2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <string>
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#include <unordered_map>
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#include "base/Types.h"
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#include "renderer/Material.h"
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#include "3d/Bundle3DData.h"
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#include "renderer/backend/Types.h"
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NS_AX_BEGIN
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/**
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* @addtogroup _3d
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* @{
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*/
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class Texture2D;
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namespace backend
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{
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class ProgramState;
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}
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/**
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* @brief MeshMaterial: a mesh material for MeshRenderers.
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*/
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class AX_DLL MeshMaterial : public Material
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{
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public:
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/**
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* Material types, there are mainly two types of materials. Built-in materials and Custom materials.
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*/
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enum class MaterialType
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{
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// Built in materials
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UNLIT, // unlit material
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UNLIT_INSTANCE, // unlit instance material
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UNLIT_NOTEX, // unlit material (without texture)
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VERTEX_LIT, // vertex lit
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DIFFUSE, // diffuse (pixel lighting)
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DIFFUSE_NOTEX, // diffuse (without texture)
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BUMPED_DIFFUSE, // bumped diffuse
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QUAD_TEXTURE, // textured quad material
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QUAD_COLOR, // colored quad material (without texture)
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// Custom material
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CUSTOM, // Create from a material file
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};
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/**
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* Instanced Material types, there are mainly two types of materials. Built-in materials and Custom materials.
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*/
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enum class InstanceMaterialType
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{
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NO_INSTANCING, // disabled instancing
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UNLIT_INSTANCE, // unlit instance material
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// Custom material
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CUSTOM, // Create from a material file
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};
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/**
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* Get material type
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* @return Material type
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*/
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MaterialType getMaterialType() const { return _type; }
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/**
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* Create built in material from material type
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* @param type Material type
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* @param skinned Has hardware skinning?
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* @return An autorelease material object
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*/
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static MeshMaterial* createBuiltInMaterial(MaterialType type, bool skinned);
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/**
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* Create material with file name, it creates material from cache if it is previously loaded
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* @param path Path of material file
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* @return An autorelease material object
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*/
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static MeshMaterial* createWithFilename(std::string_view path);
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/**
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* Create material with a ProgramState
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* @param programState GLProgramState instance
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* @return An autorelease material object
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*/
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static MeshMaterial* createWithProgramState(backend::ProgramState* programState);
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void setTexture(Texture2D* tex, NTextureData::Usage usage);
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/**
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* Create all built-in materials
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*/
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static void createBuiltInMaterial();
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/**
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* Release all built-in materials
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*/
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static void releaseBuiltInMaterial();
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/**
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* Release all cached materials
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*/
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static void releaseCachedMaterial();
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/**
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* Clone this material.
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*/
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virtual Material* clone() const override;
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protected:
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MaterialType _type;
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static std::unordered_map<std::string, MeshMaterial*> _materials; // cached material
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static MeshMaterial* _unLitMaterial;
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static MeshMaterial* _unLitInstanceMaterial;
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static MeshMaterial* _unLitNoTexMaterial;
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static MeshMaterial* _vertexLitMaterial;
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static MeshMaterial* _diffuseMaterial;
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static MeshMaterial* _diffuseNoTexMaterial;
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static MeshMaterial* _bumpedDiffuseMaterial;
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static MeshMaterial* _unLitMaterialSkin;
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static MeshMaterial* _vertexLitMaterialSkin;
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static MeshMaterial* _diffuseMaterialSkin;
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static MeshMaterial* _bumpedDiffuseMaterialSkin;
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static MeshMaterial* _quadTextureMaterial;
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static MeshMaterial* _quadColorMaterial;
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static backend::ProgramState* _unLitMaterialProgState;
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static backend::ProgramState* _unLitInstanceMaterialProgState;
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static backend::ProgramState* _unLitNoTexMaterialProgState;
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static backend::ProgramState* _vertexLitMaterialProgState;
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static backend::ProgramState* _diffuseMaterialProgState;
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static backend::ProgramState* _diffuseNoTexMaterialProgState;
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static backend::ProgramState* _bumpedDiffuseMaterialProgState;
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static backend::ProgramState* _unLitMaterialSkinProgState;
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static backend::ProgramState* _vertexLitMaterialSkinProgState;
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static backend::ProgramState* _diffuseMaterialSkinProgState;
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static backend::ProgramState* _bumpedDiffuseMaterialSkinProgState;
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static backend::ProgramState* _quadTextureMaterialProgState;
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static backend::ProgramState* _quadColorMaterialProgState;
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};
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/**
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* @brief MeshMaterialCache: the MeshRenderer material cache, it can only cache textures for now.
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* @js NA
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* @lua NA
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*/
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class MeshMaterialCache
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{
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public:
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static MeshMaterialCache* getInstance();
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static void destroyInstance();
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/** add a material to cache */
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bool addMeshMaterial(std::string_view key, Texture2D* tex);
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/** get material from cache */
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Texture2D* getMeshMaterial(std::string_view key);
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/** remove all cached materials */
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void removeAllMeshMaterial();
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/** remove unused cached materials */
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void removeUnusedMeshMaterial();
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MeshMaterialCache();
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~MeshMaterialCache();
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protected:
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static MeshMaterialCache* _cacheInstance; // cache instance
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hlookup::string_map<Texture2D*> _materials; // cached materials
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};
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// end of 3d group
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/// @}
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NS_AX_END
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