NazaraEngine/include/Nazara/Graphics/Material.inl

1393 lines
30 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 <Nazara/Core/ErrorFlags.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
/*!
* \brief Constructs a Material object with default states
*
* \see Reset
*/
inline Material::Material()
{
Reset();
}
/*!
* \brief Constructs a Material object using a MaterialPipeline
*
* Calls Configure with the pipeline parameter
*
* \see Configure
*/
inline Material::Material(const MaterialPipeline* pipeline)
{
ErrorFlags errFlags(ErrorFlag_ThrowException, true);
Reset();
Configure(pipeline);
}
/*!
* \brief Constructs a Material object using a MaterialPipelineInfo
*
* Calls Configure with the pipelineInfo parameter
*
* \see Configure
*/
inline Material::Material(const MaterialPipelineInfo& pipelineInfo)
{
ErrorFlags errFlags(ErrorFlag_ThrowException, true);
Reset();
Configure(pipelineInfo);
}
/*!
* \brief Constructs a Material object using a MaterialPipeline name
*
* Calls Configure with the pipelineName parameter
*
* \remark In case of error (ie. named pipeline is not registered), throw an exception
*
* \see Configure
*/
inline Material::Material(const String& pipelineName)
{
ErrorFlags errFlags(ErrorFlag_ThrowException, true);
Reset();
Configure(pipelineName);
}
/*!
* \brief Constructs a Material object by assignation
*
* \param material Material to copy into this
*/
inline Material::Material(const Material& material) :
RefCounted(),
Resource(material)
{
Copy(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 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 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 alpha map
*
* \return Constant reference to the current texture
*
* \see SetAlphaMap
*/
inline const TextureRef& Material::GetAlphaMap() const
{
return m_alphaMap;
}
/*!
* \brief Gets the alpha test threshold
*
* \return The threshold value for the alpha test
*
* \see EnableAlphaTest
* \see SetAlphaThreshold
*/
inline float Material::GetAlphaThreshold() const
{
return m_alphaThreshold;
}
/*!
* \brief Gets the ambient color
*
* \return Ambient color
*
* \see SetAmbientColor
*/
inline Color Material::GetAmbientColor() const
{
return m_ambientColor;
}
/*!
* \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.depthFunc;
}
/*!
* \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 diffuse color
*
* \return Diffuse color
*
* \see SetDiffuseColor
*/
inline Color Material::GetDiffuseColor() const
{
return m_diffuseColor;
}
/*!
* \brief Gets the diffuse sampler
*
* \return Reference to the current texture sampler for the diffuse
*
* \see SetDiffuseSampler
*/
inline TextureSampler& Material::GetDiffuseSampler()
{
return m_diffuseSampler;
}
/*!
* \brief Gets the diffuse sampler
*
* \return Constant reference to the current texture sampler for the diffuse
*
* \see SetDiffuseSampler
*/
inline const TextureSampler& Material::GetDiffuseSampler() const
{
return m_diffuseSampler;
}
/*!
* \brief Gets the diffuse map
*
* \return Constant reference to the texture
*
* \see SetDiffuseMap
*/
const TextureRef& Material::GetDiffuseMap() const
{
return m_diffuseMap;
}
/*!
* \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 emissive map
*
* \return Constant reference to the texture
*
* \see SetEmissiveMap
*/
inline const TextureRef& Material::GetEmissiveMap() const
{
return m_emissiveMap;
}
/*!
* \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 height map
* \return Constant reference to the texture
*/
inline const TextureRef& Material::GetHeightMap() const
{
return m_heightMap;
}
/*!
* \brief Gets the line width of this material
* \return Line width
*/
inline float Material::GetLineWidth() const
{
return m_pipelineInfo.lineWidth;
}
/*!
* \brief Gets the normal map
* \return Constant reference to the texture
*/
inline const TextureRef& Material::GetNormalMap() const
{
return m_normalMap;
}
/*!
* \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 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 shininess
* \return Current shininess
*/
inline float Material::GetShininess() const
{
return m_shininess;
}
/*!
* \brief Gets the specular color
* \return Specular color
*/
inline Color Material::GetSpecularColor() const
{
return m_specularColor;
}
/*!
* \brief Gets the specular map
* \return Constant reference to the texture
*/
inline const TextureRef& Material::GetSpecularMap() const
{
return m_specularMap;
}
/*!
* \brief Gets the specular sampler
* \return Reference to the current texture sampler for the specular
*/
inline TextureSampler& Material::GetSpecularSampler()
{
return m_specularSampler;
}
/*!
* \brief Gets the specular sampler
* \return Constant reference to the current texture sampler for the specular
*/
inline const TextureSampler& Material::GetSpecularSampler() const
{
return m_specularSampler;
}
/*!
* \brief Gets the src in blend
* \return Function for src blending
*/
inline BlendFunc Material::GetSrcBlend() const
{
return m_pipelineInfo.srcBlend;
}
/*!
* \brief Checks whether this material has an alpha map
* \return true If it is the case
*/
inline bool Material::HasAlphaMap() const
{
return m_alphaMap.IsValid();
}
/*!
* \brief Checks whether this material has a depth material
* \return true If it is the case
*/
inline bool Material::HasDepthMaterial() const
{
return m_depthMaterial.IsValid();
}
/*!
* \brief Checks whether this material has a diffuse map
* \return true If it is the case
*/
inline bool Material::HasDiffuseMap() const
{
return m_diffuseMap.IsValid();
}
/*!
* \brief Checks whether this material has a emissive map
* \return true If it is the case
*/
inline bool Material::HasEmissiveMap() const
{
return m_emissiveMap.IsValid();
}
/*!
* \brief Checks whether this material has a height map
* \return true If it is the case
*/
inline bool Material::HasHeightMap() const
{
return m_heightMap.IsValid();
}
/*!
* \brief Checks whether this material has a normal map
* \return true If it is the case
*/
inline bool Material::HasNormalMap() const
{
return m_normalMap.IsValid();
}
/*!
* \brief Checks whether this material has a specular map
* \return true If it is the case
*/
inline bool Material::HasSpecularMap() const
{
return m_specularMap.IsValid();
}
/*!
* \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 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 Loads the material from file
* \return true if loading is successful
*
* \param filePath Path to the file
* \param params Parameters for the material
*/
inline bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
{
return MaterialLoader::LoadFromFile(this, 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 bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
{
return MaterialLoader::LoadFromMemory(this, 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 bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
{
return MaterialLoader::LoadFromStream(this, stream, params);
}
/*!
* \brief Sets the alpha map by name
* \return true If successful
*
* \param textureName Named texture
*/
inline bool Material::SetAlphaMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
{
NazaraError("Failed to get alpha map \"" + textureName + "\"");
return false;
}
}
SetAlphaMap(std::move(texture));
return true;
}
/*!
* \brief Sets the alpha map with a reference to a texture
* \return true If successful
*
* \param alphaMap Texture
*
* \remark Invalidates the pipeline
*/
inline void Material::SetAlphaMap(TextureRef alphaMap)
{
m_alphaMap = std::move(alphaMap);
m_pipelineInfo.hasAlphaMap = m_alphaMap.IsValid();
InvalidatePipeline();
}
/*!
* \brief Sets the alpha threshold
*
* \param alphaThreshold Threshold for the alpha
*/
inline void Material::SetAlphaThreshold(float alphaThreshold)
{
m_alphaThreshold = alphaThreshold;
}
/*!
* \brief Sets the color for ambient
*
* \param ambient Color for ambient
*/
inline void Material::SetAmbientColor(const Color& ambient)
{
m_ambientColor = ambient;
}
/*!
* \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 color for diffuse
*
* \param diffuse Color for diffuse
*/
inline void Material::SetDiffuseColor(const Color& diffuse)
{
m_diffuseColor = diffuse;
}
/*!
* \brief Sets the diffuse map by name
* \return true If successful
*
* \param textureName Named texture
*
* \remark Invalidates the pipeline
*/
inline bool Material::SetDiffuseMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
{
NazaraError("Failed to get diffuse map \"" + textureName + "\"");
return false;
}
}
SetDiffuseMap(std::move(texture));
return true;
}
/*!
* \brief Sets the diffuse map with a reference to a texture
* \return true If successful
*
* \param diffuseMap Texture
*
* \remark Invalidates the pipeline
*/
inline void Material::SetDiffuseMap(TextureRef diffuseMap)
{
m_diffuseMap = std::move(diffuseMap);
m_pipelineInfo.hasDiffuseMap = m_diffuseMap.IsValid();
InvalidatePipeline();
}
/*!
* \brief Sets the diffuse sampler
*
* \param sampler Diffuse sample
*/
inline void Material::SetDiffuseSampler(const TextureSampler& sampler)
{
m_diffuseSampler = sampler;
}
/*!
* \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 emissive map by name
* \return true If successful
*
* \param textureName Named texture
*
* \see GetEmissiveMap
*/
inline bool Material::SetEmissiveMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
{
NazaraError("Failed to get emissive map \"" + textureName + "\"");
return false;
}
}
SetEmissiveMap(std::move(texture));
return true;
}
/*!
* \brief Sets the emissive map with a reference to a texture
* \return true If successful
*
* \param emissiveMap Texture
*
* \remark Invalidates the pipeline
*/
inline void Material::SetEmissiveMap(TextureRef emissiveMap)
{
m_emissiveMap = std::move(emissiveMap);
m_pipelineInfo.hasEmissiveMap = m_emissiveMap.IsValid();
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 height map by path or name
* \return true If successful
*
* \param textureName Named texture
*
* \see GetHeightMap
*/
inline bool Material::SetHeightMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
{
NazaraError("Failed to get height map \"" + textureName + "\"");
return false;
}
}
SetHeightMap(std::move(texture));
return true;
}
/*!
* \brief Sets the height map with a reference to a texture
*
* \param heightMap Texture
*
* \remark Invalidates the pipeline
*
* \see GetHeightMap
*/
inline void Material::SetHeightMap(TextureRef heightMap)
{
m_heightMap = std::move(heightMap);
m_pipelineInfo.hasHeightMap = m_heightMap.IsValid();
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 normal map by path or name
* \return true If successful
*
* \param textureName Named texture
*
* \remark Invalidates the pipeline
*
* \see GetNormalMap
*/
inline bool Material::SetNormalMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
{
NazaraError("Failed to get normal map \"" + textureName + "\"");
return false;
}
}
SetNormalMap(std::move(texture));
return true;
}
/*!
* \brief Sets the normal map with a reference to a texture
* \return true If successful
*
* \param normalMap Texture
*
* \remark Invalidates the pipeline
*
* \see GetNormalMap
*/
inline void Material::SetNormalMap(TextureRef normalMap)
{
m_normalMap = std::move(normalMap);
m_pipelineInfo.hasNormalMap = m_normalMap.IsValid();
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 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;
}
/*!
* \brief Sets the shininess of the material
*
* \param shininess Value of the shininess
*/
inline void Material::SetShininess(float shininess)
{
m_shininess = shininess;
}
/*!
* \brief Sets the color for specular
*
* \param specular Color
*/
inline void Material::SetSpecularColor(const Color& specular)
{
m_specularColor = specular;
}
/*!
* \brief Sets the specular map by name
* \return true If successful
*
* \param textureName Named texture
*
* \remark Invalidates the pipeline
*/
inline bool Material::SetSpecularMap(const String& textureName)
{
TextureRef texture = TextureLibrary::Query(textureName);
if (!texture)
{
texture = TextureManager::Get(textureName);
if (!texture)
{
NazaraError("Failed to get specular map \"" + textureName + "\"");
return false;
}
}
SetSpecularMap(std::move(texture));
return true;
}
/*!
* \brief Sets the specular map with a reference to a texture
* \return true If successful
*
* \param specularMap Texture
*
* \remark Invalidates the pipeline
*
* \see GetSpecularMap
*/
inline void Material::SetSpecularMap(TextureRef specularMap)
{
m_specularMap = std::move(specularMap);
m_pipelineInfo.hasSpecularMap = m_specularMap.IsValid();
InvalidatePipeline();
}
/*!
* \brief Sets the specular sampler
*
* \param sampler Specular sample
*
* \see GetSpecularSampler
*/
inline void Material::SetSpecularSampler(const TextureSampler& sampler)
{
m_specularSampler = 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);
Copy(material);
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];
}
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<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>
#include "Material.hpp"