Graphics: Rename Material to MaterialPass

This commit is contained in:
Jérôme Leclercq
2021-07-13 14:56:52 +02:00
parent f0ea623408
commit 5669b5bc60
18 changed files with 113 additions and 113 deletions

View File

@@ -26,7 +26,7 @@ namespace Nz
};
}
BasicMaterial::BasicMaterial(Material& material) :
BasicMaterial::BasicMaterial(MaterialPass& material) :
m_material(material)
{
// Most common case: don't fetch texture indexes as a little optimization

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@@ -41,7 +41,7 @@ namespace Nz
if (auto it = renderableMap.find(instancedRenderable); it == renderableMap.end())
{
auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<Material>& newMaterial)
renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<MaterialPass>& newMaterial)
{
if (newMaterial)
RegisterMaterial(newMaterial.get());
@@ -56,7 +56,7 @@ namespace Nz
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
if (MaterialPass* mat = instancedRenderable->GetMaterial(i).get())
RegisterMaterial(mat);
}
@@ -99,7 +99,7 @@ namespace Nz
m_invalidatedWorldInstances.clear();
for (Material* material : m_invalidatedMaterials)
for (MaterialPass* material : m_invalidatedMaterials)
{
if (material->Update(renderFrame, builder))
m_rebuildForwardPass = true;
@@ -192,7 +192,7 @@ namespace Nz
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
if (MaterialPass* mat = instancedRenderable->GetMaterial(i).get())
UnregisterMaterial(mat);
}
@@ -268,13 +268,13 @@ namespace Nz
return frameGraph.Bake();
}
void ForwardFramePipeline::RegisterMaterial(Material* material)
void ForwardFramePipeline::RegisterMaterial(MaterialPass* material)
{
auto it = m_materials.find(material);
if (it == m_materials.end())
{
it = m_materials.emplace(material, MaterialData{}).first;
it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const Material* /*material*/)
it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const MaterialPass* /*material*/)
{
m_invalidatedMaterials.insert(material);
});
@@ -285,7 +285,7 @@ namespace Nz
it->second.usedCount++;
}
void ForwardFramePipeline::UnregisterMaterial(Material* material)
void ForwardFramePipeline::UnregisterMaterial(MaterialPass* material)
{
auto it = m_materials.find(material);
assert(it != m_materials.end());

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@@ -2,7 +2,7 @@
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/UberShader.hpp>
@@ -26,7 +26,7 @@ namespace Nz
*
* \see Reset
*/
Material::Material(std::shared_ptr<const MaterialSettings> settings) :
MaterialPass::MaterialPass(std::shared_ptr<const MaterialSettings> settings) :
m_settings(std::move(settings)),
m_enabledOptions(0),
m_pipelineUpdated(false),
@@ -64,7 +64,7 @@ namespace Nz
UpdateShaderBinding();
}
bool Material::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
bool MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
{
bool shouldRegenerateCommandBuffer = false;
if (!m_shaderBindingUpdated)
@@ -95,7 +95,7 @@ namespace Nz
return shouldRegenerateCommandBuffer;
}
void Material::UpdatePipeline() const
void MaterialPass::UpdatePipeline() const
{
for (auto& shader : m_pipelineInfo.shaders)
shader.enabledOptions = 0;
@@ -122,7 +122,7 @@ namespace Nz
m_pipelineUpdated = true;
}
void Material::UpdateShaderBinding()
void MaterialPass::UpdateShaderBinding()
{
assert(!m_shaderBinding);

View File

@@ -6,7 +6,7 @@
#include <Nazara/Core/File.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/MaterialSettings.hpp>
#include <Nazara/Graphics/PhongLightingMaterial.hpp>
#include <Nazara/Graphics/UberShader.hpp>

View File

@@ -5,7 +5,7 @@
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/GraphicalMesh.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Graphics/Debug.hpp>
@@ -57,7 +57,7 @@ namespace Nz
return m_graphicalMesh->GetIndexCount(subMeshIndex);
}
const std::shared_ptr<Material>& Model::GetMaterial(std::size_t subMeshIndex) const
const std::shared_ptr<MaterialPass>& Model::GetMaterial(std::size_t subMeshIndex) const
{
assert(subMeshIndex < m_subMeshes.size());
const auto& subMeshData = m_subMeshes[subMeshIndex];

View File

@@ -15,7 +15,7 @@
namespace Nz
{
PhongLightingMaterial::PhongLightingMaterial(Material& material) :
PhongLightingMaterial::PhongLightingMaterial(MaterialPass& material) :
m_material(material)
{
// Most common case: don't fetch texture indexes as a little optimization