BsMaterial.h 27 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsResource.h"
  6. #include "BsIResourceListener.h"
  7. #include "BsMaterialParam.h"
  8. #include "BsMaterialParams.h"
  9. #include "BsTechnique.h"
  10. #include "BsVector2.h"
  11. #include "BsVector3.h"
  12. #include "BsVector4.h"
  13. #include "BsMatrix3.h"
  14. #include "BsMatrix4.h"
  15. namespace BansheeEngine
  16. {
  17. /** @addtogroup Implementation
  18. * @{
  19. */
  20. /** Helper class containing parameters for all types of GPU programs used in a pass. */
  21. template<bool Core>
  22. class TPassParameters
  23. {
  24. public:
  25. typedef typename TGpuParamsPtrType<Core>::Type GpuParamsType;
  26. /**
  27. * Returns a set of GPU parameters based on an index.
  28. *
  29. * @note Useful when needing to iterate over all sets of GPU parameters.
  30. */
  31. GpuParamsType& getParamByIdx(UINT32 idx)
  32. {
  33. GpuParamsType* paramArray[] = { &mVertParams, &mFragParams, &mGeomParams, &mHullParams, &mDomainParams, &mComputeParams };
  34. return *paramArray[idx];
  35. }
  36. /**
  37. * Sets GPU parameters based on an index.
  38. *
  39. * @note Useful when needing to iterate over all sets of GPU parameters.
  40. */
  41. void setParamByIdx(UINT32 idx, const GpuParamsType& params)
  42. {
  43. GpuParamsType* paramArray[] = { &mVertParams, &mFragParams, &mGeomParams, &mHullParams, &mDomainParams, &mComputeParams };
  44. (*paramArray[idx]) = params;
  45. }
  46. GpuParamsType mVertParams;
  47. GpuParamsType mFragParams;
  48. GpuParamsType mGeomParams;
  49. GpuParamsType mHullParams;
  50. GpuParamsType mDomainParams;
  51. GpuParamsType mComputeParams;
  52. };
  53. /** Contains sim thread pass parameters for each shader stage. */
  54. class BS_CORE_EXPORT PassParameters : public TPassParameters<false>
  55. {
  56. public:
  57. static const UINT32 NUM_PARAMS;
  58. };
  59. /** Contains core thread pass parameters for each shader stage. */
  60. class BS_CORE_EXPORT PassParametersCore : public TPassParameters<true>
  61. {
  62. public:
  63. static const UINT32 NUM_PARAMS;
  64. };
  65. template<bool Core> struct TGpuParamBlockBufferPtrType { };
  66. template<> struct TGpuParamBlockBufferPtrType<false> { typedef SPtr<GpuParamBlockBuffer> Type; };
  67. template<> struct TGpuParamBlockBufferPtrType<true> { typedef SPtr<GpuParamBlockBufferCore> Type; };
  68. template<bool Core> struct TGpuProgramType { };
  69. template<> struct TGpuProgramType<false> { typedef SPtr<GpuProgram> Type; };
  70. template<> struct TGpuProgramType<true> { typedef SPtr<GpuProgramCore> Type; };
  71. template<bool Core> struct TShaderType {};
  72. template<> struct TShaderType < false > { typedef HShader Type; };
  73. template<> struct TShaderType < true > { typedef SPtr<ShaderCore> Type; };
  74. template<bool Core> struct TGpuParamBlockBufferType {};
  75. template<> struct TGpuParamBlockBufferType < false > { typedef GpuParamBlockBuffer Type; };
  76. template<> struct TGpuParamBlockBufferType < true > { typedef GpuParamBlockBufferCore Type; };
  77. template<bool Core> struct TPassParamsType {};
  78. template<> struct TPassParamsType < false > { typedef PassParameters Type; };
  79. template<> struct TPassParamsType < true > { typedef PassParametersCore Type; };
  80. /**
  81. * Material that controls how objects are rendered. It is represented by a shader and parameters used to set up that
  82. * shader. It provides a simple interface for manipulating the parameters.
  83. */
  84. class BS_CORE_EXPORT MaterialBase
  85. {
  86. public:
  87. /** Data used to describe a structure defined within a shader. */
  88. struct StructData
  89. {
  90. StructData()
  91. :data(nullptr), size(0)
  92. { }
  93. StructData(UINT32 _size)
  94. :size(_size)
  95. {
  96. data = std::shared_ptr<void>(bs_alloc(_size), (void(*)(void*))&bs_free);
  97. }
  98. /**
  99. * Writes the specified data to the internal buffer. Caller must ensure size of the provided buffer is correct.
  100. */
  101. void write(void* _data)
  102. {
  103. memcpy(data.get(), _data, size);
  104. }
  105. SPtr<void> data;
  106. UINT32 size;
  107. };
  108. MaterialBase() { }
  109. virtual ~MaterialBase() { }
  110. protected:
  111. /** Marks the contents of the sim thread object as dirty, causing it to sync with its core thread counterpart. */
  112. virtual void _markCoreDirty() { }
  113. /** @copydoc CoreObject::markDependenciesDirty */
  114. virtual void _markDependenciesDirty() { }
  115. /** @copydoc IResourceListener::markListenerResourcesDirty */
  116. virtual void _markResourcesDirty() { }
  117. /** Returns all GPU parameter descriptions in the specified technique. */
  118. static Vector<SPtr<GpuParamDesc>> getAllParamDescs(const SPtr<Technique>& technique);
  119. /** Returns all GPU parameter descriptions in the specified technique. */
  120. static Vector<SPtr<GpuParamDesc>> getAllParamDescs(const SPtr<TechniqueCore>& technique);
  121. };
  122. /** @copydoc MaterialBase */
  123. template<bool Core>
  124. class BS_CORE_EXPORT TMaterial : public MaterialBase
  125. {
  126. public:
  127. typedef typename TGpuParamsPtrType<Core>::Type GpuParamsType;
  128. typedef typename TGpuParamTextureType<Core>::Type TextureType;
  129. typedef typename TGpuBufferType<Core>::Type BufferType;
  130. typedef typename TGpuParamSamplerStateType<Core>::Type SamplerStateType;
  131. typedef typename TGpuParamBlockBufferPtrType<Core>::Type ParamBlockPtrType;
  132. typedef typename TGpuParamBlockBufferType<Core>::Type ParamBlockType;
  133. typedef typename TGpuProgramType<Core>::Type GpuProgramType;
  134. typedef typename TPassType<Core>::Type PassType;
  135. typedef typename TTechniqueType<Core>::Type TechniqueType;
  136. typedef typename TShaderType<Core>::Type ShaderType;
  137. typedef typename TPassParamsType<Core>::Type PassParamsType;
  138. typedef typename TMaterialParamsType<Core>::Type MaterialParamsType;
  139. TMaterial() { }
  140. virtual ~TMaterial() { }
  141. /** Returns the currently active shader. */
  142. ShaderType getShader() const { return mShader; }
  143. /** Returns the total number of techniques supported by this material. */
  144. UINT32 getNumTechniques() const { return (UINT32)mTechniques.size(); }
  145. /** Attempts to find a technique with the supported tag. Returns an index of the technique, or -1 if not found. */
  146. UINT32 findTechnique(const StringID& tag);
  147. /**
  148. * Returns the number of passes that are used by the technique at the specified index.
  149. *
  150. * @param[in] techniqueIdx Index of the technique to retrieve the number of passes for. 0 is always guaranteed
  151. * to be the default technique.
  152. * @return Number of passes used by the technique.
  153. */
  154. UINT32 getNumPasses(UINT32 techniqueIdx = 0) const;
  155. /**
  156. * Retrieves a specific shader pass from the provided technique.
  157. *
  158. * @param[in] passIdx Sequential index of the pass to retrieve.
  159. * @param[in] techniqueIdx Index of the technique to retrieve the pass for. 0 is always guaranteed to be
  160. * the default technique.
  161. * @return Pass if found, null otherwise.
  162. */
  163. SPtr<PassType> getPass(UINT32 passIdx, UINT32 techniqueIdx = 0) const;
  164. /**
  165. * Assigns a float value to the shader parameter with the specified name.
  166. *
  167. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  168. */
  169. void setFloat(const String& name, float value, UINT32 arrayIdx = 0) { return getParamFloat(name).set(value, arrayIdx); }
  170. /**
  171. * Assigns a color to the shader parameter with the specified name.
  172. *
  173. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  174. */
  175. void setColor(const String& name, const Color& value, UINT32 arrayIdx = 0) { return getParamColor(name).set(value, arrayIdx); }
  176. /**
  177. * Assigns a 2D vector to the shader parameter with the specified name.
  178. *
  179. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  180. */
  181. void setVec2(const String& name, const Vector2& value, UINT32 arrayIdx = 0) { return getParamVec2(name).set(value, arrayIdx); }
  182. /**
  183. * Assigns a 3D vector to the shader parameter with the specified name.
  184. *
  185. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  186. */
  187. void setVec3(const String& name, const Vector3& value, UINT32 arrayIdx = 0) { return getParamVec3(name).set(value, arrayIdx); }
  188. /**
  189. * Assigns a 4D vector to the shader parameter with the specified name.
  190. *
  191. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  192. */
  193. void setVec4(const String& name, const Vector4& value, UINT32 arrayIdx = 0) { return getParamVec4(name).set(value, arrayIdx); }
  194. /**
  195. * Assigns a 3x3 matrix to the shader parameter with the specified name.
  196. *
  197. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  198. */
  199. void setMat3(const String& name, const Matrix3& value, UINT32 arrayIdx = 0) { return getParamMat3(name).set(value, arrayIdx); }
  200. /**
  201. * Assigns a 4x4 matrix to the shader parameter with the specified name.
  202. *
  203. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  204. */
  205. void setMat4(const String& name, const Matrix4& value, UINT32 arrayIdx = 0) { return getParamMat4(name).set(value, arrayIdx); }
  206. /**
  207. * Assigns a structure to the shader parameter with the specified name.
  208. *
  209. * Structure is provided as a raw buffer and caller must ensure structure in buffer matches what the shader expects.
  210. *
  211. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  212. */
  213. void setStructData(const String& name, void* value, UINT32 size, UINT32 arrayIdx = 0) { return getParamStruct(name).set(value, size, arrayIdx); }
  214. /** Assigns a texture to the shader parameter with the specified name. */
  215. void setTexture(const String& name, const TextureType& value) { return getParamTexture(name).set(value); }
  216. /** Assigns a texture to be used for random load/store operations to the shader parameter with the specified name. */
  217. void setLoadStoreTexture(const String& name, const TextureType& value, const TextureSurface& surface)
  218. {
  219. return getParamLoadStoreTexture(name).set(value, surface);
  220. }
  221. /** Assigns a buffer to the shader parameter with the specified name. */
  222. void setBuffer(const String& name, const BufferType& value) { return getParamBuffer(name).set(value); }
  223. /** Assigns a sampler state to the shader parameter with the specified name. */
  224. void setSamplerState(const String& name, const SamplerStateType& value) { return getParamSamplerState(name).set(value); }
  225. /**
  226. * Returns a float value assigned with the parameter with the specified name.
  227. *
  228. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  229. */
  230. float getFloat(const String& name, UINT32 arrayIdx = 0) const { return getParamFloat(name).get(arrayIdx); }
  231. /**
  232. * Returns a color assigned with the parameter with the specified name.
  233. *
  234. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  235. */
  236. Color getColor(const String& name, UINT32 arrayIdx = 0) const { return getParamColor(name).get(arrayIdx); }
  237. /**
  238. * Returns a 2D vector assigned with the parameter with the specified name.
  239. *
  240. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  241. */
  242. Vector2 getVec2(const String& name, UINT32 arrayIdx = 0) const { return getParamVec2(name).get(arrayIdx); }
  243. /**
  244. * Returns a 3D vector assigned with the parameter with the specified name.
  245. *
  246. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  247. */
  248. Vector3 getVec3(const String& name, UINT32 arrayIdx = 0) const { return getParamVec3(name).get(arrayIdx); }
  249. /**
  250. * Returns a 4D vector assigned with the parameter with the specified name.
  251. *
  252. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  253. */
  254. Vector4 getVec4(const String& name, UINT32 arrayIdx = 0) const { return getParamVec4(name).get(arrayIdx); }
  255. /**
  256. * Returns a 3x3 matrix assigned with the parameter with the specified name.
  257. *
  258. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  259. */
  260. Matrix3 getMat3(const String& name, UINT32 arrayIdx = 0) const { return getParamMat3(name).get(arrayIdx); }
  261. /**
  262. * Returns a 4x4 matrix assigned with the parameter with the specified name.
  263. *
  264. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  265. */
  266. Matrix4 getMat4(const String& name, UINT32 arrayIdx = 0) const { return getParamMat4(name).get(arrayIdx); }
  267. /** Returns a texture assigned with the parameter with the specified name. */
  268. TextureType getTexture(const String& name) const { return getParamTexture(name).get(); }
  269. /** Returns a sampler state assigned with the parameter with the specified name. */
  270. SamplerStateType getSamplerState(const String& name) const { return getParamSamplerState(name).get(); }
  271. /**
  272. * Returns a buffer representing a structure assigned to the parameter with the specified name.
  273. *
  274. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  275. */
  276. MaterialBase::StructData getStructData(const String& name, UINT32 arrayIdx = 0) const
  277. {
  278. TMaterialParamStruct<Core> structParam = getParamStruct(name);
  279. MaterialBase::StructData data(structParam.getElementSize());
  280. structParam.get(data.data.get(), structParam.getElementSize(), arrayIdx);
  281. return data;
  282. }
  283. /**
  284. * Returns a float GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  285. * values than calling Material::get* / Material::set* methods.
  286. *
  287. * @note
  288. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  289. * use it throughout material lifetime to assign and retrieve parameter values.
  290. * @note
  291. * If material shader changes this handle will be invalidated.
  292. */
  293. TMaterialDataParam<float, Core> getParamFloat(const String& name) const
  294. {
  295. TMaterialDataParam<float, Core> gpuParam;
  296. getParam(name, gpuParam);
  297. return gpuParam;
  298. }
  299. /**
  300. * Returns a color GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  301. * values than calling Material::get* / Material::set* methods.
  302. *
  303. * @note
  304. * Expected behavior is that you would retrieve this parameter when initially constructing the material,
  305. * and then use it throughout material lifetime to assign and retrieve parameter values.
  306. * @note
  307. * If material shader changes this handle will be invalidated.
  308. */
  309. TMaterialDataParam<Color, Core> getParamColor(const String& name) const
  310. {
  311. TMaterialDataParam<Color, Core> gpuParam;
  312. getParam(name, gpuParam);
  313. return gpuParam;
  314. }
  315. /**
  316. * Returns a 2D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  317. * values than calling Material::get* / Material::set* methods.
  318. *
  319. * @note
  320. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  321. * use it throughout material lifetime to assign and retrieve parameter values.
  322. * @note
  323. * If material shader changes this handle will be invalidated.
  324. */
  325. TMaterialDataParam<Vector2, Core> getParamVec2(const String& name) const
  326. {
  327. TMaterialDataParam<Vector2, Core> gpuParam;
  328. getParam(name, gpuParam);
  329. return gpuParam;
  330. }
  331. /**
  332. * Returns a 3D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  333. * values than calling Material::get* / Material::set* methods.
  334. *
  335. * @note
  336. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  337. * use it throughout material lifetime to assign and retrieve parameter values.
  338. * @note
  339. * If material shader changes this handle will be invalidated.
  340. */
  341. TMaterialDataParam<Vector3, Core> getParamVec3(const String& name) const
  342. {
  343. TMaterialDataParam<Vector3, Core> gpuParam;
  344. getParam(name, gpuParam);
  345. return gpuParam;
  346. }
  347. /**
  348. * Returns a 4D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  349. * values than calling Material::get* / Material::set* methods.
  350. *
  351. * @note
  352. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  353. * use it throughout material lifetime to assign and retrieve parameter values.
  354. * @note
  355. * If material shader changes this handle will be invalidated.
  356. */
  357. TMaterialDataParam<Vector4, Core> getParamVec4(const String& name) const
  358. {
  359. TMaterialDataParam<Vector4, Core> gpuParam;
  360. getParam(name, gpuParam);
  361. return gpuParam;
  362. }
  363. /**
  364. * Returns a 3x3 matrix GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  365. * parameter values than calling Material::get* / Material::set* methods.
  366. *
  367. * @note
  368. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  369. * use it throughout material lifetime to assign and retrieve parameter values.
  370. * @note
  371. * If material shader changes this handle will be invalidated.
  372. */
  373. TMaterialDataParam<Matrix3, Core> getParamMat3(const String& name) const
  374. {
  375. TMaterialDataParam<Matrix3, Core> gpuParam;
  376. getParam(name, gpuParam);
  377. return gpuParam;
  378. }
  379. /**
  380. * Returns a 4x4 matrix GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  381. * values than calling Material::get* / Material::set* methods.
  382. *
  383. * @note
  384. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  385. * use it throughout material lifetime to assign and retrieve parameter values.
  386. * @note
  387. * If material shader changes this handle will be invalidated.
  388. */
  389. TMaterialDataParam<Matrix4, Core> getParamMat4(const String& name) const
  390. {
  391. TMaterialDataParam<Matrix4, Core> gpuParam;
  392. getParam(name, gpuParam);
  393. return gpuParam;
  394. }
  395. /**
  396. * Returns a structure GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  397. * values than calling Material::get* / Material::set* methods.
  398. *
  399. * @note
  400. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  401. * use it throughout material lifetime to assign and retrieve parameter values.
  402. * @note
  403. * If material shader changes this handle will be invalidated.
  404. */
  405. TMaterialParamStruct<Core> getParamStruct(const String& name) const;
  406. /**
  407. * Returns a texture GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  408. * values than calling Material::get* / Material::set* methods.
  409. *
  410. * @note
  411. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  412. * use it throughout material lifetime to assign and retrieve parameter values.
  413. * @note
  414. * If material shader changes this handle will be invalidated.
  415. */
  416. TMaterialParamTexture<Core> getParamTexture(const String& name) const;
  417. /**
  418. * Returns a GPU parameter for binding a load/store texture. This parameter may be used for more efficiently
  419. * getting/setting GPU parameter values than calling Material::get* / Material::set* methods.
  420. *
  421. * @note
  422. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  423. * use it throughout material lifetime to assign and retrieve parameter values.
  424. * @note
  425. * If material shader changes this handle will be invalidated.
  426. */
  427. TMaterialParamLoadStoreTexture<Core> getParamLoadStoreTexture(const String& name) const;
  428. /**
  429. * Returns a buffer GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  430. * values than calling Material::get* / Material::set* methods.
  431. *
  432. * @note
  433. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  434. * use it throughout material lifetime to assign and retrieve parameter values.
  435. * @note
  436. * If material shader changes this handle will be invalidated.
  437. */
  438. TMaterialParamBuffer<Core> getParamBuffer(const String& name) const;
  439. /**
  440. * Returns a sampler state GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  441. * parameter values than calling Material::get* / Material::set* methods.
  442. *
  443. * @note
  444. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  445. * use it throughout material lifetime to assign and retrieve parameter values.
  446. * @note
  447. * If material shader changes this handle will be invalidated.
  448. */
  449. TMaterialParamSampState<Core> getParamSamplerState(const String& name) const;
  450. /** Returns a set of parameters for all GPU programs in the specified shader pass. */
  451. SPtr<PassParamsType> getPassParameters(UINT32 passIdx) const { return mParametersPerPass[passIdx]; }
  452. /**
  453. * Assign a parameter block buffer with the specified name.
  454. *
  455. * @note
  456. * Parameter block buffers can be used as quick way of setting multiple parameters on a material at once, or
  457. * potentially sharing parameters between multiple materials. This reduces driver overhead as the parameters
  458. * in the buffers need only be set once and then reused multiple times.
  459. */
  460. void setParamBlockBuffer(const String& name, const ParamBlockPtrType& paramBlock);
  461. /**
  462. * Allows you to retrieve a handle to a parameter that you can then use for quickly setting and retrieving parameter
  463. * data. This allows you to set/get parameter data without all the cost of extra lookups otherwise required.
  464. *
  465. * @note
  466. * All of these handles will be invalidated if material shader ever changes. It is up to the caller to keep track
  467. * of that.
  468. */
  469. template <typename T>
  470. void getParam(const String& name, TMaterialDataParam<T, Core>& output) const;
  471. protected:
  472. /**
  473. * Assigns a value from a raw buffer to the parameter with the specified name. Buffer must be of sizeof(T) *
  474. * numElements size and initialized.
  475. *
  476. * @note Provided parameter must exist, no checking is done.
  477. */
  478. template <typename T>
  479. void setParamValue(const String& name, UINT8* buffer, UINT32 numElements);
  480. /**
  481. * Initializes the material by using the compatible techniques from the currently set shader. Shader must contain
  482. * the techniques that matches the current renderer and render system.
  483. */
  484. void initializeTechniques();
  485. /** Assigns all the default parameters specified in the shader to the material. */
  486. void initDefaultParameters();
  487. /** Throw an exception if no shader is set, or no acceptable technique was found. */
  488. void throwIfNotInitialized() const;
  489. ShaderType mShader;
  490. SPtr<MaterialParamsType> mParams;
  491. Vector<SPtr<TechniqueType>> mTechniques;
  492. Vector<SPtr<PassParamsType>> mParametersPerPass;
  493. };
  494. /** @} */
  495. /** @addtogroup Material-Internal
  496. * @{
  497. */
  498. /** @copydoc MaterialBase */
  499. class BS_CORE_EXPORT MaterialCore : public CoreObjectCore, public TMaterial<true>
  500. {
  501. public:
  502. ~MaterialCore() { }
  503. /** @copydoc Material::setShader */
  504. void setShader(const SPtr<ShaderCore>& shader);
  505. /** Creates a new material with the specified shader. */
  506. static SPtr<MaterialCore> create(const SPtr<ShaderCore>& shader);
  507. private:
  508. friend class Material;
  509. MaterialCore() { }
  510. MaterialCore(const SPtr<ShaderCore>& shader);
  511. MaterialCore(const SPtr<ShaderCore>& shader, const Vector<SPtr<TechniqueCore>>& techniques,
  512. const SPtr<MaterialParamsCore>& materialParams, const Vector<SPtr<PassParametersCore>>& passParams);
  513. /** @copydoc CoreObjectCore::syncToCore */
  514. void syncToCore(const CoreSyncData& data) override;
  515. };
  516. /** @} */
  517. /** @addtogroup Material
  518. * @{
  519. */
  520. /** @copydoc MaterialBase */
  521. class BS_CORE_EXPORT Material : public Resource, public TMaterial<false>, public IResourceListener
  522. {
  523. public:
  524. ~Material() { }
  525. /**
  526. * Sets a shader that will be used by the material. Best technique within the provided shader will be used for the
  527. * material.
  528. *
  529. * @note
  530. * Shader must be set before doing any other operations with the material.
  531. * @note
  532. * After setting the shader if you change the implementation of systems that a shader technique is dependent upon
  533. * (render system, renderer, etc), you will need to call this method again on all your Materials to make sure
  534. * technique used is updated.
  535. */
  536. void setShader(const HShader& shader);
  537. /** Retrieves an implementation of a material usable only from the core thread. */
  538. SPtr<MaterialCore> getCore() const;
  539. /** @copydoc CoreObject::initialize */
  540. void initialize() override;
  541. /** Creates a deep copy of the material and returns the new object. */
  542. HMaterial clone();
  543. /**
  544. * Creates a new empty material.
  545. *
  546. * @note Make sure you call Material::setShader before using it.
  547. */
  548. static HMaterial create();
  549. /** Creates a new material with the specified shader. */
  550. static HMaterial create(const HShader& shader);
  551. private:
  552. friend class MaterialManager;
  553. Material();
  554. Material(const HShader& shader);
  555. /** @copydoc CoreObject::createCore */
  556. SPtr<CoreObjectCore> createCore() const override;
  557. /** @copydoc CoreObject::syncToCore */
  558. CoreSyncData syncToCore(FrameAlloc* allocator) override;
  559. /** @copydoc CoreObject::getCoreDependencies */
  560. void getCoreDependencies(Vector<CoreObject*>& dependencies) override;
  561. /** @copydoc CoreObject::markCoreDirty */
  562. void _markCoreDirty() override;
  563. /** @copydoc CoreObject::markDependenciesDirty */
  564. void _markDependenciesDirty() override;
  565. /** @copydoc IResourceListener::markResourcesDirty */
  566. void _markResourcesDirty() override;
  567. /** @copydoc IResourceListener::getListenerResources */
  568. void getListenerResources(Vector<HResource>& resources) override;
  569. /** @copydoc IResourceListener::notifyResourceLoaded */
  570. void notifyResourceLoaded(const HResource& resource) override;
  571. /** @copydoc IResourceListener::notifyResourceChanged */
  572. void notifyResourceChanged(const HResource& resource) override;
  573. /** @copydoc Resource::getResourceDependencies */
  574. void getResourceDependencies(FrameVector<HResource>& dependencies) const override;
  575. /** Performs material initialization when all resources are ready. */
  576. void initializeIfLoaded();
  577. /**
  578. * Uses the provided list of parameters to try to set every parameter in this material. Parameter whose name, type
  579. * or size don't match are ignored and will not be set.
  580. */
  581. void setParams(const SPtr<MaterialParams>& params);
  582. UINT32 mLoadFlags;
  583. /************************************************************************/
  584. /* RTTI */
  585. /************************************************************************/
  586. public:
  587. friend class MaterialRTTI;
  588. static RTTITypeBase* getRTTIStatic();
  589. RTTITypeBase* getRTTI() const override;
  590. };
  591. /** @} */
  592. }