mirror of https://github.com/axmolengine/axmol.git
141 lines
4.8 KiB
C++
141 lines
4.8 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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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#ifndef __cocos2d_libs__CCMaterial__
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#define __cocos2d_libs__CCMaterial__
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#include <string>
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#include "json/document.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/CCTechnique.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_CC_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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/// Material
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class CC_DLL Material : public RenderState
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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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public:
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/** Creates a Material with a JSON file containing the definition of the material.
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*/
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static Material* createWithFilename(const std::string& 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* createWithGLStateProgram(GLProgramState* programState);
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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(const std::string& 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(const std::string& 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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/** 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(const std::string& techniqueName);
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/** Returns the number of Techniques in the Material. */
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ssize_t getTechniqueCount() const;
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/** Returns the Technique used by the Material */
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Technique* getTechnique() const;
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protected:
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Material();
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~Material();
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bool initWithGLProgramState(GLProgramState* state);
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bool initWithFile(const std::string& file);
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void setTarget(Node* target);
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bool parseMetadata(const rapidjson::Document& json);
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bool parseProperties(const rapidjson::Document& json);
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bool parseTechnique(const rapidjson::GenericValue<rapidjson::UTF8<> >& techniqueJSON);
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bool parsePass(Technique* technique, const rapidjson::GenericValue<rapidjson::UTF8<> >& passJSON);
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bool parseTexture(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& textureJSON);
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bool parseShader(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& shaderJSON);
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bool parseUniform(GLProgramState* programState, const rapidjson::Value::ConstMemberIterator& iterator);
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Vec2 parseUniformVec2(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
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Vec3 parseUniformVec3(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
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Vec4 parseUniformVec4(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
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Mat4 parseUniformMat4(const rapidjson::GenericValue<rapidjson::UTF8<> >& uniformJSON);
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bool parseRenderState(Pass* pass, const rapidjson::GenericValue<rapidjson::UTF8<> >& renderState);
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// material name
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std::string _name;
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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;
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// weak reference
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Node* _target;
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};
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NS_CC_END
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#endif /* defined(__cocos2d_libs__CCMaterial__) */
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