial(MaterialPass& material) :
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m_material(material)
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{
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// Most common case: don't fetch texture indexes as a little optimization
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@@ -41,7 +41,7 @@ namespace Nz
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if (auto it = renderableMap.find(instancedRenderable); it == renderableMap.end())
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{
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auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
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renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<Material>& newMaterial)
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renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<MaterialPass>& newMaterial)
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{
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if (newMaterial)
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RegisterMaterial(newMaterial.get());
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@@ -56,7 +56,7 @@ namespace Nz
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std::size_t matCount = instancedRenderable->GetMaterialCount();
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for (std::size_t i = 0; i < matCount; ++i)
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{
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if (Material* mat = instancedRenderable->GetMaterial(i).get())
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if (MaterialPass* mat = instancedRenderable->GetMaterial(i).get())
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RegisterMaterial(mat);
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}
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@@ -99,7 +99,7 @@ namespace Nz
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m_invalidatedWorldInstances.clear();
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for (Material* material : m_invalidatedMaterials)
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for (MaterialPass* material : m_invalidatedMaterials)
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{
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if (material->Update(renderFrame, builder))
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m_rebuildForwardPass = true;
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@@ -192,7 +192,7 @@ namespace Nz
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std::size_t matCount = instancedRenderable->GetMaterialCount();
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for (std::size_t i = 0; i < matCount; ++i)
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{
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if (Material* mat = instancedRenderable->GetMaterial(i).get())
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if (MaterialPass* mat = instancedRenderable->GetMaterial(i).get())
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UnregisterMaterial(mat);
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}
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@@ -268,13 +268,13 @@ namespace Nz
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return frameGraph.Bake();
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}
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void ForwardFramePipeline::RegisterMaterial(Material* material)
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void ForwardFramePipeline::RegisterMaterial(MaterialPass* material)
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{
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auto it = m_materials.find(material);
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if (it == m_materials.end())
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{
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it = m_materials.emplace(material, MaterialData{}).first;
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it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const Material* /*material*/)
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it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const MaterialPass* /*material*/)
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{
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m_invalidatedMaterials.insert(material);
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});
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@@ -285,7 +285,7 @@ namespace Nz
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it->second.usedCount++;
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}
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void ForwardFramePipeline::UnregisterMaterial(Material* material)
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void ForwardFramePipeline::UnregisterMaterial(MaterialPass* material)
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{
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auto it = m_materials.find(material);
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assert(it != m_materials.end());
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@@ -2,7 +2,7 @@
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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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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Graphics/BasicMaterial.hpp>
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#include <Nazara/Graphics/UberShader.hpp>
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@@ -26,7 +26,7 @@ namespace Nz
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*
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* \see Reset
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*/
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Material::Material(std::shared_ptr<const MaterialSettings> settings) :
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MaterialPass::MaterialPass(std::shared_ptr<const MaterialSettings> settings) :
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m_settings(std::move(settings)),
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m_enabledOptions(0),
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m_pipelineUpdated(false),
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@@ -64,7 +64,7 @@ namespace Nz
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UpdateShaderBinding();
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}
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bool Material::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
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bool MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
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{
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bool shouldRegenerateCommandBuffer = false;
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if (!m_shaderBindingUpdated)
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@@ -95,7 +95,7 @@ namespace Nz
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return shouldRegenerateCommandBuffer;
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}
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void Material::UpdatePipeline() const
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void MaterialPass::UpdatePipeline() const
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{
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for (auto& shader : m_pipelineInfo.shaders)
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shader.enabledOptions = 0;
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@@ -122,7 +122,7 @@ namespace Nz
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m_pipelineUpdated = true;
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}
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void Material::UpdateShaderBinding()
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void MaterialPass::UpdateShaderBinding()
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{
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assert(!m_shaderBinding);
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@@ -6,7 +6,7 @@
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#include <Nazara/Core/File.hpp>
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#include <Nazara/Core/Log.hpp>
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#include <Nazara/Graphics/BasicMaterial.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/MaterialSettings.hpp>
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#include <Nazara/Graphics/PhongLightingMaterial.hpp>
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#include <Nazara/Graphics/UberShader.hpp>
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@@ -5,7 +5,7 @@
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/GraphicalMesh.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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@@ -57,7 +57,7 @@ namespace Nz
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return m_graphicalMesh->GetIndexCount(subMeshIndex);
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}
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const std::shared_ptr<Material>& Model::GetMaterial(std::size_t subMeshIndex) const
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const std::shared_ptr<MaterialPass>& Model::GetMaterial(std::size_t subMeshIndex) const
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{
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assert(subMeshIndex < m_subMeshes.size());
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const auto& subMeshData = m_subMeshes[subMeshIndex];
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@@ -15,7 +15,7 @@
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namespace Nz
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{
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PhongLightingMaterial::PhongLightingMaterial(Material& material) :
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PhongLightingMaterial::PhongLightingMaterial(MaterialPass& material) :
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m_material(material)
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{
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// Most common case: don't fetch texture indexes as a little optimization
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