Material.h 5.7 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "GraphicsDefs.h"
  25. #include "HashMap.h"
  26. #include "Resource.h"
  27. #include "Vector4.h"
  28. class Pass;
  29. class Technique;
  30. class Texture;
  31. class Texture2D;
  32. class TextureCube;
  33. /// Material's shader parameter definition.
  34. struct MaterialShaderParameter
  35. {
  36. /// Name.
  37. String name_;
  38. /// Value.
  39. Vector4 value_;
  40. };
  41. /// Material's technique list entry.
  42. struct TechniqueEntry
  43. {
  44. /// Construct with defaults.
  45. TechniqueEntry();
  46. /// Construct with parameters.
  47. TechniqueEntry(Technique* technique, unsigned qualityLevel, float lodDistance);
  48. /// Destruct.
  49. ~TechniqueEntry();
  50. /// Technique.
  51. SharedPtr<Technique> technique_;
  52. /// Quality level.
  53. int qualityLevel_;
  54. /// LOD distance.
  55. float lodDistance_;
  56. };
  57. /// Describes how to render 3D geometries.
  58. class Material : public Resource
  59. {
  60. OBJECT(Material);
  61. public:
  62. /// Construct.
  63. Material(Context* context);
  64. /// Destruct.
  65. ~Material();
  66. /// Register object factory.
  67. static void RegisterObject(Context* context);
  68. /// Load resource. Return true if successful.
  69. virtual bool Load(Deserializer& source);
  70. /// Save resource. Return true if successful.
  71. virtual bool Save(Serializer& dest);
  72. /// %Set number of techniques.
  73. void SetNumTechniques(unsigned num);
  74. /// %Set technique.
  75. void SetTechnique(unsigned index, Technique* technique, unsigned qualityLevel = 0, float lodDistance = 0.0f);
  76. /// %Set shader parameter.
  77. void SetShaderParameter(const String& name, const Vector4& value);
  78. /// %Set texture.
  79. void SetTexture(TextureUnit unit, Texture* texture);
  80. /// %Set texture coordinate transform.
  81. void SetUVTransform(const Vector2& offset, float rotation, const Vector2& repeat);
  82. /// %Set texture coordinate transform.
  83. void SetUVTransform(const Vector2& offset, float rotation, float repeat);
  84. /// %Set culling mode.
  85. void SetCullMode(CullMode mode);
  86. /// %Set culling mode for shadows.
  87. void SetShadowCullMode(CullMode mode);
  88. /// Remove a shader parameter.
  89. void RemoveShaderParameter(const String& name);
  90. /// Reset all shader pointers.
  91. void ReleaseShaders();
  92. /// Clone material.
  93. SharedPtr<Material> Clone(const String& cloneName = String()) const;
  94. /// Mark material for auxiliary view rendering.
  95. void MarkForAuxView(unsigned frameNumber);
  96. /// Return number of techniques.
  97. unsigned GetNumTechniques() const { return techniques_.Size(); }
  98. /// Return all techniques.
  99. const Vector<TechniqueEntry>& GetTechniques() const { return techniques_; }
  100. /// Return technique entry by index.
  101. const TechniqueEntry& GetTechniqueEntry(unsigned index) const;
  102. /// Return technique by index.
  103. Technique* GetTechnique(unsigned index) const;
  104. /// Return pass by technique index and pass type.
  105. Pass* GetPass(unsigned index, PassType pass) const;
  106. /// Return all textures.
  107. const Vector<SharedPtr<Texture> >& GetTextures() const { return textures_; }
  108. /// Return texture by unit.
  109. Texture* GetTexture(TextureUnit unit) const;
  110. /// Return all shader parameters.
  111. const HashMap<StringHash, MaterialShaderParameter>& GetShaderParameters() const { return shaderParameters_; }
  112. /// Return normal culling mode.
  113. CullMode GetCullMode() const { return cullMode_; }
  114. /// Return culling mode for shadows.
  115. CullMode GetShadowCullMode() const { return shadowCullMode_; }
  116. /// Return last auxiliary view rendered frame number.
  117. unsigned GetAuxViewFrameNumber() const { return auxViewFrameNumber_; }
  118. /// Return whether should render occlusion.
  119. bool GetOcclusion() const { return occlusion_; }
  120. /// Return whether should render specular.
  121. bool GetSpecular() const { return specular_; }
  122. /// Return name for texture unit.
  123. static const String& GetTextureUnitName(TextureUnit unit);
  124. private:
  125. /// Re-evaluate occlusion rendering.
  126. void CheckOcclusion();
  127. /// Re-evaluate specular lighting.
  128. void CheckSpecular();
  129. /// Techniques.
  130. Vector<TechniqueEntry> techniques_;
  131. /// Textures.
  132. Vector<SharedPtr<Texture> > textures_;
  133. /// Shader parameters.
  134. HashMap<StringHash, MaterialShaderParameter> shaderParameters_;
  135. /// Last auxiliary view rendered frame number.
  136. unsigned auxViewFrameNumber_;
  137. /// Normal culling mode.
  138. CullMode cullMode_;
  139. /// Culling mode for shadow rendering.
  140. CullMode shadowCullMode_;
  141. /// Render occlusion flag.
  142. bool occlusion_;
  143. /// Specular lighting flag.
  144. bool specular_;
  145. };