0ad/source/graphics/Material.h
Vladislav Belov f781181899
Adds sRGB support for proper lighting
Currently we're incorrectly using sRGB colors as raw inputs for lighting
instead of conversion to linear space. For proper PBR we need linear
values.
2026-07-29 01:29:09 +02:00

111 lines
3.1 KiB
C++

/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MATERIAL
#define INCLUDED_MATERIAL
#include "graphics/ShaderDefines.h"
#include "graphics/Texture.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include <array>
#include <vector>
class CVector4D;
class CMaterial
{
public:
enum class Pass : uint8_t
{
MAIN,
SHADOW_CASTER,
REFLECTIONS,
REFRACTIONS,
SILHOUETTE_OCCLUDER,
SILHOUETTE_CASTER,
WIREFRAME,
WIREFRAME_SOLID,
COUNT
};
struct TextureSampler
{
TextureSampler(const CStr &n, CTexturePtr t) : Name(n), Sampler(t) {}
TextureSampler(const CStrIntern &n, CTexturePtr t) : Name(n), Sampler(t) {}
CStrIntern Name;
CTexturePtr Sampler;
};
struct RequiredSampler
{
CStrIntern name;
bool sRGB;
};
typedef std::vector<TextureSampler> SamplersVector;
CMaterial();
// Whether this material's shaders use alpha blending, in which case
// models using this material need to be rendered in a special order
// relative to the alpha-blended water plane
void SetUsesAlphaBlending(bool flag) { m_AlphaBlending = flag; }
bool UsesAlphaBlending() const { return m_AlphaBlending; }
const CTexturePtr& GetDiffuseTexture() const { return m_DiffuseTexture; }
void SetShaderEffect(const Pass pass, CStrIntern effect);
CStrIntern GetShaderEffect(const Pass pass) const;
// Must call RecomputeCombinedShaderDefines after this, before rendering with this material
void AddShaderDefine(CStrIntern key, CStrIntern value);
const CShaderDefines& GetShaderDefines() const { return m_ShaderDefines; }
void AddStaticUniform(const char* key, const CVector4D& value);
const CShaderUniforms& GetStaticUniforms() const { return m_StaticUniforms; }
void AddSampler(const TextureSampler& texture);
const SamplersVector& GetSamplers() const { return m_Samplers; }
void AddRenderQuery(const char* key);
const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; }
void AddRequiredSampler(RequiredSampler sampler);
const std::vector<RequiredSampler>& GetRequiredSamplers() const { return m_RequiredSamplers; }
private:
// This pointer is kept to make it easier for the fixed pipeline to
// access the only texture it's interested in.
CTexturePtr m_DiffuseTexture;
SamplersVector m_Samplers;
std::vector<RequiredSampler> m_RequiredSamplers;
std::array<CStrIntern, static_cast<size_t>(Pass::COUNT)> m_ShaderEffects;
CShaderDefines m_ShaderDefines;
CShaderUniforms m_StaticUniforms;
CShaderRenderQueries m_RenderQueries;
bool m_AlphaBlending;
};
#endif // INCLUDED_MATERIAL