Merge branch 'master' into NDK-ShadowMapping
Former-commit-id: 83435ab51753299b30a102871fbcd5558d2ac4f1
This commit is contained in:
@@ -24,179 +24,182 @@
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#include <Nazara/Renderer/TextureSampler.hpp>
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#include <Nazara/Renderer/UberShader.hpp>
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struct NAZARA_GRAPHICS_API NzMaterialParams
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namespace Nz
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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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NzString shaderName = "Basic";
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struct NAZARA_GRAPHICS_API MaterialParams
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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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String shaderName = "Basic";
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bool IsValid() const;
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};
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bool IsValid() const;
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};
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class NzMaterial;
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class Material;
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using NzMaterialConstRef = NzObjectRef<const NzMaterial>;
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using NzMaterialLibrary = NzObjectLibrary<NzMaterial>;
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using NzMaterialLoader = NzResourceLoader<NzMaterial, NzMaterialParams>;
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using NzMaterialManager = NzResourceManager<NzMaterial, NzMaterialParams>;
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using NzMaterialRef = NzObjectRef<NzMaterial>;
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using MaterialConstRef = ObjectRef<const Material>;
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using MaterialLibrary = ObjectLibrary<Material>;
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using MaterialLoader = ResourceLoader<Material, MaterialParams>;
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using MaterialManager = ResourceManager<Material, MaterialParams>;
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using MaterialRef = ObjectRef<Material>;
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class NAZARA_GRAPHICS_API NzMaterial : public NzRefCounted, public NzResource
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{
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friend NzMaterialLibrary;
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friend NzMaterialLoader;
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friend NzMaterialManager;
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friend class NzGraphics;
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class NAZARA_GRAPHICS_API Material : public RefCounted, public Resource
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{
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friend MaterialLibrary;
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friend MaterialLoader;
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friend MaterialManager;
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friend class Graphics;
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public:
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inline NzMaterial();
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inline NzMaterial(const NzMaterial& material);
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inline ~NzMaterial();
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public:
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inline Material();
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inline Material(const Material& material);
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inline ~Material();
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const NzShader* Apply(nzUInt32 shaderFlags = 0, nzUInt8 textureUnit = 0, nzUInt8* lastUsedUnit = nullptr) const;
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const Shader* Apply(UInt32 shaderFlags = 0, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const;
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inline void Enable(nzRendererParameter renderParameter, bool enable);
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inline void EnableAlphaTest(bool alphaTest);
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inline void EnableDepthSorting(bool depthSorting);
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inline void EnableLighting(bool lighting);
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inline void EnableShadowCasting(bool castShadows);
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inline void EnableShadowReceive(bool receiveShadows);
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inline void EnableTransform(bool transform);
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inline void Enable(RendererParameter renderParameter, bool enable);
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inline void EnableAlphaTest(bool alphaTest);
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inline void EnableDepthSorting(bool depthSorting);
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inline void EnableLighting(bool lighting);
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inline void EnableShadowCasting(bool castShadows);
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inline void EnableShadowReceive(bool receiveShadows);
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inline void EnableTransform(bool transform);
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inline const NzTextureRef& GetAlphaMap() const;
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inline float GetAlphaThreshold() const;
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inline NzColor GetAmbientColor() const;
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inline nzRendererComparison GetDepthFunc() const;
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inline const NzMaterialRef& GetDepthMaterial() const;
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inline NzColor GetDiffuseColor() const;
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inline const NzTextureRef& GetDiffuseMap() const;
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inline NzTextureSampler& GetDiffuseSampler();
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inline const NzTextureSampler& GetDiffuseSampler() const;
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inline nzBlendFunc GetDstBlend() const;
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inline const NzTextureRef& GetEmissiveMap() const;
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inline nzFaceSide GetFaceCulling() const;
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inline nzFaceFilling GetFaceFilling() const;
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inline const NzTextureRef& GetHeightMap() const;
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inline const NzTextureRef& GetNormalMap() const;
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inline const NzRenderStates& GetRenderStates() const;
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inline const NzUberShader* GetShader() const;
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inline const NzUberShaderInstance* GetShaderInstance(nzUInt32 flags = nzShaderFlags_None) const;
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inline float GetShininess() const;
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inline NzColor GetSpecularColor() const;
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inline const NzTextureRef& GetSpecularMap() const;
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inline NzTextureSampler& GetSpecularSampler();
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inline const NzTextureSampler& GetSpecularSampler() const;
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inline nzBlendFunc GetSrcBlend() const;
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inline const TextureRef& GetAlphaMap() const;
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inline float GetAlphaThreshold() const;
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inline Color GetAmbientColor() const;
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inline RendererComparison GetDepthFunc() const;
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inline const MaterialRef& GetDepthMaterial() const;
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inline Color GetDiffuseColor() const;
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inline const TextureRef& GetDiffuseMap() const;
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inline TextureSampler& GetDiffuseSampler();
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inline const TextureSampler& GetDiffuseSampler() const;
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inline BlendFunc GetDstBlend() const;
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inline const TextureRef& GetEmissiveMap() const;
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inline FaceSide GetFaceCulling() const;
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inline FaceFilling GetFaceFilling() const;
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inline const TextureRef& GetHeightMap() const;
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inline const TextureRef& GetNormalMap() const;
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inline const RenderStates& GetRenderStates() const;
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inline const UberShader* GetShader() const;
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inline const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
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inline float GetShininess() const;
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inline Color GetSpecularColor() const;
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inline const TextureRef& GetSpecularMap() const;
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inline TextureSampler& GetSpecularSampler();
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inline const TextureSampler& GetSpecularSampler() const;
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inline BlendFunc GetSrcBlend() const;
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inline bool HasAlphaMap() const;
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inline bool HasDepthMaterial() const;
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inline bool HasDiffuseMap() const;
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inline bool HasEmissiveMap() const;
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inline bool HasHeightMap() const;
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inline bool HasNormalMap() const;
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inline bool HasSpecularMap() const;
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inline bool HasAlphaMap() const;
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inline bool HasDepthMaterial() const;
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inline bool HasDiffuseMap() const;
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inline bool HasEmissiveMap() const;
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inline bool HasHeightMap() const;
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inline bool HasNormalMap() const;
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inline bool HasSpecularMap() const;
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inline bool IsAlphaTestEnabled() const;
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inline bool IsDepthSortingEnabled() const;
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inline bool IsEnabled(nzRendererParameter renderParameter) const;
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inline bool IsLightingEnabled() const;
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inline bool IsShadowCastingEnabled() const;
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inline bool IsShadowReceiveEnabled() const;
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inline bool IsTransformEnabled() const;
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inline bool IsAlphaTestEnabled() const;
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inline bool IsDepthSortingEnabled() const;
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inline bool IsEnabled(RendererParameter renderParameter) const;
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inline bool IsLightingEnabled() const;
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inline bool IsShadowCastingEnabled() const;
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inline bool IsShadowReceiveEnabled() const;
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inline bool IsTransformEnabled() const;
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inline bool LoadFromFile(const NzString& filePath, const NzMaterialParams& params = NzMaterialParams());
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inline bool LoadFromMemory(const void* data, std::size_t size, const NzMaterialParams& params = NzMaterialParams());
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inline bool LoadFromStream(NzInputStream& stream, const NzMaterialParams& params = NzMaterialParams());
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inline bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
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inline bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
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inline bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
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void Reset();
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void Reset();
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inline bool SetAlphaMap(const NzString& textureName);
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inline void SetAlphaMap(NzTextureRef alphaMap);
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inline void SetAlphaThreshold(float alphaThreshold);
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inline void SetAmbientColor(const NzColor& ambient);
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inline void SetDepthFunc(nzRendererComparison depthFunc);
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inline void SetDepthMaterial(NzMaterialRef depthMaterial);
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inline void SetDiffuseColor(const NzColor& diffuse);
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inline bool SetDiffuseMap(const NzString& textureName);
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inline void SetDiffuseMap(NzTextureRef diffuseMap);
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inline void SetDiffuseSampler(const NzTextureSampler& sampler);
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inline void SetDstBlend(nzBlendFunc func);
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inline bool SetEmissiveMap(const NzString& textureName);
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inline void SetEmissiveMap(NzTextureRef textureName);
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inline void SetFaceCulling(nzFaceSide faceSide);
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inline void SetFaceFilling(nzFaceFilling filling);
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inline bool SetHeightMap(const NzString& textureName);
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inline void SetHeightMap(NzTextureRef textureName);
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inline bool SetNormalMap(const NzString& textureName);
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inline void SetNormalMap(NzTextureRef textureName);
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inline void SetRenderStates(const NzRenderStates& states);
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inline void SetShader(NzUberShaderConstRef uberShader);
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inline bool SetShader(const NzString& uberShaderName);
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inline void SetShininess(float shininess);
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inline void SetSpecularColor(const NzColor& specular);
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inline bool SetSpecularMap(const NzString& textureName);
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inline void SetSpecularMap(NzTextureRef specularMap);
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inline void SetSpecularSampler(const NzTextureSampler& sampler);
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inline void SetSrcBlend(nzBlendFunc func);
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inline bool SetAlphaMap(const String& textureName);
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inline void SetAlphaMap(TextureRef alphaMap);
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inline void SetAlphaThreshold(float alphaThreshold);
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inline void SetAmbientColor(const Color& ambient);
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inline void SetDepthFunc(RendererComparison depthFunc);
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inline void SetDepthMaterial(MaterialRef depthMaterial);
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inline void SetDiffuseColor(const Color& diffuse);
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inline bool SetDiffuseMap(const String& textureName);
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inline void SetDiffuseMap(TextureRef diffuseMap);
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inline void SetDiffuseSampler(const TextureSampler& sampler);
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inline void SetDstBlend(BlendFunc func);
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inline bool SetEmissiveMap(const String& textureName);
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inline void SetEmissiveMap(TextureRef textureName);
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inline void SetFaceCulling(FaceSide faceSide);
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inline void SetFaceFilling(FaceFilling filling);
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inline bool SetHeightMap(const String& textureName);
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inline void SetHeightMap(TextureRef textureName);
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inline bool SetNormalMap(const String& textureName);
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inline void SetNormalMap(TextureRef textureName);
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inline void SetRenderStates(const RenderStates& states);
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inline void SetShader(UberShaderConstRef uberShader);
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inline bool SetShader(const String& uberShaderName);
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inline void SetShininess(float shininess);
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inline void SetSpecularColor(const Color& specular);
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inline bool SetSpecularMap(const String& textureName);
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inline void SetSpecularMap(TextureRef specularMap);
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inline void SetSpecularSampler(const TextureSampler& sampler);
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inline void SetSrcBlend(BlendFunc func);
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inline NzMaterial& operator=(const NzMaterial& material);
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inline Material& operator=(const Material& material);
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static NzMaterialRef GetDefault();
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template<typename... Args> static NzMaterialRef New(Args&&... args);
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static MaterialRef GetDefault();
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template<typename... Args> static MaterialRef New(Args&&... args);
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// Signals:
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NazaraSignal(OnMaterialRelease, const NzMaterial* /*material*/);
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NazaraSignal(OnMaterialReset, const NzMaterial* /*material*/);
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// Signals:
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NazaraSignal(OnMaterialRelease, const Material* /*material*/);
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NazaraSignal(OnMaterialReset, const Material* /*material*/);
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private:
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struct ShaderInstance
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{
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const NzShader* shader;
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NzUberShaderInstance* uberInstance = nullptr;
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int uniforms[nzMaterialUniform_Max+1];
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};
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private:
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struct ShaderInstance
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{
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const Shader* shader;
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UberShaderInstance* uberInstance = nullptr;
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int uniforms[MaterialUniform_Max+1];
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};
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void Copy(const NzMaterial& material);
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void GenerateShader(nzUInt32 flags) const;
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inline void InvalidateShaders();
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void Copy(const Material& material);
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void GenerateShader(UInt32 flags) const;
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inline void InvalidateShaders();
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static bool Initialize();
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static void Uninitialize();
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static bool Initialize();
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static void Uninitialize();
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NzColor m_ambientColor;
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NzColor m_diffuseColor;
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NzColor m_specularColor;
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NzMaterialRef m_depthMaterial; //< Materialception
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NzRenderStates m_states;
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NzTextureSampler m_diffuseSampler;
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NzTextureSampler m_specularSampler;
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NzTextureRef m_alphaMap;
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NzTextureRef m_diffuseMap;
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NzTextureRef m_emissiveMap;
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NzTextureRef m_heightMap;
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NzTextureRef m_normalMap;
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NzTextureRef m_specularMap;
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NzUberShaderConstRef m_uberShader;
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mutable ShaderInstance m_shaders[nzShaderFlags_Max+1];
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bool m_alphaTestEnabled;
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bool m_depthSortingEnabled;
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bool m_lightingEnabled;
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bool m_shadowCastingEnabled;
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bool m_shadowReceiveEnabled;
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bool m_transformEnabled;
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float m_alphaThreshold;
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float m_shininess;
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Color m_ambientColor;
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Color m_diffuseColor;
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Color m_specularColor;
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MaterialRef m_depthMaterial; //< Materialception
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RenderStates m_states;
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TextureSampler m_diffuseSampler;
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TextureSampler m_specularSampler;
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TextureRef m_alphaMap;
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TextureRef m_diffuseMap;
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TextureRef m_emissiveMap;
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TextureRef m_heightMap;
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TextureRef m_normalMap;
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TextureRef m_specularMap;
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UberShaderConstRef m_uberShader;
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mutable ShaderInstance m_shaders[ShaderFlags_Max+1];
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bool m_alphaTestEnabled;
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bool m_depthSortingEnabled;
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bool m_lightingEnabled;
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bool m_shadowCastingEnabled;
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bool m_shadowReceiveEnabled;
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bool m_transformEnabled;
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float m_alphaThreshold;
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float m_shininess;
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static NzMaterialLibrary::LibraryMap s_library;
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static NzMaterialLoader::LoaderList s_loaders;
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static NzMaterialManager::ManagerMap s_managerMap;
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static NzMaterialManager::ManagerParams s_managerParameters;
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static NzMaterialRef s_defaultMaterial;
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};
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static MaterialLibrary::LibraryMap s_library;
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static MaterialLoader::LoaderList s_loaders;
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static MaterialManager::ManagerMap s_managerMap;
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static MaterialManager::ManagerParams s_managerParameters;
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static MaterialRef s_defaultMaterial;
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};
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}
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#include <Nazara/Graphics/Material.inl>
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