0ad/source/graphics/Material.h
Vladislav Belov aced56c336
Adds material passes to choose different shaders
All shaders were selected by context (set of defines) which increases
the number of needed permutations. For example: we don't need to know
about shadows when rendering silhouettes.
2026-05-10 23:57:16 +02:00

105 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;
};
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(const CStr& samplerName);
const std::vector<CStrIntern>& GetRequiredSampler() 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<CStrIntern> 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