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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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2022-01-04 12:36:20 +08:00
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https://adxeproject.github.io/
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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/ccTypes.h"
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#include "renderer/CCMaterial.h"
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#include "3d/CCBundle3DData.h"
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#include "renderer/backend/Types.h"
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NS_CC_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 Sprite3DMaterial: Material for Sprite3D.
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*/
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class CC_DLL Sprite3DMaterial : public Material
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{
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public:
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/**
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* Material type, there are mainly two types of materials. Built in materials and Custom material
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*/
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enum class MaterialType
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{
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// Built in material
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UNLIT, // unlit 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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// Custom material
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CUSTOM, // Create from 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 skin?
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* @return Created material
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*/
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static Sprite3DMaterial* 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 Created material
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*/
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static Sprite3DMaterial* createWithFilename(std::string_view path);
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/**
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* Create material with GLProgramState
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* @param programState GLProgramState instance
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* @return Created material
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*/
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// static Sprite3DMaterial* createWithGLStateProgram(GLProgramState* programState);
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static Sprite3DMaterial* 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 build 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 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, Sprite3DMaterial*> _materials; // cached material
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static Sprite3DMaterial* _unLitMaterial;
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static Sprite3DMaterial* _unLitNoTexMaterial;
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static Sprite3DMaterial* _vertexLitMaterial;
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static Sprite3DMaterial* _diffuseMaterial;
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static Sprite3DMaterial* _diffuseNoTexMaterial;
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static Sprite3DMaterial* _bumpedDiffuseMaterial;
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static Sprite3DMaterial* _unLitMaterialSkin;
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static Sprite3DMaterial* _vertexLitMaterialSkin;
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static Sprite3DMaterial* _diffuseMaterialSkin;
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static Sprite3DMaterial* _bumpedDiffuseMaterialSkin;
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static backend::ProgramState* _unLitMaterialProgState;
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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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};
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/**
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* @brief the sprite3D material is only texture for now
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* @js NA
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* @lua NA
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*/
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class Sprite3DMaterialCache
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{
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public:
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/**get & destroy cache*/
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static Sprite3DMaterialCache* getInstance();
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/**destroy the instance*/
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static void destroyInstance();
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/**add to cache*/
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bool addSprite3DMaterial(std::string_view key, Texture2D* tex);
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/**get material from cache*/
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Texture2D* getSprite3DMaterial(std::string_view key);
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/**remove all spritematerial*/
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void removeAllSprite3DMaterial();
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/**remove unused spritematerial*/
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void removeUnusedSprite3DMaterial();
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Sprite3DMaterialCache();
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~Sprite3DMaterialCache();
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protected:
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static Sprite3DMaterialCache* _cacheInstance; // instance
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hlookup::string_map<Texture2D*> _materials; // cached material
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};
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// end of 3d group
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/// @}
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NS_CC_END
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