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 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<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. /** @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. * Updates the provided parameter set by recording in it any changes that were made in the material parameters
  128. * since the last call.
  129. *
  130. * @param[in] paramsSet Parameter set to update.
  131. * @param[in] dirtyBitIdx Index to use when checking if parameters are dirty. Must be in range [0, 30]. Allows
  132. * the same material params to record dirty state for multiple sets of GPU params
  133. * (each with their own index). Dirty state for the specified index will be cleared
  134. * after the call.
  135. * @param[in] forceRefresh If true all material parameters will be assigned to the params set, regardless if
  136. * they are marked dirty or not.
  137. */
  138. void updateParamsSet(const SPtr<GpuParamsSetType>& paramsSet, UINT32 dirtyBitIdx = 0, bool forceRefresh = false);
  139. /**
  140. * Assigns a float value to the shader parameter with the specified name.
  141. *
  142. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  143. */
  144. void setFloat(const String& name, float value, UINT32 arrayIdx = 0) { return getParamFloat(name).set(value, arrayIdx); }
  145. /**
  146. * Assigns a color to the shader parameter with the specified name.
  147. *
  148. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  149. */
  150. void setColor(const String& name, const Color& value, UINT32 arrayIdx = 0) { return getParamColor(name).set(value, arrayIdx); }
  151. /**
  152. * Assigns a 2D vector to the shader parameter with the specified name.
  153. *
  154. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  155. */
  156. void setVec2(const String& name, const Vector2& value, UINT32 arrayIdx = 0) { return getParamVec2(name).set(value, arrayIdx); }
  157. /**
  158. * Assigns a 3D vector to the shader parameter with the specified name.
  159. *
  160. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  161. */
  162. void setVec3(const String& name, const Vector3& value, UINT32 arrayIdx = 0) { return getParamVec3(name).set(value, arrayIdx); }
  163. /**
  164. * Assigns a 4D vector to the shader parameter with the specified name.
  165. *
  166. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  167. */
  168. void setVec4(const String& name, const Vector4& value, UINT32 arrayIdx = 0) { return getParamVec4(name).set(value, arrayIdx); }
  169. /**
  170. * Assigns a 3x3 matrix to the shader parameter with the specified name.
  171. *
  172. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  173. */
  174. void setMat3(const String& name, const Matrix3& value, UINT32 arrayIdx = 0) { return getParamMat3(name).set(value, arrayIdx); }
  175. /**
  176. * Assigns a 4x4 matrix to the shader parameter with the specified name.
  177. *
  178. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  179. */
  180. void setMat4(const String& name, const Matrix4& value, UINT32 arrayIdx = 0) { return getParamMat4(name).set(value, arrayIdx); }
  181. /**
  182. * Assigns a structure to the shader parameter with the specified name.
  183. *
  184. * Structure is provided as a raw buffer and caller must ensure structure in buffer matches what the shader expects.
  185. *
  186. * Optionally if the parameter is an array you may provide an array index to assign the value to.
  187. */
  188. void setStructData(const String& name, void* value, UINT32 size, UINT32 arrayIdx = 0) { return getParamStruct(name).set(value, size, arrayIdx); }
  189. /** Assigns a texture to the shader parameter with the specified name. */
  190. void setTexture(const String& name, const TextureType& value) { return getParamTexture(name).set(value); }
  191. /** Assigns a texture to be used for random load/store operations to the shader parameter with the specified name. */
  192. void setLoadStoreTexture(const String& name, const TextureType& value, const TextureSurface& surface)
  193. {
  194. return getParamLoadStoreTexture(name).set(value, surface);
  195. }
  196. /** Assigns a buffer to the shader parameter with the specified name. */
  197. void setBuffer(const String& name, const BufferType& value) { return getParamBuffer(name).set(value); }
  198. /** Assigns a sampler state to the shader parameter with the specified name. */
  199. void setSamplerState(const String& name, const SamplerStateType& value) { return getParamSamplerState(name).set(value); }
  200. /**
  201. * Returns a float value assigned with the parameter with the specified name.
  202. *
  203. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  204. */
  205. float getFloat(const String& name, UINT32 arrayIdx = 0) const { return getParamFloat(name).get(arrayIdx); }
  206. /**
  207. * Returns a color assigned with the parameter with the specified name.
  208. *
  209. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  210. */
  211. Color getColor(const String& name, UINT32 arrayIdx = 0) const { return getParamColor(name).get(arrayIdx); }
  212. /**
  213. * Returns a 2D vector assigned with the parameter with the specified name.
  214. *
  215. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  216. */
  217. Vector2 getVec2(const String& name, UINT32 arrayIdx = 0) const { return getParamVec2(name).get(arrayIdx); }
  218. /**
  219. * Returns a 3D vector assigned with the parameter with the specified name.
  220. *
  221. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  222. */
  223. Vector3 getVec3(const String& name, UINT32 arrayIdx = 0) const { return getParamVec3(name).get(arrayIdx); }
  224. /**
  225. * Returns a 4D vector assigned with the parameter with the specified name.
  226. *
  227. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  228. */
  229. Vector4 getVec4(const String& name, UINT32 arrayIdx = 0) const { return getParamVec4(name).get(arrayIdx); }
  230. /**
  231. * Returns a 3x3 matrix assigned with the parameter with the specified name.
  232. *
  233. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  234. */
  235. Matrix3 getMat3(const String& name, UINT32 arrayIdx = 0) const { return getParamMat3(name).get(arrayIdx); }
  236. /**
  237. * Returns a 4x4 matrix assigned with the parameter with the specified name.
  238. *
  239. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  240. */
  241. Matrix4 getMat4(const String& name, UINT32 arrayIdx = 0) const { return getParamMat4(name).get(arrayIdx); }
  242. /** Returns a texture assigned with the parameter with the specified name. */
  243. TextureType getTexture(const String& name) const { return getParamTexture(name).get(); }
  244. /** Returns a sampler state assigned with the parameter with the specified name. */
  245. SamplerStateType getSamplerState(const String& name) const { return getParamSamplerState(name).get(); }
  246. /**
  247. * Returns a buffer representing a structure assigned to the parameter with the specified name.
  248. *
  249. * Optionally if the parameter is an array you may provide an array index you which to retrieve.
  250. */
  251. MaterialBase::StructData getStructData(const String& name, UINT32 arrayIdx = 0) const
  252. {
  253. TMaterialParamStruct<Core> structParam = getParamStruct(name);
  254. MaterialBase::StructData data(structParam.getElementSize());
  255. structParam.get(data.data.get(), structParam.getElementSize(), arrayIdx);
  256. return data;
  257. }
  258. /**
  259. * Returns a float GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  260. * values than calling Material::get* / Material::set* methods.
  261. *
  262. * @note
  263. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  264. * use it throughout material lifetime to assign and retrieve parameter values.
  265. * @note
  266. * If material shader changes this handle will be invalidated.
  267. */
  268. TMaterialDataParam<float, Core> getParamFloat(const String& name) const
  269. {
  270. TMaterialDataParam<float, Core> gpuParam;
  271. getParam(name, gpuParam);
  272. return gpuParam;
  273. }
  274. /**
  275. * Returns a color GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  276. * values than calling Material::get* / Material::set* methods.
  277. *
  278. * @note
  279. * Expected behavior is that you would retrieve this parameter when initially constructing the material,
  280. * and then use it throughout material lifetime to assign and retrieve parameter values.
  281. * @note
  282. * If material shader changes this handle will be invalidated.
  283. */
  284. TMaterialDataParam<Color, Core> getParamColor(const String& name) const
  285. {
  286. TMaterialDataParam<Color, Core> gpuParam;
  287. getParam(name, gpuParam);
  288. return gpuParam;
  289. }
  290. /**
  291. * Returns a 2D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  292. * values than calling Material::get* / Material::set* methods.
  293. *
  294. * @note
  295. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  296. * use it throughout material lifetime to assign and retrieve parameter values.
  297. * @note
  298. * If material shader changes this handle will be invalidated.
  299. */
  300. TMaterialDataParam<Vector2, Core> getParamVec2(const String& name) const
  301. {
  302. TMaterialDataParam<Vector2, Core> gpuParam;
  303. getParam(name, gpuParam);
  304. return gpuParam;
  305. }
  306. /**
  307. * Returns a 3D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  308. * values than calling Material::get* / Material::set* methods.
  309. *
  310. * @note
  311. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  312. * use it throughout material lifetime to assign and retrieve parameter values.
  313. * @note
  314. * If material shader changes this handle will be invalidated.
  315. */
  316. TMaterialDataParam<Vector3, Core> getParamVec3(const String& name) const
  317. {
  318. TMaterialDataParam<Vector3, Core> gpuParam;
  319. getParam(name, gpuParam);
  320. return gpuParam;
  321. }
  322. /**
  323. * Returns a 4D vector GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  324. * values than calling Material::get* / Material::set* methods.
  325. *
  326. * @note
  327. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  328. * use it throughout material lifetime to assign and retrieve parameter values.
  329. * @note
  330. * If material shader changes this handle will be invalidated.
  331. */
  332. TMaterialDataParam<Vector4, Core> getParamVec4(const String& name) const
  333. {
  334. TMaterialDataParam<Vector4, Core> gpuParam;
  335. getParam(name, gpuParam);
  336. return gpuParam;
  337. }
  338. /**
  339. * Returns a 3x3 matrix GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  340. * parameter values than calling Material::get* / Material::set* methods.
  341. *
  342. * @note
  343. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  344. * use it throughout material lifetime to assign and retrieve parameter values.
  345. * @note
  346. * If material shader changes this handle will be invalidated.
  347. */
  348. TMaterialDataParam<Matrix3, Core> getParamMat3(const String& name) const
  349. {
  350. TMaterialDataParam<Matrix3, Core> gpuParam;
  351. getParam(name, gpuParam);
  352. return gpuParam;
  353. }
  354. /**
  355. * Returns a 4x4 matrix GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  356. * values than calling Material::get* / Material::set* methods.
  357. *
  358. * @note
  359. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  360. * use it throughout material lifetime to assign and retrieve parameter values.
  361. * @note
  362. * If material shader changes this handle will be invalidated.
  363. */
  364. TMaterialDataParam<Matrix4, Core> getParamMat4(const String& name) const
  365. {
  366. TMaterialDataParam<Matrix4, Core> gpuParam;
  367. getParam(name, gpuParam);
  368. return gpuParam;
  369. }
  370. /**
  371. * Returns a structure GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  372. * values than calling Material::get* / Material::set* methods.
  373. *
  374. * @note
  375. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  376. * use it throughout material lifetime to assign and retrieve parameter values.
  377. * @note
  378. * If material shader changes this handle will be invalidated.
  379. */
  380. TMaterialParamStruct<Core> getParamStruct(const String& name) const;
  381. /**
  382. * Returns a texture GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  383. * values than calling Material::get* / Material::set* methods.
  384. *
  385. * @note
  386. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  387. * use it throughout material lifetime to assign and retrieve parameter values.
  388. * @note
  389. * If material shader changes this handle will be invalidated.
  390. */
  391. TMaterialParamTexture<Core> getParamTexture(const String& name) const;
  392. /**
  393. * Returns a GPU parameter for binding a load/store texture. This parameter may be used for more efficiently
  394. * getting/setting GPU parameter values than calling Material::get* / Material::set* methods.
  395. *
  396. * @note
  397. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  398. * use it throughout material lifetime to assign and retrieve parameter values.
  399. * @note
  400. * If material shader changes this handle will be invalidated.
  401. */
  402. TMaterialParamLoadStoreTexture<Core> getParamLoadStoreTexture(const String& name) const;
  403. /**
  404. * Returns a buffer GPU parameter. This parameter may be used for more efficiently getting/setting GPU parameter
  405. * values than calling Material::get* / Material::set* methods.
  406. *
  407. * @note
  408. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  409. * use it throughout material lifetime to assign and retrieve parameter values.
  410. * @note
  411. * If material shader changes this handle will be invalidated.
  412. */
  413. TMaterialParamBuffer<Core> getParamBuffer(const String& name) const;
  414. /**
  415. * Returns a sampler state GPU parameter. This parameter may be used for more efficiently getting/setting GPU
  416. * parameter values than calling Material::get* / Material::set* methods.
  417. *
  418. * @note
  419. * Expected behavior is that you would retrieve this parameter when initially constructing the material, and then
  420. * use it throughout material lifetime to assign and retrieve parameter values.
  421. * @note
  422. * If material shader changes this handle will be invalidated.
  423. */
  424. TMaterialParamSampState<Core> getParamSamplerState(const String& name) const;
  425. /**
  426. * Allows you to retrieve a handle to a parameter that you can then use for quickly setting and retrieving parameter
  427. * data. This allows you to set/get parameter data without all the cost of extra lookups otherwise required.
  428. *
  429. * @note
  430. * All of these handles will be invalidated if material shader ever changes. It is up to the caller to keep track
  431. * of that.
  432. */
  433. template <typename T>
  434. void getParam(const String& name, TMaterialDataParam<T, Core>& output) const;
  435. /**
  436. * @name Internal
  437. * @{
  438. */
  439. /**
  440. * Returns an object containg all of material's parameters. Allows the caller to manipulate the parameters more
  441. * directly.
  442. */
  443. SPtr<MaterialParamsType> _getInternalParams() const { return mParams; }
  444. /** @} */
  445. protected:
  446. /**
  447. * Assigns a value from a raw buffer to the parameter with the specified name. Buffer must be of sizeof(T) *
  448. * numElements size and initialized.
  449. *
  450. * @note Provided parameter must exist, no checking is done.
  451. */
  452. template <typename T>
  453. void setParamValue(const String& name, UINT8* buffer, UINT32 numElements);
  454. /**
  455. * Initializes the material by using the compatible techniques from the currently set shader. Shader must contain
  456. * the techniques that matches the current renderer and render system.
  457. */
  458. void initializeTechniques();
  459. /** Assigns all the default parameters specified in the shader to the material. */
  460. void initDefaultParameters();
  461. /** Throw an exception if no shader is set, or no acceptable technique was found. */
  462. void throwIfNotInitialized() const;
  463. ShaderType mShader;
  464. SPtr<MaterialParamsType> mParams;
  465. Vector<SPtr<TechniqueType>> mTechniques;
  466. };
  467. /** @} */
  468. /** @addtogroup Material-Internal
  469. * @{
  470. */
  471. /** @copydoc MaterialBase */
  472. class BS_CORE_EXPORT MaterialCore : public CoreObjectCore, public TMaterial<true>
  473. {
  474. public:
  475. ~MaterialCore() { }
  476. /** @copydoc Material::setShader */
  477. void setShader(const SPtr<ShaderCore>& shader);
  478. /** Returns any custom data set by the renderer. */
  479. const Any& getRendererData() const { return mRendererData; }
  480. /**
  481. * Sets renderer-specific data on the material. This can by anything the renderer requires, as its not used by the
  482. * material directly.
  483. */
  484. void setRendererData(const Any& data) { mRendererData = data; }
  485. /**
  486. * Returns a version number that increments whenever the material's shader changes. Allows external systems to know
  487. * when they need to rebuild relevant cached data.
  488. */
  489. UINT32 getVersion() const { return mVersion; }
  490. /** Creates a new material with the specified shader. */
  491. static SPtr<MaterialCore> create(const SPtr<ShaderCore>& shader);
  492. private:
  493. friend class Material;
  494. MaterialCore() { }
  495. MaterialCore(const SPtr<ShaderCore>& shader);
  496. MaterialCore(const SPtr<ShaderCore>& shader, const Vector<SPtr<TechniqueCore>>& techniques,
  497. const SPtr<MaterialParamsCore>& materialParams);
  498. /** @copydoc CoreObjectCore::syncToCore */
  499. void syncToCore(const CoreSyncData& data) override;
  500. Any mRendererData;
  501. UINT32 mVersion;
  502. };
  503. /** @} */
  504. /** @addtogroup Material
  505. * @{
  506. */
  507. /** @copydoc MaterialBase */
  508. class BS_CORE_EXPORT Material : public Resource, public TMaterial<false>, public IResourceListener
  509. {
  510. public:
  511. ~Material() { }
  512. /**
  513. * Sets a shader that will be used by the material. Best technique within the provided shader will be used for the
  514. * material.
  515. *
  516. * @note
  517. * Shader must be set before doing any other operations with the material.
  518. * @note
  519. * After setting the shader if you change the implementation of systems that a shader technique is dependent upon
  520. * (render system, renderer, etc), you will need to call this method again on all your Materials to make sure
  521. * technique used is updated.
  522. */
  523. void setShader(const HShader& shader);
  524. /** Retrieves an implementation of a material usable only from the core thread. */
  525. SPtr<MaterialCore> getCore() const;
  526. /** @copydoc CoreObject::initialize */
  527. void initialize() override;
  528. /** Creates a deep copy of the material and returns the new object. */
  529. HMaterial clone();
  530. /**
  531. * Creates a new empty material.
  532. *
  533. * @note Make sure you call Material::setShader before using it.
  534. */
  535. static HMaterial create();
  536. /** Creates a new material with the specified shader. */
  537. static HMaterial create(const HShader& shader);
  538. /** @name Internal
  539. * @{
  540. */
  541. /**
  542. * Marks the core data as dirty. This causes the syncToCore() method to trigger the next time objects are synced
  543. * between core and sim threads.
  544. */
  545. void _markCoreDirty() override;
  546. /** @} */
  547. private:
  548. friend class MaterialManager;
  549. Material();
  550. Material(const HShader& shader);
  551. /** @copydoc CoreObject::createCore */
  552. SPtr<CoreObjectCore> createCore() const override;
  553. /** @copydoc CoreObject::syncToCore */
  554. CoreSyncData syncToCore(FrameAlloc* allocator) override;
  555. /** @copydoc CoreObject::getCoreDependencies */
  556. void getCoreDependencies(Vector<CoreObject*>& dependencies) override;
  557. /** @copydoc CoreObject::markDependenciesDirty */
  558. void _markDependenciesDirty() override;
  559. /** @copydoc IResourceListener::markResourcesDirty */
  560. void _markResourcesDirty() override;
  561. /** @copydoc IResourceListener::getListenerResources */
  562. void getListenerResources(Vector<HResource>& resources) override;
  563. /** @copydoc IResourceListener::notifyResourceLoaded */
  564. void notifyResourceLoaded(const HResource& resource) override;
  565. /** @copydoc IResourceListener::notifyResourceChanged */
  566. void notifyResourceChanged(const HResource& resource) override;
  567. /** @copydoc Resource::getResourceDependencies */
  568. void getResourceDependencies(FrameVector<HResource>& dependencies) const override;
  569. /** Performs material initialization when all resources are ready. */
  570. void initializeIfLoaded();
  571. /**
  572. * Uses the provided list of parameters to try to set every parameter in this material. Parameter whose name, type
  573. * or size don't match are ignored and will not be set.
  574. */
  575. void setParams(const SPtr<MaterialParams>& params);
  576. UINT32 mLoadFlags;
  577. /************************************************************************/
  578. /* RTTI */
  579. /************************************************************************/
  580. public:
  581. friend class MaterialRTTI;
  582. static RTTITypeBase* getRTTIStatic();
  583. RTTITypeBase* getRTTI() const override;
  584. };
  585. /** @} */
  586. }