// 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 Constructs a Material object by assignation * * \param material Material to copy into this */ inline Material::Material(const Material& material) : RefCounted(), Resource(material) { operator=(material); } /*! * \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(const MaterialPipeline* pipeline) { NazaraAssert(pipeline, "Invalid material pipeline"); m_pipeline = 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 Reset material pipeline state * * Sets the material pipeline using a name to lookup in the MaterialPipelineLibrary * * \return True if the material pipeline was found in the library * * \see Configure */ inline bool Material::Configure(const String& pipelineName) { MaterialPipelineRef pipeline = MaterialPipelineLibrary::Query(pipelineName); if (!pipeline) { NazaraError("Failed to get pipeline \"" + pipelineName + "\""); return false; } Configure(std::move(pipeline)); return true; } /*! * \brief Enable/Disable alpha test for this material * * When enabled, all objects using this material will be rendered using alpha testing, * rejecting pixels if their alpha component is under a defined threshold. * This allows some kind of transparency with a much cheaper cost as it doesn't prevent any optimization (as deferred rendering or batching). * * \param alphaTest Defines if this material will use alpha testing * * \remark Invalidates the pipeline * * \see IsAlphaTestEnabled * \see SetAlphaThreshold */ inline void Material::EnableAlphaTest(bool alphaTest) { m_pipelineInfo.alphaTest = alphaTest; 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(); } /*! * \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::GetDepthFunc() const { return m_pipelineInfo.depthCompare; } /*! * \brief Gets the depth material * * \return Constant reference to the depth material * * \see EnableShadowCasting */ inline const MaterialRef& Material::GetDepthMaterial() const { return m_depthMaterial; } /*! * \brief Gets the dst in blend * * \return Function for dst blending * * \see SetDstBlend */ inline BlendFunc Material::GetDstBlend() const { return m_pipelineInfo.dstBlend; } /*! * \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 MaterialPipeline* 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; } /*! * \brief Gets the reflection mode of the material * * \return Current reflection mode * * \see SetReflectionMode */ inline ReflectionMode Material::GetReflectionMode() const { return m_reflectionMode; } 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 UberShader* Material::GetShader() const { return m_pipelineInfo.uberShader; } /*! * \brief Gets the src in blend * \return Function for src blending */ inline BlendFunc Material::GetSrcBlend() const { return m_pipelineInfo.srcBlend; } inline const TextureRef& Material::GetTexture(std::size_t textureIndex) const { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); return m_textures[textureIndex].texture; } inline TextureSampler& Material::GetTextureSampler(std::size_t textureIndex) { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); return m_textures[textureIndex].sampler; } inline const TextureSampler& Material::GetTextureSampler(std::size_t textureIndex) const { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); return m_textures[textureIndex].sampler; } inline UniformBufferRef& Material::GetUniformBuffer(std::size_t bufferIndex) { NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index"); return m_uniformBuffers[bufferIndex]; } inline const UniformBufferRef& Material::GetUniformBuffer(std::size_t bufferIndex) const { NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index"); return m_uniformBuffers[bufferIndex]; } inline bool Material::HasDepthMaterial() const { return m_depthMaterial.IsValid(); } inline bool Material::HasTexture(std::size_t textureIndex) const { Texture* texture = GetTexture(textureIndex); return texture && texture->IsValid(); } /*! * \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 alpha test enabled * \return true If it is the case */ inline bool Material::IsAlphaTestEnabled() const { return m_pipelineInfo.alphaTest; } /*! * \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; } /*! * \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::SetDepthFunc(RendererComparison depthFunc) { m_pipelineInfo.depthFunc = depthFunc; InvalidatePipeline(); } /*! * \brief Sets the depth material * \return true If successful * * \param depthMaterial Material for depth */ inline void Material::SetDepthMaterial(MaterialRef depthMaterial) { m_depthMaterial = std::move(depthMaterial); } /*! * \brief Sets the dst in blend * * \param func Function for dst blending * * \remark Invalidates the pipeline */ inline void Material::SetDstBlend(BlendFunc func) { m_pipelineInfo.dstBlend = func; 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(); } /*! * \brief Changes reflection mode of the material * * When reflections are enabled, the material will render reflections from the object environment according to the reflection mode. * This function does change the reflection mode used by the material. * * Skyboxes reflections are the cheapest but are static and thus can't reflect other objects. * Probes reflections are cheap, depending on probes reflection mode, but require regular probe finding from objects using it. * Real-time reflections are expensive but provide the most accurate reflection map (and can reflect other objects around). * * \param reflectionMode The new reflection mode this material should use * * \remark May invalidates the pipeline * * \see EnableReflectionMapping * \see IsReflectionMappingEnabled * \see SetReflectionSize */ inline void Material::SetReflectionMode(ReflectionMode reflectionMode) { if (m_reflectionMode != reflectionMode) { OnMaterialReflectionModeChange(this, reflectionMode); m_reflectionMode = reflectionMode; } } /*! * \brief Sets the shader with a constant reference to a ubershader * * \param uberShader Uber shader to apply * * \remark Invalidates the pipeline * * \see GetShader */ inline void Material::SetShader(UberShaderConstRef uberShader) { m_pipelineInfo.uberShader = std::move(uberShader); InvalidatePipeline(); } /*! * \brief Sets the shader by name * \return true If successful * * \param uberShaderName Named shader */ inline bool Material::SetShader(const String& uberShaderName) { UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName); if (!uberShader) return false; SetShader(std::move(uberShader)); return true; } inline void Material::SetUniformBuffer(std::size_t bufferIndex, UniformBuffer* uniformBuffer) { NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid shared uniform buffer index"); m_uniformBuffers[bufferIndex] = uniformBuffer; } inline void Material::SetTexture(std::size_t textureIndex, Texture* texture) { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); m_textures[textureIndex].texture = texture; if (texture) m_pipelineInfo.textures |= UInt64(1) << UInt64(textureIndex); else m_pipelineInfo.textures &= ~(UInt64(1) << UInt64(textureIndex)); InvalidatePipeline(); } inline void Material::SetTextureSampler(std::size_t textureIndex, const TextureSampler& sampler) { NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index"); m_textures[textureIndex].sampler = sampler; } /*! * \brief Sets the src in blend * * \param func Function for src blending * * \remark Invalidates the pipeline * * \see GetSrcBlend */ inline void Material::SetSrcBlend(BlendFunc func) { m_pipelineInfo.srcBlend = func; InvalidatePipeline(); } /*! * \brief Sets the current material with the content of the other one * \return A reference to this * * \param material The other Material */ inline Material& Material::operator=(const Material& material) { Resource::operator=(material); m_settings = material.m_settings; m_textures = material.m_textures; m_depthMaterial = material.m_depthMaterial; m_pipeline = material.m_pipeline; m_pipelineInfo = material.m_pipelineInfo; m_pipelineUpdated = material.m_pipelineUpdated; m_shadowCastingEnabled = material.m_shadowCastingEnabled; m_reflectionSize = material.m_reflectionSize; m_pipelineInfo.settings = m_settings; for (std::size_t i = 0; i < m_uniformBuffers.size(); ++i) { const UniformBuffer* sourceBuffer = material.GetUniformBuffer(i); UniformBuffer* targetBuffer = m_uniformBuffers[i] = UniformBuffer::New(sourceBuffer->GetEndOffset() - sourceBuffer->GetStartOffset(), DataStorage_Hardware, BufferUsage_Dynamic); if (!targetBuffer->CopyContent(sourceBuffer)) NazaraError("Failed to copy uniform buffer content"); } SetReflectionMode(material.GetReflectionMode()); return *this; } /*! * \brief Gets the default material * * \return Reference to the default material * * \remark This material should NOT be modified as it would affect all objects using it */ inline MaterialRef Material::GetDefault() { return s_defaultMaterial; } inline int Material::GetTextureUnit(TextureMap textureMap) { return s_textureUnits[textureMap]; } /*! * \brief Loads the material from file * \return true if loading is successful * * \param filePath Path to the file * \param params Parameters for the material */ inline MaterialRef Material::LoadFromFile(const String& filePath, const MaterialParams& params) { return MaterialLoader::LoadFromFile(filePath, params); } /*! * \brief Loads the material from memory * \return true if loading is successful * * \param data Raw memory * \param size Size of the memory * \param params Parameters for the material */ inline MaterialRef Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params) { return MaterialLoader::LoadFromMemory(data, size, params); } /*! * \brief Loads the material from stream * \return true if loading is successful * * \param stream Stream to the material * \param params Parameters for the material */ inline MaterialRef Material::LoadFromStream(Stream& stream, const MaterialParams& params) { return MaterialLoader::LoadFromStream(stream, params); } inline void Material::InvalidatePipeline() { m_pipelineUpdated = false; } inline void Material::UpdatePipeline() const { m_pipeline = MaterialPipeline::GetPipeline(m_pipelineInfo); m_pipelineUpdated = true; } /*! * \brief Creates a new material from the arguments * \return A reference to the newly created material * * \param args Arguments for the material */ template MaterialRef Material::New(Args&&... args) { std::unique_ptr object(new Material(std::forward(args)...)); object->SetPersistent(false); return object.release(); } } #include