NazaraEngine/include/Nazara/Graphics/Material.inl

528 lines
10 KiB
C++

// 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
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline Material::Material()
{
Reset();
}
inline Material::Material(const Material& material) :
RefCounted(),
Resource(material)
{
Copy(material);
}
inline Material::~Material()
{
OnMaterialRelease(this);
}
inline void Material::Enable(RendererParameter renderParameter, bool enable)
{
NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
m_states.parameters[renderParameter] = enable;
}
inline void Material::EnableAlphaTest(bool alphaTest)
{
m_alphaTestEnabled = alphaTest;
InvalidateShaders();
}
inline void Material::EnableDepthSorting(bool depthSorting)
{
// Has no influence on shaders
m_depthSortingEnabled = depthSorting;
}
inline void Material::EnableLighting(bool lighting)
{
m_lightingEnabled = lighting;
InvalidateShaders();
}
inline void Material::EnableShadowCasting(bool castShadows)
{
// Has no influence on shaders
m_shadowCastingEnabled = castShadows;
}
inline void Material::EnableShadowReceive(bool receiveShadows)
{
m_shadowReceiveEnabled = receiveShadows;
InvalidateShaders();
}
inline void Material::EnableTransform(bool transform)
{
m_transformEnabled = transform;
InvalidateShaders();
}
inline const TextureRef& Material::GetAlphaMap() const
{
return m_alphaMap;
}
inline float Material::GetAlphaThreshold() const
{
return m_alphaThreshold;
}
inline Color Material::GetAmbientColor() const
{
return m_ambientColor;
}
inline RendererComparison Material::GetDepthFunc() const
{
return m_states.depthFunc;
}
inline const MaterialRef& Material::GetDepthMaterial() const
{
return m_depthMaterial;
}
inline Color Material::GetDiffuseColor() const
{
return m_diffuseColor;
}
inline TextureSampler& Material::GetDiffuseSampler()
{
return m_diffuseSampler;
}
inline const TextureSampler& Material::GetDiffuseSampler() const
{
return m_diffuseSampler;
}
const TextureRef& Material::GetDiffuseMap() const
{
return m_diffuseMap;
}
inline BlendFunc Material::GetDstBlend() const
{
return m_states.dstBlend;
}
inline const TextureRef& Material::GetEmissiveMap() const
{
return m_emissiveMap;
}
inline FaceSide Material::GetFaceCulling() const
{
return m_states.faceCulling;
}
inline FaceFilling Material::GetFaceFilling() const
{
return m_states.faceFilling;
}
inline const TextureRef& Material::GetHeightMap() const
{
return m_heightMap;
}
inline const TextureRef& Material::GetNormalMap() const
{
return m_normalMap;
}
inline const RenderStates& Material::GetRenderStates() const
{
return m_states;
}
inline const UberShader* Material::GetShader() const
{
return m_uberShader;
}
inline const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
{
const ShaderInstance& instance = m_shaders[flags];
if (!instance.uberInstance)
GenerateShader(flags);
return instance.uberInstance;
}
inline float Material::GetShininess() const
{
return m_shininess;
}
inline Color Material::GetSpecularColor() const
{
return m_specularColor;
}
inline const TextureRef& Material::GetSpecularMap() const
{
return m_specularMap;
}
inline TextureSampler& Material::GetSpecularSampler()
{
return m_specularSampler;
}
inline const TextureSampler& Material::GetSpecularSampler() const
{
return m_specularSampler;
}
inline BlendFunc Material::GetSrcBlend() const
{
return m_states.srcBlend;
}
inline bool Material::HasAlphaMap() const
{
return m_alphaMap.IsValid();
}
inline bool Material::HasDepthMaterial() const
{
return m_depthMaterial.IsValid();
}
inline bool Material::HasDiffuseMap() const
{
return m_diffuseMap.IsValid();
}
inline bool Material::HasEmissiveMap() const
{
return m_emissiveMap.IsValid();
}
inline bool Material::HasHeightMap() const
{
return m_heightMap.IsValid();
}
inline bool Material::HasNormalMap() const
{
return m_normalMap.IsValid();
}
inline bool Material::HasSpecularMap() const
{
return m_specularMap.IsValid();
}
inline bool Material::IsAlphaTestEnabled() const
{
return m_alphaTestEnabled;
}
inline bool Material::IsDepthSortingEnabled() const
{
return m_depthSortingEnabled;
}
inline bool Material::IsEnabled(RendererParameter parameter) const
{
NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
return m_states.parameters[parameter];
}
inline bool Material::IsLightingEnabled() const
{
return m_lightingEnabled;
}
inline bool Material::IsShadowCastingEnabled() const
{
return m_shadowCastingEnabled;
}
inline bool Material::IsShadowReceiveEnabled() const
{
return m_shadowReceiveEnabled;
}
inline bool Material::IsTransformEnabled() const
{
return m_transformEnabled;
}
inline bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
{
return MaterialLoader::LoadFromFile(this, filePath, params);
}
inline bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
{
return MaterialLoader::LoadFromMemory(this, data, size, params);
}
inline bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
{
return MaterialLoader::LoadFromStream(this, stream, params);
}
inline bool Material::SetAlphaMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetAlphaMap(std::move(texture));
return true;
}
inline void Material::SetAlphaMap(TextureRef alphaMap)
{
m_alphaMap = std::move(alphaMap);
InvalidateShaders();
}
inline void Material::SetAlphaThreshold(float alphaThreshold)
{
m_alphaThreshold = alphaThreshold;
}
inline void Material::SetAmbientColor(const Color& ambient)
{
m_ambientColor = ambient;
}
inline void Material::SetDepthFunc(RendererComparison depthFunc)
{
m_states.depthFunc = depthFunc;
}
inline void Material::SetDepthMaterial(MaterialRef depthMaterial)
{
m_depthMaterial = std::move(depthMaterial);
}
inline void Material::SetDiffuseColor(const Color& diffuse)
{
m_diffuseColor = diffuse;
}
inline bool Material::SetDiffuseMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetDiffuseMap(std::move(texture));
return true;
}
inline void Material::SetDiffuseMap(TextureRef diffuseMap)
{
m_diffuseMap = std::move(diffuseMap);
InvalidateShaders();
}
inline void Material::SetDiffuseSampler(const TextureSampler& sampler)
{
m_diffuseSampler = sampler;
}
inline void Material::SetDstBlend(BlendFunc func)
{
m_states.dstBlend = func;
}
inline bool Material::SetEmissiveMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetEmissiveMap(std::move(texture));
return true;
}
inline void Material::SetEmissiveMap(TextureRef emissiveMap)
{
m_emissiveMap = std::move(emissiveMap);
InvalidateShaders();
}
inline void Material::SetFaceCulling(FaceSide faceSide)
{
m_states.faceCulling = faceSide;
}
inline void Material::SetFaceFilling(FaceFilling filling)
{
m_states.faceFilling = filling;
}
inline bool Material::SetHeightMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetHeightMap(std::move(texture));
return true;
}
inline void Material::SetHeightMap(TextureRef heightMap)
{
m_heightMap = std::move(heightMap);
InvalidateShaders();
}
inline bool Material::SetNormalMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetNormalMap(std::move(texture));
return true;
}
inline void Material::SetNormalMap(TextureRef normalMap)
{
m_normalMap = std::move(normalMap);
InvalidateShaders();
}
inline void Material::SetRenderStates(const RenderStates& states)
{
m_states = states;
}
inline void Material::SetShader(UberShaderConstRef uberShader)
{
m_uberShader = std::move(uberShader);
InvalidateShaders();
}
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::SetShininess(float shininess)
{
m_shininess = shininess;
}
inline void Material::SetSpecularColor(const Color& specular)
{
m_specularColor = specular;
}
inline bool Material::SetSpecularMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
return false;
}
SetSpecularMap(std::move(texture));
return true;
}
inline void Material::SetSpecularMap(TextureRef specularMap)
{
m_specularMap = std::move(specularMap);
InvalidateShaders();
}
inline void Material::SetSpecularSampler(const TextureSampler& sampler)
{
m_specularSampler = sampler;
}
inline void Material::SetSrcBlend(BlendFunc func)
{
m_states.srcBlend = func;
}
inline Material& Material::operator=(const Material& material)
{
Resource::operator=(material);
Copy(material);
return *this;
}
inline MaterialRef Material::GetDefault()
{
return s_defaultMaterial;
}
inline void Material::InvalidateShaders()
{
for (ShaderInstance& instance : m_shaders)
instance.uberInstance = nullptr;
}
template<typename... Args>
MaterialRef Material::New(Args&&... args)
{
std::unique_ptr<Material> object(new Material(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
}
#include <Nazara/Graphics/DebugOff.hpp>