NazaraEngine/src/Nazara/Renderer/Material.cpp

491 lines
10 KiB
C++

// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Renderer/Material.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/ShaderBuilder.hpp>
#include <cstring>
#include <Nazara/Renderer/Debug.hpp>
bool NzMaterialParams::IsValid() const
{
return true;
}
NzMaterial::NzMaterial()
{
Reset();
}
NzMaterial::NzMaterial(const NzMaterial& material) :
NzResource()
{
Copy(material);
}
NzMaterial::NzMaterial(NzMaterial&& material)
{
Copy(material);
// Nous "volons" la référence du matériau
material.m_customShader = nullptr;
material.m_diffuseMap = nullptr;
material.m_heightMap = nullptr;
material.m_normalMap = nullptr;
material.m_specularMap = nullptr;
}
void NzMaterial::Apply(const NzShader* shader) const
{
int ambientColorLocation = shader->GetUniformLocation("MaterialAmbient");
int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuse");
int shininessLocation = shader->GetUniformLocation("MaterialShininess");
int specularColorLocation = shader->GetUniformLocation("MaterialSpecular");
if (ambientColorLocation != -1)
shader->SendColor(ambientColorLocation, m_ambientColor);
if (diffuseColorLocation != -1)
shader->SendColor(diffuseColorLocation, m_diffuseColor);
if (m_diffuseMap)
{
int diffuseMapLocation = shader->GetUniformLocation("MaterialDiffuseMap");
if (diffuseMapLocation != -1)
{
nzUInt8 textureUnit;
if (shader->SendTexture(diffuseMapLocation, m_diffuseMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send diffuse map");
}
}
if (m_heightMap)
{
int heightMapLocation = shader->GetUniformLocation("MaterialHeightMap");
if (heightMapLocation != -1)
{
nzUInt8 textureUnit;
if (shader->SendTexture(heightMapLocation, m_heightMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send height map");
}
}
if (m_normalMap)
{
int normalMapLocation = shader->GetUniformLocation("MaterialNormalMap");
if (normalMapLocation != -1)
{
nzUInt8 textureUnit;
if (shader->SendTexture(normalMapLocation, m_normalMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
else
NazaraWarning("Failed to send normal map");
}
}
if (shininessLocation != -1)
shader->SendFloat(shininessLocation, m_shininess);
if (specularColorLocation != -1)
shader->SendColor(specularColorLocation, m_specularColor);
if (m_specularMap)
{
int specularMapLocation = shader->GetUniformLocation("MaterialSpecularMap");
if (specularMapLocation != -1)
{
nzUInt8 textureUnit;
if (shader->SendTexture(specularMapLocation, m_specularMap, &textureUnit))
NzRenderer::SetTextureSampler(textureUnit, m_specularSampler);
else
NazaraWarning("Failed to send specular map");
}
}
if (m_alphaBlendingEnabled)
{
NzRenderer::Enable(nzRendererParameter_Blend, true);
NzRenderer::SetBlendFunc(m_srcBlend, m_dstBlend);
}
else
NzRenderer::Enable(nzRendererParameter_Blend, false);
if (m_faceCullingEnabled)
{
NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
NzRenderer::SetFaceCulling(m_faceCulling);
}
else
NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
NzRenderer::SetFaceFilling(m_faceFilling);
if (m_zTestEnabled)
{
NzRenderer::Enable(nzRendererParameter_DepthTest, true);
NzRenderer::Enable(nzRendererParameter_DepthWrite, m_zWriteEnabled);
NzRenderer::SetDepthFunc(m_zTestCompareFunc);
}
else
NzRenderer::Enable(nzRendererParameter_DepthTest, false);
}
void NzMaterial::EnableAlphaBlending(bool alphaBlending)
{
m_alphaBlendingEnabled = alphaBlending;
}
void NzMaterial::EnableFaceCulling(bool faceCulling)
{
m_faceCullingEnabled = faceCulling;
}
void NzMaterial::EnableLighting(bool lighting)
{
m_lightingEnabled = lighting;
if (m_lightingEnabled)
m_shaderFlags |= nzShaderFlags_Lighting;
else
m_shaderFlags &= ~nzShaderFlags_Lighting;
}
void NzMaterial::EnableZTest(bool zTest)
{
m_zTestEnabled = zTest;
}
void NzMaterial::EnableZWrite(bool zWrite)
{
m_zWriteEnabled = zWrite;
}
NzColor NzMaterial::GetAmbientColor() const
{
return m_ambientColor;
}
NzColor NzMaterial::GetDiffuseColor() const
{
return m_diffuseColor;
}
NzTextureSampler& NzMaterial::GetDiffuseSampler()
{
return m_diffuseSampler;
}
const NzTextureSampler& NzMaterial::GetDiffuseSampler() const
{
return m_diffuseSampler;
}
NzTexture* NzMaterial::GetDiffuseMap() const
{
return m_diffuseMap;
}
nzBlendFunc NzMaterial::GetDstBlend() const
{
return m_dstBlend;
}
nzFaceCulling NzMaterial::GetFaceCulling() const
{
return m_faceCulling;
}
nzFaceFilling NzMaterial::GetFaceFilling() const
{
return m_faceFilling;
}
NzTexture* NzMaterial::GetHeightMap() const
{
return m_heightMap;
}
NzTexture* NzMaterial::GetNormalMap() const
{
return m_normalMap;
}
const NzShader* NzMaterial::GetCustomShader() const
{
return m_customShader;
}
nzUInt32 NzMaterial::GetShaderFlags() const
{
return m_shaderFlags;
}
float NzMaterial::GetShininess() const
{
return m_shininess;
}
NzColor NzMaterial::GetSpecularColor() const
{
return m_specularColor;
}
NzTexture* NzMaterial::GetSpecularMap() const
{
return m_specularMap;
}
NzTextureSampler& NzMaterial::GetSpecularSampler()
{
return m_specularSampler;
}
const NzTextureSampler& NzMaterial::GetSpecularSampler() const
{
return m_specularSampler;
}
nzBlendFunc NzMaterial::GetSrcBlend() const
{
return m_srcBlend;
}
nzRendererComparison NzMaterial::GetZTestCompare() const
{
return m_zTestCompareFunc;
}
bool NzMaterial::HasCustomShader() const
{
return m_customShader != nullptr;
}
bool NzMaterial::IsAlphaBlendingEnabled() const
{
return m_alphaBlendingEnabled;
}
bool NzMaterial::IsFaceCullingEnabled() const
{
return m_faceCullingEnabled;
}
bool NzMaterial::IsLightingEnabled() const
{
return m_lightingEnabled;
}
bool NzMaterial::IsZTestEnabled() const
{
return m_zTestEnabled;
}
bool NzMaterial::IsZWriteEnabled() const
{
return m_zWriteEnabled;
}
bool NzMaterial::LoadFromFile(const NzString& filePath, const NzMaterialParams& params)
{
return NzMaterialLoader::LoadFromFile(this, filePath, params);
}
bool NzMaterial::LoadFromMemory(const void* data, std::size_t size, const NzMaterialParams& params)
{
return NzMaterialLoader::LoadFromMemory(this, data, size, params);
}
bool NzMaterial::LoadFromStream(NzInputStream& stream, const NzMaterialParams& params)
{
return NzMaterialLoader::LoadFromStream(this, stream, params);
}
void NzMaterial::Reset()
{
m_customShader.Reset();
m_diffuseMap.Reset();
m_heightMap.Reset();
m_normalMap.Reset();
m_specularMap.Reset();
m_alphaBlendingEnabled = false;
m_ambientColor = NzColor(128, 128, 128);
m_diffuseColor = NzColor::White;
m_diffuseSampler = NzTextureSampler();
m_dstBlend = nzBlendFunc_Zero;
m_faceCulling = nzFaceCulling_Back;
m_faceCullingEnabled = true;
m_faceFilling = nzFaceFilling_Fill;
m_lightingEnabled = true;
m_shaderFlags = nzShaderFlags_Lighting;
m_shininess = 50.f;
m_specularColor = NzColor::White;
m_specularSampler = NzTextureSampler();
m_srcBlend = nzBlendFunc_One;
m_zTestCompareFunc = nzRendererComparison_LessOrEqual;
m_zTestEnabled = true;
m_zWriteEnabled = true;
}
void NzMaterial::SetAmbientColor(const NzColor& ambient)
{
m_ambientColor = ambient;
}
void NzMaterial::SetCustomShader(const NzShader* shader)
{
m_customShader = shader;
}
void NzMaterial::SetDiffuseColor(const NzColor& diffuse)
{
m_diffuseColor = diffuse;
}
void NzMaterial::SetDiffuseMap(NzTexture* map)
{
m_diffuseMap = map;
if (m_diffuseMap)
m_shaderFlags |= nzShaderFlags_DiffuseMapping;
else
m_shaderFlags &= ~nzShaderFlags_DiffuseMapping;
}
void NzMaterial::SetDiffuseSampler(const NzTextureSampler& sampler)
{
m_diffuseSampler = sampler;
}
void NzMaterial::SetDstBlend(nzBlendFunc func)
{
m_dstBlend = func;
}
void NzMaterial::SetFaceCulling(nzFaceCulling culling)
{
m_faceCulling = culling;
}
void NzMaterial::SetFaceFilling(nzFaceFilling filling)
{
m_faceFilling = filling;
}
void NzMaterial::SetHeightMap(NzTexture* map)
{
m_heightMap = map;
}
void NzMaterial::SetNormalMap(NzTexture* map)
{
m_normalMap = map;
if (m_normalMap)
m_shaderFlags |= nzShaderFlags_NormalMapping;
else
m_shaderFlags &= ~nzShaderFlags_NormalMapping;
}
void NzMaterial::SetShininess(float shininess)
{
m_shininess = shininess;
}
void NzMaterial::SetSpecularColor(const NzColor& specular)
{
m_specularColor = specular;
}
void NzMaterial::SetSpecularMap(NzTexture* map)
{
m_specularMap = map;
if (m_specularMap)
m_shaderFlags |= nzShaderFlags_SpecularMapping;
else
m_shaderFlags &= ~nzShaderFlags_SpecularMapping;
}
void NzMaterial::SetSpecularSampler(const NzTextureSampler& sampler)
{
m_specularSampler = sampler;
}
void NzMaterial::SetSrcBlend(nzBlendFunc func)
{
m_srcBlend = func;
}
void NzMaterial::SetZTestCompare(nzRendererComparison compareFunc)
{
m_zTestEnabled = compareFunc;
}
NzMaterial& NzMaterial::operator=(const NzMaterial& material)
{
Copy(material);
return *this;
}
NzMaterial& NzMaterial::operator=(NzMaterial&& material)
{
Copy(material);
// Comme ça nous volons la référence du matériau
material.m_customShader = nullptr;
material.m_diffuseMap = nullptr;
material.m_heightMap = nullptr;
material.m_normalMap = nullptr;
material.m_specularMap = nullptr;
return *this;
}
NzMaterial* NzMaterial::GetDefault()
{
static NzMaterial defaultMaterial;
static bool initialized = false;
if (!initialized)
{
defaultMaterial.EnableLighting(false);
defaultMaterial.SetFaceCulling(nzFaceCulling_FrontAndBack);
defaultMaterial.SetFaceFilling(nzFaceFilling_Line);
defaultMaterial.SetDiffuseColor(NzColor::White);
initialized = true;
}
return &defaultMaterial;
}
void NzMaterial::Copy(const NzMaterial& material)
{
m_customShader.Reset();
m_diffuseMap.Reset();
m_heightMap.Reset();
m_normalMap.Reset();
m_specularMap.Reset();
std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
// Ensuite une petite astuce pour récupérer correctement les références
m_customShader.Release();
m_diffuseMap.Release();
m_heightMap.Release();
m_normalMap.Release();
m_specularMap.Release();
m_customShader = material.m_customShader;
m_diffuseMap = material.m_diffuseMap;
m_heightMap = material.m_heightMap;
m_normalMap = material.m_normalMap;
m_specularMap = material.m_specularMap;
}
NzMaterialLoader::LoaderList NzMaterial::s_loaders;