LumixEngine/src/renderer/material.cpp

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#include "renderer/material.h"
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#include "engine/crc32.h"
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#include "engine/file_system.h"
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#include "engine/log.h"
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#include "engine/lua_wrapper.h"
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#include "engine/path_utils.h"
#include "engine/profiler.h"
#include "engine/resource_manager.h"
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#include "engine/stream.h"
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#include "renderer/pipeline.h"
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#include "renderer/renderer.h"
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#include "renderer/shader.h"
#include "renderer/texture.h"
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#include "ffr/ffr.h"
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namespace Lumix
{
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static const float DEFAULT_ALPHA_REF_VALUE = 0.3f;
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static struct CustomFlags
{
char flags[32][32];
int count;
} s_custom_flags = {};
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const ResourceType Material::TYPE("material");
Material::Material(const Path& path, ResourceManager& resource_manager, Renderer& renderer, IAllocator& allocator)
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: Resource(path, resource_manager, allocator)
, m_shader(nullptr)
, m_uniforms(allocator)
, m_allocator(allocator)
, m_texture_count(0)
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, m_renderer(renderer)
, m_render_states(u64(ffr::StateFlags::CULL_BACK))
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, m_color(1, 1, 1, 1)
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, m_metallic(0)
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, m_roughness(1.0f)
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, m_emission(0.0f)
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, m_define_mask(0)
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, m_custom_flags(0)
, m_render_data(nullptr)
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{
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static u32 last_sort_key = 0;
m_sort_key = ++last_sort_key;
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m_layer = m_renderer.getLayerIdx("default");
setAlphaRef(DEFAULT_ALPHA_REF_VALUE);
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for (int i = 0; i < MAX_TEXTURE_COUNT; ++i)
{
m_textures[i] = nullptr;
}
setShader(nullptr);
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}
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Material::~Material()
{
ASSERT(isEmpty());
}
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const char* Material::getCustomFlagName(int index)
{
return s_custom_flags.flags[index];
}
int Material::getCustomFlagCount()
{
return s_custom_flags.count;
}
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u32 Material::getCustomFlag(const char* flag_name)
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{
for (int i = 0; i < s_custom_flags.count; ++i)
{
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if (equalStrings(s_custom_flags.flags[i], flag_name)) return 1 << i;
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}
if (s_custom_flags.count >= lengthOf(s_custom_flags.flags))
{
ASSERT(false);
return 0;
}
copyString(s_custom_flags.flags[s_custom_flags.count], flag_name);
++s_custom_flags.count;
return 1 << (s_custom_flags.count - 1);
}
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bool Material::isDefined(u8 define_idx) const
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{
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return (m_define_mask & (1 << define_idx)) != 0;
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}
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void Material::setDefine(u8 define_idx, bool enabled)
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{
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u32 old_mask = m_define_mask;
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if (enabled) {
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m_define_mask |= 1 << define_idx;
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}
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else {
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m_define_mask &= ~(1 << define_idx);
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}
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if(old_mask != m_define_mask) updateRenderData(false);
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}
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void Material::unload()
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{
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// TODO
/*
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m_uniforms.clear();
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*/
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for (int i = 0; i < m_texture_count; i++) {
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if (m_textures[i]) {
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removeDependency(*m_textures[i]);
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m_textures[i]->getResourceManager().unload(*m_textures[i]);
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}
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}
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m_texture_count = 0;
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for(Texture*& tex : m_textures ) {
tex = nullptr;
}
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m_renderer.runInRenderThread(m_render_data, [](Renderer& renderer, void* ptr){
LUMIX_DELETE(renderer.getAllocator(), (RenderData*)ptr);
});
m_render_data = nullptr;
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setShader(nullptr);
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m_alpha_ref = 0.3f;
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m_color.set(1, 1, 1, 1);
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m_custom_flags = 0;
m_define_mask = 0;
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m_metallic = 0.0f;
m_roughness = 1.0f;
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m_emission = 0.0f;
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m_render_states = u64(ffr::StateFlags::CULL_BACK);
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}
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bool Material::save(IOutputStream& file)
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{
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if(!isReady()) return false;
if(!m_shader) return false;
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file << "shader \"" << m_shader->getPath().c_str() << "\"\n";
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file << "backface_culling(" << (isBackfaceCulling() ? "true" : "false") << ")\n";
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file << "layer \"" << m_renderer.getLayerName(m_layer) << "\"\n";
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char tmp[64];
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toCString(m_metallic, Span(tmp), 9);
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file << "metallic(" << tmp << ")\n";
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toCString(m_roughness, Span(tmp), 9);
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file << "roughness(" << tmp << ")\n";
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toCString(m_alpha_ref, Span(tmp), 9);
file << "alpha_ref(" << tmp << ")\n";
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file << "defines {";
for (int i = 0; i < sizeof(m_define_mask) * 8; ++i) {
if ((m_define_mask & (1 << i)) == 0) continue;
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const char* def = m_renderer.getShaderDefine(i);
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if (i > 0) file << ", ";
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file << "\"" << def << "\"";
}
file << "}\n";
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StaticString<1024> color_tmp("", m_color.x, ", ", m_color.y, ", ", m_color.z, ", ", m_color.w);
file << "color { " << color_tmp << " }\n";
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for (int i = 0; i < m_texture_count; ++i) {
char path[MAX_PATH_LENGTH];
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if (m_textures[i] && m_textures[i] != m_shader->m_texture_slots[i].default_texture) {
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copyString(Span(path), m_textures[i]->getPath().c_str());
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}
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else {
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path[0] = '\0';
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}
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file << "texture \"/" << path << "\"\n";
/*serializer.beginObject("texture");
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serializer.serialize("source", path);
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if (flags & BGFX_TEXTURE_U_CLAMP) serializer.serialize("u_clamp", true);
if (flags & BGFX_TEXTURE_V_CLAMP) serializer.serialize("v_clamp", true);
if (flags & BGFX_TEXTURE_W_CLAMP) serializer.serialize("w_clamp", true);
if (flags & BGFX_TEXTURE_MIN_POINT) serializer.serialize("min_filter", "point");
if (flags & BGFX_TEXTURE_MIN_ANISOTROPIC) serializer.serialize("min_filter", "anisotropic");
if (flags & BGFX_TEXTURE_MAG_POINT) serializer.serialize("mag_filter", "point");
if (flags & BGFX_TEXTURE_MAG_ANISOTROPIC) serializer.serialize("mag_filter", "anisotropic");
if (m_textures[i] && m_textures[i]->getData()) serializer.serialize("keep_data", true);
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serializer.endObject();*/
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}
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// TODO
/*
serializer.beginObject();
serializer.serialize("render_layer", renderer.getLayerName(m_render_layer));
serializer.serialize("layers_count", m_layers_count);
serializer.serialize("backface_culling", isBackfaceCulling());
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if (m_custom_flags != 0)
{
serializer.beginArray("custom_flags");
for (int i = 0; i < 32; ++i)
{
if (m_custom_flags & (1 << i)) serializer.serializeArrayItem(s_custom_flags.flags[i]);
}
serializer.endArray();
}
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serializer.beginArray("uniforms");
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for (int i = 0; i < m_shader->m_uniforms.size(); ++i)
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{
serializer.beginObject();
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const auto& uniform = m_shader->m_uniforms[i];
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serializer.serialize("name", uniform.name);
switch (uniform.type)
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{
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case Shader::Uniform::FLOAT:
serializer.serialize("float_value", m_uniforms[i].float_value);
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break;
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case Shader::Uniform::COLOR:
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serializer.beginArray("color");
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serializer.serializeArrayItem(m_uniforms[i].vec3[0]);
serializer.serializeArrayItem(m_uniforms[i].vec3[1]);
serializer.serializeArrayItem(m_uniforms[i].vec3[2]);
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serializer.endArray();
break;
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case Shader::Uniform::VEC3:
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serializer.beginArray("vec3");
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serializer.serializeArrayItem(m_uniforms[i].vec3[0]);
serializer.serializeArrayItem(m_uniforms[i].vec3[1]);
serializer.serializeArrayItem(m_uniforms[i].vec3[2]);
serializer.endArray();
break;
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case Shader::Uniform::VEC4:
serializer.beginArray("vec4");
serializer.serializeArrayItem(m_uniforms[i].vec4[0]);
serializer.serializeArrayItem(m_uniforms[i].vec4[1]);
serializer.serializeArrayItem(m_uniforms[i].vec4[2]);
serializer.serializeArrayItem(m_uniforms[i].vec4[3]);
serializer.endArray();
break;
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case Shader::Uniform::VEC2:
serializer.beginArray("vec2");
serializer.serializeArrayItem(m_uniforms[i].vec2[0]);
serializer.serializeArrayItem(m_uniforms[i].vec2[1]);
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serializer.endArray();
break;
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case Shader::Uniform::TIME:
serializer.serialize("time", 0);
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break;
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case Shader::Uniform::INT:
serializer.serialize("int_value", m_uniforms[i].int_value);
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break;
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case Shader::Uniform::MATRIX4:
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serializer.beginArray("matrix_value");
for (int j = 0; j < 16; ++j)
{
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serializer.serializeArrayItem(m_uniforms[i].matrix[j]);
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}
serializer.endArray();
break;
default:
ASSERT(false);
break;
}
serializer.endObject();
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}
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serializer.endArray();
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serializer.serialize("emission", m_emission);
serializer.beginArray("color");
serializer.serializeArrayItem(m_color.x);
serializer.serializeArrayItem(m_color.y);
serializer.serializeArrayItem(m_color.z);
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serializer.serializeArrayItem(m_color.w);
serializer.endArray();
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serializer.endObject();*/
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return true;
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}
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void Material::deserializeUniforms(lua_State* L)
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{
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// TODO
ASSERT(false);
/*
serializer.deserializeArrayBegin();
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m_uniforms.clear();
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while (!serializer.isArrayEnd())
{
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Uniform& uniform = m_uniforms.emplace();
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serializer.nextArrayItem();
serializer.deserializeObjectBegin();
char label[256];
while (!serializer.isObjectEnd())
{
serializer.deserializeLabel(label, 255);
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if (equalStrings(label, "name"))
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{
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char name[32];
serializer.deserialize(name, lengthOf(name), "");
uniform.name_hash = crc32(name);
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}
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else if (equalStrings(label, "int_value"))
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{
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serializer.deserialize(uniform.int_value, 0);
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}
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else if (equalStrings(label, "float_value"))
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{
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serializer.deserialize(uniform.float_value, 0);
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}
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else if (equalStrings(label, "matrix_value"))
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{
serializer.deserializeArrayBegin();
for (int i = 0; i < 16; ++i)
{
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serializer.deserializeArrayItem(uniform.matrix[i], 0);
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}
serializer.deserializeArrayEnd();
}
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else if (equalStrings(label, "time"))
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{
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serializer.deserialize(uniform.float_value, 0);
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}
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else if (equalStrings(label, "color"))
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{
serializer.deserializeArrayBegin();
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serializer.deserializeArrayItem(uniform.vec3[0], 0);
serializer.deserializeArrayItem(uniform.vec3[1], 0);
serializer.deserializeArrayItem(uniform.vec3[2], 0);
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serializer.deserializeArrayEnd();
}
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else if (equalStrings(label, "vec3"))
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{
serializer.deserializeArrayBegin();
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serializer.deserializeArrayItem(uniform.vec3[0], 0);
serializer.deserializeArrayItem(uniform.vec3[1], 0);
serializer.deserializeArrayItem(uniform.vec3[2], 0);
serializer.deserializeArrayEnd();
}
else if (equalStrings(label, "vec2"))
{
serializer.deserializeArrayBegin();
serializer.deserializeArrayItem(uniform.vec2[0], 0);
serializer.deserializeArrayItem(uniform.vec2[1], 0);
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serializer.deserializeArrayEnd();
}
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else
{
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logWarning("Renderer") << "Unknown label \"" << label << "\"";
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}
}
serializer.deserializeObjectEnd();
}
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serializer.deserializeArrayEnd();*/
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}
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void Material::setTexturePath(int i, const Path& path)
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{
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if (path.length() == 0)
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{
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setTexture(i, nullptr);
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}
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else
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{
Texture* texture = m_resource_manager.getOwner().load<Texture>(path);
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setTexture(i, texture);
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}
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}
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void Material::setTexture(int i, Texture* texture)
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{
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Texture* old_texture = i < m_texture_count ? m_textures[i] : nullptr;
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if (!texture && m_shader && m_shader->isReady() && m_shader->m_texture_slots[i].default_texture)
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{
texture = m_shader->m_texture_slots[i].default_texture;
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texture->getResourceManager().load(*texture);
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}
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if (texture) addDependency(*texture);
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m_textures[i] = texture;
if (i >= m_texture_count) m_texture_count = i + 1;
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if (old_texture) {
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removeDependency(*old_texture);
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old_texture->getResourceManager().unload(*old_texture);
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}
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if (isReady() && m_shader)
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{
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int define_idx = m_shader->m_texture_slots[i].define_idx;
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if(define_idx >= 0)
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{
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if(m_textures[i])
{
m_define_mask |= 1 << define_idx;
}
else
{
m_define_mask &= ~(1 << define_idx);
}
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}
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}
updateRenderData(false);
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}
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void Material::setShader(const Path& path)
{
Shader* shader = m_resource_manager.getOwner().load<Shader>(path);
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setShader(shader);
}
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void Material::onBeforeReady()
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{
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if (!m_shader) return;
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for(int i = 0; i < m_shader->m_texture_slot_count; ++i) {
if (!m_textures[i] && m_shader->m_texture_slots[i].default_texture) {
m_textures[i] = m_shader->m_texture_slots[i].default_texture;
if (i >= m_texture_count) m_texture_count = i + 1;
m_textures[i]->getResourceManager().load(*m_textures[i]);
addDependency(*m_textures[i]);
return;
}
}
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for(int i = 0; i < m_shader->m_uniforms.size(); ++i)
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{
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auto& shader_uniform = m_shader->m_uniforms[i];
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bool found = false;
for(int j = i; j < m_uniforms.size(); ++j)
{
if(m_uniforms[j].name_hash == shader_uniform.name_hash)
{
auto tmp = m_uniforms[i];
m_uniforms[i] = m_uniforms[j];
m_uniforms[j] = tmp;
found = true;
break;
}
}
if(found) continue;
if(i < m_uniforms.size())
{
m_uniforms.emplace(m_uniforms[i]);
}
else
{
m_uniforms.emplace();
}
m_uniforms[i].name_hash = shader_uniform.name_hash;
}
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for(int i = 0; i < m_shader->m_texture_slot_count; ++i) {
const int define_idx = m_shader->m_texture_slots[i].define_idx;
if(define_idx >= 0) {
if(m_textures[i]) {
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m_define_mask |= 1 << define_idx;
}
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else {
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m_define_mask &= ~(1 << define_idx);
}
}
}
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for (int i = m_shader->m_texture_slot_count; i < m_texture_count; ++i) {
setTexture(i, nullptr);
}
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m_texture_count = minimum(m_texture_count, m_shader->m_texture_slot_count);
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updateRenderData(true);
}
void Material::updateRenderData(bool on_before_ready)
{
if (!m_shader) return;
if (!on_before_ready && !isReady()) return;
if(m_render_data) {
m_renderer.runInRenderThread(m_render_data, [](Renderer& renderer, void* ptr){
LUMIX_DELETE(renderer.getAllocator(), (RenderData*)ptr);
});
}
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m_render_data = LUMIX_NEW(m_renderer.getAllocator(), RenderData);
m_render_data->color = m_color;
m_render_data->emission = m_emission;
m_render_data->metallic = m_metallic;
m_render_data->define_mask = m_define_mask;
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m_render_data->render_states = m_render_states;
m_render_data->roughness = m_roughness;
m_render_data->shader = m_shader->m_render_data;
m_render_data->textures_count = m_texture_count;
for(int i = 0; i < m_texture_count; ++i) {
m_render_data->textures[i] = m_textures[i] ? m_textures[i]->handle : ffr::INVALID_TEXTURE;
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}
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}
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void Material::setShader(Shader* shader)
{
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if (m_shader) {
Shader* shader = m_shader;
m_shader = nullptr;
removeDependency(*shader);
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shader->getResourceManager().unload(*shader);
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}
m_shader = shader;
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if (m_shader) {
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addDependency(*m_shader);
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}
updateRenderData(false);
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}
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Texture* Material::getTextureByName(const char* name) const
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{
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if (!m_shader) return nullptr;
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for (int i = 0, c = m_shader->m_texture_slot_count; i < c; ++i) {
if (equalStrings(m_shader->m_texture_slots[i].name, name)) {
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return m_textures[i];
}
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}
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return nullptr;
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}
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bool Material::isTextureDefine(u8 define_idx) const
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{
if (!m_shader) return false;
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for (int i = 0, c = m_shader->m_texture_slot_count; i < c; ++i) {
if (m_shader->m_texture_slots[i].define_idx == define_idx) {
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return true;
}
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}
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return false;
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}
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void Material::enableBackfaceCulling(bool enable)
{
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if (enable) {
m_render_states |= (u64)ffr::StateFlags::CULL_BACK;
}
else {
m_render_states &= ~(u64)ffr::StateFlags::CULL_BACK;
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}
}
bool Material::isBackfaceCulling() const
{
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return (m_render_states & (u64)ffr::StateFlags::CULL_BACK) != 0;
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}
namespace LuaAPI
{
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int layer(lua_State* L)
{
const char* layer_name = LuaWrapper::checkArg<const char*>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
const int layer = material->getRenderer().getLayerIdx(layer_name);
material->setLayer(layer);
return 0;
}
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int roughness(lua_State* L)
{
const float r = LuaWrapper::checkArg<float>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
material->setRoughness(r);
return 0;
}
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int alpha_ref(lua_State* L)
{
const float r = LuaWrapper::checkArg<float>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
material->setAlphaRef(r);
return 0;
}
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int backface_culling(lua_State* L)
{
const bool enable = LuaWrapper::checkArg<bool>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
material->enableBackfaceCulling(enable);
return 0;
}
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int color(lua_State* L)
{
const Vec4 c = LuaWrapper::checkArg<Vec4>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
material->setColor(c);
return 0;
}
int custom_flag(lua_State* L)
{
const float m = LuaWrapper::checkArg<float>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
const char* flag_name = LuaWrapper::checkArg<const char*>(L, 1);
const u32 flag = material->getCustomFlag(flag_name);
material->setCustomFlag(flag);
return 0;
}
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int metallic(lua_State* L)
{
const float m = LuaWrapper::checkArg<float>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
material->setMetallic(m);
return 0;
}
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int emission(lua_State* L)
{
const float m = LuaWrapper::checkArg<float>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
material->setEmission(m);
return 0;
}
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int defines(lua_State* L)
{
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
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LuaWrapper::forEachArrayItem<const char*>(L, 1, "array of strings expected", [&](const char* v){
material->setDefine(material->getRenderer().getShaderDefineIdx(v), true);
});
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return 0;
}
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int shader(lua_State* L)
{
const char* path = LuaWrapper::checkArg<const char*>(L, 1);
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
material->setShader(Path(path));
return 0;
}
int texture(lua_State* L)
{
lua_getfield(L, LUA_GLOBALSINDEX, "this");
Material* material = (Material*)lua_touserdata(L, -1);
lua_pop(L, 1);
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char material_dir[MAX_PATH_LENGTH];
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PathUtils::getDir(Span(material_dir), material->getPath().c_str());
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if (lua_istable(L, 1)) {
lua_getfield(L, 1, "source");
if (lua_isstring(L, -1)) {
const char* path = lua_tostring(L, -1);
const int idx = material->getTextureCount();
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char texture_path[MAX_PATH_LENGTH];
if (path[0] != '/' && path[0] != '\\' && path[0] != '\0')
{
copyString(texture_path, material_dir);
catString(texture_path, path);
}
else
{
copyString(texture_path, path);
}
material->setTexturePath(idx, Path(texture_path));
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}
else {
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logError("Renderer") << material->getPath() << " texture's source is not a string.";
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lua_pop(L, 1);
return 0;
}
lua_pop(L, 1);
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Texture* texture = material->getTexture(material->getTextureCount() - 1);
bool keep_data = false;
LuaWrapper::getOptionalField(L, 1, "keep_data", &keep_data);
if (keep_data) texture->addDataReference();
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return 0;
}
const char* path = LuaWrapper::checkArg<const char*>(L, 1);
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const int idx = material->getTextureCount();
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char texture_path[MAX_PATH_LENGTH];
if (path[0] != '/' && path[0] != '\\' && path[0] != '\0')
{
copyString(texture_path, material_dir);
catString(texture_path, path);
}
else
{
copyString(texture_path, path);
}
material->setTexturePath(idx, Path(texture_path));
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return 0;
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}
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} // namespace LuaAPI
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bool Material::load(u64 size, const u8* mem)
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{
PROFILE_FUNCTION();
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// TODO reuse state
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lua_State* L = luaL_newstate();
lua_pushlightuserdata(L, this);
lua_setfield(L, LUA_GLOBALSINDEX, "this");
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#define DEFINE_LUA_FUNC(func) \
lua_pushcclosure(L, LuaAPI::func, 0); \
lua_setfield(L, LUA_GLOBALSINDEX, #func);
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DEFINE_LUA_FUNC(alpha_ref);
DEFINE_LUA_FUNC(backface_culling);
DEFINE_LUA_FUNC(color);
DEFINE_LUA_FUNC(custom_flag);
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DEFINE_LUA_FUNC(defines);
DEFINE_LUA_FUNC(emission);
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DEFINE_LUA_FUNC(layer);
DEFINE_LUA_FUNC(metallic);
DEFINE_LUA_FUNC(roughness);
DEFINE_LUA_FUNC(shader);
DEFINE_LUA_FUNC(texture);
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#undef DEFINE_LUA_FUNC
setAlphaRef(DEFAULT_ALPHA_REF_VALUE);
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m_custom_flags = 0;
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const StringView content((const char*)mem, (int)size);
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if (!LuaWrapper::execute(L, content, getPath().c_str(), 0)) {
lua_close(L);
return false;
}
lua_close(L);
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return m_shader != nullptr;
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// TODO
ASSERT(false);
/*
m_render_states = BGFX_STATE_CULL_CW;
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m_uniforms.clear();
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JsonDeserializer serializer(file, getPath(), m_allocator);
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serializer.deserializeObjectBegin();
char label[256];
char material_dir[MAX_PATH_LENGTH];
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PathUtils::getDir(material_dir, MAX_PATH_LENGTH, getPath().c_str());
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while (!serializer.isObjectEnd())
{
serializer.deserializeLabel(label, 255);
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else if (equalStrings(label, "render_layer"))
{
}
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else if (equalStrings(label, "uniforms"))
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{
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deserializeUniforms(serializer);
}
else if (equalStrings(label, "backface_culling"))
{
bool b = true;
serializer.deserialize(b, true);
if (b)
{
m_render_states |= BGFX_STATE_CULL_CW;
}
else
{
m_render_states &= ~BGFX_STATE_CULL_MASK;
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}
}
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else
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{
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logError("Renderer") << "Unknown parameter " << label << " in material " << getPath();
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}
}
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serializer.deserializeObjectEnd();
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*/
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if (!m_shader)
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{
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logError("Renderer") << "Material " << getPath() << " without a shader";
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return false;
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}
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m_size = size;
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return true;
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}
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} // namespace Lumix