BsMaterial.h 19 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsResource.h"
  4. #include "BsMaterialProxy.h"
  5. #include "BsGpuParam.h"
  6. #include "BsVector2.h"
  7. #include "BsVector3.h"
  8. #include "BsVector4.h"
  9. #include "BsMatrix3.h"
  10. #include "BsMatrix4.h"
  11. namespace BansheeEngine
  12. {
  13. /**
  14. * @brief Helper class containing parameters for all types
  15. * of GPU programs used in a pass.
  16. */
  17. class BS_CORE_EXPORT PassParameters
  18. {
  19. public:
  20. GpuParamsPtr mVertParams;
  21. GpuParamsPtr mFragParams;
  22. GpuParamsPtr mGeomParams;
  23. GpuParamsPtr mHullParams;
  24. GpuParamsPtr mDomainParams;
  25. GpuParamsPtr mComputeParams;
  26. /**
  27. * @brief 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. GpuParamsPtr& getParamByIdx(UINT32 idx)
  32. {
  33. GpuParamsPtr* paramArray[] = {&mVertParams, &mFragParams, &mGeomParams, &mHullParams, &mDomainParams, &mComputeParams};
  34. return *paramArray[idx];
  35. }
  36. /**
  37. * @brief Returns the total number of stored sets of
  38. * GPU parameters in this object.
  39. */
  40. UINT32 getNumParams() const { return 6; }
  41. };
  42. /**
  43. * @brief Material represents a shader and parameters used to set up
  44. * that shader. It provides a simple interface for manipulating the
  45. * parameters.
  46. */
  47. class BS_CORE_EXPORT Material : public Resource
  48. {
  49. public:
  50. /**
  51. * @brief Data used to described a structure defined within a shader.
  52. */
  53. struct StructData
  54. {
  55. StructData()
  56. :size(0), data(nullptr)
  57. { }
  58. StructData(UINT32 _size)
  59. :size(_size)
  60. {
  61. data = std::shared_ptr<void>(bs_alloc<ScratchAlloc>(_size), &bs_free<ScratchAlloc>);
  62. }
  63. /**
  64. * @brief Writes the specified data to the internal buffer. Caller
  65. * must ensure size of the provided buffer is correct.
  66. */
  67. void write(void* _data)
  68. {
  69. memcpy(data.get(), _data, size);
  70. }
  71. std::shared_ptr<void> data;
  72. UINT32 size;
  73. };
  74. ~Material();
  75. /**
  76. * @brief Sets a shader that will be used by the material. Best technique within the
  77. * provided shader will be used for the material.
  78. *
  79. * @note Shader must be set before doing any other operations with the material.
  80. *
  81. * After setting the shader if change any systems that a shader technique is
  82. * dependent upon (render system, renderer, etc), you will need to call this
  83. * method again on all your Materials to make sure technique used is updated.
  84. */
  85. void setShader(ShaderPtr shader);
  86. /**
  87. * @brief Returns the currently active shader.
  88. */
  89. ShaderPtr getShader() const { return mShader; }
  90. /** @brief Assigns a texture to the shader parameter with the specified name. */
  91. void setTexture(const String& name, const HTexture& value) { return getParamTexture(name).set(value); }
  92. /** @brief Assigns a sampler state to the shader parameter with the specified name. */
  93. void setSamplerState(const String& name, const HSamplerState& value) { return getParamSamplerState(name).set(value); }
  94. /**
  95. * @brief Assigns a float value to the shader parameter with the specified name.
  96. *
  97. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  98. */
  99. void setFloat(const String& name, float value, UINT32 arrayIdx = 0) { return getParamFloat(name).set(value, arrayIdx); }
  100. /**
  101. * @brief Assigns a color to the shader parameter with the specified name.
  102. *
  103. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  104. */
  105. void setColor(const String& name, const Color& value, UINT32 arrayIdx = 0);
  106. /**
  107. * @brief Assigns a 2D vector to the shader parameter with the specified name.
  108. *
  109. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  110. */
  111. void setVec2(const String& name, const Vector2& value, UINT32 arrayIdx = 0) { return getParamVec2(name).set(value, arrayIdx); }
  112. /**
  113. * @brief Assigns a 3D vector to the shader parameter with the specified name.
  114. *
  115. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  116. */
  117. void setVec3(const String& name, const Vector3& value, UINT32 arrayIdx = 0) { return getParamVec3(name).set(value, arrayIdx); }
  118. /**
  119. * @brief Assigns a 4D vector to the shader parameter with the specified name.
  120. *
  121. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  122. */
  123. void setVec4(const String& name, const Vector4& value, UINT32 arrayIdx = 0) { return getParamVec4(name).set(value, arrayIdx); }
  124. /**
  125. * @brief Assigns a 3x3 matrix to the shader parameter with the specified name.
  126. *
  127. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  128. */
  129. void setMat3(const String& name, const Matrix3& value, UINT32 arrayIdx = 0) { return getParamMat3(name).set(value, arrayIdx); }
  130. /**
  131. * @brief Assigns a 4x4 matrix to the shader parameter with the specified name.
  132. *
  133. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  134. */
  135. void setMat4(const String& name, const Matrix4& value, UINT32 arrayIdx = 0) { return getParamMat4(name).set(value, arrayIdx); }
  136. /**
  137. * @brief Assigns a structure to the shader parameter with the specified name.
  138. *
  139. * Structure is provided as a raw buffer and caller must ensure structure in buffer
  140. * matches what the shader expects.
  141. *
  142. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  143. */
  144. void setStructData(const String& name, void* value, UINT32 size, UINT32 arrayIdx = 0) { return getParamStruct(name).set(value, size, arrayIdx); }
  145. /**
  146. * @brief Sets a render queue in which will objects with this material be rendered in. Objects
  147. * with smaller render queue number will get rendered before objects with a large one.
  148. *
  149. * @note This flag can be differently interpreted by renderers but normally you want to separate out
  150. * opaque and transparent objects as they usually require slightly different render ordering.
  151. */
  152. void setRenderQueue(INT16 renderQueue) { mRenderQueue = renderQueue; }
  153. /**
  154. * @brief Assign a parameter block buffer with the specified name.
  155. *
  156. * @note Parameter block buffers can be used as quick way of setting multiple parameters on a material at once, or
  157. * potentially sharing parameters between multiple materials. This reduces driver overhead as the parameters
  158. * in the buffers need only be set once and then reused multiple times.
  159. */
  160. void setParamBlockBuffer(const String& name, const GpuParamBlockBufferPtr& paramBlock);
  161. /** @brief Returns a texture assigned with the parameter with the specified name. */
  162. HTexture getTexture(const String& name) const { return getParamTexture(name).get(); }
  163. /** @brief Returns a sampler state assigned with the parameter with the specified name. */
  164. HSamplerState getSamplerState(const String& name) const { return getParamSamplerState(name).get(); }
  165. /**
  166. * @brief Returns a float value assigned with the parameter with the specified name.
  167. *
  168. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  169. */
  170. float getFloat(const String& name, UINT32 arrayIdx = 0) const { return getParamFloat(name).get(arrayIdx); }
  171. /**
  172. * @brief Returns a 2D vector assigned with the parameter with the specified name.
  173. *
  174. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  175. */
  176. Vector2 getVec2(const String& name, UINT32 arrayIdx = 0) const { return getParamVec2(name).get(arrayIdx); }
  177. /**
  178. * @brief Returns a 3D vector assigned with the parameter with the specified name.
  179. *
  180. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  181. */
  182. Vector3 getVec3(const String& name, UINT32 arrayIdx = 0) const { return getParamVec3(name).get(arrayIdx); }
  183. /**
  184. * @brief Returns a 4D vector assigned with the parameter with the specified name.
  185. *
  186. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  187. */
  188. Vector4 getVec4(const String& name, UINT32 arrayIdx = 0) const { return getParamVec4(name).get(arrayIdx); }
  189. /**
  190. * @brief Returns a 3x3 matrix assigned with the parameter with the specified name.
  191. *
  192. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  193. */
  194. Matrix3 getMat3(const String& name, UINT32 arrayIdx = 0) const { return getParamMat3(name).get(arrayIdx); }
  195. /**
  196. * @brief Returns a 4x4 matrix assigned with the parameter with the specified name.
  197. *
  198. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  199. */
  200. Matrix4 getMat4(const String& name, UINT32 arrayIdx = 0) const { return getParamMat4(name).get(arrayIdx); }
  201. /**
  202. * @brief Returns a buffer representing a structure assigned to the parameter with the specified name.
  203. *
  204. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  205. */
  206. StructData getStructData(const String& name, UINT32 arrayIdx = 0) const;
  207. /**
  208. * @brief Returns a float GPU parameter. This parameter may be used for
  209. * more efficiently getting/setting GPU parameter values than calling
  210. * Material::get* / Material::set* methods.
  211. *
  212. * @note Expected behavior is that you would retrieve this parameter when
  213. * initially constructing the material, and then use it throughout material
  214. * lifetime to assign and retrieve parameter values.
  215. *
  216. * If material shader changes this handle will be invalidated.
  217. */
  218. GpuParamFloat getParamFloat(const String& name) const;
  219. /**
  220. * @brief Returns a 2D vector GPU parameter. This parameter may be used for
  221. * more efficiently getting/setting GPU parameter values than calling
  222. * Material::get* / Material::set* methods.
  223. *
  224. * @note Expected behavior is that you would retrieve this parameter when
  225. * initially constructing the material, and then use it throughout material
  226. * lifetime to assign and retrieve parameter values.
  227. *
  228. * If material shader changes this handle will be invalidated.
  229. */
  230. GpuParamVec2 getParamVec2(const String& name) const;
  231. /**
  232. * @brief Returns a 3D vector GPU parameter. This parameter may be used for
  233. * more efficiently getting/setting GPU parameter values than calling
  234. * Material::get* / Material::set* methods.
  235. *
  236. * @note Expected behavior is that you would retrieve this parameter when
  237. * initially constructing the material, and then use it throughout material
  238. * lifetime to assign and retrieve parameter values.
  239. *
  240. * If material shader changes this handle will be invalidated.
  241. */
  242. GpuParamVec3 getParamVec3(const String& name) const;
  243. /**
  244. * @brief Returns a 4D vector GPU parameter. This parameter may be used for
  245. * more efficiently getting/setting GPU parameter values than calling
  246. * Material::get* / Material::set* methods.
  247. *
  248. * @note Expected behavior is that you would retrieve this parameter when
  249. * initially constructing the material, and then use it throughout material
  250. * lifetime to assign and retrieve parameter values.
  251. *
  252. * If material shader changes this handle will be invalidated.
  253. */
  254. GpuParamVec4 getParamVec4(const String& name) const;
  255. /**
  256. * @brief Returns a 3x3 matrix GPU parameter. This parameter may be used for
  257. * more efficiently getting/setting GPU parameter values than calling
  258. * Material::get* / Material::set* methods.
  259. *
  260. * @note Expected behavior is that you would retrieve this parameter when
  261. * initially constructing the material, and then use it throughout material
  262. * lifetime to assign and retrieve parameter values.
  263. *
  264. * If material shader changes this handle will be invalidated.
  265. */
  266. GpuParamMat3 getParamMat3(const String& name) const;
  267. /**
  268. * @brief Returns a 4x4 matrix GPU parameter. This parameter may be used for
  269. * more efficiently getting/setting GPU parameter values than calling
  270. * Material::get* / Material::set* methods.
  271. *
  272. * @note Expected behavior is that you would retrieve this parameter when
  273. * initially constructing the material, and then use it throughout material
  274. * lifetime to assign and retrieve parameter values.
  275. *
  276. * If material shader changes this handle will be invalidated.
  277. */
  278. GpuParamMat4 getParamMat4(const String& name) const;
  279. /**
  280. * @brief Returns a structure GPU parameter. This parameter may be used for
  281. * more efficiently getting/setting GPU parameter values than calling
  282. * Material::get* / Material::set* methods.
  283. *
  284. * @note Expected behavior is that you would retrieve this parameter when
  285. * initially constructing the material, and then use it throughout material
  286. * lifetime to assign and retrieve parameter values.
  287. *
  288. * If material shader changes this handle will be invalidated.
  289. */
  290. GpuParamStruct getParamStruct(const String& name) const;
  291. /**
  292. * @brief Returns a texture GPU parameter. This parameter may be used for
  293. * more efficiently getting/setting GPU parameter values than calling
  294. * Material::get* / Material::set* methods.
  295. *
  296. * @note Expected behavior is that you would retrieve this parameter when
  297. * initially constructing the material, and then use it throughout material
  298. * lifetime to assign and retrieve parameter values.
  299. *
  300. * If material shader changes this handle will be invalidated.
  301. */
  302. GpuParamTexture getParamTexture(const String& name) const;
  303. /**
  304. * @brief Returns a sampler state GPU parameter. This parameter may be used for
  305. * more efficiently getting/setting GPU parameter values than calling
  306. * Material::get* / Material::set* methods.
  307. *
  308. * @note Expected behavior is that you would retrieve this parameter when
  309. * initially constructing the material, and then use it throughout material
  310. * lifetime to assign and retrieve parameter values.
  311. *
  312. * If material shader changes this handle will be invalidated.
  313. */
  314. GpuParamSampState getParamSamplerState(const String& name) const;
  315. /**
  316. * @brief Returns the currently set render queue.
  317. *
  318. * @see Material::setRenderQueue
  319. */
  320. INT16 getRenderQueue() const { return mRenderQueue; }
  321. /**
  322. * @brief Returns the number of passes that are used
  323. * by the shader contained in the material.
  324. */
  325. UINT32 getNumPasses() const;
  326. /**
  327. * @brief Retrieves a specific shader pass.
  328. */
  329. PassPtr getPass(UINT32 passIdx) const;
  330. /**
  331. * @brief Returns a set of parameters for all GPU programs
  332. * in the specified shader pass.
  333. */
  334. PassParametersPtr getPassParameters(UINT32 passIdx) const;
  335. // TODO UNDOCUMENTED
  336. MaterialProxy _createProxy(FrameAlloc* allocator);
  337. /**
  338. * @brief Creates a new empty material.
  339. *
  340. * @note Make sure you call Material::setShader before using it.
  341. */
  342. static HMaterial create();
  343. /**
  344. * @brief Creates a new material with the specified shader.
  345. */
  346. static HMaterial create(ShaderPtr shader);
  347. protected:
  348. /**
  349. * @copydoc Resource::destroy_internal
  350. */
  351. void destroy_internal();
  352. /**
  353. * @brief Allows you to retrieve a handle to a parameter that you can then use for quickly
  354. * setting and retrieving parameter data. This allows you to set/get parameter data
  355. * without all the cost of extra lookups otherwise required.
  356. *
  357. * @note All of these handles will be invalidated if material shader ever changes. It is up to the
  358. * caller to keep track of that.
  359. */
  360. template <typename T>
  361. void getParam(const String& name, GpuDataParamBase<T>& output) const
  362. {
  363. throwIfNotInitialized();
  364. auto iterFind = mValidParams.find(name);
  365. if(iterFind == mValidParams.end())
  366. {
  367. LOGWRN("Material doesn't have a parameter named " + name);
  368. return;
  369. }
  370. const String& gpuVarName = iterFind->second;
  371. GpuParamsPtr params = findParamsWithName(gpuVarName);
  372. params->getParam<T>(gpuVarName, output);
  373. }
  374. private:
  375. friend class MaterialManager;
  376. ShaderPtr mShader;
  377. TechniquePtr mBestTechnique;
  378. INT16 mRenderQueue;
  379. Set<String> mValidShareableParamBlocks;
  380. Map<String, String> mValidParams; // Also maps Shader param name -> gpu variable name
  381. Vector<PassParametersPtr> mParametersPerPass;
  382. Vector<GpuParamBlockBufferPtr> mParamBuffers;
  383. Material();
  384. /**
  385. * @brief Throw an exception if no shader is set, or no acceptable
  386. * technique was found.
  387. */
  388. void throwIfNotInitialized() const;
  389. /**
  390. * @brief Retrieves a list of all shader GPU parameters, and the GPU program variable names they map to.
  391. */
  392. const Map<String, String>& getValidParamNames() const { return mValidParams; }
  393. /**
  394. * @brief Initializes the material by using the best technique from the currently set shader. Shader
  395. * must contain the technique that matches the current renderer and render system.
  396. */
  397. void initBestTechnique();
  398. /**
  399. * @brief Constructs a map containing all data parameters (e.g. float, vector3, color).
  400. * Map contains parameter names and descriptions.
  401. */
  402. Map<String, const GpuParamDataDesc*> determineValidDataParameters(const Vector<const GpuParamDesc*>& paramDescs) const;
  403. /**
  404. * @brief Constructs a list containing all object parameter (e.g. texture, sampler state) names.
  405. */
  406. Set<String> determineValidObjectParameters(const Vector<const GpuParamDesc*>& paramDescs) const;
  407. /**
  408. * @brief Constructs a list containing all shareable parameter block names. Shareable blocks may be shared between
  409. * different GPU programs, passes or even materials.
  410. */
  411. Set<String> determineValidShareableParamBlocks(const Vector<const GpuParamDesc*>& paramDescs) const;
  412. /**
  413. * @brief Constructs a map that maps parameter names to a parameter block.
  414. */
  415. Map<String, String> determineParameterToBlockMapping(const Vector<const GpuParamDesc*>& paramDescs);
  416. /**
  417. * @brief Checks are the specified two parameters equal
  418. *
  419. * @param paramA The parameter a to compare.
  420. * @param paramB The parameter b to compare.
  421. * @param ignoreBufferOffsets (optional) If true, parameter offsets into the parameter buffer will be ignored
  422. * when comparing.
  423. */
  424. bool areParamsEqual(const GpuParamDataDesc& paramA, const GpuParamDataDesc& paramB, bool ignoreBufferOffsets = false) const;
  425. /**
  426. * @brief Frees all parameter block buffers.
  427. */
  428. void freeParamBuffers();
  429. /**
  430. * @brief Finds a set of GPU parameters containing a data (e.g. float, vector2) parameter with the provided name.
  431. */
  432. GpuParamsPtr findParamsWithName(const String& name) const;
  433. /**
  434. * @brief Finds a set of GPU parameters containing a texture parameter with the provided name.
  435. */
  436. GpuParamsPtr findTexWithName(const String& name) const;
  437. /**
  438. * @brief Finds a set of GPU parameters containing a sampler state parameter with the provided name.
  439. */
  440. GpuParamsPtr findSamplerStateWithName(const String& name) const;
  441. /************************************************************************/
  442. /* RTTI */
  443. /************************************************************************/
  444. public:
  445. friend class MaterialRTTI;
  446. static RTTITypeBase* getRTTIStatic();
  447. virtual RTTITypeBase* getRTTI() const;
  448. };
  449. }