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

@@ -3,8 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Widgets/DefaultWidgetTheme.hpp>
#include <Nazara/Graphics/BasicMaterial.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/MaterialInstance.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Widgets/SimpleWidgetStyles.hpp>
#include <Nazara/Widgets/Widgets.hpp>
@@ -125,20 +124,30 @@ namespace Nz
texParams.renderDevice = Graphics::Instance()->GetRenderDevice();
texParams.loadFormat = PixelFormat::RGBA8; //< TODO: Re-enable gamma correction
auto CreateMaterialFromTexture = [](std::shared_ptr<Texture> texture)
const auto& defaultBasicMaterial = Graphics::Instance()->GetDefaultMaterials();
const MaterialPassRegistry& materialPassRegistry = Graphics::Instance()->GetMaterialPassRegistry();
std::size_t depthPassIndex = materialPassRegistry.GetPassIndex("DepthPass");
std::size_t forwardPassIndex = materialPassRegistry.GetPassIndex("ForwardPass");
auto CreateMaterialFromTexture = [&](std::shared_ptr<Texture> texture)
{
std::shared_ptr<MaterialPass> buttonMaterialPass = std::make_shared<MaterialPass>(BasicMaterial::GetSettings());
buttonMaterialPass->EnableDepthBuffer(true);
buttonMaterialPass->EnableDepthWrite(false);
buttonMaterialPass->EnableBlending(true);
buttonMaterialPass->SetBlendEquation(BlendEquation::Add, BlendEquation::Add);
buttonMaterialPass->SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::InvSrcAlpha, BlendFunc::One, BlendFunc::One);
std::shared_ptr<MaterialInstance> material = defaultBasicMaterial.basicMaterial->CreateInstance();
material->DisablePass(depthPassIndex);
material->UpdatePassStates(forwardPassIndex, [](RenderStates& renderStates)
{
renderStates.depthWrite = false;
renderStates.scissorTest = true;
renderStates.blending = true;
renderStates.blend.modeColor = BlendEquation::Add;
renderStates.blend.modeAlpha = BlendEquation::Add;
renderStates.blend.srcColor = BlendFunc::SrcAlpha;
renderStates.blend.dstColor = BlendFunc::InvSrcAlpha;
renderStates.blend.srcAlpha = BlendFunc::One;
renderStates.blend.dstAlpha = BlendFunc::One;
});
std::shared_ptr<Material> material = std::make_shared<Material>();
material->AddPass("ForwardPass", buttonMaterialPass);
BasicMaterial buttonBasicMat(*buttonMaterialPass);
buttonBasicMat.SetBaseColorMap(texture);
material->SetTextureProperty("BaseColorMap", std::move(texture));
return material;
};