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. template<bool Core> struct TGpuParamBlockBufferPtrType { };
  21. template<> struct TGpuParamBlockBufferPtrType<false> { typedef SPtr<GpuParamBlockBuffer> Type; };
  22. template<> struct TGpuParamBlockBufferPtrType<true> { typedef SPtr<GpuParamBlockBufferCore> Type; };
  23. template<bool Core> struct TGpuProgramType { };
  24. template<> struct TGpuProgramType<false> { typedef SPtr<GpuProgram> Type; };
  25. template<> struct TGpuProgramType<true> { typedef SPtr<GpuProgramCore> Type; };
  26. template<bool Core> struct TShaderType {};
  27. template<> struct TShaderType < false > { typedef HShader Type; };
  28. template<> struct TShaderType < true > { typedef SPtr<ShaderCore> Type; };
  29. template<bool Core> struct TGpuParamBlockBufferType {};
  30. template<> struct TGpuParamBlockBufferType < false > { typedef GpuParamBlockBuffer Type; };
  31. template<> struct TGpuParamBlockBufferType < true > { typedef GpuParamBlockBufferCore Type; };
  32. template<bool Core> struct TGpuParamsSetType {};
  33. template<> struct TGpuParamsSetType < false > { typedef GpuParamsSet Type; };
  34. template<> struct TGpuParamsSetType < true > { typedef GpuParamsSetCore Type; };
  35. /**
  36. * Material that controls how objects are rendered. It is represented by a shader and parameters used to set up that
  37. * shader. It provides a simple interface for manipulating the parameters.
  38. */
  39. class BS_CORE_EXPORT MaterialBase
  40. {
  41. public:
  42. /** Data used to describe a structure defined within a shader. */
  43. struct StructData
  44. {
  45. StructData()
  46. :data(nullptr), size(0)
  47. { }
  48. StructData(UINT32 _size)
  49. :size(_size)
  50. {
  51. data = std::shared_ptr<void>(bs_alloc(_size), (void(*)(void*))&bs_free);
  52. }
  53. /**
  54. * Writes the specified data to the internal buffer. Caller must ensure size of the provided buffer is correct.
  55. */
  56. void write(void* _data)
  57. {
  58. memcpy(data.get(), _data, size);
  59. }
  60. SPtr<void> data;
  61. UINT32 size;
  62. };
  63. MaterialBase() { }
  64. virtual ~MaterialBase() { }
  65. protected:
  66. /** Marks the contents of the sim thread object as dirty, causing it to sync with its core thread counterpart. */
  67. virtual void _markCoreDirty() { }
  68. /** @copydoc CoreObject::markDependenciesDirty */
  69. virtual void _markDependenciesDirty() { }
  70. /** @copydoc IResourceListener::markListenerResourcesDirty */
  71. virtual void _markResourcesDirty() { }
  72. };
  73. /** @copydoc MaterialBase */
  74. template<bool Core>
  75. class BS_CORE_EXPORT TMaterial : public MaterialBase
  76. {
  77. public:
  78. typedef typename TGpuParamTextureType<Core>::Type TextureType;
  79. typedef typename TGpuBufferType<Core>::Type BufferType;
  80. typedef typename TGpuParamSamplerStateType<Core>::Type SamplerStateType;
  81. typedef typename TGpuProgramType<Core>::Type GpuProgramType;
  82. typedef typename TPassType<Core>::Type PassType;
  83. typedef typename TTechniqueType<Core>::Type TechniqueType;
  84. typedef typename TShaderType<Core>::Type ShaderType;
  85. typedef typename TGpuParamsSetType<Core>::Type GpuParamsSetType;
  86. typedef typename TMaterialParamsType<Core>::Type MaterialParamsType;
  87. TMaterial() { }
  88. virtual ~TMaterial() { }
  89. /** Returns the currently active shader. */
  90. ShaderType getShader() const { return mShader; }
  91. /** Returns the total number of techniques supported by this material. */
  92. UINT32 getNumTechniques() const { return (UINT32)mTechniques.size(); }
  93. /** Attempts to find a technique with the supported tag. Returns an index of the technique, or -1 if not found. */
  94. UINT32 findTechnique(const StringID& tag);
  95. /**
  96. * Returns the number of passes that are used by the technique at the specified index.
  97. *
  98. * @param[in] techniqueIdx Index of the technique to retrieve the number of passes for. 0 is always guaranteed
  99. * to be the default technique.
  100. * @return Number of passes used by the technique.
  101. */
  102. UINT32 getNumPasses(UINT32 techniqueIdx = 0) const;
  103. /**
  104. * Retrieves a specific shader pass from the provided technique.
  105. *
  106. * @param[in] passIdx Sequential index of the pass to retrieve.
  107. * @param[in] techniqueIdx Index of the technique to retrieve the pass for. 0 is always guaranteed to be
  108. * the default technique.
  109. * @return Pass if found, null otherwise.
  110. */
  111. SPtr<PassType> getPass(UINT32 passIdx = 0, UINT32 techniqueIdx = 0) const;
  112. /**
  113. * Creates a set of GpuParams that may be used for binding material parameters to the GPU. The expected behaviour
  114. * is to create a set of GpuParams per-technique once, and then before binding them to the GPU call
  115. * updateParamsSet() to ensure any dirty parameters are transfered from the material to GpuParams. You may also
  116. * use the parameter set to manually modify parameters on a per-program basis, in which case no further updates from
  117. * the material are necessary.
  118. */
  119. SPtr<GpuParamsSetType> createParamsSet(UINT32 techniqueIdx = 0);
  120. /**
  121. * Updates the provided parameter set by recording in it any changes that were made since the last call. It is
  122. * assumed only a single parameter set exists per-material per-technique. If there are multiple the material
  123. * will not be able to track which parameters were updated since the last call.
  124. *
  125. * @param[in] paramsSet Parameter set to update.
  126. * @param[in] technique Technique to update the parameters for. The parameter set provided must have been
  127. * created using createParamsSet() using this same technique index.
  128. * @param[in] forceRefresh If true all material parameters will be assigned to the params set, regardless if
  129. * they are marked dirty or not.
  130. */
  131. void updateParamsSet(const SPtr<GpuParamsSetType>& paramsSet, UINT32 techniqueIdx = 0, bool forceRefresh = false);
  132. /**
  133. * Assigns a float value to the shader parameter with the specified name.
  134. *
  135. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  136. */
  137. void setFloat(const String& name, float value, UINT32 arrayIdx = 0) { return getParamFloat(name).set(value, arrayIdx); }
  138. /**
  139. * Assigns a color to the shader parameter with the specified name.
  140. *
  141. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  142. */
  143. void setColor(const String& name, const Color& value, UINT32 arrayIdx = 0) { return getParamColor(name).set(value, arrayIdx); }
  144. /**
  145. * Assigns a 2D vector to the shader parameter with the specified name.
  146. *
  147. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  148. */
  149. void setVec2(const String& name, const Vector2& value, UINT32 arrayIdx = 0) { return getParamVec2(name).set(value, arrayIdx); }
  150. /**
  151. * Assigns a 3D vector to the shader parameter with the specified name.
  152. *
  153. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  154. */
  155. void setVec3(const String& name, const Vector3& value, UINT32 arrayIdx = 0) { return getParamVec3(name).set(value, arrayIdx); }
  156. /**
  157. * Assigns a 4D vector to the shader parameter with the specified name.
  158. *
  159. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  160. */
  161. void setVec4(const String& name, const Vector4& value, UINT32 arrayIdx = 0) { return getParamVec4(name).set(value, arrayIdx); }
  162. /**
  163. * Assigns a 3x3 matrix to the shader parameter with the specified name.
  164. *
  165. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  166. */
  167. void setMat3(const String& name, const Matrix3& value, UINT32 arrayIdx = 0) { return getParamMat3(name).set(value, arrayIdx); }
  168. /**
  169. * Assigns a 4x4 matrix to the shader parameter with the specified name.
  170. *
  171. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  172. */
  173. void setMat4(const String& name, const Matrix4& value, UINT32 arrayIdx = 0) { return getParamMat4(name).set(value, arrayIdx); }
  174. /**
  175. * Assigns a structure to the shader parameter with the specified name.
  176. *
  177. * Structure is provided as a raw buffer and caller must ensure structure in buffer matches what the shader expects.
  178. *
  179. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  180. */
  181. void setStructData(const String& name, void* value, UINT32 size, UINT32 arrayIdx = 0) { return getParamStruct(name).set(value, size, arrayIdx); }
  182. /** Assigns a texture to the shader parameter with the specified name. */
  183. void setTexture(const String& name, const TextureType& value) { return getParamTexture(name).set(value); }
  184. /** Assigns a texture to be used for random load/store operations to the shader parameter with the specified name. */
  185. void setLoadStoreTexture(const String& name, const TextureType& value, const TextureSurface& surface)
  186. {
  187. return getParamLoadStoreTexture(name).set(value, surface);
  188. }
  189. /** Assigns a buffer to the shader parameter with the specified name. */
  190. void setBuffer(const String& name, const BufferType& value) { return getParamBuffer(name).set(value); }
  191. /** Assigns a sampler state to the shader parameter with the specified name. */
  192. void setSamplerState(const String& name, const SamplerStateType& value) { return getParamSamplerState(name).set(value); }
  193. /**
  194. * Returns a float value assigned with the parameter with the specified name.
  195. *
  196. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  197. */
  198. float getFloat(const String& name, UINT32 arrayIdx = 0) const { return getParamFloat(name).get(arrayIdx); }
  199. /**
  200. * Returns a color assigned with the parameter with the specified name.
  201. *
  202. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  203. */
  204. Color getColor(const String& name, UINT32 arrayIdx = 0) const { return getParamColor(name).get(arrayIdx); }
  205. /**
  206. * Returns a 2D vector assigned with the parameter with the specified name.
  207. *
  208. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  209. */
  210. Vector2 getVec2(const String& name, UINT32 arrayIdx = 0) const { return getParamVec2(name).get(arrayIdx); }
  211. /**
  212. * Returns a 3D vector assigned with the parameter with the specified name.
  213. *
  214. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  215. */
  216. Vector3 getVec3(const String& name, UINT32 arrayIdx = 0) const { return getParamVec3(name).get(arrayIdx); }
  217. /**
  218. * Returns a 4D vector assigned with the parameter with the specified name.
  219. *
  220. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  221. */
  222. Vector4 getVec4(const String& name, UINT32 arrayIdx = 0) const { return getParamVec4(name).get(arrayIdx); }
  223. /**
  224. * Returns a 3x3 matrix assigned with the parameter with the specified name.
  225. *
  226. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  227. */
  228. Matrix3 getMat3(const String& name, UINT32 arrayIdx = 0) const { return getParamMat3(name).get(arrayIdx); }
  229. /**
  230. * Returns a 4x4 matrix assigned with the parameter with the specified name.
  231. *
  232. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  233. */
  234. Matrix4 getMat4(const String& name, UINT32 arrayIdx = 0) const { return getParamMat4(name).get(arrayIdx); }
  235. /** Returns a texture assigned with the parameter with the specified name. */
  236. TextureType getTexture(const String& name) const { return getParamTexture(name).get(); }
  237. /** Returns a sampler state assigned with the parameter with the specified name. */
  238. SamplerStateType getSamplerState(const String& name) const { return getParamSamplerState(name).get(); }
  239. /**
  240. * Returns a buffer representing a structure assigned to the parameter with the specified name.
  241. *
  242. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  243. */
  244. MaterialBase::StructData getStructData(const String& name, UINT32 arrayIdx = 0) const
  245. {
  246. TMaterialParamStruct<Core> structParam = getParamStruct(name);
  247. MaterialBase::StructData data(structParam.getElementSize());
  248. structParam.get(data.data.get(), structParam.getElementSize(), arrayIdx);
  249. return data;
  250. }
  251. /**
  252. * Returns a float GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  253. * values than calling Material::get* / Material::set* methods.
  254. *
  255. * @note
  256. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  257. * use it throughout material lifetime to assign and retrieve parameter values.
  258. * @note
  259. * If material shader changes this handle will be invalidated.
  260. */
  261. TMaterialDataParam<float, Core> getParamFloat(const String& name) const
  262. {
  263. TMaterialDataParam<float, Core> gpuParam;
  264. getParam(name, gpuParam);
  265. return gpuParam;
  266. }
  267. /**
  268. * Returns a color GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  269. * values than calling Material::get* / Material::set* methods.
  270. *
  271. * @note
  272. * Expected behavior is that you would retrieve this parameter when initially constructing the material,
  273. * and then use it throughout material lifetime to assign and retrieve parameter values.
  274. * @note
  275. * If material shader changes this handle will be invalidated.
  276. */
  277. TMaterialDataParam<Color, Core> getParamColor(const String& name) const
  278. {
  279. TMaterialDataParam<Color, Core> gpuParam;
  280. getParam(name, gpuParam);
  281. return gpuParam;
  282. }
  283. /**
  284. * Returns a 2D vector 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<Vector2, Core> getParamVec2(const String& name) const
  294. {
  295. TMaterialDataParam<Vector2, Core> gpuParam;
  296. getParam(name, gpuParam);
  297. return gpuParam;
  298. }
  299. /**
  300. * Returns a 3D vector 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, and then
  305. * 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<Vector3, Core> getParamVec3(const String& name) const
  310. {
  311. TMaterialDataParam<Vector3, Core> gpuParam;
  312. getParam(name, gpuParam);
  313. return gpuParam;
  314. }
  315. /**
  316. * Returns a 4D 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<Vector4, Core> getParamVec4(const String& name) const
  326. {
  327. TMaterialDataParam<Vector4, Core> gpuParam;
  328. getParam(name, gpuParam);
  329. return gpuParam;
  330. }
  331. /**
  332. * Returns a 3x3 matrix GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  333. * parameter 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<Matrix3, Core> getParamMat3(const String& name) const
  342. {
  343. TMaterialDataParam<Matrix3, Core> gpuParam;
  344. getParam(name, gpuParam);
  345. return gpuParam;
  346. }
  347. /**
  348. * Returns a 4x4 matrix 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<Matrix4, Core> getParamMat4(const String& name) const
  358. {
  359. TMaterialDataParam<Matrix4, Core> gpuParam;
  360. getParam(name, gpuParam);
  361. return gpuParam;
  362. }
  363. /**
  364. * Returns a structure GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  365. * 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. TMaterialParamStruct<Core> getParamStruct(const String& name) const;
  374. /**
  375. * Returns a texture GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  376. * values than calling Material::get* / Material::set* methods.
  377. *
  378. * @note
  379. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  380. * use it throughout material lifetime to assign and retrieve parameter values.
  381. * @note
  382. * If material shader changes this handle will be invalidated.
  383. */
  384. TMaterialParamTexture<Core> getParamTexture(const String& name) const;
  385. /**
  386. * Returns a GPU parameter for binding a load/store texture. This parameter may be used for more efficiently
  387. * getting/setting GPU parameter values than calling Material::get* / Material::set* methods.
  388. *
  389. * @note
  390. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  391. * use it throughout material lifetime to assign and retrieve parameter values.
  392. * @note
  393. * If material shader changes this handle will be invalidated.
  394. */
  395. TMaterialParamLoadStoreTexture<Core> getParamLoadStoreTexture(const String& name) const;
  396. /**
  397. * Returns a buffer GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  398. * values than calling Material::get* / Material::set* methods.
  399. *
  400. * @note
  401. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  402. * use it throughout material lifetime to assign and retrieve parameter values.
  403. * @note
  404. * If material shader changes this handle will be invalidated.
  405. */
  406. TMaterialParamBuffer<Core> getParamBuffer(const String& name) const;
  407. /**
  408. * Returns a sampler state GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  409. * parameter values than calling Material::get* / Material::set* methods.
  410. *
  411. * @note
  412. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  413. * use it throughout material lifetime to assign and retrieve parameter values.
  414. * @note
  415. * If material shader changes this handle will be invalidated.
  416. */
  417. TMaterialParamSampState<Core> getParamSamplerState(const String& name) const;
  418. /**
  419. * Allows you to retrieve a handle to a parameter that you can then use for quickly setting and retrieving parameter
  420. * data. This allows you to set/get parameter data without all the cost of extra lookups otherwise required.
  421. *
  422. * @note
  423. * All of these handles will be invalidated if material shader ever changes. It is up to the caller to keep track
  424. * of that.
  425. */
  426. template <typename T>
  427. void getParam(const String& name, TMaterialDataParam<T, Core>& output) const;
  428. /**
  429. * @name Internal
  430. * @{
  431. */
  432. /**
  433. * Returns an object containg all of material's parameters. Allows the caller to manipulate the parameters more
  434. * directly.
  435. */
  436. SPtr<MaterialParamsType> _getInternalParams() const { return mParams; }
  437. /** @} */
  438. protected:
  439. /**
  440. * Assigns a value from a raw buffer to the parameter with the specified name. Buffer must be of sizeof(T) *
  441. * numElements size and initialized.
  442. *
  443. * @note Provided parameter must exist, no checking is done.
  444. */
  445. template <typename T>
  446. void setParamValue(const String& name, UINT8* buffer, UINT32 numElements);
  447. /**
  448. * Initializes the material by using the compatible techniques from the currently set shader. Shader must contain
  449. * the techniques that matches the current renderer and render system.
  450. */
  451. void initializeTechniques();
  452. /** Assigns all the default parameters specified in the shader to the material. */
  453. void initDefaultParameters();
  454. /** Throw an exception if no shader is set, or no acceptable technique was found. */
  455. void throwIfNotInitialized() const;
  456. ShaderType mShader;
  457. SPtr<MaterialParamsType> mParams;
  458. Vector<SPtr<TechniqueType>> mTechniques;
  459. };
  460. /** @} */
  461. /** @addtogroup Material-Internal
  462. * @{
  463. */
  464. /** @copydoc MaterialBase */
  465. class BS_CORE_EXPORT MaterialCore : public CoreObjectCore, public TMaterial<true>
  466. {
  467. public:
  468. ~MaterialCore() { }
  469. /** @copydoc Material::setShader */
  470. void setShader(const SPtr<ShaderCore>& shader);
  471. /** Returns any custom data set by the renderer. */
  472. const Any& getRendererData() const { return mRendererData; }
  473. /**
  474. * Sets renderer-specific data on the material. This can by anything the renderer requires, as its not used by the
  475. * material directly.
  476. */
  477. void setRendererData(const Any& data) { mRendererData = data; }
  478. /**
  479. * Returns a version number that increments whenever the material's shader changes. Allows external systems to know
  480. * when they need to rebuild relevant cached data.
  481. */
  482. UINT32 getVersion() const { return mVersion; }
  483. /** Creates a new material with the specified shader. */
  484. static SPtr<MaterialCore> create(const SPtr<ShaderCore>& shader);
  485. private:
  486. friend class Material;
  487. MaterialCore() { }
  488. MaterialCore(const SPtr<ShaderCore>& shader);
  489. MaterialCore(const SPtr<ShaderCore>& shader, const Vector<SPtr<TechniqueCore>>& techniques,
  490. const SPtr<MaterialParamsCore>& materialParams);
  491. /** @copydoc CoreObjectCore::syncToCore */
  492. void syncToCore(const CoreSyncData& data) override;
  493. Any mRendererData;
  494. UINT32 mVersion;
  495. };
  496. /** @} */
  497. /** @addtogroup Material
  498. * @{
  499. */
  500. /** @copydoc MaterialBase */
  501. class BS_CORE_EXPORT Material : public Resource, public TMaterial<false>, public IResourceListener
  502. {
  503. public:
  504. ~Material() { }
  505. /**
  506. * Sets a shader that will be used by the material. Best technique within the provided shader will be used for the
  507. * material.
  508. *
  509. * @note
  510. * Shader must be set before doing any other operations with the material.
  511. * @note
  512. * After setting the shader if you change the implementation of systems that a shader technique is dependent upon
  513. * (render system, renderer, etc), you will need to call this method again on all your Materials to make sure
  514. * technique used is updated.
  515. */
  516. void setShader(const HShader& shader);
  517. /** Retrieves an implementation of a material usable only from the core thread. */
  518. SPtr<MaterialCore> getCore() const;
  519. /** @copydoc CoreObject::initialize */
  520. void initialize() override;
  521. /** Creates a deep copy of the material and returns the new object. */
  522. HMaterial clone();
  523. /**
  524. * Creates a new empty material.
  525. *
  526. * @note Make sure you call Material::setShader before using it.
  527. */
  528. static HMaterial create();
  529. /** Creates a new material with the specified shader. */
  530. static HMaterial create(const HShader& shader);
  531. private:
  532. friend class MaterialManager;
  533. Material();
  534. Material(const HShader& shader);
  535. /** @copydoc CoreObject::createCore */
  536. SPtr<CoreObjectCore> createCore() const override;
  537. /** @copydoc CoreObject::syncToCore */
  538. CoreSyncData syncToCore(FrameAlloc* allocator) override;
  539. /** @copydoc CoreObject::getCoreDependencies */
  540. void getCoreDependencies(Vector<CoreObject*>& dependencies) override;
  541. /** @copydoc CoreObject::markCoreDirty */
  542. void _markCoreDirty() override;
  543. /** @copydoc CoreObject::markDependenciesDirty */
  544. void _markDependenciesDirty() override;
  545. /** @copydoc IResourceListener::markResourcesDirty */
  546. void _markResourcesDirty() override;
  547. /** @copydoc IResourceListener::getListenerResources */
  548. void getListenerResources(Vector<HResource>& resources) override;
  549. /** @copydoc IResourceListener::notifyResourceLoaded */
  550. void notifyResourceLoaded(const HResource& resource) override;
  551. /** @copydoc IResourceListener::notifyResourceChanged */
  552. void notifyResourceChanged(const HResource& resource) override;
  553. /** @copydoc Resource::getResourceDependencies */
  554. void getResourceDependencies(FrameVector<HResource>& dependencies) const override;
  555. /** Performs material initialization when all resources are ready. */
  556. void initializeIfLoaded();
  557. /**
  558. * Uses the provided list of parameters to try to set every parameter in this material. Parameter whose name, type
  559. * or size don't match are ignored and will not be set.
  560. */
  561. void setParams(const SPtr<MaterialParams>& params);
  562. UINT32 mLoadFlags;
  563. /************************************************************************/
  564. /* RTTI */
  565. /************************************************************************/
  566. public:
  567. friend class MaterialRTTI;
  568. static RTTITypeBase* getRTTIStatic();
  569. RTTITypeBase* getRTTI() const override;
  570. };
  571. /** @} */
  572. }