1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #pragma once |
4 | |
5 | #include "BsCorePrerequisites.h" |
6 | #include "Resources/BsResource.h" |
7 | #include "Resources/BsIResourceListener.h" |
8 | #include "Material/BsMaterialParam.h" |
9 | #include "Material/BsMaterialParams.h" |
10 | #include "Material/BsTechnique.h" |
11 | #include "Animation/BsAnimationCurve.h" |
12 | #include "Math/BsVector2.h" |
13 | #include "Math/BsVector3.h" |
14 | #include "Math/BsVector4.h" |
15 | #include "Math/BsMatrix3.h" |
16 | #include "Math/BsMatrix4.h" |
17 | |
18 | namespace bs |
19 | { |
20 | template<class T> |
21 | class TAnimationCurve; |
22 | class ColorGradient; |
23 | |
24 | /** @addtogroup Implementation |
25 | * @{ |
26 | */ |
27 | |
28 | /** Flags that signal in what way did the Material change. */ |
29 | enum class MaterialDirtyFlags |
30 | { |
31 | /** Material parameter changed. */ |
32 | Param = 1 << 0, |
33 | /** Dependant resource has been loaded and/or changed. (e.g. a texture assigned to a parameter. */ |
34 | ParamResource = 1 << 1, |
35 | /** Material shader has changed. */ |
36 | Shader = 2 << 2 |
37 | }; |
38 | |
39 | /** Structure used when searching for a specific technique in a Material. */ |
40 | struct FIND_TECHNIQUE_DESC |
41 | { |
42 | static constexpr UINT32 MAX_NUM_TAGS = 10; |
43 | |
44 | /** A set of tags that the technique must have. */ |
45 | StringID tags[MAX_NUM_TAGS]; |
46 | |
47 | /** Number of valid tags in the @p tags array. */ |
48 | UINT32 numTags = 0; |
49 | |
50 | /** Specified variation of the technique. Parameters not specified in the variation are assumed to be irrelevant. */ |
51 | const ShaderVariation* variation = nullptr; |
52 | |
53 | /** |
54 | * Determines should the parameters in @p variation override any parameters that might have been defined on the |
55 | * Material itself. If false then you are guaranteed to search only over the subset of techniques that match the |
56 | * Material's internal variaton parameters. If true then you can search outside that range by setting a variation |
57 | * parameter to some different value. Overriding can be useful for renderers which might need to override the user's |
58 | * choice of variation. |
59 | */ |
60 | bool override = false; |
61 | |
62 | /** Registers a new tag to look for when searching for the technique. */ |
63 | void addTag(const StringID& tag) |
64 | { |
65 | BS_ASSERT(numTags < MAX_NUM_TAGS); |
66 | |
67 | tags[numTags] = tag; |
68 | numTags++; |
69 | } |
70 | }; |
71 | |
72 | /** |
73 | * Material that controls how objects are rendered. It is represented by a shader and parameters used to set up that |
74 | * shader. It provides a simple interface for manipulating the parameters. |
75 | */ |
76 | class BS_CORE_EXPORT MaterialBase |
77 | { |
78 | public: |
79 | /** Data used to describe a structure defined within a shader. */ |
80 | struct StructData |
81 | { |
82 | StructData() |
83 | :data(nullptr), size(0) |
84 | { } |
85 | |
86 | StructData(UINT32 _size) |
87 | :size(_size) |
88 | { |
89 | data = std::shared_ptr<void>(bs_alloc(_size), (void(*)(void*))&bs_free); |
90 | } |
91 | |
92 | /** |
93 | * Writes the specified data to the internal buffer. Caller must ensure size of the provided buffer is correct. |
94 | */ |
95 | void write(void* _data) |
96 | { |
97 | memcpy(data.get(), _data, size); |
98 | } |
99 | |
100 | SPtr<void> data; |
101 | UINT32 size; |
102 | }; |
103 | |
104 | MaterialBase() = default; |
105 | virtual ~MaterialBase() = default; |
106 | |
107 | /** @name Internal |
108 | * @{ |
109 | */ |
110 | |
111 | /** Marks the contents of the sim thread object as dirty, causing it to sync with its core thread counterpart. */ |
112 | virtual void _markCoreDirty(MaterialDirtyFlags flags = MaterialDirtyFlags::Param) { } |
113 | |
114 | /** @copydoc CoreObject::markDependenciesDirty */ |
115 | virtual void _markDependenciesDirty() { } |
116 | |
117 | /** @copydoc IResourceListener::markListenerResourcesDirty */ |
118 | virtual void _markResourcesDirty() { } |
119 | |
120 | /** @} */ |
121 | }; |
122 | |
123 | /** @copydoc MaterialBase */ |
124 | template<bool Core> |
125 | class BS_CORE_EXPORT TMaterial : public MaterialBase |
126 | { |
127 | public: |
128 | using TextureType = CoreVariantHandleType<Texture, Core>; |
129 | using SpriteTextureType = CoreVariantHandleType<SpriteTexture, Core>; |
130 | using BufferType = SPtr<CoreVariantType<GpuBuffer, Core>>; |
131 | using SamplerStateType = SPtr<CoreVariantType<SamplerState, Core>>; |
132 | using GpuProgramPtrType = SPtr<CoreVariantType<GpuProgram, Core>>; |
133 | using PassType = CoreVariantType<Pass, Core>; |
134 | using TechniqueType = CoreVariantType<Technique, Core>; |
135 | using ShaderType = CoreVariantHandleType<Shader, Core>; |
136 | using GpuParamsSetType = CoreVariantType<GpuParamsSet, Core>; |
137 | using MaterialParamsType = CoreVariantType<MaterialParams, Core>; |
138 | |
139 | TMaterial() = default; |
140 | virtual ~TMaterial() = default; |
141 | |
142 | /** Returns the currently active shader. */ |
143 | BS_SCRIPT_EXPORT(n:Shader,pr:getter) |
144 | ShaderType getShader() const { return mShader; } |
145 | |
146 | /** |
147 | * Set of parameters that determine which subset of techniques in the assigned shader should be used. Only the |
148 | * techniques that have the provided parameters with the provided values will match. This will control which |
149 | * technique is considered the default technique and which subset of techniques are searched during a call to |
150 | * findTechnique(). |
151 | */ |
152 | BS_SCRIPT_EXPORT(n:Variation,pr:getter) |
153 | const ShaderVariation& getVariation() const { return mVariation; } |
154 | |
155 | /** Returns the total number of techniques supported by this material. */ |
156 | UINT32 getNumTechniques() const { return (UINT32)mTechniques.size(); } |
157 | |
158 | /** Returns the technique at the specified index. */ |
159 | const SPtr<TechniqueType>& getTechnique(UINT32 idx) const { return mTechniques[idx]; } |
160 | |
161 | /** |
162 | * Attempts to find a technique matching the specified variation and tags among the supported techniques. |
163 | * |
164 | * @param[in] desc Object containing an optional set of tags and a set of variation parameters to |
165 | * look for. |
166 | * @return First technique that matches the tags & variation parameters specified in |
167 | * @p desc. |
168 | */ |
169 | UINT32 findTechnique(const FIND_TECHNIQUE_DESC& desc) const; |
170 | |
171 | /** |
172 | * Finds the index of the default (primary) technique to use. This will be the first technique that matches the |
173 | * currently set variation parameters (if any). |
174 | */ |
175 | UINT32 getDefaultTechnique() const; |
176 | |
177 | /** |
178 | * Returns the number of passes that are used by the technique at the specified index. |
179 | * |
180 | * @param[in] techniqueIdx Index of the technique to retrieve the number of passes for. 0 is always guaranteed |
181 | * to be the default technique. |
182 | * @return Number of passes used by the technique. |
183 | */ |
184 | UINT32 getNumPasses(UINT32 techniqueIdx = 0) const; |
185 | |
186 | /** |
187 | * Retrieves a specific shader pass from the provided technique. |
188 | * |
189 | * @param[in] passIdx Sequential index of the pass to retrieve. |
190 | * @param[in] techniqueIdx Index of the technique to retrieve the pass for. 0 is always guaranteed to be |
191 | * the default technique. |
192 | * @return Pass if found, null otherwise. |
193 | */ |
194 | SPtr<PassType> getPass(UINT32 passIdx = 0, UINT32 techniqueIdx = 0) const; |
195 | |
196 | /** |
197 | * Creates a set of GpuParams that may be used for binding material parameters to the GPU. The expected behaviour |
198 | * is to create a set of GpuParams per-technique once, and then before binding them to the GPU call |
199 | * updateParamsSet() to ensure any dirty parameters are transfered from the material to GpuParams. You may also |
200 | * use the parameter set to manually modify parameters on a per-program basis, in which case no further updates from |
201 | * the material are necessary. |
202 | */ |
203 | SPtr<GpuParamsSetType> createParamsSet(UINT32 techniqueIdx = 0); |
204 | |
205 | /** |
206 | * Copies internal material parameter data to the provided params set. |
207 | * |
208 | * @param[in] paramsSet Parameter set to update. |
209 | * @param[in] t Time to evaluate animated parameters at (if any are present). |
210 | * @param[in] updateAll Normally the system will track dirty parameters since the last call to this method |
211 | * (on a per-set basis), and only update the dirty ones. Set this to true if you want |
212 | * to force all parameters to update, regardless of their dirty state. |
213 | */ |
214 | void updateParamsSet(const SPtr<GpuParamsSetType>& paramsSet, float t = 0.0f, bool updateAll = false); |
215 | |
216 | /** |
217 | * Assigns a float value to the shader parameter with the specified name. |
218 | * |
219 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
220 | */ |
221 | BS_SCRIPT_EXPORT() |
222 | void setFloat(const String& name, float value, UINT32 arrayIdx = 0) { return getParamFloat(name).set(value, arrayIdx); } |
223 | |
224 | /* |
225 | * Assigns a curve to the the float shader parameter with the specified name. The system will automatically |
226 | * evaluate the curve with the passage of time and apply the evaluated value to the parameter. |
227 | * |
228 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
229 | */ |
230 | BS_SCRIPT_EXPORT() |
231 | void setFloatCurve(const String& name, TAnimationCurve<float> value, UINT32 arrayIdx = 0) |
232 | { return getParamFloatCurve(name).set(std::move(value), arrayIdx); } |
233 | |
234 | /** |
235 | * Assigns a color to the shader parameter with the specified name. |
236 | * |
237 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
238 | */ |
239 | BS_SCRIPT_EXPORT() |
240 | void setColor(const String& name, const Color& value, UINT32 arrayIdx = 0) { return getParamColor(name).set(value, arrayIdx); } |
241 | |
242 | /** |
243 | * Assigns a color gradient to the shader parameter with the specified name. The system will automatically |
244 | * evaluate the gradient with the passage of time and apply the evaluated value to the parameter. |
245 | * |
246 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
247 | */ |
248 | BS_SCRIPT_EXPORT() |
249 | void setColorGradient(const String& name, const ColorGradient& value, UINT32 arrayIdx = 0) |
250 | { return getParamColorGradient(name).set(value, arrayIdx); } |
251 | |
252 | /** |
253 | * Assigns a 2D vector to the shader parameter with the specified name. |
254 | * |
255 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
256 | */ |
257 | BS_SCRIPT_EXPORT(n:SetVector2) |
258 | void setVec2(const String& name, const Vector2& value, UINT32 arrayIdx = 0) { return getParamVec2(name).set(value, arrayIdx); } |
259 | |
260 | /** |
261 | * Assigns a 3D vector to the shader parameter with the specified name. |
262 | * |
263 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
264 | */ |
265 | BS_SCRIPT_EXPORT(n:SetVector3) |
266 | void setVec3(const String& name, const Vector3& value, UINT32 arrayIdx = 0) { return getParamVec3(name).set(value, arrayIdx); } |
267 | |
268 | /** |
269 | * Assigns a 4D vector to the shader parameter with the specified name. |
270 | * |
271 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
272 | */ |
273 | BS_SCRIPT_EXPORT(n:SetVector4) |
274 | void setVec4(const String& name, const Vector4& value, UINT32 arrayIdx = 0) { return getParamVec4(name).set(value, arrayIdx); } |
275 | |
276 | /** |
277 | * Assigns a 3x3 matrix to the shader parameter with the specified name. |
278 | * |
279 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
280 | */ |
281 | BS_SCRIPT_EXPORT(n:SetMatrix3) |
282 | void setMat3(const String& name, const Matrix3& value, UINT32 arrayIdx = 0) { return getParamMat3(name).set(value, arrayIdx); } |
283 | |
284 | /** |
285 | * Assigns a 4x4 matrix to the shader parameter with the specified name. |
286 | * |
287 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
288 | */ |
289 | BS_SCRIPT_EXPORT(n:SetMatrix4) |
290 | void setMat4(const String& name, const Matrix4& value, UINT32 arrayIdx = 0) { return getParamMat4(name).set(value, arrayIdx); } |
291 | |
292 | /** |
293 | * Assigns a structure to the shader parameter with the specified name. |
294 | * |
295 | * Structure is provided as a raw buffer and caller must ensure structure in buffer matches what the shader expects. |
296 | * |
297 | * Optionally if the parameter is an array you may provide an array index to assign the value to. |
298 | */ |
299 | void setStructData(const String& name, void* value, UINT32 size, UINT32 arrayIdx = 0) { return getParamStruct(name).set(value, size, arrayIdx); } |
300 | |
301 | /** Assigns a texture to the shader parameter with the specified name. */ |
302 | void setTexture(const String& name, const TextureType& value, const TextureSurface& surface = TextureSurface::COMPLETE) |
303 | { |
304 | return getParamTexture(name).set(value, surface); |
305 | } |
306 | |
307 | /** |
308 | * Assigns a sprite texture to the shader parameter with the specified name. If the sprite texture contains |
309 | * animation it will be automatically evaluated every frame. |
310 | * |
311 | * @note |
312 | * In order for the sprite sub-image to be properly applied the shader needs to have a 4D vector parameter marked |
313 | * with the SpriteUV attribute referencing this parameter. This vector will then receive the necessary UV offset |
314 | * and size which should be utilized by the shader code to render a subset of the texture as defined in the sprite |
315 | * texture. |
316 | */ |
317 | void setSpriteTexture(const String& name, const SpriteTextureType& value) |
318 | { |
319 | return getParamSpriteTexture(name).set(value); |
320 | } |
321 | |
322 | /** Assigns a texture to be used for random load/store operations to the shader parameter with the specified name. */ |
323 | void setLoadStoreTexture(const String& name, const TextureType& value, const TextureSurface& surface) |
324 | { |
325 | return getParamLoadStoreTexture(name).set(value, surface); |
326 | } |
327 | |
328 | /** Assigns a buffer to the shader parameter with the specified name. */ |
329 | void setBuffer(const String& name, const BufferType& value) { return getParamBuffer(name).set(value); } |
330 | |
331 | /** Assigns a sampler state to the shader parameter with the specified name. */ |
332 | void setSamplerState(const String& name, const SamplerStateType& value) { return getParamSamplerState(name).set(value); } |
333 | |
334 | /** |
335 | * Returns a float value assigned with the parameter with the specified name. If a curve is assigned to this |
336 | * parameter, returns the curve value evaluated at time 0. Use getBoundParamType() to determine |
337 | * the type of the parameter. |
338 | * |
339 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
340 | */ |
341 | BS_SCRIPT_EXPORT() |
342 | float getFloat(const String& name, UINT32 arrayIdx = 0) const { return getParamFloat(name).get(arrayIdx); } |
343 | |
344 | /** |
345 | * Returns a curve value assigned to the parameter with the specified name. If the parameter has a constant |
346 | * value bound instead of a curve then this method returns an empty curve. Use getBoundParamType() to determine |
347 | * the type of the parameter. |
348 | * |
349 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
350 | */ |
351 | BS_SCRIPT_EXPORT() |
352 | const TAnimationCurve<float>& getFloatCurve(const String& name, UINT32 arrayIdx = 0) const |
353 | { return getParamFloatCurve(name).get(arrayIdx); } |
354 | |
355 | /** |
356 | * Returns a color assigned with the parameter with the specified name. If a color gradient is assigned to this |
357 | * parameter, returns the gradient color evaluated at time 0. Use getBoundParamType() to determine |
358 | * the type of the parameter. |
359 | * |
360 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
361 | */ |
362 | BS_SCRIPT_EXPORT() |
363 | Color getColor(const String& name, UINT32 arrayIdx = 0) const { return getParamColor(name).get(arrayIdx); } |
364 | |
365 | /** |
366 | * Returns a color gradient assigned with the parameter with the specified name. If the parameter has a constant |
367 | * value bound instead of a gradient then this method returns an empty gradient. Use getBoundParamType() to |
368 | * determine the type of the parameter. |
369 | * |
370 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
371 | */ |
372 | BS_SCRIPT_EXPORT() |
373 | const ColorGradient& getColorGradient(const String& name, UINT32 arrayIdx = 0) const |
374 | { return getParamColorGradient(name).get(arrayIdx); } |
375 | |
376 | /** |
377 | * Returns a 2D vector assigned with the parameter with the specified name. |
378 | * |
379 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
380 | */ |
381 | BS_SCRIPT_EXPORT(n:GetVector2) |
382 | Vector2 getVec2(const String& name, UINT32 arrayIdx = 0) const { return getParamVec2(name).get(arrayIdx); } |
383 | |
384 | /** |
385 | * Returns a 3D vector assigned with the parameter with the specified name. |
386 | * |
387 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
388 | */ |
389 | BS_SCRIPT_EXPORT(n:GetVector3) |
390 | Vector3 getVec3(const String& name, UINT32 arrayIdx = 0) const { return getParamVec3(name).get(arrayIdx); } |
391 | |
392 | /** |
393 | * Returns a 4D vector assigned with the parameter with the specified name. |
394 | * |
395 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
396 | */ |
397 | BS_SCRIPT_EXPORT(n:GetVector4) |
398 | Vector4 getVec4(const String& name, UINT32 arrayIdx = 0) const { return getParamVec4(name).get(arrayIdx); } |
399 | |
400 | /** |
401 | * Returns a 3x3 matrix assigned with the parameter with the specified name. |
402 | * |
403 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
404 | */ |
405 | BS_SCRIPT_EXPORT(n:GetMatrix3) |
406 | Matrix3 getMat3(const String& name, UINT32 arrayIdx = 0) const { return getParamMat3(name).get(arrayIdx); } |
407 | |
408 | /** |
409 | * Returns a 4x4 matrix assigned with the parameter with the specified name. |
410 | * |
411 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
412 | */ |
413 | BS_SCRIPT_EXPORT(n:GetMatrix4) |
414 | Matrix4 getMat4(const String& name, UINT32 arrayIdx = 0) const { return getParamMat4(name).get(arrayIdx); } |
415 | |
416 | /** |
417 | * Checks does the data parameter with the specified name currently contains animated data. This could be |
418 | * an animation curve or a color gradient. |
419 | */ |
420 | BS_SCRIPT_EXPORT() |
421 | bool isAnimated(const String& name, UINT32 arrayIdx = 0); |
422 | |
423 | /** Returns a texture assigned with the parameter with the specified name. */ |
424 | TextureType getTexture(const String& name) const { return getParamTexture(name).get(); } |
425 | |
426 | /** |
427 | * Returns a sprite texture assigned to the parameter with the specified name. If the parameter has a regular |
428 | * texture attached instead of a sprite texture, null will be returned. Use getBoundParamType() to determine |
429 | * the type of the parameter. |
430 | */ |
431 | SpriteTextureType getSpriteTexture(const String& name) const { return getParamSpriteTexture(name).get(); } |
432 | |
433 | /** Returns a sampler state assigned with the parameter with the specified name. */ |
434 | SamplerStateType getSamplerState(const String& name) const { return getParamSamplerState(name).get(); } |
435 | |
436 | /** |
437 | * Returns a buffer representing a structure assigned to the parameter with the specified name. |
438 | * |
439 | * Optionally if the parameter is an array you may provide an array index you which to retrieve. |
440 | */ |
441 | MaterialBase::StructData getStructData(const String& name, UINT32 arrayIdx = 0) const |
442 | { |
443 | TMaterialParamStruct<Core> structParam = getParamStruct(name); |
444 | |
445 | MaterialBase::StructData data(structParam.getElementSize()); |
446 | structParam.get(data.data.get(), structParam.getElementSize(), arrayIdx); |
447 | |
448 | return data; |
449 | } |
450 | |
451 | /** |
452 | * Returns a handle that allows you to assign a constant value to a floating point parameter. This handle |
453 | * may be used for more efficiently getting/setting GPU parameter values than calling |
454 | * Material::get* / Material::set* methods. |
455 | * |
456 | * @note |
457 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
458 | * use it throughout material lifetime to assign and retrieve parameter values. |
459 | * @note |
460 | * If material shader changes this handle will be invalidated. |
461 | */ |
462 | TMaterialDataParam<float, Core> getParamFloat(const String& name) const |
463 | { |
464 | TMaterialDataParam<float, Core> gpuParam; |
465 | getParam(name, gpuParam); |
466 | |
467 | return gpuParam; |
468 | } |
469 | |
470 | /** |
471 | * Returns a handle that allows you to assign a time-varying curve to a floating point parameter. This |
472 | * handle may be used for more efficiently getting/setting GPU parameter values than calling |
473 | * Material::get* / Material::set* methods. |
474 | * |
475 | * @note |
476 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
477 | * use it throughout material lifetime to assign and retrieve parameter values. |
478 | * @note |
479 | * If material shader changes this handle will be invalidated. |
480 | */ |
481 | TMaterialCurveParam<float, Core> getParamFloatCurve(const String& name) const; |
482 | |
483 | /** |
484 | * Returns a handle that allows you to assign a constant value to a color parameter. This handle may be |
485 | * used for more efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* |
486 | * methods. |
487 | * |
488 | * @note |
489 | * Expected behavior is that you would retrieve this handle when initially constructing the material, |
490 | * and then use it throughout material lifetime to assign and retrieve parameter values. |
491 | * @note |
492 | * If material shader changes this handle will be invalidated. |
493 | */ |
494 | TMaterialDataParam<Color, Core> getParamColor(const String& name) const |
495 | { |
496 | TMaterialDataParam<Color, Core> gpuParam; |
497 | getParam(name, gpuParam); |
498 | |
499 | return gpuParam; |
500 | } |
501 | |
502 | /** |
503 | * Returns a handle that allows you to assign a time-varying gradient to a color parameter. This handle |
504 | * may be used for more efficiently getting/setting GPU parameter values than calling |
505 | * Material::get* / Material::set* methods. |
506 | * |
507 | * @note |
508 | * Expected behavior is that you would retrieve this handle when initially constructing the material, |
509 | * and then use it throughout material lifetime to assign and retrieve parameter values. |
510 | * @note |
511 | * If material shader changes this handle will be invalidated. |
512 | */ |
513 | TMaterialColorGradientParam<Core> getParamColorGradient(const String& name) const; |
514 | |
515 | /** |
516 | * Returns a handle that allows you to assign a constant value to a 2D vector parameter. This handle may be |
517 | * used for more efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* |
518 | * methods. |
519 | * |
520 | * @note |
521 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
522 | * use it throughout material lifetime to assign and retrieve parameter values. |
523 | * @note |
524 | * If material shader changes this handle will be invalidated. |
525 | */ |
526 | TMaterialDataParam<Vector2, Core> getParamVec2(const String& name) const |
527 | { |
528 | TMaterialDataParam<Vector2, Core> gpuParam; |
529 | getParam(name, gpuParam); |
530 | |
531 | return gpuParam; |
532 | } |
533 | |
534 | /** |
535 | * Returns a handle that allows you to assign a constant value to a 3D vector parameter. This handle may be |
536 | * used for more efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* |
537 | * methods. |
538 | * |
539 | * @note |
540 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
541 | * use it throughout material lifetime to assign and retrieve parameter values. |
542 | * @note |
543 | * If material shader changes this handle will be invalidated. |
544 | */ |
545 | TMaterialDataParam<Vector3, Core> getParamVec3(const String& name) const |
546 | { |
547 | TMaterialDataParam<Vector3, Core> gpuParam; |
548 | getParam(name, gpuParam); |
549 | |
550 | return gpuParam; |
551 | } |
552 | |
553 | /** |
554 | * Returns a handle that allows you to assign a constant value to a 4D vector parameter. This handle may be |
555 | * used for more efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* |
556 | * methods. |
557 | * |
558 | * @note |
559 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
560 | * use it throughout material lifetime to assign and retrieve parameter values. |
561 | * @note |
562 | * If material shader changes this handle will be invalidated. |
563 | */ |
564 | TMaterialDataParam<Vector4, Core> getParamVec4(const String& name) const |
565 | { |
566 | TMaterialDataParam<Vector4, Core> gpuParam; |
567 | getParam(name, gpuParam); |
568 | |
569 | return gpuParam; |
570 | } |
571 | |
572 | /** |
573 | * Returns a handle that allows you to assign a constant value to a 3x3 matrix parameter. This handle may be |
574 | * used for more efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* |
575 | * methods. |
576 | * |
577 | * @note |
578 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
579 | * use it throughout material lifetime to assign and retrieve parameter values. |
580 | * @note |
581 | * If material shader changes this handle will be invalidated. |
582 | */ |
583 | TMaterialDataParam<Matrix3, Core> getParamMat3(const String& name) const |
584 | { |
585 | TMaterialDataParam<Matrix3, Core> gpuParam; |
586 | getParam(name, gpuParam); |
587 | |
588 | return gpuParam; |
589 | } |
590 | |
591 | /** |
592 | * Returns a handle that allows you to assign a constant value to a 4x4 matrix parameter. This handle may be |
593 | * used for more efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* |
594 | * methods. |
595 | * |
596 | * @note |
597 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
598 | * use it throughout material lifetime to assign and retrieve parameter values. |
599 | * @note |
600 | * If material shader changes this handle will be invalidated. |
601 | */ |
602 | TMaterialDataParam<Matrix4, Core> getParamMat4(const String& name) const |
603 | { |
604 | TMaterialDataParam<Matrix4, Core> gpuParam; |
605 | getParam(name, gpuParam); |
606 | |
607 | return gpuParam; |
608 | } |
609 | |
610 | /** |
611 | * Returns a handle that allows you to assign a structure GPU parameter. This handle may be used for more |
612 | * efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* methods. |
613 | * |
614 | * @note |
615 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
616 | * use it throughout material lifetime to assign and retrieve parameter values. |
617 | * @note |
618 | * If material shader changes this handle will be invalidated. |
619 | */ |
620 | TMaterialParamStruct<Core> getParamStruct(const String& name) const; |
621 | |
622 | /** |
623 | * Returns a handle that allows you to assign a texture GPU parameter. This handle may be used for more |
624 | * efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* methods. |
625 | * |
626 | * @note |
627 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
628 | * use it throughout material lifetime to assign and retrieve parameter values. |
629 | * @note |
630 | * If material shader changes this handle will be invalidated. |
631 | */ |
632 | TMaterialParamTexture<Core> getParamTexture(const String& name) const; |
633 | |
634 | /** |
635 | * Returns a handle that allows you to assign a sprite texture GPU parameter. This handle may be used for more |
636 | * efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* methods. |
637 | * |
638 | * @note |
639 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
640 | * use it throughout material lifetime to assign and retrieve parameter values. |
641 | * @note |
642 | * If material shader changes this handle will be invalidated. |
643 | */ |
644 | TMaterialParamSpriteTexture<Core> getParamSpriteTexture(const String& name) const; |
645 | |
646 | /** |
647 | * Returns a handle that allows you to assign a load-store texture GPU parameter. This handle may be used for more |
648 | * efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* methods. |
649 | * |
650 | * @note |
651 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
652 | * use it throughout material lifetime to assign and retrieve parameter values. |
653 | * @note |
654 | * If material shader changes this handle will be invalidated. |
655 | */ |
656 | TMaterialParamLoadStoreTexture<Core> getParamLoadStoreTexture(const String& name) const; |
657 | |
658 | /** |
659 | * Returns a handle that allows you to assign a buffer GPU parameter. This handle may be used for more |
660 | * efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* methods. |
661 | * |
662 | * @note |
663 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
664 | * use it throughout material lifetime to assign and retrieve parameter values. |
665 | * @note |
666 | * If material shader changes this handle will be invalidated. |
667 | */ |
668 | TMaterialParamBuffer<Core> getParamBuffer(const String& name) const; |
669 | |
670 | /** |
671 | * Returns a handle that allows you to assign a sampler state GPU parameter. This handle may be used for more |
672 | * efficiently getting/setting GPU parameter values than calling Material::get* / Material::set* methods. |
673 | * |
674 | * @note |
675 | * Expected behavior is that you would retrieve this handle when initially constructing the material, and then |
676 | * use it throughout material lifetime to assign and retrieve parameter values. |
677 | * @note |
678 | * If material shader changes this handle will be invalidated. |
679 | */ |
680 | TMaterialParamSampState<Core> getParamSamplerState(const String& name) const; |
681 | |
682 | /** |
683 | * Allows you to retrieve a handle to a parameter that you can then use for quickly setting and retrieving parameter |
684 | * data. This allows you to set/get parameter data without all the cost of extra lookups otherwise required. |
685 | * |
686 | * @note |
687 | * All of these handles will be invalidated if material shader ever changes. It is up to the caller to keep track |
688 | * of that. |
689 | */ |
690 | template <typename T> |
691 | void getParam(const String& name, TMaterialDataParam<T, Core>& output) const; |
692 | |
693 | /** |
694 | * @name Internal |
695 | * @{ |
696 | */ |
697 | |
698 | /** |
699 | * Returns an object containg all of material's parameters. Allows the caller to manipulate the parameters more |
700 | * directly. |
701 | */ |
702 | SPtr<MaterialParamsType> _getInternalParams() const { return mParams; } |
703 | |
704 | /** @} */ |
705 | protected: |
706 | /** |
707 | * Assigns a value from a raw buffer to the parameter with the specified name. Buffer must be of sizeof(T) * |
708 | * numElements size and initialized. |
709 | * |
710 | * @note Provided parameter must exist, no checking is done. |
711 | */ |
712 | template <typename T> |
713 | void setParamValue(const String& name, UINT8* buffer, UINT32 numElements); |
714 | |
715 | /** |
716 | * Initializes the material by using the compatible techniques from the currently set shader. Shader must contain |
717 | * the techniques that matches the current renderer and render system. |
718 | */ |
719 | void initializeTechniques(); |
720 | |
721 | /** Assigns all the default parameters specified in the shader to the material. */ |
722 | void initDefaultParameters(); |
723 | |
724 | /** Throw an exception if no shader is set, or no acceptable technique was found. */ |
725 | void throwIfNotInitialized() const; |
726 | |
727 | ShaderType mShader; |
728 | SPtr<MaterialParamsType> mParams; |
729 | Vector<SPtr<TechniqueType>> mTechniques; |
730 | ShaderVariation mVariation; |
731 | }; |
732 | |
733 | /** @} */ |
734 | |
735 | /** @addtogroup Material |
736 | * @{ |
737 | */ |
738 | |
739 | /** @copydoc MaterialBase */ |
740 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Rendering) Material: public Resource, public TMaterial<false>, public IResourceListener |
741 | { |
742 | public: |
743 | ~Material() = default; |
744 | |
745 | /** |
746 | * Sets a shader that will be used by the material. Material will be initialized using all compatible techniques |
747 | * from the shader. Shader must be set before doing any other operations with the material. |
748 | */ |
749 | BS_SCRIPT_EXPORT(n:Shader,pr:setter) |
750 | void setShader(const HShader& shader); |
751 | |
752 | /** @copydoc TMaterial<Core>::getVariation() const */ |
753 | BS_SCRIPT_EXPORT(n:Variation,pr:setter,hide) |
754 | void setVariation(const ShaderVariation& variation); |
755 | |
756 | /** Retrieves an implementation of a material usable only from the core thread. */ |
757 | SPtr<ct::Material> getCore() const; |
758 | |
759 | /** @copydoc CoreObject::initialize */ |
760 | void initialize() override; |
761 | |
762 | /** Creates a deep copy of the material and returns the new object. */ |
763 | BS_SCRIPT_EXPORT(n:Clone) |
764 | HMaterial clone(); |
765 | |
766 | /** |
767 | * Creates a new empty material. |
768 | * |
769 | * @note Make sure you call Material::setShader before using it. |
770 | */ |
771 | BS_SCRIPT_EXPORT(ec:Material) |
772 | static HMaterial create(); |
773 | |
774 | /** Creates a new material with the specified shader. */ |
775 | BS_SCRIPT_EXPORT(ec:Material) |
776 | static HMaterial create(const HShader& shader); |
777 | |
778 | /** |
779 | * Creates a new material with the specified shader, and a set of parameters that determine which subset of |
780 | * techniques in the shader should the material use. |
781 | */ |
782 | static HMaterial create(const HShader& shader, const ShaderVariation& variation); |
783 | |
784 | /** @name Internal |
785 | * @{ |
786 | */ |
787 | |
788 | /** |
789 | * Marks the core data as dirty. This causes the syncToCore() method to trigger the next time objects are synced |
790 | * between core and sim threads. |
791 | */ |
792 | void _markCoreDirty(MaterialDirtyFlags flags = MaterialDirtyFlags::Param) override; |
793 | |
794 | /** @copydoc CoreObject::markDependenciesDirty */ |
795 | void _markDependenciesDirty() override; |
796 | |
797 | /** @copydoc IResourceListener::markListenerResourcesDirty */ |
798 | void _markResourcesDirty() override; |
799 | |
800 | /** @} */ |
801 | private: |
802 | Material(); |
803 | Material(const HShader& shader, const ShaderVariation& variation); |
804 | |
805 | /** @copydoc CoreObject::createCore */ |
806 | SPtr<ct::CoreObject> createCore() const override; |
807 | |
808 | /** @copydoc CoreObject::syncToCore */ |
809 | CoreSyncData syncToCore(FrameAlloc* allocator) override; |
810 | |
811 | /** @copydoc CoreObject::getCoreDependencies */ |
812 | void getCoreDependencies(Vector<CoreObject*>& dependencies) override; |
813 | |
814 | /** @copydoc IResourceListener::getListenerResources */ |
815 | void getListenerResources(Vector<HResource>& resources) override; |
816 | |
817 | /** @copydoc IResourceListener::notifyResourceLoaded */ |
818 | void notifyResourceLoaded(const HResource& resource) override; |
819 | |
820 | /** @copydoc IResourceListener::notifyResourceChanged */ |
821 | void notifyResourceChanged(const HResource& resource) override; |
822 | |
823 | /** Performs material initialization when all resources are ready. */ |
824 | void initializeIfLoaded(); |
825 | |
826 | /** |
827 | * Uses the provided list of parameters to try to set every parameter in this material. Parameter whose name, type |
828 | * or size don't match are ignored and will not be set. |
829 | */ |
830 | void setParams(const SPtr<MaterialParams>& params); |
831 | |
832 | /** Creates a new empty material but doesn't initialize it. */ |
833 | static SPtr<Material> createEmpty(); |
834 | |
835 | UINT32 mLoadFlags; |
836 | |
837 | /************************************************************************/ |
838 | /* RTTI */ |
839 | /************************************************************************/ |
840 | |
841 | public: |
842 | friend class MaterialRTTI; |
843 | static RTTITypeBase* getRTTIStatic(); |
844 | RTTITypeBase* getRTTI() const override; |
845 | }; |
846 | |
847 | /** @} */ |
848 | |
849 | namespace ct |
850 | { |
851 | /** @addtogroup Material-Internal |
852 | * @{ |
853 | */ |
854 | |
855 | /** @copydoc MaterialBase */ |
856 | class BS_CORE_EXPORT Material : public CoreObject, public TMaterial<true> |
857 | { |
858 | public: |
859 | ~Material() = default; |
860 | |
861 | /** @copydoc bs::Material::setShader */ |
862 | void setShader(const SPtr<Shader>& shader); |
863 | |
864 | /** |
865 | * Set of parameters that determine which subset of techniques in the assigned shader should be used. Only the |
866 | * techniques that have the provided parameters with the provided values will match. This will control which |
867 | * technique is considered the default technique and which subset of techniques are searched during a call to |
868 | * findTechnique(). |
869 | */ |
870 | void setVariation(const ShaderVariation& variation); |
871 | |
872 | /** Creates a new material with the specified shader. */ |
873 | static SPtr<Material> create(const SPtr<Shader>& shader); |
874 | private: |
875 | friend class bs::Material; |
876 | |
877 | Material() = default; |
878 | Material(const SPtr<Shader>& shader, const ShaderVariation& variation); |
879 | Material(const SPtr<Shader>& shader, const Vector<SPtr<Technique>>& techniques, |
880 | const SPtr<MaterialParams>& materialParams, const ShaderVariation& variation); |
881 | |
882 | /** @copydoc CoreObject::syncToCore */ |
883 | void syncToCore(const CoreSyncData& data) override; |
884 | }; |
885 | |
886 | /** @} */ |
887 | } |
888 | } |
889 | |