// Copyright (C) 2017 Jérôme Leclercq // This file is part of the "Nazara Engine - Graphics module" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include namespace Nz { /*! * \brief Destructs the object and calls OnMaterialRelease * * \see OnMaterialRelease */ inline Material::~Material() { OnMaterialRelease(this); } /*! * \brief Reset material pipeline state * * Sets the material pipeline * * \remark pipeline must be valid * * \see Configure */ inline void Material::Configure(std::shared_ptr pipeline) { NazaraAssert(pipeline, "Invalid material pipeline"); m_pipeline = std::move(pipeline); m_pipelineInfo = m_pipeline->GetInfo(); m_pipelineUpdated = true; } /*! * \brief Reset material pipeline state * * Sets the material pipeline using pipeline info * * \remark pipeline must be valid * * \see Configure */ inline void Material::Configure(const MaterialPipelineInfo& pipelineInfo) { m_pipelineInfo = pipelineInfo; InvalidatePipeline(); } /*! * \brief Enable/Disable blending for this material * * When enabled, all objects using this material will be rendered using blending, obeying the dstBlend and srcBlend parameters * This is useful with translucent objects, but will reduces performance as it prevents some optimizations (as deferred rendering) * * \param blending Defines if this material will use blending * * \remark Invalidates the pipeline * * \see IsBlendingEnabled * \see SetDstBlend * \see SetSrcBlend */ inline void Material::EnableBlending(bool blending) { m_pipelineInfo.blending = blending; InvalidatePipeline(); } /*! * \brief Enable/Disable color writing for this material * * \param colorWrite Defines if this material will use color writing * * \remark Invalidates the pipeline * * \see IsColorWritingEnabled */ inline void Material::EnableColorWrite(bool colorWrite) { m_pipelineInfo.colorWrite = colorWrite; InvalidatePipeline(); } inline void Material::EnableCondition(std::size_t conditionIndex, bool enable) { if (TestBit(m_enabledConditions, conditionIndex) != enable) { m_enabledConditions = SetBit(m_enabledConditions, conditionIndex); InvalidatePipeline(); } } /*! * \brief Enable/Disable depth buffer for this material * * When enabled, all objects using this material will be rendered using a depth buffer, if the RenderTarget has one. * This will enable Depth Test, preventing further fragments to render on top of closer ones. * * This parameter is required for depth writing. * * In order to enable depth writing without enabling depth test, set the depth comparison function to RendererComparison::Never * * \param depthBuffer Defines if this material will use depth buffer * * \remark Invalidates the pipeline * * \see EnableDepthWrite * \see IsDepthBufferEnabled * \see SetDepthFunc */ inline void Material::EnableDepthBuffer(bool depthBuffer) { m_pipelineInfo.depthBuffer = depthBuffer; InvalidatePipeline(); } /*! * \brief Enable/Disable depth sorting for this material * * When enabled, all objects using this material will be rendered far from near * This is useful with translucent objects, but will reduces performance as it breaks batching * * \param depthSorting Defines if this material will use depth sorting * * \remark Depth sorting may not be perfect (may be object-sorting instead of triangle-sorting) * \remark Invalidates the pipeline * * \see IsDepthSortingEnabled */ inline void Material::EnableDepthSorting(bool depthSorting) { m_pipelineInfo.depthSorting = depthSorting; InvalidatePipeline(); } /*! * \brief Enable/Disable depth writing for this material * * When enabled, and if depth buffer is enabled and present, all fragments generated with this material will write * to the depth buffer if they pass depth test. * * This is usually disabled with translucent objects, as depth test is wanted to prevent them from rendering on top of opaque objects but * not depth writing (which could make other translucent fragments to fail depth test) * * \param depthBuffer Defines if this material will use depth write * * \remark Invalidates the pipeline * * \see EnableDepthBuffer * \see IsDepthWriteEnabled */ inline void Material::EnableDepthWrite(bool depthWrite) { m_pipelineInfo.depthWrite = depthWrite; InvalidatePipeline(); } /*! * \brief Enable/Disable face culling for this material * * When enabled, the material prevents front and/or back faces from rendering. * This is commonly used as an optimization to prevent processing of hidden faces by the rendering device. * * Use SetFaceCulling to control which side will be eliminated. * * \param faceCulling Defines if this material will use face culling * * \remark Invalidates the pipeline * * \see IsFaceCullingEnabled * \see SetFaceCulling */ inline void Material::EnableFaceCulling(bool faceCulling) { m_pipelineInfo.faceCulling = faceCulling; InvalidatePipeline(); } /*! * \brief Enable/Disable reflection mapping for this material * * When enabled, the material will render reflections from the object environment according to the reflection mode. * Whether or not this is expensive depends of the reflection mode and size. * * Please note this is only a hint for the render technique, and reflections can be forcefully enabled or disabled depending on the material shader. * * Use SetReflectionMode and SetReflectionSize to control reflection quality. * * \param reflection Defines if this material should use reflection mapping * * \remark May invalidates the pipeline * * \see IsReflectionMappingEnabled * \see SetReflectionMode * \see SetReflectionSize */ inline void Material::EnableReflectionMapping(bool reflection) { m_pipelineInfo.reflectionMapping = reflection; InvalidatePipeline(); } /*! * \brief Enable/Disable scissor test for this material * * When enabled, the material prevents fragments out of the scissor box to be rendered. * This can be useful with GUI, where widgets must not be rendered outside of their parent rendering area. * * \param scissorTest Defines if this material will use scissor test * * \remark Invalidates the pipeline * * \see IsScissorTestEnabled */ inline void Material::EnableScissorTest(bool scissorTest) { m_pipelineInfo.scissorTest = scissorTest; InvalidatePipeline(); } /*! * \brief Enable/Disable shadow casting for this material * * When enabled, all objects using this material will be allowed to cast shadows upon any objects using a material with shadow receiving enabled. * The depth material replaces this one when rendering shadows. * * \param castShadows Defines if this material will be allowed to cast shadows * * \remark Does not invalidate the pipeline * * \see EnableShadowReceive * \see IsShadowCastingEnabled * \see SetDepthMaterial */ inline void Material::EnableShadowCasting(bool castShadows) { // Has no influence on pipeline m_shadowCastingEnabled = castShadows; } /*! * \brief Enable/Disable shadow receiving for this material * * When enabled, all objects using this material will be allowed to be casted shadows upon themselves * Disabling this can be helpful to prevent some rendering artifacts (especially with translucent objects) * * \param receiveShadows Defines if this material will be able to receive shadows * * \remark Invalidates the pipeline * * \see IsShadowReceiveEnabled */ inline void Material::EnableShadowReceive(bool receiveShadows) { m_pipelineInfo.shadowReceive = receiveShadows; InvalidatePipeline(); } /*! * \brief Enable/Disable stencil test for this material * * When enabled, all fragments must pass the stencil test to be rendered. * * \param scissorTest Defines if this material will use stencil test * * \remark Invalidates the pipeline * * \see IsStencilTestEnabled */ inline void Material::EnableStencilTest(bool stencilTest) { m_pipelineInfo.stencilTest = stencilTest; InvalidatePipeline(); } /*! * \brief Enable/Disable vertex coloring on this material * * This is a temporary option, until the new material pipeline system is ready, allowing to enable vertex coloring. * This option only works with meshes using vertex colors. * * \param vertexColor Defines if this material will use vertex color or not * * \remark Invalidates the pipeline * * \see HasVertexColor */ inline void Material::EnableVertexColor(bool vertexColor) { m_pipelineInfo.hasVertexColor = vertexColor; InvalidatePipeline(); } /*! * \brief Ensures the pipeline gets updated * * When the pipeline gets invalidated, it's not updated until required (per example by calling GetPipeline). * Using this function forces the pipeline update, making GetPipeline thread-safe as long as the pipeline does not get invalidated. * * \see GetPipeline */ inline void Material::EnsurePipelineUpdate() const { if (!m_pipelineUpdated) UpdatePipeline(); } /*! * \brief Gets the function to compare depth * * \return Function comparing the depth of two materials * * \see EnableDepthTest * \see SetAmbientColor */ inline RendererComparison Material::GetDepthCompareFunc() const { return m_pipelineInfo.depthCompare; } inline BlendEquation Material::GetBlendAlphaModeEquation() const { return m_pipelineInfo.blend.modeAlpha; } inline BlendEquation Material::GetBlendColorModeEquation() const { return m_pipelineInfo.blend.modeColor; } inline BlendFunc Material::GetBlendDstAlphaFunc() const { return m_pipelineInfo.blend.dstAlpha; } inline BlendFunc Material::GetBlendDstColorFunc() const { return m_pipelineInfo.blend.dstColor; } inline BlendFunc Material::GetBlendSrcAlphaFunc() const { return m_pipelineInfo.blend.srcAlpha; } inline BlendFunc Material::GetBlendSrcColorFunc() const { return m_pipelineInfo.blend.srcColor; } /*! * \brief Gets the face culling * * \return Current face culling side * * \see SetFaceCulling */ inline FaceSide Material::GetFaceCulling() const { return m_pipelineInfo.cullingSide; } /*! * \brief Gets the face filling * \return Current face filling */ inline FaceFilling Material::GetFaceFilling() const { return m_pipelineInfo.faceFilling; } /*! * \brief Gets the line width of this material * \return Line width */ inline float Material::GetLineWidth() const { return m_pipelineInfo.lineWidth; } /*! * \brief Gets the render states * \return Constant reference to the render states */ inline const std::shared_ptr& Material::GetPipeline() const { EnsurePipelineUpdate(); return m_pipeline; } /*! * \brief Gets the pipeline informations * \return Constant reference to the pipeline info */ inline const MaterialPipelineInfo& Material::GetPipelineInfo() const { return m_pipelineInfo; } /*! * \brief Gets the point size of this material * \return Point size */ inline float Material::GetPointSize() const { return m_pipelineInfo.pointSize; } inline const std::shared_ptr& Material::GetSettings() const { return m_settings; } /*! * \brief Gets the über-shader used by this material * \return Constant pointer to the über-shader used */ inline const std::shared_ptr& Material::GetShader(ShaderStageType shaderStage) const { return m_pipelineInfo.shaders[UnderlyingCast(shaderStage)].uberShader; } inline const std::shared_ptr& Material::GetTexture(std::size_t textureIndex) const { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); return m_textures[textureIndex].texture; } inline const TextureSamplerInfo& Material::GetTextureSampler(std::size_t textureIndex) const { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); return m_textures[textureIndex].samplerInfo; } inline const std::shared_ptr& Material::GetUniformBuffer(std::size_t bufferIndex) const { NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index"); return m_uniformBuffers[bufferIndex].buffer; } inline std::vector& Material::GetUniformBufferData(std::size_t bufferIndex) { NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index"); UniformBuffer& uboEntry = m_uniformBuffers[bufferIndex]; uboEntry.dataInvalidated = true; return uboEntry.data; } inline const std::vector& Material::GetUniformBufferConstData(std::size_t bufferIndex) { NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index"); return m_uniformBuffers[bufferIndex].data; } inline bool Material::HasTexture(std::size_t textureIndex) const { return GetTexture(textureIndex) != nullptr; } /*! * \brief Checks whether this material uses vertex coloring * \return true If it is the case */ inline bool Material::HasVertexColor() const { return m_pipelineInfo.hasVertexColor; } /*! * \brief Checks whether this material has blending enabled * \return true If it is the case */ inline bool Material::IsBlendingEnabled() const { return m_pipelineInfo.blending; } /*! * \brief Checks whether this material has color write enabled * \return true If it is the case */ inline bool Material::IsColorWriteEnabled() const { return m_pipelineInfo.colorWrite; } inline bool Material::IsConditionEnabled(std::size_t conditionIndex) const { return TestBit(m_enabledConditions, conditionIndex); } /*! * \brief Checks whether this material has depth buffer enabled * \return true If it is the case */ inline bool Material::IsDepthBufferEnabled() const { return m_pipelineInfo.depthBuffer; } /*! * \brief Checks whether this material has depth sorting enabled * \return true If it is the case */ inline bool Material::IsDepthSortingEnabled() const { return m_pipelineInfo.depthSorting; } /*! * \brief Checks whether this material has depth writing enabled * \return true If it is the case */ inline bool Material::IsDepthWriteEnabled() const { return m_pipelineInfo.depthWrite; } /*! * \brief Checks whether this material has face culling enabled * \return true If it is the case */ inline bool Material::IsFaceCullingEnabled() const { return m_pipelineInfo.faceCulling; } /*! * \brief Checks whether this material has reflection mapping enabled * \return true If it is the case * * \see EnableReflectionMapping */ inline bool Material::IsReflectionMappingEnabled() const { return m_pipelineInfo.reflectionMapping; } /*! * \brief Checks whether this material has scissor test enabled * \return true If it is the case */ inline bool Material::IsScissorTestEnabled() const { return m_pipelineInfo.scissorTest; } /*! * \brief Checks whether this material has stencil test enabled * \return true If it is the case */ inline bool Material::IsStencilTestEnabled() const { return m_pipelineInfo.stencilTest; } /*! * \brief Checks whether this material cast shadow * \return true If it is the case */ inline bool Material::IsShadowCastingEnabled() const { return m_shadowCastingEnabled; } /*! * \brief Checks whether this material receive shadow * \return true If it is the case */ inline bool Material::IsShadowReceiveEnabled() const { return m_pipelineInfo.shadowReceive; } /*! * \brief Sets the depth functor * * \param depthFunc * * \remark Invalidates the pipeline */ inline void Material::SetDepthCompareFunc(RendererComparison depthFunc) { m_pipelineInfo.depthCompare = depthFunc; InvalidatePipeline(); } inline void Material::SetBlendEquation(BlendEquation colorMode, BlendEquation alphaMode) { m_pipelineInfo.blend.modeAlpha = alphaMode; m_pipelineInfo.blend.modeColor = colorMode; InvalidatePipeline(); } inline void Material::SetBlendFunc(BlendFunc srcColor, BlendFunc dstColor, BlendFunc srcAlpha, BlendFunc dstAlpha) { m_pipelineInfo.blend.dstAlpha = dstAlpha; m_pipelineInfo.blend.dstColor = dstColor; m_pipelineInfo.blend.srcAlpha = srcAlpha; m_pipelineInfo.blend.srcColor = srcColor; InvalidatePipeline(); } /*! * \brief Sets the face culling * * \param faceSide Face to cull * * \remark Invalidates the pipeline */ inline void Material::SetFaceCulling(FaceSide faceSide) { m_pipelineInfo.cullingSide = faceSide; InvalidatePipeline(); } /*! * \brief Sets the face filling * * \param filling Face to fill * * \remark Invalidates the pipeline */ inline void Material::SetFaceFilling(FaceFilling filling) { m_pipelineInfo.faceFilling = filling; InvalidatePipeline(); } /*! * \brief Sets the line width for this material * * This parameter is used when rendering lines, to define the width (in pixels) the line will take on the framebuffer * * \param lineWidth Width of the line * * \remark Invalidates the pipeline * * \see GetLineWidth */ inline void Material::SetLineWidth(float lineWidth) { m_pipelineInfo.lineWidth = lineWidth; InvalidatePipeline(); } /*! * \brief Sets the point size for this material * * This parameter is used when rendering points, to define the size (in pixels) the point will take on the framebuffer * * \param pointSize Size of the point * * \remark Invalidates the pipeline * * \see GetPointSize */ inline void Material::SetPointSize(float pointSize) { m_pipelineInfo.pointSize = pointSize; InvalidatePipeline(); } inline void Material::SetTexture(std::size_t textureIndex, std::shared_ptr texture) { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); if (m_textures[textureIndex].texture != texture) { m_textures[textureIndex].texture = std::move(texture); InvalidateShaderBinding(); } } inline void Material::SetTextureSampler(std::size_t textureIndex, TextureSamplerInfo samplerInfo) { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); if (m_textures[textureIndex].samplerInfo != samplerInfo) { m_textures[textureIndex].samplerInfo = std::move(samplerInfo); InvalidateTextureSampler(textureIndex); } } inline void Material::SetUniformBuffer(std::size_t bufferIndex, std::shared_ptr uniformBuffer) { NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid shared uniform buffer index"); if (m_uniformBuffers[bufferIndex].buffer != uniformBuffer) { m_uniformBuffers[bufferIndex].buffer = std::move(uniformBuffer); m_uniformBuffers[bufferIndex].dataInvalidated = true; InvalidateShaderBinding(); } } inline void Material::InvalidatePipeline() { m_pipelineUpdated = false; } inline void Material::InvalidateShaderBinding() { //TODO } inline void Material::InvalidateTextureSampler(std::size_t textureIndex) { assert(textureIndex < m_textures.size()); m_textures[textureIndex].sampler.reset(); InvalidateShaderBinding(); } inline void Material::UpdatePipeline() const { for (auto& shader : m_pipelineInfo.shaders) shader.enabledConditions = 0; const auto& conditions = m_settings->GetConditions(); for (std::size_t conditionIndex = 0; conditionIndex < conditions.size(); ++conditionIndex) { if (TestBit(m_enabledConditions, conditionIndex)) { for (std::size_t shaderStage = 0; shaderStage < ShaderStageTypeCount; ++shaderStage) m_pipelineInfo.shaders[shaderStage].enabledConditions |= conditions[conditionIndex].enabledConditions[shaderStage]; } } m_pipeline = MaterialPipeline::Get(m_pipelineInfo); m_pipelineUpdated = true; } } #include