mirror of https://github.com/axmolengine/axmol.git
221 lines
7.0 KiB
C++
221 lines
7.0 KiB
C++
/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axys1.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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Ideas taken from:
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- GamePlay3D: http://gameplay3d.org/
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- OGRE3D: http://www.ogre3d.org/
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- Qt3D: http://qt-project.org/
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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 "renderer/CCRenderState.h"
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#include "renderer/CCTechnique.h"
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#include "renderer/CCCustomCommand.h"
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#include "base/CCRef.h"
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#include "base/CCVector.h"
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#include "math/Vec2.h"
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#include "math/Vec3.h"
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#include "math/Vec4.h"
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#include "math/Mat4.h"
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#include "platform/CCPlatformMacros.h"
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NS_AX_BEGIN
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class Technique;
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class Pass;
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class GLProgramState;
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class Node;
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class Properties;
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class RenderState;
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namespace backend
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{
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class ProgramState;
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}
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/// Material
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class AX_DLL Material : public Ref
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{
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friend class Node;
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friend class Technique;
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friend class Pass;
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friend class MeshCommand;
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friend class Renderer;
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friend class Mesh;
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friend class RenderState;
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public:
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/**
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* Creates a Material using the data from the Properties object defined at the specified URL,
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* where the URL is of the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>"
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* (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional).
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*
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* @param url The URL pointing to the Properties object defining the material.
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*
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* @return A new Material or NULL if there was an error.
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*/
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static Material* createWithFilename(std::string_view path);
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/** Creates a Material with a GLProgramState.
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It will only contain one Technique and one Pass.
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Added in order to support legacy code.
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*/
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static Material* createWithProgramState(backend::ProgramState* programState);
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/**
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* Creates a material from the specified properties object.
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*
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* @param materialProperties The properties object defining the
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* material (must have namespace equal to 'material').
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* @return A new Material.
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*/
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static Material* createWithProperties(Properties* materialProperties);
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void draw(MeshCommand* meshCommand,
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float globalZOrder,
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backend::Buffer* vertexBuffer,
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backend::Buffer* indexBuffer,
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CustomCommand::PrimitiveType primitive,
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CustomCommand::IndexFormat indexFormat,
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unsigned int indexCount,
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const Mat4& modelView);
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/// returns the material name
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std::string getName() const;
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/// sets the material name
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void setName(std::string_view name);
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/** Returns a Technique by its name.
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returns `nullptr` if the Technique can't be found.
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*/
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Technique* getTechniqueByName(std::string_view name);
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/** Returns a Technique by index.
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returns `nullptr` if the index is invalid.
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*/
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Technique* getTechniqueByIndex(ssize_t index);
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/** Returns the Technique used by the Material */
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Technique* getTechnique() const;
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/** Returns the list of Techniques */
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const Vector<Technique*>& getTechniques() const;
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/** Returns the number of Techniques in the Material. */
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ssize_t getTechniqueCount() const;
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/** Adds a Technique into the Material */
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void addTechnique(Technique* technique);
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/** Sets the current technique */
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void setTechnique(std::string_view techniqueName);
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/** returns a clone (deep-copy) of the material */
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virtual Material* clone() const;
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inline RenderState::StateBlock& getStateBlock() { return _renderState._state; }
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inline void setStateBlock(const RenderState::StateBlock& state) { _renderState._state = state; }
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RenderState* getRenderState() { return &_renderState; }
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/**
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* Set material primitive draw type
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* @param primitive Primitive draw type
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*/
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void setPrimitiveType(ax::backend::PrimitiveType primitive) { _drawPrimitive = primitive; }
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/**
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* Get material primitive draw type
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* @return Primitive draw type
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*/
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ax::backend::PrimitiveType getPrimitiveType() const { return _drawPrimitive; }
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/**
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* Enable material transparent rendering.
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* WARNING: depth testing will not work.
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*/
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void setTransparent(bool value);
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/**
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* Is material transparent?
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*/
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bool isTransparent() const { return _isTransparent; }
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/**
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* Enable material 2D queue rendering.
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*/
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void setForce2DQueue(bool value);
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/**
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* Is material in 2D render queue?
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*/
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bool isForce2DQueue() const { return _force2DQueue; }
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protected:
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Material();
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~Material();
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bool initWithProgramState(backend::ProgramState* state);
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bool initWithFile(std::string_view file);
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bool initWithProperties(Properties* materialProperties);
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void setTarget(Node* target);
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bool parseProperties(Properties* properties);
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bool parseTechnique(Properties* properties);
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bool parsePass(Technique* technique, Properties* properties);
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bool parseShader(Pass* pass, Properties* properties);
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bool parseSampler(backend::ProgramState* programState, Properties* properties);
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bool parseUniform(backend::ProgramState* programState, Properties* properties, const char* uniformName);
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bool parseRenderState(RenderState::StateBlock* state, Properties* properties);
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// material name
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std::string _name;
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RenderState _renderState;
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// array of techniques
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Vector<Technique*> _techniques;
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// weak pointer since it is being help by _techniques
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Technique* _currentTechnique = nullptr;
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// weak reference
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Node* _target = nullptr;
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std::unordered_map<std::string, int> _textureSlots;
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int _textureSlotIndex = 0;
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bool _isTransparent = false; // is this mesh transparent.
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bool _force2DQueue = false; // render meshes using this material in 2D render queue.
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ax::backend::PrimitiveType _drawPrimitive =
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ax::backend::PrimitiveType::TRIANGLE; // primitive draw type for meshes
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};
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NS_AX_END
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