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154
Source/Engine/Tools/MaterialGenerator/MaterialLayer.h
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154
Source/Engine/Tools/MaterialGenerator/MaterialLayer.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#if COMPILE_WITH_MATERIAL_GRAPH
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#include "Types.h"
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#include "Engine/Graphics/Materials/MaterialInfo.h"
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/// <summary>
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/// We use them to map layer's params ID.
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/// Used in layered materials to change param ID for each layer (two or more layers may have the same params ID from the same base material)
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/// </summary>
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struct LayerParamMapping
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{
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Guid SrcId;
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Guid DstId;
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};
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/// <summary>
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/// Single material layer
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/// </summary>
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class MaterialLayer
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{
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public:
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struct LayerUsage
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{
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String VarName;
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void* Hint;
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LayerUsage()
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{
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Hint = nullptr;
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}
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};
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public:
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/// <summary>
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/// Layer ID
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/// </summary>
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Guid ID;
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/// <summary>
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/// Graph data
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/// </summary>
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MaterialGraph Graph;
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/// <summary>
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/// Root node
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/// </summary>
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MaterialGraphNode* Root;
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/// <summary>
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/// Material structure variable name (different for every layer sampling with different UVs, default UVs are a first index)
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/// </summary>
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LayerUsage Usage[4];
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/// <summary>
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/// Layer features flags
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/// </summary>
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MaterialFeaturesFlags FeaturesFlags;
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/// <summary>
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/// Layer usage flags
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/// </summary>
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MaterialUsageFlags UsageFlags;
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/// <summary>
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/// Domain
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/// </summary>
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MaterialDomain Domain;
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/// <summary>
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/// Blending mode
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/// </summary>
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MaterialBlendMode BlendMode;
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/// <summary>
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/// The shading model.
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/// </summary>
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MaterialShadingModel ShadingModel;
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/// <summary>
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/// The opacity threshold value (masked materials pixels clipping).
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/// </summary>
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float MaskThreshold;
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/// <summary>
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/// The opacity threshold value (transparent materials shadow pass though clipping).
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/// </summary>
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float OpacityThreshold;
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/// <summary>
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/// Helper array with original layer parameters Ids mappings into new Ids
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/// Note: during sampling different materials layers we have to change their parameters Ids due to possible Ids collisions
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/// Collisions may occur in duplicated materials so we want to resolve them.
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/// </summary>
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Array<LayerParamMapping> ParamIdsMappings;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="MaterialLayer"/> class.
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/// </summary>
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/// <param name="id">The layer asset identifier.</param>
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MaterialLayer(const Guid& id);
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public:
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/// <summary>
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/// Clear all cached values
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/// </summary>
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void ClearCache();
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/// <summary>
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/// Prepare layer for the material compilation process
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/// </summary>
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void Prepare();
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Guid GetMappedParamId(const Guid& id);
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String& GetVariableName(void* hint);
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bool HasAnyVariableName();
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void UpdateFeaturesFlags();
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public:
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/// <summary>
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/// Create default empty layer
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/// </summary>
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/// <param name="id">Layer id</param>
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/// <returns>Layer</returns>
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static MaterialLayer* CreateDefault(const Guid& id);
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/// <summary>
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/// Load layer data
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/// </summary>
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/// <param name="id">Layer id</param>
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/// <param name="graphData">Stream with saved graph object</param>
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/// <param name="info">Material info structure</param>
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/// <param name="caller">Calling object name</param>
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/// <returns>Layer</returns>
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static MaterialLayer* Load(const Guid& id, ReadStream* graphData, const MaterialInfo& info, const String& caller);
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private:
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void createRootNode();
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};
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#endif
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