Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -24,169 +24,172 @@
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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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NzMaterial();
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NzMaterial(const NzMaterial& material);
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~NzMaterial();
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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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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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void Enable(nzRendererParameter 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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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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NzTexture* GetAlphaMap() const;
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float GetAlphaThreshold() const;
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NzColor GetAmbientColor() const;
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nzRendererComparison GetDepthFunc() const;
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NzColor GetDiffuseColor() const;
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NzTexture* GetDiffuseMap() const;
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NzTextureSampler& GetDiffuseSampler();
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const NzTextureSampler& GetDiffuseSampler() const;
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nzBlendFunc GetDstBlend() const;
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NzTexture* GetEmissiveMap() const;
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nzFaceSide GetFaceCulling() const;
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nzFaceFilling GetFaceFilling() const;
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NzTexture* GetHeightMap() const;
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NzTexture* GetNormalMap() const;
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const NzRenderStates& GetRenderStates() const;
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const NzUberShader* GetShader() const;
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const NzUberShaderInstance* GetShaderInstance(nzUInt32 flags = nzShaderFlags_None) const;
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float GetShininess() const;
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NzColor GetSpecularColor() const;
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NzTexture* GetSpecularMap() const;
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NzTextureSampler& GetSpecularSampler();
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const NzTextureSampler& GetSpecularSampler() const;
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nzBlendFunc GetSrcBlend() const;
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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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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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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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bool IsAlphaTestEnabled() const;
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bool IsDepthSortingEnabled() const;
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bool IsEnabled(nzRendererParameter renderParameter) const;
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bool IsLightingEnabled() const;
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bool IsTransformEnabled() 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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bool LoadFromFile(const NzString& filePath, const NzMaterialParams& params = NzMaterialParams());
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bool LoadFromMemory(const void* data, std::size_t size, const NzMaterialParams& params = NzMaterialParams());
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bool LoadFromStream(NzInputStream& stream, const NzMaterialParams& params = NzMaterialParams());
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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(InputStream& stream, const MaterialParams& params = MaterialParams());
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void Reset();
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void Reset();
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bool SetAlphaMap(const NzString& textureName);
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void SetAlphaMap(NzTextureRef alphaMap);
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void SetAlphaThreshold(float alphaThreshold);
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void SetAmbientColor(const NzColor& ambient);
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void SetDepthFunc(nzRendererComparison depthFunc);
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void SetDiffuseColor(const NzColor& diffuse);
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bool SetDiffuseMap(const NzString& textureName);
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void SetDiffuseMap(NzTextureRef diffuseMap);
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void SetDiffuseSampler(const NzTextureSampler& sampler);
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void SetDstBlend(nzBlendFunc func);
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bool SetEmissiveMap(const NzString& textureName);
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void SetEmissiveMap(NzTextureRef textureName);
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void SetFaceCulling(nzFaceSide faceSide);
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void SetFaceFilling(nzFaceFilling filling);
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bool SetHeightMap(const NzString& textureName);
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void SetHeightMap(NzTextureRef textureName);
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bool SetNormalMap(const NzString& textureName);
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void SetNormalMap(NzTextureRef textureName);
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void SetRenderStates(const NzRenderStates& states);
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void SetShader(NzUberShaderConstRef uberShader);
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bool SetShader(const NzString& uberShaderName);
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void SetShininess(float shininess);
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void SetSpecularColor(const NzColor& specular);
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bool SetSpecularMap(const NzString& textureName);
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void SetSpecularMap(NzTextureRef specularMap);
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void SetSpecularSampler(const NzTextureSampler& sampler);
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void SetSrcBlend(nzBlendFunc func);
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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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NzMaterial& operator=(const NzMaterial& material);
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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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void InvalidateShaders();
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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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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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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_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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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_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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