// Copyright (C) 2015 Jérôme Leclercq // This file is part of the "Nazara Engine - Graphics module" // For conditions of distribution and use, see copyright notice in Config.hpp #pragma once #ifndef NAZARA_MATERIAL_HPP #define NAZARA_MATERIAL_HPP #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Nz { struct NAZARA_GRAPHICS_API MaterialParams : ResourceParameters { bool loadAlphaMap = true; bool loadDiffuseMap = true; bool loadEmissiveMap = true; bool loadHeightMap = true; bool loadNormalMap = true; bool loadSpecularMap = true; String shaderName = "Basic"; bool IsValid() const; }; class Material; using MaterialConstRef = ObjectRef; using MaterialLibrary = ObjectLibrary; using MaterialLoader = ResourceLoader; using MaterialManager = ResourceManager; using MaterialRef = ObjectRef; class NAZARA_GRAPHICS_API Material : public RefCounted, public Resource { friend MaterialLibrary; friend MaterialLoader; friend MaterialManager; friend class Graphics; public: Material(); Material(const Material& material); ~Material(); const Shader* Apply(UInt32 shaderFlags = 0, UInt8 textureUnit = 0, UInt8* lastUsedUnit = nullptr) const; void Enable(RendererParameter renderParameter, bool enable); void EnableAlphaTest(bool alphaTest); void EnableDepthSorting(bool depthSorting); void EnableLighting(bool lighting); void EnableTransform(bool transform); Texture* GetAlphaMap() const; float GetAlphaThreshold() const; Color GetAmbientColor() const; RendererComparison GetDepthFunc() const; Color GetDiffuseColor() const; Texture* GetDiffuseMap() const; TextureSampler& GetDiffuseSampler(); const TextureSampler& GetDiffuseSampler() const; BlendFunc GetDstBlend() const; Texture* GetEmissiveMap() const; FaceSide GetFaceCulling() const; FaceFilling GetFaceFilling() const; Texture* GetHeightMap() const; Texture* GetNormalMap() const; const RenderStates& GetRenderStates() const; const UberShader* GetShader() const; const UberShaderInstance* GetShaderInstance(UInt32 flags = ShaderFlags_None) const; float GetShininess() const; Color GetSpecularColor() const; Texture* GetSpecularMap() const; TextureSampler& GetSpecularSampler(); const TextureSampler& GetSpecularSampler() const; BlendFunc GetSrcBlend() const; bool HasAlphaMap() const; bool HasDiffuseMap() const; bool HasEmissiveMap() const; bool HasHeightMap() const; bool HasNormalMap() const; bool HasSpecularMap() const; bool IsAlphaTestEnabled() const; bool IsDepthSortingEnabled() const; bool IsEnabled(RendererParameter renderParameter) const; bool IsLightingEnabled() const; bool IsTransformEnabled() const; bool LoadFromFile(const String& filePath, const MaterialParams& params = MaterialParams()); bool LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params = MaterialParams()); bool LoadFromStream(Stream& stream, const MaterialParams& params = MaterialParams()); void Reset(); bool SetAlphaMap(const String& textureName); void SetAlphaMap(TextureRef alphaMap); void SetAlphaThreshold(float alphaThreshold); void SetAmbientColor(const Color& ambient); void SetDepthFunc(RendererComparison depthFunc); void SetDiffuseColor(const Color& diffuse); bool SetDiffuseMap(const String& textureName); void SetDiffuseMap(TextureRef diffuseMap); void SetDiffuseSampler(const TextureSampler& sampler); void SetDstBlend(BlendFunc func); bool SetEmissiveMap(const String& textureName); void SetEmissiveMap(TextureRef textureName); void SetFaceCulling(FaceSide faceSide); void SetFaceFilling(FaceFilling filling); bool SetHeightMap(const String& textureName); void SetHeightMap(TextureRef textureName); bool SetNormalMap(const String& textureName); void SetNormalMap(TextureRef textureName); void SetRenderStates(const RenderStates& states); void SetShader(UberShaderConstRef uberShader); bool SetShader(const String& uberShaderName); void SetShininess(float shininess); void SetSpecularColor(const Color& specular); bool SetSpecularMap(const String& textureName); void SetSpecularMap(TextureRef specularMap); void SetSpecularSampler(const TextureSampler& sampler); void SetSrcBlend(BlendFunc func); Material& operator=(const Material& material); static MaterialRef GetDefault(); template static MaterialRef New(Args&&... args); // Signals: NazaraSignal(OnMaterialRelease, const Material* /*material*/); NazaraSignal(OnMaterialReset, const Material* /*material*/); private: struct ShaderInstance { const Shader* shader; UberShaderInstance* uberInstance = nullptr; int uniforms[MaterialUniform_Max+1]; }; void Copy(const Material& material); void GenerateShader(UInt32 flags) const; void InvalidateShaders(); static bool Initialize(); static void Uninitialize(); Color m_ambientColor; Color m_diffuseColor; Color m_specularColor; RenderStates m_states; TextureSampler m_diffuseSampler; TextureSampler m_specularSampler; TextureRef m_alphaMap; TextureRef m_diffuseMap; TextureRef m_emissiveMap; TextureRef m_heightMap; TextureRef m_normalMap; TextureRef m_specularMap; UberShaderConstRef m_uberShader; mutable ShaderInstance m_shaders[ShaderFlags_Max+1]; bool m_alphaTestEnabled; bool m_depthSortingEnabled; bool m_lightingEnabled; bool m_transformEnabled; float m_alphaThreshold; float m_shininess; static MaterialLibrary::LibraryMap s_library; static MaterialLoader::LoaderList s_loaders; static MaterialManager::ManagerMap s_managerMap; static MaterialManager::ManagerParams s_managerParameters; static MaterialRef s_defaultMaterial; }; } #include #endif // NAZARA_MATERIAL_HPP