LumixEngine/src/renderer/material.h
Mikulas Florek 9bd32bd6bb cleanup
2019-08-12 18:10:01 +02:00

145 lines
3.8 KiB
C++

#pragma once
#include "engine/array.h"
#include "engine/resource.h"
#include "engine/math.h"
#include "ffr/ffr.h"
struct lua_State;
namespace Lumix
{
class Renderer;
class ResourceManagerHub;
class Shader;
struct ShaderRenderData;
class Texture;
struct MaterialConsts {
Vec4 color;
float roughness;
float metallic;
float emission;
float custom[56];
u32 ref_count;
};
class LUMIX_RENDERER_API Material final : public Resource
{
public:
static const int MAX_TEXTURE_COUNT = 16;
struct RenderData {
ffr::TextureHandle textures[MAX_TEXTURE_COUNT];
int textures_count;
u64 render_states;
u32 material_constants;
ShaderRenderData* shader;
u32 define_mask;
};
struct Uniform
{
u32 name_hash;
union
{
float float_value;
float vec4[4];
float vec3[3];
float vec2[2];
float matrix[16];
};
};
static const ResourceType TYPE;
public:
Material(const Path& path, ResourceManager& resource_manager, Renderer& renderer, IAllocator& allocator);
~Material();
ResourceType getType() const override { return TYPE; }
Renderer& getRenderer() { return m_renderer; }
RenderData* getRenderData() const { return m_render_data; }
float getMetallic() const { return m_metallic; }
void setMetallic(float value) { m_metallic = value; updateRenderData(false); }
float getRoughness() const { return m_roughness; }
void setRoughness(float value) { m_roughness = value; updateRenderData(false); }
float getEmission() const { return m_emission; }
void setEmission(float value) { m_emission = value; updateRenderData(false); }
Vec4 getColor() const { return m_color; }
void setColor(const Vec4& color) { m_color = color; updateRenderData(false); }
float getAlphaRef() const { return m_alpha_ref; }
void setAlphaRef(float value) { m_alpha_ref = value; updateRenderData(false); }
u64 getRenderStates() const { return m_render_states; }
void enableBackfaceCulling(bool enable);
bool isBackfaceCulling() const;
void setShader(Shader* shader);
void setShader(const Path& path);
Shader* getShader() const { return m_shader; }
int getTextureCount() const { return m_texture_count; }
Texture* getTexture(int i) const { return i < m_texture_count ? m_textures[i] : nullptr; }
Texture* getTextureByName(const char* name) const;
bool isTextureDefine(u8 define_idx) const;
void setTexture(int i, Texture* texture);
void setTexturePath(int i, const Path& path);
bool save(IOutputStream& file);
int getUniformCount() const { return m_uniforms.size(); }
Uniform& getUniform(int index) { return m_uniforms[index]; }
const Uniform& getUniform(int index) const { return m_uniforms[index]; }
Uniform* findUniform(u32 name_hash);
void setDefine(u8 define_idx, bool enabled);
bool isDefined(u8 define_idx) const;
u32 getDefineMask() const { return m_define_mask; }
void setCustomFlag(u32 flag) { m_custom_flags |= flag; }
void unsetCustomFlag(u32 flag) { m_custom_flags &= ~flag; }
bool isCustomFlag(u32 flag) const { return (m_custom_flags & flag) == flag; }
u8 getLayer() const { return m_layer; }
void setLayer(u8 layer) { m_layer = layer; }
u32 getSortKey() const { return m_sort_key; }
static u32 getCustomFlag(const char* flag_name);
static const char* getCustomFlagName(int index);
static int getCustomFlagCount();
void updateRenderData(bool on_before_ready);
private:
void onBeforeReady() override;
void unload() override;
bool load(u64 size, const u8* mem) override;
static int uniform(lua_State* L);
private:
IAllocator& m_allocator;
Renderer& m_renderer;
Shader* m_shader;
float m_metallic;
float m_roughness;
float m_emission;
Vec4 m_color;
float m_alpha_ref;
Texture* m_textures[MAX_TEXTURE_COUNT];
int m_texture_count;
u32 m_define_mask;
u64 m_render_states;
RenderData* m_render_data;
u8 m_layer;
u32 m_sort_key;
Array<Uniform> m_uniforms;
u32 m_custom_flags;
};
} // namespace Lumix