axmol/core/renderer/CCMaterial.cpp

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/****************************************************************************
Copyright (c) 2015-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
2022-10-01 16:24:52 +08:00
https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Ideas taken from:
- GamePlay3D: http://gameplay3d.org/
- OGRE3D: http://www.ogre3d.org/
- Qt3D: http://qt-project.org/
****************************************************************************/
#include "renderer/CCMaterial.h"
#include "renderer/CCTechnique.h"
#include "renderer/CCPass.h"
#include "renderer/CCTextureCache.h"
#include "renderer/CCTexture2D.h"
#include "renderer/backend/Device.h"
#include "base/CCProperties.h"
#include "base/CCDirector.h"
#include "platform/CCFileUtils.h"
#include "base/CCConsole.h"
#include <sstream>
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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# define strcasecmp _stricmp
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#endif
NS_AX_BEGIN
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namespace
{
std::string replaceDefines(std::string_view compileTimeDefines)
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{
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auto defineParts = Console::Utility::split(compileTimeDefines, ';');
std::stringstream ss;
for (auto&& p : defineParts)
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{
if (p.find("#define ") == std::string::npos)
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{
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ss << "#define " << p << std::endl;
}
else
{
ss << p << std::endl;
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}
}
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return ss.str();
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}
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} // namespace
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// Helpers declaration
static const char* getOptionalString(Properties* properties, const char* key, const char* defaultValue);
static bool isValidUniform(const char* name);
Material* Material::createWithFilename(std::string_view filepath)
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{
auto validfilename = FileUtils::getInstance()->fullPathForFilename(filepath);
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if (!validfilename.empty())
{
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auto mat = new Material();
if (mat->initWithFile(validfilename))
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{
mat->autorelease();
return mat;
}
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delete mat;
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}
return nullptr;
}
Material* Material::createWithProperties(Properties* materialProperties)
{
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auto mat = new Material();
if (mat->initWithProperties(materialProperties))
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{
mat->autorelease();
return mat;
}
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delete mat;
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return nullptr;
}
Material* Material::createWithProgramState(backend::ProgramState* programState)
{
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AXASSERT(programState, "Invalid Program State");
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auto mat = new Material();
if (mat->initWithProgramState(programState))
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{
mat->autorelease();
return mat;
}
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delete mat;
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return nullptr;
}
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bool Material::initWithProgramState(backend::ProgramState* state)
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{
auto technique = Technique::createWithProgramState(this, state);
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if (technique)
{
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_techniques.pushBack(technique);
// weak pointer
_currentTechnique = technique;
return true;
}
return false;
}
bool Material::initWithFile(std::string_view validfilename)
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{
// Warning: properties is not a "Ref" object, must be manually deleted
Properties* properties = Properties::createNonRefCounted(validfilename);
// get the first material
parseProperties((strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace());
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AX_SAFE_DELETE(properties);
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return true;
}
bool Material::initWithProperties(Properties* materialProperties)
{
return parseProperties(materialProperties);
}
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void Material::draw(MeshCommand* meshCommands,
float globalZOrder,
backend::Buffer* vertexBuffer,
backend::Buffer* indexBuffer,
CustomCommand::PrimitiveType primitive,
CustomCommand::IndexFormat indexFormat,
unsigned int indexCount,
const Mat4& modelView)
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{
int i = 0;
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for (const auto& pass : _currentTechnique->_passes)
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{
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pass->draw(&meshCommands[i], globalZOrder, vertexBuffer, indexBuffer, primitive, indexFormat, indexCount,
modelView);
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i++;
}
}
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void Material::setTarget(ax::Node* target)
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{
_target = target;
}
bool Material::parseProperties(Properties* materialProperties)
{
setName(materialProperties->getId());
auto space = materialProperties->getNextNamespace();
while (space)
{
const char* name = space->getNamespace();
if (strcmp(name, "technique") == 0)
{
parseTechnique(space);
}
else if (strcmp(name, "renderState") == 0)
{
parseRenderState(&_renderState.getStateBlock(), space);
}
space = materialProperties->getNextNamespace();
}
return true;
}
bool Material::parseTechnique(Properties* techniqueProperties)
{
auto technique = Technique::create(this);
_techniques.pushBack(technique);
// first one is the default one
if (!_currentTechnique)
_currentTechnique = technique;
// name
technique->setName(techniqueProperties->getId());
// passes
auto space = techniqueProperties->getNextNamespace();
while (space)
{
const char* name = space->getNamespace();
if (strcmp(name, "pass") == 0)
{
parsePass(technique, space);
}
else if (strcmp(name, "renderState") == 0)
{
parseRenderState(&technique->getStateBlock(), space);
}
space = techniqueProperties->getNextNamespace();
}
return true;
}
bool Material::parsePass(Technique* technique, Properties* passProperties)
{
auto pass = Pass::create(technique);
technique->addPass(pass);
pass->setName(passProperties->getId());
// Pass can have 3 different namespaces:
// - one or more "sampler"
// - one "renderState"
// - one "shader"
auto space = passProperties->getNextNamespace();
while (space)
{
const char* name = space->getNamespace();
if (strcmp(name, "shader") == 0)
{
parseShader(pass, space);
}
else if (strcmp(name, "renderState") == 0)
{
parseRenderState(&pass->_renderState.getStateBlock(), space);
}
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else
{
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AXASSERT(false, "Invalid namespace");
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return false;
}
space = passProperties->getNextNamespace();
}
return true;
}
// cocos2d-x doesn't support Samplers yet. But will be added soon
bool Material::parseSampler(backend::ProgramState* programState, Properties* samplerProperties)
{
AXASSERT(!samplerProperties->getId().empty(), "Sampler must have an id. The id is the uniform name");
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// required
auto filename = samplerProperties->getString("path");
auto texture = Director::getInstance()->getTextureCache()->addImage(filename);
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if (!texture)
{
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AXLOG("Invalid filepath");
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return false;
}
// optionals
{
Texture2D::TexParams texParams;
// mipmap
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bool usemipmap = false;
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const char* mipmap = getOptionalString(samplerProperties, "mipmap", "false");
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if (mipmap && strcasecmp(mipmap, "true") == 0)
{
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texture->generateMipmap();
usemipmap = true;
}
// valid options: REPEAT, CLAMP
const char* wrapS = getOptionalString(samplerProperties, "wrapS", "CLAMP_TO_EDGE");
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if (strcasecmp(wrapS, "REPEAT") == 0)
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texParams.sAddressMode = backend::SamplerAddressMode::REPEAT;
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else if (strcasecmp(wrapS, "CLAMP_TO_EDGE") == 0)
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texParams.sAddressMode = backend::SamplerAddressMode::CLAMP_TO_EDGE;
else
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AXLOG("Invalid wrapS: %s", wrapS);
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// valid options: REPEAT, CLAMP
const char* wrapT = getOptionalString(samplerProperties, "wrapT", "CLAMP_TO_EDGE");
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if (strcasecmp(wrapT, "REPEAT") == 0)
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texParams.tAddressMode = backend::SamplerAddressMode::REPEAT;
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else if (strcasecmp(wrapT, "CLAMP_TO_EDGE") == 0)
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texParams.tAddressMode = backend::SamplerAddressMode::CLAMP_TO_EDGE;
else
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AXLOG("Invalid wrapT: %s", wrapT);
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// valid options: NEAREST, LINEAR, NEAREST_MIPMAP_NEAREST, LINEAR_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR,
// LINEAR_MIPMAP_LINEAR
const char* minFilter =
getOptionalString(samplerProperties, "minFilter", usemipmap ? "LINEAR_MIPMAP_NEAREST" : "LINEAR");
if (strcasecmp(minFilter, "NEAREST") == 0)
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texParams.minFilter = backend::SamplerFilter::NEAREST;
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else if (strcasecmp(minFilter, "LINEAR") == 0)
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texParams.minFilter = backend::SamplerFilter::LINEAR;
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else if (strcasecmp(minFilter, "NEAREST_MIPMAP_NEAREST") == 0)
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texParams.minFilter = backend::SamplerFilter::NEAREST;
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else if (strcasecmp(minFilter, "LINEAR_MIPMAP_NEAREST") == 0)
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texParams.minFilter = backend::SamplerFilter::LINEAR;
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else if (strcasecmp(minFilter, "NEAREST_MIPMAP_LINEAR") == 0)
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texParams.minFilter = backend::SamplerFilter::LINEAR;
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else if (strcasecmp(minFilter, "LINEAR_MIPMAP_LINEAR") == 0)
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texParams.minFilter = backend::SamplerFilter::LINEAR;
else
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AXLOG("Invalid minFilter: %s", minFilter);
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// valid options: NEAREST, LINEAR
const char* magFilter = getOptionalString(samplerProperties, "magFilter", "LINEAR");
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if (strcasecmp(magFilter, "NEAREST") == 0)
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texParams.magFilter = backend::SamplerFilter::NEAREST;
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else if (strcasecmp(magFilter, "LINEAR") == 0)
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texParams.magFilter = backend::SamplerFilter::LINEAR;
else
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AXLOG("Invalid magFilter: %s", magFilter);
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texture->setTexParameters(texParams);
}
auto textureName = samplerProperties->getId();
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auto location = programState->getUniformLocation(textureName);
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if (!location)
{
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AXLOG("warning: failed to find texture uniform location %s when parsing material", textureName);
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return false;
}
if (_textureSlots.find(textureName) == _textureSlots.end())
{
_textureSlots[textureName] = _textureSlotIndex;
programState->setTexture(location, _textureSlotIndex++, texture->getBackendTexture());
}
else
{
programState->setTexture(location, _textureSlots[textureName], texture->getBackendTexture());
}
return true;
}
bool Material::parseShader(Pass* pass, Properties* shaderProperties)
{
// vertexShader
const char* vertShader = getOptionalString(shaderProperties, "vertexShader", nullptr);
// fragmentShader
const char* fragShader = getOptionalString(shaderProperties, "fragmentShader", nullptr);
// compileTimeDefines
const char* compileTimeDefines = getOptionalString(shaderProperties, "defines", "");
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auto* fu = FileUtils::getInstance();
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if (vertShader && fragShader)
{
auto vertShaderSrc = fu->getStringFromFile(vertShader);
auto fragShaderSrc = fu->getStringFromFile(fragShader);
auto defs = replaceDefines(compileTimeDefines);
vertShaderSrc = defs + "\n" + vertShaderSrc;
fragShaderSrc = defs + "\n" + fragShaderSrc;
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auto* program = backend::Device::getInstance()->newProgram(vertShaderSrc, fragShaderSrc);
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auto programState = new backend::ProgramState(program);
pass->setProgramState(programState);
// Parse uniforms only if the GLProgramState was created
auto property = shaderProperties->getNextProperty();
while (property)
{
if (isValidUniform(property))
{
parseUniform(programState, shaderProperties, property);
}
property = shaderProperties->getNextProperty();
}
auto space = shaderProperties->getNextNamespace();
while (space)
{
const char* name = space->getNamespace();
if (strcmp(name, "sampler") == 0)
{
parseSampler(programState, space);
}
space = shaderProperties->getNextNamespace();
}
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AX_SAFE_RELEASE(program);
AX_SAFE_RELEASE(programState);
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}
return true;
}
bool Material::parseUniform(backend::ProgramState* programState, Properties* properties, const char* uniformName)
{
bool ret = true;
auto type = properties->getType(uniformName);
backend::UniformLocation location;
location = programState->getUniformLocation(uniformName);
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switch (type)
{
case Properties::Type::NUMBER:
{
auto f = properties->getFloat(uniformName);
programState->setUniform(location, &f, sizeof(f));
break;
}
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case Properties::Type::VECTOR2:
{
Vec2 v2;
properties->getVec2(uniformName, &v2);
programState->setUniform(location, &v2, sizeof(v2));
break;
}
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case Properties::Type::VECTOR3:
{
Vec3 v3;
properties->getVec3(uniformName, &v3);
programState->setUniform(location, &v3, sizeof(v3));
break;
}
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case Properties::Type::VECTOR4:
{
Vec4 v4;
properties->getVec4(uniformName, &v4);
programState->setUniform(location, &v4, sizeof(v4));
break;
}
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case Properties::Type::MATRIX:
{
Mat4 m4;
properties->getMat4(uniformName, &m4);
programState->setUniform(location, &m4.m, sizeof(m4.m));
break;
}
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case Properties::Type::STRING:
default:
{
// Assume this is a parameter auto-binding.
programState->setParameterAutoBinding(uniformName, properties->getString());
break;
}
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}
return ret;
}
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bool Material::parseRenderState(RenderState::StateBlock* state, Properties* properties)
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{
if (nullptr == state)
{
return false;
}
auto property = properties->getNextProperty();
while (property)
{
// Parse uniforms only if the GLProgramState was created
// Render state only can have "strings" or numbers as values. No new namespaces
state->setState(property, properties->getString(property));
property = properties->getNextProperty();
}
return true;
}
void Material::setName(std::string_view name)
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{
_name = name;
}
std::string Material::getName() const
{
return _name;
}
void Material::setTransparent(bool value)
{
_isTransparent = value;
getStateBlock().setBlend(_force2DQueue || _isTransparent);
}
void Material::setForce2DQueue(bool value)
{
_force2DQueue = value;
getStateBlock().setBlend(_force2DQueue || _isTransparent);
}
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Material::Material() : _name(""), _currentTechnique(nullptr), _target(nullptr) {}
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Material::~Material() {}
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Material* Material::clone() const
{
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auto material = new Material();
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// RenderState::cloneInto(material);
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material->_renderState = _renderState;
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for (const auto& technique : _techniques)
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{
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auto t = technique->clone();
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t->_material = material;
material->_techniques.pushBack(t);
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}
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// current technique
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auto name = _currentTechnique->getName();
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material->_currentTechnique = material->getTechniqueByName(name);
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material->_textureSlots = material->_textureSlots;
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material->_textureSlotIndex = material->_textureSlotIndex;
material->autorelease();
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return material;
}
Technique* Material::getTechnique() const
{
return _currentTechnique;
}
const Vector<Technique*>& Material::getTechniques() const
{
return _techniques;
}
Technique* Material::getTechniqueByName(std::string_view name)
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{
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for (const auto& technique : _techniques)
{
if (technique->getName().compare(name) == 0)
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return technique;
}
return nullptr;
}
Technique* Material::getTechniqueByIndex(ssize_t index)
{
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AX_ASSERT(index >= 0 && index < _techniques.size() && "Invalid size");
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return _techniques.at(index);
}
void Material::addTechnique(Technique* technique)
{
_techniques.pushBack(technique);
}
void Material::setTechnique(std::string_view techniqueName)
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{
auto technique = getTechniqueByName(techniqueName);
if (technique)
_currentTechnique = technique;
}
ssize_t Material::getTechniqueCount() const
{
return _techniques.size();
}
// Helpers implementation
static bool isValidUniform(const char* name)
{
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return !(strcmp(name, "defines") == 0 || strcmp(name, "vertexShader") == 0 || strcmp(name, "fragmentShader") == 0);
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}
static const char* getOptionalString(Properties* properties, const char* key, const char* defaultValue)
{
const char* ret = properties->getString(key);
if (!ret)
ret = defaultValue;
return ret;
}
NS_AX_END