Refactor material system (#382)

This commit is contained in:
Jérôme Leclercq
2022-10-31 19:53:41 +01:00
committed by GitHub
parent 0a8048809c
commit dc6ce8427c
156 changed files with 3633 additions and 4569 deletions

View File

@@ -8,110 +8,100 @@
#define NAZARA_GRAPHICS_MATERIALSETTINGS_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/UberShader.hpp>
#include <Nazara/Renderer/RenderPipelineLayout.hpp>
#include <Nazara/Renderer/ShaderModule.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <array>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/PropertyHandler/PropertyHandler.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
#include <Nazara/Renderer/Texture.hpp>
#include <Nazara/Utils/TypeList.hpp>
#include <limits>
#include <optional>
#include <string>
#include <variant>
#include <vector>
namespace Nz
{
class MaterialSettings
template<typename T> struct TypeToMaterialPropertyType;
template<typename T> constexpr MaterialPropertyType TypeToMaterialPropertyType_v = TypeToMaterialPropertyType<T>::PropertyType;
template<MaterialPropertyType P> struct MaterialPropertyTypeInfo;
struct MaterialPropertyNoValue {};
using MaterialPropertyTypeList = TypeList<
MaterialPropertyNoValue,
Color,
bool, Vector2<bool>, Vector3<bool>, Vector4<bool>,
float, Vector2<float>, Vector3<float>, Vector4<float>,
Int32, Vector2<Int32>, Vector3<Int32>, Vector4<Int32>,
UInt32, Vector2<UInt32>, Vector3<UInt32>, Vector4<UInt32>
>;
class NAZARA_GRAPHICS_API MaterialSettings
{
public:
struct Builder;
struct Option;
struct SharedUniformBlock;
struct Texture;
struct UniformBlock;
using PredefinedBinding = std::array<std::size_t, PredefinedShaderBindingCount>;
struct TextureProperty;
struct ValueProperty;
inline MaterialSettings();
inline MaterialSettings(Builder builder);
MaterialSettings(const MaterialSettings&) = default;
MaterialSettings(MaterialSettings&&) = delete;
using Value = TypeListInstantiate<MaterialPropertyTypeList, std::variant>;
MaterialSettings() = default;
MaterialSettings(const MaterialSettings&) = delete;
MaterialSettings(MaterialSettings&&) noexcept = default;
~MaterialSettings() = default;
inline const Builder& GetBuilderData() const;
inline const std::vector<Option>& GetOptions() const;
inline std::size_t GetOptionIndex(const std::string_view& name) const;
inline std::size_t GetPredefinedBinding(PredefinedShaderBinding shaderBinding) const;
inline const std::shared_ptr<RenderPipelineLayout>& GetRenderPipelineLayout() const;
inline const std::shared_ptr<UberShader>& GetShader(nzsl::ShaderStageType stage) const;
inline const std::vector<std::shared_ptr<UberShader>>& GetShaders() const;
inline const std::vector<SharedUniformBlock>& GetSharedUniformBlocks() const;
inline std::size_t GetSharedUniformBlockIndex(const std::string_view& name) const;
inline std::size_t GetSharedUniformBlockVariableOffset(std::size_t uniformBlockIndex, const std::string_view& name) const;
inline const std::vector<Texture>& GetTextures() const;
inline std::size_t GetTextureIndex(const std::string_view& name) const;
inline const std::vector<UniformBlock>& GetUniformBlocks() const;
inline std::size_t GetUniformBlockIndex(const std::string_view& name) const;
inline std::size_t GetUniformBlockVariableOffset(std::size_t uniformBlockIndex, const std::string_view& name) const;
void AddPass(std::string_view passName, MaterialPass materialPass);
inline void AddPass(std::size_t passIndex, MaterialPass materialPass);
inline void AddPropertyHandler(std::unique_ptr<PropertyHandler> propertyHandler);
inline void AddTextureProperty(std::string propertyName, ImageType propertyType);
inline void AddTextureProperty(std::string propertyName, ImageType propertyType, std::shared_ptr<Texture> defaultTexture);
inline void AddTextureProperty(std::string propertyName, ImageType propertyType, std::shared_ptr<Texture> defaultTexture, const TextureSamplerInfo& defaultSamplerInfo);
inline void AddValueProperty(std::string propertyName, MaterialPropertyType propertyType, Value defaultValue);
template<typename T> void AddValueProperty(std::string propertyName);
template<typename T, typename U> void AddValueProperty(std::string propertyName, U&& defaultValue);
inline std::size_t FindTextureProperty(std::string_view propertyName) const;
inline std::size_t FindValueProperty(std::string_view propertyName) const;
const MaterialPass* GetPass(std::string_view passName) const;
inline const MaterialPass* GetPass(std::size_t passIndex) const;
inline const std::vector<std::optional<MaterialPass>>& GetPasses() const;
inline const std::vector<std::unique_ptr<PropertyHandler>>& GetPropertyHandlers() const;
inline const TextureProperty& GetTextureProperty(std::size_t texturePropertyIndex) const;
inline std::size_t GetTexturePropertyCount() const;
inline const ValueProperty& GetValueProperty(std::size_t valuePropertyIndex) const;
inline std::size_t GetValuePropertyCount() const;
MaterialSettings& operator=(const MaterialSettings&) = delete;
MaterialSettings& operator=(MaterialSettings&&) = delete;
MaterialSettings& operator=(MaterialSettings&&) = default;
static constexpr std::size_t InvalidIndex = std::numeric_limits<std::size_t>::max();
static inline void BuildOption(std::vector<Option>& options, std::string optionName, const std::string& shaderOptionName);
struct Builder
struct TextureProperty
{
inline Builder();
std::vector<std::shared_ptr<UberShader>> shaders;
std::vector<Option> options;
std::vector<Texture> textures;
std::vector<UniformBlock> uniformBlocks;
std::vector<SharedUniformBlock> sharedUniformBlocks;
PredefinedBinding predefinedBindings;
};
struct Option
{
std::string name;
UInt32 hash;
};
struct UniformVariable
{
std::string name;
std::size_t offset;
};
struct SharedUniformBlock
{
UInt32 bindingIndex;
std::string name;
std::vector<UniformVariable> uniforms;
nzsl::ShaderStageTypeFlags shaderStages = nzsl::ShaderStageType_All;
};
struct Texture
{
UInt32 bindingIndex;
std::shared_ptr<Texture> defaultTexture;
std::string name;
ImageType type;
nzsl::ShaderStageTypeFlags shaderStages = nzsl::ShaderStageType_All;
TextureSamplerInfo defaultSamplerInfo;
};
struct UniformBlock
struct ValueProperty
{
UInt32 bindingIndex;
Value defaultValue;
std::string name;
std::size_t blockSize;
std::vector<UniformVariable> uniforms;
std::vector<UInt8> defaultValues;
nzsl::ShaderStageTypeFlags shaderStages = nzsl::ShaderStageType_All;
MaterialPropertyType type;
};
static constexpr std::size_t InvalidPropertyIndex = std::numeric_limits<std::size_t>::max();
private:
std::shared_ptr<RenderPipelineLayout> m_pipelineLayout;
Builder m_data;
std::vector<std::unique_ptr<PropertyHandler>> m_propertyHandlers;
std::vector<std::optional<MaterialPass>> m_materialPasses;
std::vector<TextureProperty> m_textureProperties;
std::vector<ValueProperty> m_valueProperties;
};
}