// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "../Enums.h"
#include "Engine/Core/Math/Math.h"
///
/// Material domain type. Material domain defines the target usage of the material shader.
///
API_ENUM() enum class MaterialDomain : byte
{
///
/// The surface material. Can be used to render the scene geometry including models and skinned models.
///
Surface = 0,
///
/// The post process material. Can be used to perform custom post-processing of the rendered frame.
///
PostProcess = 1,
///
/// The deferred decal material. Can be used to apply custom overlay or surface modifications to the object surfaces in the world.
///
Decal = 2,
///
/// The GUI shader. Can be used to draw custom control interface elements or to add custom effects to the GUI.
///
GUI = 3,
///
/// The terrain shader. Can be used only with landscape chunks geometry that use optimized vertex data and support multi-layered blending.
///
Terrain = 4,
///
/// The particle shader. Can be used only with particles geometry (sprites, trails and ribbons). Supports reading particle data on a GPU.
///
Particle = 5,
};
///
/// Material blending modes.
///
API_ENUM() enum class MaterialBlendMode : byte
{
///
/// The opaque material. Used during GBuffer pass rendering.
///
Opaque = 0,
///
/// The transparent material. Used during Forward pass rendering.
///
Transparent = 1,
///
/// The additive blend. Material color is used to add to color of the objects behind the surface. Used during Forward pass rendering.
///
Additive = 2,
///
/// The multiply blend. Material color is used to multiply color of the objects behind the surface. Used during Forward pass rendering.
///
Multiply = 3,
};
// Old material blending mode used before introducing MaterialShadingModel
// [Deprecated on 10.09.2018, expires on 10.05.2019]
enum class OldMaterialBlendMode : byte
{
Opaque = 0,
Transparent = 1,
Unlit = 2,
};
///
/// Material shading modes. Defines how material inputs and properties are combined to result the final surface color.
///
API_ENUM() enum class MaterialShadingModel : byte
{
///
/// The unlit material. Emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.
///
Unlit = 0,
///
/// The default lit material. The most common choice for the material surfaces.
///
Lit = 1,
///
/// The subsurface material. Intended for materials like vax or skin that need light scattering to transport simulation through the object.
///
Subsurface = 2,
///
/// The foliage material. Intended for foliage materials like leaves and grass that need light scattering to transport simulation through the thin object.
///
Foliage = 3,
};
///
/// Material transparent lighting modes.
/// [Deprecated on 24.07.2019, expires on 10.05.2021]
///
enum class MaterialTransparentLighting_Deprecated : byte
{
///
/// Shading is disabled.
///
None = 0,
///
/// Shading is performed per pixel for single directional light.
///
SingleDirectionalPerPixel = 1
};
///
/// Material usage flags (deprecated).
/// [Deprecated on 24.07.2019, expires on 10.05.2021]
///
enum class MaterialFlags_Deprecated : uint32
{
///
/// The none.
///
None = 0,
///
/// Material is using mask to discard some pixels.
/// Masked materials are using full vertex buffer during shadow maps and depth pass rendering (need UVs).
///
UseMask = 1 << 0,
///
/// The two sided material. No triangle normal culling is performed.
///
TwoSided = 1 << 1,
///
/// The wireframe material.
///
Wireframe = 1 << 2,
///
/// The material is using emissive light.
///
UseEmissive = 1 << 3,
///
/// The transparent materials option. Disable depth test (material ignores depth).
///
TransparentDisableDepthTest = 1 << 4,
///
/// The transparent materials option. Disable fog.
///
TransparentDisableFog = 1 << 5,
///
/// The transparent materials option. Disable reflections.
///
TransparentDisableReflections = 1 << 6,
///
/// The transparent materials option. Disable depth buffer write (won't modify depth buffer value after rendering).
///
DisableDepthWrite = 1 << 7,
///
/// The transparent materials option. Disable distortion.
///
TransparentDisableDistortion = 1 << 8,
///
/// The material is using world position offset (it may be animated inside a shader).
///
UsePositionOffset = 1 << 9,
///
/// The material is using vertex colors. The render will try to feed the pipeline with a proper buffer so material can gather valid data.
///
UseVertexColor = 1 << 10,
///
/// The material is using per-pixel normal mapping.
///
UseNormal = 1 << 11,
///
/// The material is using position displacement (in domain shader).
///
UseDisplacement = 1 << 12,
///
/// The flag used to indicate that material input normal vector is defined in the world space rather than tangent space.
///
InputWorldSpaceNormal = 1 << 13,
///
/// The flag used to indicate that material uses dithered model LOD transition for smoother LODs switching.
///
UseDitheredLODTransition = 1 << 14,
///
/// The flag used to indicate that material uses refraction feature.
///
UseRefraction = 1 << 15,
};
DECLARE_ENUM_OPERATORS(MaterialFlags_Deprecated);
///
/// Material features flags.
///
API_ENUM(Attributes="Flags") enum class MaterialFeaturesFlags : uint32
{
///
/// No flags.
///
None = 0,
///
/// The wireframe material.
///
Wireframe = 1 << 1,
///
/// The depth test is disabled (material ignores depth).
///
DisableDepthTest = 1 << 2,
///
/// Disable depth buffer write (won't modify depth buffer value during rendering).
///
DisableDepthWrite = 1 << 3,
///
/// The flag used to indicate that material input normal vector is defined in the world space rather than tangent space.
///
InputWorldSpaceNormal = 1 << 4,
///
/// The flag used to indicate that material uses dithered model LOD transition for smoother LODs switching.
///
DitheredLODTransition = 1 << 5,
///
/// The flag used to disable fog. The Forward Pass materials option.
///
DisableFog = 1 << 6,
///
/// The flag used to disable reflections. The Forward Pass materials option.
///
DisableReflections = 1 << 7,
///
/// The flag used to disable distortion effect (light refraction). The Forward Pass materials option.
///
DisableDistortion = 1 << 8,
///
/// The flag used to enable refraction offset based on the difference between the per-pixel normal and the per-vertex normal. Useful for large water-like surfaces.
///
PixelNormalOffsetRefraction = 1 << 9,
};
DECLARE_ENUM_OPERATORS(MaterialFeaturesFlags);
///
/// Material features usage flags. Detected by the material generator to help graphics pipeline optimize rendering of material shaders.
///
API_ENUM(Attributes="Flags") enum class MaterialUsageFlags : uint32
{
///
/// No flags.
///
None = 0,
///
/// Material is using mask to discard some pixels. Masked materials are using full vertex buffer during shadow maps and depth pass rendering (need UVs).
///
UseMask = 1 << 0,
///
/// The material is using emissive light.
///
UseEmissive = 1 << 1,
///
/// The material is using world position offset (it may be animated inside a shader).
///
UsePositionOffset = 1 << 2,
///
/// The material is using vertex colors. The render will try to feed the pipeline with a proper buffer so material can gather valid data.
///
UseVertexColor = 1 << 3,
///
/// The material is using per-pixel normal mapping.
///
UseNormal = 1 << 4,
///
/// The material is using position displacement (in domain shader).
///
UseDisplacement = 1 << 5,
///
/// The flag used to indicate that material uses refraction feature.
///
UseRefraction = 1 << 6,
};
DECLARE_ENUM_OPERATORS(MaterialUsageFlags);
///
/// Decal material blending modes.
///
API_ENUM() enum class MaterialDecalBlendingMode : byte
{
///
/// Decal will be fully blended with the material surface.
///
Translucent = 0,
///
/// Decal color will be blended with the material surface color (using multiplication).
///
Stain = 1,
///
/// Decal will blend the normal vector only.
///
Normal = 2,
///
/// Decal will apply the emissive light only.
///
Emissive = 3,
};
///
/// Material input scene textures. Special inputs from the graphics pipeline.
///
API_ENUM() enum class MaterialSceneTextures
{
///
/// The scene color.
///
SceneColor = 0,
///
/// The scene depth.
///
SceneDepth = 1,
///
/// The material diffuse color.
///
DiffuseColor = 2,
///
/// The material specular color.
///
SpecularColor = 3,
///
/// The material world space normal.
///
WorldNormal = 4,
///
/// The ambient occlusion.
///
AmbientOcclusion = 5,
///
/// The material metalness value.
///
Metalness = 6,
///
/// The material roughness value.
///
Roughness = 7,
///
/// The material specular value.
///
Specular = 8,
///
/// The material color.
///
BaseColor = 9,
///
/// The material shading mode.
///
ShadingModel = 10,
};
///
/// Material info structure - version 1
/// [Deprecated on 10.09.2018, expires on 10.05.2019]
///
struct MaterialInfo1
{
int32 Version;
MaterialDomain Domain;
OldMaterialBlendMode BlendMode;
MaterialFlags_Deprecated Flags;
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo1& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& Flags == other.Flags;
}
};
///
/// Material info structure - version 2
/// [Deprecated on 10.09.2018, expires on 10.05.2019]
///
struct MaterialInfo2
{
int32 Version;
MaterialDomain Domain;
OldMaterialBlendMode BlendMode;
MaterialFlags_Deprecated Flags;
MaterialTransparentLighting_Deprecated TransparentLighting;
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo2& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& TransparentLighting == other.TransparentLighting
&& Flags == other.Flags;
}
};
///
/// Material info structure - version 3
/// [Deprecated on 10.09.2018, expires on 10.05.2019]
///
struct MaterialInfo3
{
MaterialDomain Domain;
OldMaterialBlendMode BlendMode;
MaterialFlags_Deprecated Flags;
MaterialTransparentLighting_Deprecated TransparentLighting;
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo3& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& TransparentLighting == other.TransparentLighting
&& Flags == other.Flags;
}
};
///
/// Material info structure - version 4
/// [Deprecated on 10.09.2018, expires on 10.05.2019]
///
struct MaterialInfo4
{
MaterialDomain Domain;
OldMaterialBlendMode BlendMode;
MaterialFlags_Deprecated Flags;
MaterialTransparentLighting_Deprecated TransparentLighting;
MaterialPostFxLocation PostFxLocation;
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo4& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& TransparentLighting == other.TransparentLighting
&& PostFxLocation == other.PostFxLocation
&& Flags == other.Flags;
}
};
///
/// Material info structure - version 5
/// [Deprecated on 10.09.2018, expires on 10.05.2019]
///
struct MaterialInfo5
{
MaterialDomain Domain;
OldMaterialBlendMode BlendMode;
MaterialFlags_Deprecated Flags;
MaterialTransparentLighting_Deprecated TransparentLighting;
MaterialPostFxLocation PostFxLocation;
float MaskThreshold;
float OpacityThreshold;
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo5& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& TransparentLighting == other.TransparentLighting
&& PostFxLocation == other.PostFxLocation
&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
&& Math::NearEqual(OpacityThreshold, other.OpacityThreshold)
&& Flags == other.Flags;
}
};
///
/// Material info structure - version 6
/// [Deprecated on 10.09.2018, expires on 10.05.2019]
///
struct MaterialInfo6
{
MaterialDomain Domain;
OldMaterialBlendMode BlendMode;
MaterialFlags_Deprecated Flags;
MaterialTransparentLighting_Deprecated TransparentLighting;
MaterialDecalBlendingMode DecalBlendingMode;
MaterialPostFxLocation PostFxLocation;
float MaskThreshold;
float OpacityThreshold;
MaterialInfo6()
{
}
MaterialInfo6(const MaterialInfo5& other)
{
Domain = other.Domain;
BlendMode = other.BlendMode;
Flags = other.Flags;
TransparentLighting = other.TransparentLighting;
DecalBlendingMode = MaterialDecalBlendingMode::Translucent;
PostFxLocation = other.PostFxLocation;
MaskThreshold = other.MaskThreshold;
OpacityThreshold = other.OpacityThreshold;
}
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo6& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& TransparentLighting == other.TransparentLighting
&& DecalBlendingMode == other.DecalBlendingMode
&& PostFxLocation == other.PostFxLocation
&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
&& Math::NearEqual(OpacityThreshold, other.OpacityThreshold)
&& Flags == other.Flags;
}
};
///
/// Material info structure - version 7
/// [Deprecated on 13.09.2018, expires on 13.12.2018]
///
struct MaterialInfo7
{
MaterialDomain Domain;
OldMaterialBlendMode BlendMode;
MaterialFlags_Deprecated Flags;
MaterialTransparentLighting_Deprecated TransparentLighting;
MaterialDecalBlendingMode DecalBlendingMode;
MaterialPostFxLocation PostFxLocation;
float MaskThreshold;
float OpacityThreshold;
TessellationMethod TessellationMode;
int32 MaxTessellationFactor;
MaterialInfo7()
{
}
MaterialInfo7(const MaterialInfo6& other)
{
Domain = other.Domain;
BlendMode = other.BlendMode;
Flags = other.Flags;
TransparentLighting = other.TransparentLighting;
DecalBlendingMode = other.DecalBlendingMode;
PostFxLocation = other.PostFxLocation;
MaskThreshold = other.MaskThreshold;
OpacityThreshold = other.OpacityThreshold;
TessellationMode = TessellationMethod::None;
MaxTessellationFactor = 15;
}
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo7& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& TransparentLighting == other.TransparentLighting
&& DecalBlendingMode == other.DecalBlendingMode
&& PostFxLocation == other.PostFxLocation
&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
&& Math::NearEqual(OpacityThreshold, other.OpacityThreshold)
&& Flags == other.Flags
&& TessellationMode == other.TessellationMode
&& MaxTessellationFactor == other.MaxTessellationFactor;
}
};
///
/// Material info structure - version 8
/// [Deprecated on 24.07.2019, expires on 10.05.2021]
///
struct MaterialInfo8
{
MaterialDomain Domain;
MaterialBlendMode BlendMode;
MaterialShadingModel ShadingModel;
MaterialFlags_Deprecated Flags;
MaterialTransparentLighting_Deprecated TransparentLighting;
MaterialDecalBlendingMode DecalBlendingMode;
MaterialPostFxLocation PostFxLocation;
float MaskThreshold;
float OpacityThreshold;
TessellationMethod TessellationMode;
int32 MaxTessellationFactor;
MaterialInfo8()
{
}
MaterialInfo8(const MaterialInfo7& other)
{
Domain = other.Domain;
switch (other.BlendMode)
{
case OldMaterialBlendMode::Opaque:
BlendMode = MaterialBlendMode::Opaque;
ShadingModel = MaterialShadingModel::Lit;
break;
case OldMaterialBlendMode::Transparent:
BlendMode = MaterialBlendMode::Transparent;
ShadingModel = MaterialShadingModel::Lit;
break;
case OldMaterialBlendMode::Unlit:
BlendMode = MaterialBlendMode::Opaque;
ShadingModel = MaterialShadingModel::Unlit;
break;
}
Flags = other.Flags;
TransparentLighting = other.TransparentLighting;
DecalBlendingMode = other.DecalBlendingMode;
PostFxLocation = other.PostFxLocation;
MaskThreshold = other.MaskThreshold;
OpacityThreshold = other.OpacityThreshold;
TessellationMode = other.TessellationMode;
MaxTessellationFactor = other.MaxTessellationFactor;
}
///
/// Compare structure with other one
///
/// Other structure to compare
/// True if both structures are equal
bool operator==(const MaterialInfo8& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& ShadingModel == other.ShadingModel
&& TransparentLighting == other.TransparentLighting
&& DecalBlendingMode == other.DecalBlendingMode
&& PostFxLocation == other.PostFxLocation
&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
&& Math::NearEqual(OpacityThreshold, other.OpacityThreshold)
&& Flags == other.Flags
&& TessellationMode == other.TessellationMode
&& MaxTessellationFactor == other.MaxTessellationFactor;
}
};
///
/// Structure with basic information about the material surface. It describes how material is reacting on light and which graphical features of it requires to render.
///
API_STRUCT() struct FLAXENGINE_API MaterialInfo
{
DECLARE_SCRIPTING_TYPE_MINIMAL(MaterialInfo);
///
/// The material shader domain.
///
API_FIELD() MaterialDomain Domain;
///
/// The blending mode for rendering.
///
API_FIELD() MaterialBlendMode BlendMode;
///
/// The shading mode for lighting.
///
API_FIELD() MaterialShadingModel ShadingModel;
///
/// The usage flags.
///
API_FIELD() MaterialUsageFlags UsageFlags;
///
/// The features usage flags.
///
API_FIELD() MaterialFeaturesFlags FeaturesFlags;
///
/// The decal material blending mode.
///
API_FIELD() MaterialDecalBlendingMode DecalBlendingMode;
///
/// The post fx material rendering location.
///
API_FIELD() MaterialPostFxLocation PostFxLocation;
///
/// The primitives culling mode.
///
API_FIELD() CullMode CullMode;
///
/// The mask threshold.
///
API_FIELD() float MaskThreshold;
///
/// The opacity threshold.
///
API_FIELD() float OpacityThreshold;
///
/// The tessellation mode.
///
API_FIELD() TessellationMethod TessellationMode;
///
/// The maximum tessellation factor (used only if material uses tessellation).
///
API_FIELD() int32 MaxTessellationFactor;
MaterialInfo()
{
}
MaterialInfo(const MaterialInfo8& other)
{
Domain = other.Domain;
BlendMode = other.BlendMode;
ShadingModel = other.ShadingModel;
UsageFlags = MaterialUsageFlags::None;
if (other.Flags & MaterialFlags_Deprecated::UseMask)
UsageFlags |= MaterialUsageFlags::UseMask;
if (other.Flags & MaterialFlags_Deprecated::UseEmissive)
UsageFlags |= MaterialUsageFlags::UseEmissive;
if (other.Flags & MaterialFlags_Deprecated::UsePositionOffset)
UsageFlags |= MaterialUsageFlags::UsePositionOffset;
if (other.Flags & MaterialFlags_Deprecated::UseVertexColor)
UsageFlags |= MaterialUsageFlags::UseVertexColor;
if (other.Flags & MaterialFlags_Deprecated::UseNormal)
UsageFlags |= MaterialUsageFlags::UseNormal;
if (other.Flags & MaterialFlags_Deprecated::UseDisplacement)
UsageFlags |= MaterialUsageFlags::UseDisplacement;
if (other.Flags & MaterialFlags_Deprecated::UseRefraction)
UsageFlags |= MaterialUsageFlags::UseRefraction;
FeaturesFlags = MaterialFeaturesFlags::None;
if (other.Flags & MaterialFlags_Deprecated::Wireframe)
FeaturesFlags |= MaterialFeaturesFlags::Wireframe;
if (other.Flags & MaterialFlags_Deprecated::TransparentDisableDepthTest && BlendMode != MaterialBlendMode::Opaque)
FeaturesFlags |= MaterialFeaturesFlags::DisableDepthTest;
if (other.Flags & MaterialFlags_Deprecated::TransparentDisableFog && BlendMode != MaterialBlendMode::Opaque)
FeaturesFlags |= MaterialFeaturesFlags::DisableFog;
if (other.Flags & MaterialFlags_Deprecated::TransparentDisableReflections && BlendMode != MaterialBlendMode::Opaque)
FeaturesFlags |= MaterialFeaturesFlags::DisableReflections;
if (other.Flags & MaterialFlags_Deprecated::DisableDepthWrite)
FeaturesFlags |= MaterialFeaturesFlags::DisableDepthWrite;
if (other.Flags & MaterialFlags_Deprecated::TransparentDisableDistortion && BlendMode != MaterialBlendMode::Opaque)
FeaturesFlags |= MaterialFeaturesFlags::DisableDistortion;
if (other.Flags & MaterialFlags_Deprecated::InputWorldSpaceNormal)
FeaturesFlags |= MaterialFeaturesFlags::InputWorldSpaceNormal;
if (other.Flags & MaterialFlags_Deprecated::UseDitheredLODTransition)
FeaturesFlags |= MaterialFeaturesFlags::DitheredLODTransition;
if (other.BlendMode != MaterialBlendMode::Opaque && other.TransparentLighting == MaterialTransparentLighting_Deprecated::None)
ShadingModel = MaterialShadingModel::Unlit;
DecalBlendingMode = other.DecalBlendingMode;
PostFxLocation = other.PostFxLocation;
CullMode = other.Flags & MaterialFlags_Deprecated::TwoSided ? ::CullMode::TwoSided : ::CullMode::Normal;
MaskThreshold = other.MaskThreshold;
OpacityThreshold = other.OpacityThreshold;
TessellationMode = other.TessellationMode;
MaxTessellationFactor = other.MaxTessellationFactor;
}
bool operator==(const MaterialInfo& other) const
{
return Domain == other.Domain
&& BlendMode == other.BlendMode
&& ShadingModel == other.ShadingModel
&& UsageFlags == other.UsageFlags
&& FeaturesFlags == other.FeaturesFlags
&& DecalBlendingMode == other.DecalBlendingMode
&& PostFxLocation == other.PostFxLocation
&& CullMode == other.CullMode
&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
&& Math::NearEqual(OpacityThreshold, other.OpacityThreshold)
&& TessellationMode == other.TessellationMode
&& MaxTessellationFactor == other.MaxTessellationFactor;
}
};
// The current material info descriptor version used by the material pipeline
typedef MaterialInfo MaterialInfo9;
#define MaterialInfo_Version 9