117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Graphics/BasicMaterial.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/UploadPool.hpp>
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#include <Nazara/Utility/MaterialData.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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/*!
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* \ingroup graphics
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* \class Nz::Material
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* \brief Graphics class that represents a material
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*/
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/*!
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* \brief Constructs a Material object with default states
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*
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* \see Reset
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*/
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Material::Material(std::shared_ptr<const MaterialSettings> settings) :
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m_settings(std::move(settings)),
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m_enabledConditions(0),
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m_pipelineUpdated(false),
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m_shadowCastingEnabled(true)
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{
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m_pipelineInfo.settings = m_settings;
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const auto& shaders = m_settings->GetShaders();
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for (std::size_t i = 0; i < ShaderStageTypeCount; ++i)
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m_pipelineInfo.shaders[i].uberShader = shaders[i];
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m_textures.resize(m_settings->GetTextures().size());
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m_uniformBuffers.reserve(m_settings->GetUniformBlocks().size());
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for (const auto& uniformBufferInfo : m_settings->GetUniformBlocks())
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{
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auto& uniformBuffer = m_uniformBuffers.emplace_back();
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uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice().InstantiateBuffer(Nz::BufferType_Uniform);
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if (!uniformBuffer.buffer->Initialize(uniformBufferInfo.blockSize, BufferUsage_Dynamic))
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throw std::runtime_error("failed to initialize UBO memory");
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assert(uniformBufferInfo.defaultValues.size() <= uniformBufferInfo.blockSize);
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uniformBuffer.buffer->Fill(uniformBufferInfo.defaultValues.data(), 0, uniformBufferInfo.defaultValues.size());
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uniformBuffer.data.resize(uniformBufferInfo.blockSize);
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std::memcpy(uniformBuffer.data.data(), uniformBufferInfo.defaultValues.data(), uniformBufferInfo.defaultValues.size());
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}
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}
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void Material::UpdateBuffers(UploadPool& uploadPool, CommandBufferBuilder& builder)
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{
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for (auto& ubo : m_uniformBuffers)
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{
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if (ubo.dataInvalidated)
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{
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auto& allocation = uploadPool.Allocate(ubo.data.size());
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std::memcpy(allocation.mappedPtr, ubo.data.data(), ubo.data.size());
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builder.CopyBuffer(allocation, ubo.buffer.get());
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ubo.dataInvalidated = false;
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}
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}
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}
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void Material::UpdateShaderBinding(ShaderBinding& shaderBinding) const
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{
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// TODO: Use StackVector
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std::vector<ShaderBinding::Binding> bindings;
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std::size_t bindingIndex = 0;
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for (const auto& textureSlot : m_textures)
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{
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if (!textureSlot.sampler)
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{
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TextureSamplerCache& samplerCache = Graphics::Instance()->GetSamplerCache();
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textureSlot.sampler = samplerCache.Get(textureSlot.samplerInfo);
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}
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//TODO: Use "missing" texture
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if (textureSlot.texture)
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{
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bindings.push_back({
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bindingIndex,
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ShaderBinding::TextureBinding {
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textureSlot.texture.get(), textureSlot.sampler.get()
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}
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});
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}
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bindingIndex++;
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}
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for (const auto& ubo : m_uniformBuffers)
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{
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bindings.push_back({
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bindingIndex++,
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ShaderBinding::UniformBufferBinding {
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ubo.buffer.get(), 0, ubo.buffer->GetSize()
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}
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});
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}
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shaderBinding.Update(bindings.data(), bindings.size());
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}
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}
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