BsMaterial.h 26 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 bs
  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<ct::GpuParamBlockBuffer> Type; };
  23. template<bool Core> struct TGpuProgramType { };
  24. template<> struct TGpuProgramType<false> { typedef SPtr<GpuProgram> Type; };
  25. template<> struct TGpuProgramType<true> { typedef SPtr<ct::GpuProgram> Type; };
  26. template<bool Core> struct TShaderType {};
  27. template<> struct TShaderType < false > { typedef HShader Type; };
  28. template<> struct TShaderType < true > { typedef SPtr<ct::Shader> Type; };
  29. template<bool Core> struct TGpuParamBlockBufferType {};
  30. template<> struct TGpuParamBlockBufferType < false > { typedef GpuParamBlockBuffer Type; };
  31. template<> struct TGpuParamBlockBufferType < true > { typedef ct::GpuParamBlockBuffer Type; };
  32. template<bool Core> struct TGpuParamsSetType {};
  33. template<> struct TGpuParamsSetType < false > { typedef GpuParamsSet Type; };
  34. template<> struct TGpuParamsSetType < true > { typedef ct::GpuParamsSet 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. /** @name Internal
  66. * @{
  67. */
  68. /** Marks the contents of the sim thread object as dirty, causing it to sync with its core thread counterpart. */
  69. virtual void _markCoreDirty() { }
  70. /** @} */
  71. protected:
  72. /** @copydoc CoreObject::markDependenciesDirty */
  73. virtual void _markDependenciesDirty() { }
  74. /** @copydoc IResourceListener::markListenerResourcesDirty */
  75. virtual void _markResourcesDirty() { }
  76. };
  77. /** @copydoc MaterialBase */
  78. template<bool Core>
  79. class BS_CORE_EXPORT TMaterial : public MaterialBase
  80. {
  81. public:
  82. typedef typename TGpuParamTextureType<Core>::Type TextureType;
  83. typedef typename TGpuBufferType<Core>::Type BufferType;
  84. typedef typename TGpuParamSamplerStateType<Core>::Type SamplerStateType;
  85. typedef typename TGpuProgramType<Core>::Type GpuProgramType;
  86. typedef typename TPassType<Core>::Type PassType;
  87. typedef typename TTechniqueType<Core>::Type TechniqueType;
  88. typedef typename TShaderType<Core>::Type ShaderType;
  89. typedef typename TGpuParamsSetType<Core>::Type GpuParamsSetType;
  90. typedef typename TMaterialParamsType<Core>::Type MaterialParamsType;
  91. TMaterial() { }
  92. virtual ~TMaterial() { }
  93. /** Returns the currently active shader. */
  94. ShaderType getShader() const { return mShader; }
  95. /** Returns the total number of techniques supported by this material. */
  96. UINT32 getNumTechniques() const { return (UINT32)mTechniques.size(); }
  97. /** Attempts to find a technique with the supported tag. Returns an index of the technique, or -1 if not found. */
  98. UINT32 findTechnique(const StringID& tag) const;
  99. /** Finds the index of the default (primary) technique to use. */
  100. UINT32 getDefaultTechnique() const;
  101. /**
  102. * Returns the number of passes that are used by the technique at the specified index.
  103. *
  104. * @param[in] techniqueIdx Index of the technique to retrieve the number of passes for. 0 is always guaranteed
  105. * to be the default technique.
  106. * @return Number of passes used by the technique.
  107. */
  108. UINT32 getNumPasses(UINT32 techniqueIdx = 0) const;
  109. /**
  110. * Retrieves a specific shader pass from the provided technique.
  111. *
  112. * @param[in] passIdx Sequential index of the pass to retrieve.
  113. * @param[in] techniqueIdx Index of the technique to retrieve the pass for. 0 is always guaranteed to be
  114. * the default technique.
  115. * @return Pass if found, null otherwise.
  116. */
  117. SPtr<PassType> getPass(UINT32 passIdx = 0, UINT32 techniqueIdx = 0) const;
  118. /**
  119. * Creates a set of GpuParams that may be used for binding material parameters to the GPU. The expected behaviour
  120. * is to create a set of GpuParams per-technique once, and then before binding them to the GPU call
  121. * updateParamsSet() to ensure any dirty parameters are transfered from the material to GpuParams. You may also
  122. * use the parameter set to manually modify parameters on a per-program basis, in which case no further updates from
  123. * the material are necessary.
  124. */
  125. SPtr<GpuParamsSetType> createParamsSet(UINT32 techniqueIdx = 0);
  126. /**
  127. * Copies internal material parameter data to the provided params set.
  128. *
  129. * @param[in] paramsSet Parameter set to update.
  130. * @param[in] updateAll Normally the system will track dirty parameters since the last call to this method
  131. * (on a per-set basis), and only update the dirty ones. Set this to true if you want
  132. * to force all parameters to update, regardless of their dirty state.
  133. */
  134. void updateParamsSet(const SPtr<GpuParamsSetType>& paramsSet, bool updateAll = false);
  135. /**
  136. * Assigns a float value to the shader parameter with the specified name.
  137. *
  138. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  139. */
  140. void setFloat(const String& name, float value, UINT32 arrayIdx = 0) { return getParamFloat(name).set(value, arrayIdx); }
  141. /**
  142. * Assigns a color to the shader parameter with the specified name.
  143. *
  144. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  145. */
  146. void setColor(const String& name, const Color& value, UINT32 arrayIdx = 0) { return getParamColor(name).set(value, arrayIdx); }
  147. /**
  148. * Assigns a 2D vector to the shader parameter with the specified name.
  149. *
  150. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  151. */
  152. void setVec2(const String& name, const Vector2& value, UINT32 arrayIdx = 0) { return getParamVec2(name).set(value, arrayIdx); }
  153. /**
  154. * Assigns a 3D vector to the shader parameter with the specified name.
  155. *
  156. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  157. */
  158. void setVec3(const String& name, const Vector3& value, UINT32 arrayIdx = 0) { return getParamVec3(name).set(value, arrayIdx); }
  159. /**
  160. * Assigns a 4D vector to the shader parameter with the specified name.
  161. *
  162. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  163. */
  164. void setVec4(const String& name, const Vector4& value, UINT32 arrayIdx = 0) { return getParamVec4(name).set(value, arrayIdx); }
  165. /**
  166. * Assigns a 3x3 matrix to the shader parameter with the specified name.
  167. *
  168. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  169. */
  170. void setMat3(const String& name, const Matrix3& value, UINT32 arrayIdx = 0) { return getParamMat3(name).set(value, arrayIdx); }
  171. /**
  172. * Assigns a 4x4 matrix to the shader parameter with the specified name.
  173. *
  174. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  175. */
  176. void setMat4(const String& name, const Matrix4& value, UINT32 arrayIdx = 0) { return getParamMat4(name).set(value, arrayIdx); }
  177. /**
  178. * Assigns a structure to the shader parameter with the specified name.
  179. *
  180. * Structure is provided as a raw buffer and caller must ensure structure in buffer matches what the shader expects.
  181. *
  182. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  183. */
  184. void setStructData(const String& name, void* value, UINT32 size, UINT32 arrayIdx = 0) { return getParamStruct(name).set(value, size, arrayIdx); }
  185. /** Assigns a texture to the shader parameter with the specified name. */
  186. void setTexture(const String& name, const TextureType& value, const TextureSurface& surface = TextureSurface::COMPLETE)
  187. {
  188. return getParamTexture(name).set(value, surface);
  189. }
  190. /** Assigns a texture to be used for random load/store operations to the shader parameter with the specified name. */
  191. void setLoadStoreTexture(const String& name, const TextureType& value, const TextureSurface& surface)
  192. {
  193. return getParamLoadStoreTexture(name).set(value, surface);
  194. }
  195. /** Assigns a buffer to the shader parameter with the specified name. */
  196. void setBuffer(const String& name, const BufferType& value) { return getParamBuffer(name).set(value); }
  197. /** Assigns a sampler state to the shader parameter with the specified name. */
  198. void setSamplerState(const String& name, const SamplerStateType& value) { return getParamSamplerState(name).set(value); }
  199. /**
  200. * Returns a float value 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. float getFloat(const String& name, UINT32 arrayIdx = 0) const { return getParamFloat(name).get(arrayIdx); }
  205. /**
  206. * Returns a color 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. Color getColor(const String& name, UINT32 arrayIdx = 0) const { return getParamColor(name).get(arrayIdx); }
  211. /**
  212. * Returns a 2D 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. Vector2 getVec2(const String& name, UINT32 arrayIdx = 0) const { return getParamVec2(name).get(arrayIdx); }
  217. /**
  218. * Returns a 3D 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. Vector3 getVec3(const String& name, UINT32 arrayIdx = 0) const { return getParamVec3(name).get(arrayIdx); }
  223. /**
  224. * Returns a 4D vector 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. Vector4 getVec4(const String& name, UINT32 arrayIdx = 0) const { return getParamVec4(name).get(arrayIdx); }
  229. /**
  230. * Returns a 3x3 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. Matrix3 getMat3(const String& name, UINT32 arrayIdx = 0) const { return getParamMat3(name).get(arrayIdx); }
  235. /**
  236. * Returns a 4x4 matrix assigned with the parameter with the specified name.
  237. *
  238. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  239. */
  240. Matrix4 getMat4(const String& name, UINT32 arrayIdx = 0) const { return getParamMat4(name).get(arrayIdx); }
  241. /** Returns a texture assigned with the parameter with the specified name. */
  242. TextureType getTexture(const String& name) const { return getParamTexture(name).get(); }
  243. /** Returns a sampler state assigned with the parameter with the specified name. */
  244. SamplerStateType getSamplerState(const String& name) const { return getParamSamplerState(name).get(); }
  245. /**
  246. * Returns a buffer representing a structure assigned to the parameter with the specified name.
  247. *
  248. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  249. */
  250. MaterialBase::StructData getStructData(const String& name, UINT32 arrayIdx = 0) const
  251. {
  252. TMaterialParamStruct<Core> structParam = getParamStruct(name);
  253. MaterialBase::StructData data(structParam.getElementSize());
  254. structParam.get(data.data.get(), structParam.getElementSize(), arrayIdx);
  255. return data;
  256. }
  257. /**
  258. * Returns a float GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  259. * values than calling Material::get* / Material::set* methods.
  260. *
  261. * @note
  262. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  263. * use it throughout material lifetime to assign and retrieve parameter values.
  264. * @note
  265. * If material shader changes this handle will be invalidated.
  266. */
  267. TMaterialDataParam<float, Core> getParamFloat(const String& name) const
  268. {
  269. TMaterialDataParam<float, Core> gpuParam;
  270. getParam(name, gpuParam);
  271. return gpuParam;
  272. }
  273. /**
  274. * Returns a color GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  275. * values than calling Material::get* / Material::set* methods.
  276. *
  277. * @note
  278. * Expected behavior is that you would retrieve this parameter when initially constructing the material,
  279. * and then use it throughout material lifetime to assign and retrieve parameter values.
  280. * @note
  281. * If material shader changes this handle will be invalidated.
  282. */
  283. TMaterialDataParam<Color, Core> getParamColor(const String& name) const
  284. {
  285. TMaterialDataParam<Color, Core> gpuParam;
  286. getParam(name, gpuParam);
  287. return gpuParam;
  288. }
  289. /**
  290. * Returns a 2D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  291. * values than calling Material::get* / Material::set* methods.
  292. *
  293. * @note
  294. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  295. * use it throughout material lifetime to assign and retrieve parameter values.
  296. * @note
  297. * If material shader changes this handle will be invalidated.
  298. */
  299. TMaterialDataParam<Vector2, Core> getParamVec2(const String& name) const
  300. {
  301. TMaterialDataParam<Vector2, Core> gpuParam;
  302. getParam(name, gpuParam);
  303. return gpuParam;
  304. }
  305. /**
  306. * Returns a 3D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  307. * values than calling Material::get* / Material::set* methods.
  308. *
  309. * @note
  310. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  311. * use it throughout material lifetime to assign and retrieve parameter values.
  312. * @note
  313. * If material shader changes this handle will be invalidated.
  314. */
  315. TMaterialDataParam<Vector3, Core> getParamVec3(const String& name) const
  316. {
  317. TMaterialDataParam<Vector3, Core> gpuParam;
  318. getParam(name, gpuParam);
  319. return gpuParam;
  320. }
  321. /**
  322. * Returns a 4D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  323. * values than calling Material::get* / Material::set* methods.
  324. *
  325. * @note
  326. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  327. * use it throughout material lifetime to assign and retrieve parameter values.
  328. * @note
  329. * If material shader changes this handle will be invalidated.
  330. */
  331. TMaterialDataParam<Vector4, Core> getParamVec4(const String& name) const
  332. {
  333. TMaterialDataParam<Vector4, Core> gpuParam;
  334. getParam(name, gpuParam);
  335. return gpuParam;
  336. }
  337. /**
  338. * Returns a 3x3 matrix GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  339. * parameter values than calling Material::get* / Material::set* methods.
  340. *
  341. * @note
  342. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  343. * use it throughout material lifetime to assign and retrieve parameter values.
  344. * @note
  345. * If material shader changes this handle will be invalidated.
  346. */
  347. TMaterialDataParam<Matrix3, Core> getParamMat3(const String& name) const
  348. {
  349. TMaterialDataParam<Matrix3, Core> gpuParam;
  350. getParam(name, gpuParam);
  351. return gpuParam;
  352. }
  353. /**
  354. * Returns a 4x4 matrix GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  355. * values than calling Material::get* / Material::set* methods.
  356. *
  357. * @note
  358. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  359. * use it throughout material lifetime to assign and retrieve parameter values.
  360. * @note
  361. * If material shader changes this handle will be invalidated.
  362. */
  363. TMaterialDataParam<Matrix4, Core> getParamMat4(const String& name) const
  364. {
  365. TMaterialDataParam<Matrix4, Core> gpuParam;
  366. getParam(name, gpuParam);
  367. return gpuParam;
  368. }
  369. /**
  370. * Returns a structure GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  371. * values than calling Material::get* / Material::set* methods.
  372. *
  373. * @note
  374. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  375. * use it throughout material lifetime to assign and retrieve parameter values.
  376. * @note
  377. * If material shader changes this handle will be invalidated.
  378. */
  379. TMaterialParamStruct<Core> getParamStruct(const String& name) const;
  380. /**
  381. * Returns a texture GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  382. * values than calling Material::get* / Material::set* methods.
  383. *
  384. * @note
  385. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  386. * use it throughout material lifetime to assign and retrieve parameter values.
  387. * @note
  388. * If material shader changes this handle will be invalidated.
  389. */
  390. TMaterialParamTexture<Core> getParamTexture(const String& name) const;
  391. /**
  392. * Returns a GPU parameter for binding a load/store texture. This parameter may be used for more efficiently
  393. * getting/setting GPU parameter values than calling Material::get* / Material::set* methods.
  394. *
  395. * @note
  396. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  397. * use it throughout material lifetime to assign and retrieve parameter values.
  398. * @note
  399. * If material shader changes this handle will be invalidated.
  400. */
  401. TMaterialParamLoadStoreTexture<Core> getParamLoadStoreTexture(const String& name) const;
  402. /**
  403. * Returns a buffer GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  404. * values than calling Material::get* / Material::set* methods.
  405. *
  406. * @note
  407. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  408. * use it throughout material lifetime to assign and retrieve parameter values.
  409. * @note
  410. * If material shader changes this handle will be invalidated.
  411. */
  412. TMaterialParamBuffer<Core> getParamBuffer(const String& name) const;
  413. /**
  414. * Returns a sampler state GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  415. * parameter values than calling Material::get* / Material::set* methods.
  416. *
  417. * @note
  418. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  419. * use it throughout material lifetime to assign and retrieve parameter values.
  420. * @note
  421. * If material shader changes this handle will be invalidated.
  422. */
  423. TMaterialParamSampState<Core> getParamSamplerState(const String& name) const;
  424. /**
  425. * Allows you to retrieve a handle to a parameter that you can then use for quickly setting and retrieving parameter
  426. * data. This allows you to set/get parameter data without all the cost of extra lookups otherwise required.
  427. *
  428. * @note
  429. * All of these handles will be invalidated if material shader ever changes. It is up to the caller to keep track
  430. * of that.
  431. */
  432. template <typename T>
  433. void getParam(const String& name, TMaterialDataParam<T, Core>& output) const;
  434. /**
  435. * @name Internal
  436. * @{
  437. */
  438. /**
  439. * Returns an object containg all of material's parameters. Allows the caller to manipulate the parameters more
  440. * directly.
  441. */
  442. SPtr<MaterialParamsType> _getInternalParams() const { return mParams; }
  443. /** @} */
  444. protected:
  445. /**
  446. * Assigns a value from a raw buffer to the parameter with the specified name. Buffer must be of sizeof(T) *
  447. * numElements size and initialized.
  448. *
  449. * @note Provided parameter must exist, no checking is done.
  450. */
  451. template <typename T>
  452. void setParamValue(const String& name, UINT8* buffer, UINT32 numElements);
  453. /**
  454. * Initializes the material by using the compatible techniques from the currently set shader. Shader must contain
  455. * the techniques that matches the current renderer and render system.
  456. */
  457. void initializeTechniques();
  458. /** Assigns all the default parameters specified in the shader to the material. */
  459. void initDefaultParameters();
  460. /** Throw an exception if no shader is set, or no acceptable technique was found. */
  461. void throwIfNotInitialized() const;
  462. ShaderType mShader;
  463. SPtr<MaterialParamsType> mParams;
  464. Vector<SPtr<TechniqueType>> mTechniques;
  465. };
  466. /** @} */
  467. /** @addtogroup Material
  468. * @{
  469. */
  470. /** @copydoc MaterialBase */
  471. class BS_CORE_EXPORT Material : public Resource, public TMaterial<false>, public IResourceListener
  472. {
  473. public:
  474. ~Material() { }
  475. /**
  476. * Sets a shader that will be used by the material. Best technique within the provided shader will be used for the
  477. * material.
  478. *
  479. * @note
  480. * Shader must be set before doing any other operations with the material.
  481. * @note
  482. * After setting the shader if you change the implementation of systems that a shader technique is dependent upon
  483. * (render system, renderer, etc), you will need to call this method again on all your Materials to make sure
  484. * technique used is updated.
  485. */
  486. void setShader(const HShader& shader);
  487. /** Retrieves an implementation of a material usable only from the core thread. */
  488. SPtr<ct::Material> getCore() const;
  489. /** @copydoc CoreObject::initialize */
  490. void initialize() override;
  491. /** Creates a deep copy of the material and returns the new object. */
  492. HMaterial clone();
  493. /**
  494. * Creates a new empty material.
  495. *
  496. * @note Make sure you call Material::setShader before using it.
  497. */
  498. static HMaterial create();
  499. /** Creates a new material with the specified shader. */
  500. static HMaterial create(const HShader& shader);
  501. /** @name Internal
  502. * @{
  503. */
  504. /**
  505. * Marks the core data as dirty. This causes the syncToCore() method to trigger the next time objects are synced
  506. * between core and sim threads.
  507. */
  508. void _markCoreDirty() override;
  509. /** @} */
  510. private:
  511. friend class MaterialManager;
  512. Material();
  513. Material(const HShader& shader);
  514. /** @copydoc CoreObject::createCore */
  515. SPtr<ct::CoreObject> createCore() const override;
  516. /** @copydoc CoreObject::syncToCore */
  517. CoreSyncData syncToCore(FrameAlloc* allocator) override;
  518. /** @copydoc CoreObject::getCoreDependencies */
  519. void getCoreDependencies(Vector<CoreObject*>& dependencies) override;
  520. /** @copydoc CoreObject::markDependenciesDirty */
  521. void _markDependenciesDirty() override;
  522. /** @copydoc IResourceListener::markResourcesDirty */
  523. void _markResourcesDirty() override;
  524. /** @copydoc IResourceListener::getListenerResources */
  525. void getListenerResources(Vector<HResource>& resources) override;
  526. /** @copydoc IResourceListener::notifyResourceLoaded */
  527. void notifyResourceLoaded(const HResource& resource) override;
  528. /** @copydoc IResourceListener::notifyResourceChanged */
  529. void notifyResourceChanged(const HResource& resource) override;
  530. /** @copydoc Resource::getResourceDependencies */
  531. void getResourceDependencies(FrameVector<HResource>& dependencies) const override;
  532. /** Performs material initialization when all resources are ready. */
  533. void initializeIfLoaded();
  534. /**
  535. * Uses the provided list of parameters to try to set every parameter in this material. Parameter whose name, type
  536. * or size don't match are ignored and will not be set.
  537. */
  538. void setParams(const SPtr<MaterialParams>& params);
  539. UINT32 mLoadFlags;
  540. /************************************************************************/
  541. /* RTTI */
  542. /************************************************************************/
  543. public:
  544. friend class MaterialRTTI;
  545. static RTTITypeBase* getRTTIStatic();
  546. RTTITypeBase* getRTTI() const override;
  547. };
  548. /** @} */
  549. namespace ct
  550. {
  551. /** @addtogroup Material-Internal
  552. * @{
  553. */
  554. /** @copydoc MaterialBase */
  555. class BS_CORE_EXPORT Material : public CoreObject, public TMaterial<true>
  556. {
  557. public:
  558. ~Material() { }
  559. /** @copydoc bs::Material::setShader */
  560. void setShader(const SPtr<Shader>& shader);
  561. /** Creates a new material with the specified shader. */
  562. static SPtr<Material> create(const SPtr<Shader>& shader);
  563. private:
  564. friend class bs::Material;
  565. Material() { }
  566. Material(const SPtr<Shader>& shader);
  567. Material(const SPtr<Shader>& shader, const Vector<SPtr<Technique>>& techniques,
  568. const SPtr<MaterialParams>& materialParams);
  569. /** @copydoc CoreObject::syncToCore */
  570. void syncToCore(const CoreSyncData& data) override;
  571. };
  572. /** @} */
  573. }
  574. }