Merge branch 'NDK-ShadowMapping'
Former-commit-id: e77949168073f06d52d10785afb41bad2f7f86c0
This commit is contained in:
@@ -57,92 +57,99 @@ namespace Nz
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friend class Graphics;
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public:
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Material();
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Material(const Material& material);
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~Material();
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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 Shader* Apply(UInt32 shaderFlags = 0, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const;
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void BuildFromParameters(const ParameterList& matData, const MaterialParams& matParams = MaterialParams());
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void Enable(RendererParameter renderParameter, bool enable);
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void EnableAlphaTest(bool alphaTest);
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void EnableDepthSorting(bool depthSorting);
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void EnableLighting(bool lighting);
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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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Texture* GetAlphaMap() const;
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float GetAlphaThreshold() const;
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Color GetAmbientColor() const;
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RendererComparison GetDepthFunc() const;
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Color GetDiffuseColor() const;
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Texture* GetDiffuseMap() const;
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TextureSampler& GetDiffuseSampler();
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const TextureSampler& GetDiffuseSampler() const;
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BlendFunc GetDstBlend() const;
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Texture* GetEmissiveMap() const;
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FaceSide GetFaceCulling() const;
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FaceFilling GetFaceFilling() const;
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Texture* GetHeightMap() const;
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Texture* GetNormalMap() const;
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const RenderStates& GetRenderStates() const;
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const UberShader* GetShader() const;
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const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const;
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float GetShininess() const;
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Color GetSpecularColor() const;
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Texture* GetSpecularMap() const;
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TextureSampler& GetSpecularSampler();
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const TextureSampler& GetSpecularSampler() const;
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BlendFunc 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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bool HasAlphaMap() const;
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bool HasDiffuseMap() const;
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bool HasEmissiveMap() const;
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bool HasHeightMap() const;
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bool HasNormalMap() const;
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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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bool IsAlphaTestEnabled() const;
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bool IsDepthSortingEnabled() const;
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bool IsEnabled(RendererParameter renderParameter) const;
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bool IsLightingEnabled() const;
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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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bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams());
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bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams());
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bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams());
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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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bool SetAlphaMap(const String& textureName);
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void SetAlphaMap(TextureRef alphaMap);
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void SetAlphaThreshold(float alphaThreshold);
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void SetAmbientColor(const Color& ambient);
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void SetDepthFunc(RendererComparison depthFunc);
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void SetDiffuseColor(const Color& diffuse);
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bool SetDiffuseMap(const String& textureName);
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void SetDiffuseMap(TextureRef diffuseMap);
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void SetDiffuseSampler(const TextureSampler& sampler);
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void SetDstBlend(BlendFunc func);
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bool SetEmissiveMap(const String& textureName);
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void SetEmissiveMap(TextureRef textureName);
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void SetFaceCulling(FaceSide faceSide);
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void SetFaceFilling(FaceFilling filling);
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bool SetHeightMap(const String& textureName);
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void SetHeightMap(TextureRef textureName);
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bool SetNormalMap(const String& textureName);
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void SetNormalMap(TextureRef textureName);
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void SetRenderStates(const RenderStates& states);
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void SetShader(UberShaderConstRef uberShader);
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bool SetShader(const String& uberShaderName);
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void SetShininess(float shininess);
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void SetSpecularColor(const Color& specular);
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bool SetSpecularMap(const String& textureName);
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void SetSpecularMap(TextureRef specularMap);
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void SetSpecularSampler(const TextureSampler& sampler);
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void SetSrcBlend(BlendFunc 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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Material& operator=(const Material& material);
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inline Material& operator=(const Material& material);
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static MaterialRef GetDefault();
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template<typename... Args> static MaterialRef New(Args&&... args);
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@@ -161,7 +168,7 @@ namespace Nz
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void Copy(const Material& material);
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void GenerateShader(UInt32 flags) const;
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void InvalidateShaders();
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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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@@ -169,6 +176,7 @@ namespace Nz
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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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@@ -183,6 +191,8 @@ namespace Nz
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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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