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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsResource.h"
- #include "BsIResourceListener.h"
- #include "BsMaterialParam.h"
- #include "BsVector2.h"
- #include "BsVector3.h"
- #include "BsVector4.h"
- #include "BsMatrix3.h"
- #include "BsMatrix4.h"
- namespace BansheeEngine
- {
- /**
- * @brief Helper class containing parameters for all types
- * of GPU programs used in a pass.
- */
- template<bool Core>
- class TPassParameters
- {
- public:
- typedef typename TGpuParamsPtrType<Core>::Type GpuParamsType;
- /**
- * @brief Returns a set of GPU parameters based on an index.
- *
- * @note Useful when needing to iterate over all sets of GPU parameters.
- */
- GpuParamsType& getParamByIdx(UINT32 idx)
- {
- GpuParamsType* paramArray[] = { &mVertParams, &mFragParams, &mGeomParams, &mHullParams, &mDomainParams, &mComputeParams };
- return *paramArray[idx];
- }
- /**
- * @brief Sets GPU parameters based on an index.
- *
- * @note Useful when needing to iterate over all sets of GPU parameters.
- */
- void setParamByIdx(UINT32 idx, const GpuParamsType& params)
- {
- GpuParamsType* paramArray[] = { &mVertParams, &mFragParams, &mGeomParams, &mHullParams, &mDomainParams, &mComputeParams };
- (*paramArray[idx]) = params;
- }
- GpuParamsType mVertParams;
- GpuParamsType mFragParams;
- GpuParamsType mGeomParams;
- GpuParamsType mHullParams;
- GpuParamsType mDomainParams;
- GpuParamsType mComputeParams;
- };
- template<bool Core> struct TGpuParamBlockBufferPtrType { };
- template<> struct TGpuParamBlockBufferPtrType<false> { typedef SPtr<GpuParamBlockBuffer> Type; };
- template<> struct TGpuParamBlockBufferPtrType<true> { typedef SPtr<GpuParamBlockBufferCore> Type; };
- template<bool Core> struct TGpuProgramType { };
- template<> struct TGpuProgramType<false> { typedef GpuProgramPtr Type; };
- template<> struct TGpuProgramType<true> { typedef SPtr<GpuProgramCore> Type; };
- /**
- * @brief Contains sim thread pass parameters for each shader stage.
- */
- class BS_CORE_EXPORT PassParameters : public TPassParameters<false>
- {
- public:
- static const UINT32 NUM_PARAMS;
- };
- /**
- * @brief Contains core thread pass parameters for each shader stage.
- */
- class BS_CORE_EXPORT PassParametersCore : public TPassParameters<true>
- {
- public:
- static const UINT32 NUM_PARAMS;
- };
- /**
- * @brief Material that controls how objects are rendered. It is represented by a shader and
- * parameters used to set up that shader. It provides a simple interface for manipulating the parameters.
- */
- class BS_CORE_EXPORT MaterialBase
- {
- public:
- /**
- * @brief Data used to described a structure defined within a shader.
- */
- struct StructData
- {
- StructData()
- :size(0), data(nullptr)
- { }
- StructData(UINT32 _size)
- :size(_size)
- {
- data = std::shared_ptr<void>(bs_alloc(_size), &bs_free);
- }
- /**
- * @brief Writes the specified data to the internal buffer. Caller
- * must ensure size of the provided buffer is correct.
- */
- void write(void* _data)
- {
- memcpy(data.get(), _data, size);
- }
- std::shared_ptr<void> data;
- UINT32 size;
- };
- virtual ~MaterialBase() { }
- protected:
- /**
- * @brief Retrieves a list of all shader GPU parameters, and the GPU program variable names they map to.
- */
- const Map<String, String>& getValidParamNames() const { return mValidParams; }
- /**
- * @copydoc CoreObject::markCoreDirty
- */
- virtual void _markCoreDirty() { }
- /**
- * @copydoc IResourceListener::markResourcesDirty
- */
- virtual void _markResourcesDirty() { }
- /**
- * @brief Returns all GPU parameter descriptions in the specified technique.
- */
- static Vector<GpuParamDescPtr> getAllParamDescs(const SPtr<Technique>& technique);
- /**
- * @brief Returns all GPU parameter descriptions in the specified technique.
- */
- static Vector<GpuParamDescPtr> getAllParamDescs(const SPtr<TechniqueCore>& technique);
- Set<String> mValidShareableParamBlocks;
- Map<String, String> mValidParams; // Also maps Shader param name -> gpu variable name
- };
- /**
- * @copydoc MaterialBase
- */
- template<bool Core>
- class BS_CORE_EXPORT TMaterial : public MaterialBase
- {
- public:
- template<bool Core> struct TPassType {};
- template<> struct TPassType < false > { typedef SPtr<Pass> Type; };
- template<> struct TPassType < true > { typedef SPtr<PassCore> Type; };
- template<bool Core> struct TTechniqueType {};
- template<> struct TTechniqueType < false > { typedef SPtr<Technique> Type; };
- template<> struct TTechniqueType < true > { typedef SPtr<TechniqueCore> Type; };
- template<bool Core> struct TShaderType {};
- template<> struct TShaderType < false > { typedef HShader Type; };
- template<> struct TShaderType < true > { typedef SPtr<ShaderCore> Type; };
- template<bool Core> struct TGpuParamBlockBufferType {};
- template<> struct TGpuParamBlockBufferType < false > { typedef GpuParamBlockBuffer Type; };
- template<> struct TGpuParamBlockBufferType < true > { typedef GpuParamBlockBufferCore Type; };
- template<bool Core> struct TPassParamsType {};
- template<> struct TPassParamsType < false > { typedef PassParameters Type; };
- template<> struct TPassParamsType < true > { typedef PassParametersCore Type; };
- typedef typename TGpuParamsPtrType<Core>::Type GpuParamsType;
- typedef typename TGpuParamTextureType<Core>::Type TextureType;
- typedef typename TGpuParamSamplerStateType<Core>::Type SamplerStateType;
- typedef typename TGpuParamBlockBufferPtrType<Core>::Type ParamBlockPtrType;
- typedef typename TGpuParamBlockBufferType<Core>::Type ParamBlockType;
- typedef typename TGpuProgramType<Core>::Type GpuProgramType;
- typedef typename TPassType<Core>::Type PassType;
- typedef typename TTechniqueType<Core>::Type TechniqueType;
- typedef typename TShaderType<Core>::Type ShaderType;
- typedef typename TPassParamsType<Core>::Type PassParamsType;
- virtual ~TMaterial() { }
- /**
- * @brief Returns the currently active shader.
- */
- ShaderType getShader() const { return mShader; }
- /**
- * @brief Returns the number of passes that are used
- * by the shader used in the material.
- */
- UINT32 getNumPasses() const;
- /**
- * @brief Retrieves a specific shader pass.
- */
- PassType getPass(UINT32 passIdx) const;
- /**
- * @brief Assigns a float value to the shader parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setFloat(const String& name, float value, UINT32 arrayIdx = 0) { return getParamFloat(name).set(value, arrayIdx); }
- /**
- * @brief Assigns a color to the shader parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setColor(const String& name, const Color& value, UINT32 arrayIdx = 0) { return getParamColor(name).set(value, arrayIdx); }
- /**
- * @brief Assigns a 2D vector to the shader parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setVec2(const String& name, const Vector2& value, UINT32 arrayIdx = 0) { return getParamVec2(name).set(value, arrayIdx); }
- /**
- * @brief Assigns a 3D vector to the shader parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setVec3(const String& name, const Vector3& value, UINT32 arrayIdx = 0) { return getParamVec3(name).set(value, arrayIdx); }
- /**
- * @brief Assigns a 4D vector to the shader parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setVec4(const String& name, const Vector4& value, UINT32 arrayIdx = 0) { return getParamVec4(name).set(value, arrayIdx); }
- /**
- * @brief Assigns a 3x3 matrix to the shader parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setMat3(const String& name, const Matrix3& value, UINT32 arrayIdx = 0) { return getParamMat3(name).set(value, arrayIdx); }
- /**
- * @brief Assigns a 4x4 matrix to the shader parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setMat4(const String& name, const Matrix4& value, UINT32 arrayIdx = 0) { return getParamMat4(name).set(value, arrayIdx); }
- /**
- * @brief Assigns a structure to the shader parameter with the specified name.
- *
- * Structure is provided as a raw buffer and caller must ensure structure in buffer
- * matches what the shader expects.
- *
- * Optionally if the parameter is an array you may provide an array index to assign the value to.
- */
- void setStructData(const String& name, void* value, UINT32 size, UINT32 arrayIdx = 0) { return getParamStruct(name).set(value, size, arrayIdx); }
- /** @brief Assigns a texture to the shader parameter with the specified name. */
- void setTexture(const String& name, const TextureType& value) { return getParamTexture(name).set(value); }
- /**
- * @brief Assigns a texture to be used for random load/store operations to the
- * shader parameter with the specified name.
- */
- void setLoadStoreTexture(const String& name, const TextureType& value, const TextureSurface& surface)
- {
- return getParamLoadStoreTexture(name).set(value, surface);
- }
- /** @brief Assigns a sampler state to the shader parameter with the specified name. */
- void setSamplerState(const String& name, const SamplerStateType& value) { return getParamSamplerState(name).set(value); }
- /**
- * @brief Returns a float value assigned with the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- float getFloat(const String& name, UINT32 arrayIdx = 0) const { return getParamFloat(name).get(arrayIdx); }
- /**
- * @brief Returns a color assigned with the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- Color getColor(const String& name, UINT32 arrayIdx = 0) const { return getParamColor(name).get(arrayIdx); }
- /**
- * @brief Returns a 2D vector assigned with the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- Vector2 getVec2(const String& name, UINT32 arrayIdx = 0) const { return getParamVec2(name).get(arrayIdx); }
- /**
- * @brief Returns a 3D vector assigned with the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- Vector3 getVec3(const String& name, UINT32 arrayIdx = 0) const { return getParamVec3(name).get(arrayIdx); }
- /**
- * @brief Returns a 4D vector assigned with the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- Vector4 getVec4(const String& name, UINT32 arrayIdx = 0) const { return getParamVec4(name).get(arrayIdx); }
- /**
- * @brief Returns a 3x3 matrix assigned with the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- Matrix3 getMat3(const String& name, UINT32 arrayIdx = 0) const { return getParamMat3(name).get(arrayIdx); }
- /**
- * @brief Returns a 4x4 matrix assigned with the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- Matrix4 getMat4(const String& name, UINT32 arrayIdx = 0) const { return getParamMat4(name).get(arrayIdx); }
- /** @brief Returns a texture assigned with the parameter with the specified name. */
- TextureType getTexture(const String& name) const { return getParamTexture(name).get(); }
- /** @brief Returns a sampler state assigned with the parameter with the specified name. */
- SamplerStateType getSamplerState(const String& name) const { return getParamSamplerState(name).get(); }
- /**
- * @brief Returns a buffer representing a structure assigned to the parameter with the specified name.
- *
- * Optionally if the parameter is an array you may provide an array index you which to retrieve.
- */
- MaterialBase::StructData getStructData(const String& name, UINT32 arrayIdx = 0) const
- {
- TMaterialParamStruct<Core> structParam = getParamStruct(name);
- MaterialBase::StructData data(structParam.getElementSize());
- structParam.get(data.data.get(), structParam.getElementSize(), arrayIdx);
- return data;
- }
- /**
- * @brief Returns a float GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialDataParam<float, Core> getParamFloat(const String& name) const
- {
- TMaterialDataParam<float, Core> gpuParam;
- getParam(name, gpuParam);
- return gpuParam;
- }
- /**
- * @brief Returns a color GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialDataParam<Color, Core> getParamColor(const String& name) const
- {
- TMaterialDataParam<Color, Core> gpuParam;
- getParam(name, gpuParam);
- return gpuParam;
- }
- /**
- * @brief Returns a 2D vector GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialDataParam<Vector2, Core> getParamVec2(const String& name) const
- {
- TMaterialDataParam<Vector2, Core> gpuParam;
- getParam(name, gpuParam);
- return gpuParam;
- }
- /**
- * @brief Returns a 3D vector GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialDataParam<Vector3, Core> getParamVec3(const String& name) const
- {
- TMaterialDataParam<Vector3, Core> gpuParam;
- getParam(name, gpuParam);
- return gpuParam;
- }
- /**
- * @brief Returns a 4D vector GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialDataParam<Vector4, Core> getParamVec4(const String& name) const
- {
- TMaterialDataParam<Vector4, Core> gpuParam;
- getParam(name, gpuParam);
- return gpuParam;
- }
- /**
- * @brief Returns a 3x3 matrix GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialDataParam<Matrix3, Core> getParamMat3(const String& name) const
- {
- TMaterialDataParam<Matrix3, Core> gpuParam;
- getParam(name, gpuParam);
- return gpuParam;
- }
- /**
- * @brief Returns a 4x4 matrix GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialDataParam<Matrix4, Core> getParamMat4(const String& name) const
- {
- TMaterialDataParam<Matrix4, Core> gpuParam;
- getParam(name, gpuParam);
- return gpuParam;
- }
- /**
- * @brief Returns a structure GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialParamStruct<Core> getParamStruct(const String& name) const;
- /**
- * @brief Returns a texture GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialParamTexture<Core> getParamTexture(const String& name) const;
- /**
- * @brief Returns a GPU parameter for binding a load/store texture. This parameter
- * may be used for more efficiently getting/setting GPU parameter values
- * than calling Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialParamLoadStoreTexture<Core> getParamLoadStoreTexture(const String& name) const;
- /**
- * @brief Returns a sampler state GPU parameter. This parameter may be used for
- * more efficiently getting/setting GPU parameter values than calling
- * Material::get* / Material::set* methods.
- *
- * @note Expected behavior is that you would retrieve this parameter when
- * initially constructing the material, and then use it throughout material
- * lifetime to assign and retrieve parameter values.
- *
- * If material shader changes this handle will be invalidated.
- */
- TMaterialParamSampState<Core> getParamSamplerState(const String& name) const;
- /**
- * @brief Returns a set of parameters for all GPU programs
- * in the specified shader pass.
- */
- SPtr<PassParamsType> getPassParameters(UINT32 passIdx) const { return mParametersPerPass[passIdx]; }
- /**
- * @brief Assign a parameter block buffer with the specified name.
- *
- * @note Parameter block buffers can be used as quick way of setting multiple parameters on a material at once, or
- * potentially sharing parameters between multiple materials. This reduces driver overhead as the parameters
- * in the buffers need only be set once and then reused multiple times.
- */
- void setParamBlockBuffer(const String& name, const ParamBlockPtrType& paramBlock);
- protected:
- /**
- * @brief Allows you to retrieve a handle to a parameter that you can then use for quickly
- * setting and retrieving parameter data. This allows you to set/get parameter data
- * without all the cost of extra lookups otherwise required.
- *
- * @note All of these handles will be invalidated if material shader ever changes. It is up to the
- * caller to keep track of that.
- */
- template <typename T>
- void getParam(const String& name, TMaterialDataParam<T, Core>& output) const;
- /**
- * @brief Assigns a value from a raw buffer to the parameter with the specified name.
- * Buffer must be of sizeof(T) * numElements size and initialized.
- *
- * @note Provided parameter must exist, no checking is done.
- */
- template <typename T>
- void setParamValue(const String& name, UINT8* buffer, UINT32 numElements);
- /**
- * @brief Initializes the material by using the best technique from the currently set shader. Shader
- * must contain the technique that matches the current renderer and render system.
- */
- void initBestTechnique();
- /**
- * @brief Assigns all the default parameters specified in the shader to the material.
- */
- void initDefaultParameters();
- /**
- * @brief Throw an exception if no shader is set, or no acceptable
- * technique was found.
- */
- void throwIfNotInitialized() const;
- Vector<SPtr<PassParamsType>> mParametersPerPass;
- ShaderType mShader;
- TechniqueType mBestTechnique;
- };
- /**
- * @copydoc MaterialBase
- */
- class BS_CORE_EXPORT MaterialCore : public CoreObjectCore, public TMaterial<true>
- {
- public:
- ~MaterialCore() { }
- /**
- * @copydoc Material::setShader
- */
- void setShader(const SPtr<ShaderCore>& shader);
- /**
- * @brief Creates a new material with the specified shader.
- */
- static SPtr<MaterialCore> create(const SPtr<ShaderCore>& shader);
- private:
- friend class Material;
- MaterialCore() { }
- MaterialCore(const SPtr<ShaderCore>& shader);
- MaterialCore(const SPtr<ShaderCore>& shader, const SPtr<TechniqueCore>& bestTechnique,
- const Set<String>& validShareableParamBlocks, const Map<String, String>& validParams,
- const Vector<SPtr<PassParametersCore>>& passParams);
- /**
- * @copydoc CoreObjectCore::syncToCore
- */
- void syncToCore(const CoreSyncData& data) override;
- };
- /**
- * @copydoc MaterialBase
- */
- class BS_CORE_EXPORT Material : public Resource, public TMaterial<false>, public IResourceListener
- {
- public:
- ~Material() { }
- /**
- * @brief Sets a shader that will be used by the material. Best technique within the
- * provided shader will be used for the material.
- *
- * @note Shader must be set before doing any other operations with the material.
- *
- * After setting the shader if change any systems that a shader technique is
- * dependent upon (render system, renderer, etc), you will need to call this
- * method again on all your Materials to make sure technique used is updated.
- */
- void setShader(const HShader& shader);
- /**
- * @brief Retrieves an implementation of a material usable only from the
- * core thread.
- */
- SPtr<MaterialCore> getCore() const;
- /**
- * @copydoc CoreObject::initialize
- */
- void initialize() override;
- /**
- * @brief Creates a deep copy of the material and returns the new object.
- */
- HMaterial Material::clone();
- /**
- * @brief Creates a new empty material.
- *
- * @note Make sure you call Material::setShader before using it.
- */
- static HMaterial create();
- /**
- * @brief Creates a new material with the specified shader.
- */
- static HMaterial create(const HShader& shader);
- private:
- friend class MaterialManager;
- Material();
- Material(const HShader& shader);
- /**
- * @copydoc CoreObject::createCore
- */
- SPtr<CoreObjectCore> createCore() const override;
- /**
- * @copydoc CoreObject::syncToCore
- */
- CoreSyncData syncToCore(FrameAlloc* allocator) override;
- /**
- * @copydoc CoreObject::getCoreDependencies
- */
- void getCoreDependencies(FrameVector<SPtr<CoreObject>>& dependencies) override;
- /**
- * @copydoc CoreObject::markCoreDirty
- */
- void _markCoreDirty() override;
- /**
- * @copydoc IResourceListener::markResourcesDirty
- */
- void _markResourcesDirty() override;
- /**
- * @copydoc IResourceListener::getListenerResources
- */
- void getListenerResources(Vector<HResource>& resources) override;
- /**
- * @copydoc IResourceListener::notifyResourceLoaded
- */
- void notifyResourceLoaded(const HResource& resource) override;
- /**
- * @copydoc IResourceListener::notifyResourceDestroyed
- */
- void notifyResourceDestroyed(const HResource& resource) override;
- /**
- * @copydoc IResourceListener::notifyResourceChanged
- */
- void notifyResourceChanged(const HResource& resource) override;
- /**
- * @copydoc Resource::getResourceDependencies
- */
- void getResourceDependencies(FrameVector<HResource>& dependencies) const override;
- /**
- * @brief Performs material initialization when all resources are ready.
- */
- void initializeIfLoaded();
- UINT32 mLoadFlags;
- /************************************************************************/
- /* RTTI */
- /************************************************************************/
-
- public:
- friend class MaterialRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const override;
- };
- }
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