Files
FlaxEngine/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.h
2025-08-14 11:53:25 +02:00

223 lines
6.2 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if COMPILE_WITH_MATERIAL_GRAPH
#include "Engine/Graphics/Materials/MaterialInfo.h"
#include "Engine/Graphics/Materials/MaterialParams.h"
#include "MaterialLayer.h"
#include "Types.h"
/// <summary>
/// Material node input boxes (each enum item value maps to box ID).
/// </summary>
enum class MaterialGraphBoxes
{
/// <summary>
/// The layer input.
/// </summary>
Layer = 0,
/// <summary>
/// The color input.
/// </summary>
Color = 1,
/// <summary>
/// The mask input.
/// </summary>
Mask = 2,
/// <summary>
/// The emissive input.
/// </summary>
Emissive = 3,
/// <summary>
/// The metalness input.
/// </summary>
Metalness = 4,
/// <summary>
/// The specular input.
/// </summary>
Specular = 5,
/// <summary>
/// The roughness input.
/// </summary>
Roughness = 6,
/// <summary>
/// The ambient occlusion input.
/// </summary>
AmbientOcclusion = 7,
/// <summary>
/// The normal input.
/// </summary>
Normal = 8,
/// <summary>
/// The opacity input.
/// </summary>
Opacity = 9,
/// <summary>
/// The refraction input.
/// </summary>
Refraction = 10,
/// <summary>
/// The position offset input.
/// </summary>
PositionOffset = 11,
/// <summary>
/// The tessellation multiplier input.
/// </summary>
TessellationMultiplier = 12,
/// <summary>
/// The world displacement input.
/// </summary>
WorldDisplacement = 13,
/// <summary>
/// The subsurface color input.
/// </summary>
SubsurfaceColor = 14,
/// <summary>
/// The amount of input boxes.
/// </summary>
MAX
};
/// <summary>
/// Material shaders generator from graphs.
/// </summary>
class MaterialGenerator : public ShaderGenerator
{
public:
struct MaterialGraphBoxesMapping
{
byte ID;
const Char* SubName;
MaterialTreeType TreeType;
MaterialValue DefaultValue;
};
private:
Array<MaterialLayer*> _layers;
Array<MaterialGraphBox*, FixedAllocation<16>> _vsToPsInterpolants;
MaterialTreeType _treeType;
MaterialLayer* _treeLayer = nullptr;
String _treeLayerVarName;
MaterialValue _ddx, _ddy, _cameraVector;
public:
MaterialGenerator();
~MaterialGenerator();
public:
/// <summary>
/// Gets material root layer
/// </summary>
/// <returns>Base layer</returns>
MaterialLayer* GetRootLayer() const;
/// <summary>
/// Add new layer to the generator data (will be deleted after usage)
/// </summary>
/// <param name="layer">Layer to add</param>
void AddLayer(MaterialLayer* layer);
/// <summary>
/// Gets layer that has given ID, if not loaded tries to load it
/// </summary>
/// <param name="id">Layer ID</param>
/// <param name="caller">Calling node</param>
/// <returns>Material layer or null if cannot do that</returns>
MaterialLayer* GetLayer(const Guid& id, Node* caller);
/// <summary>
/// Generate material source code (first layer should be the base one)
/// </summary>
/// <param name="source">Output source code</param>
/// <param name="materialInfo">Material info structure (will contain output data)</param>
/// <param name="parametersData">Output material parameters data</param>
/// <returns>True if cannot generate code, otherwise false</returns>
bool Generate(WriteStream& source, MaterialInfo& materialInfo, BytesContainer& parametersData);
private:
void clearCache();
void createGradients(Node* caller);
Value getCameraVector(Node* caller);
void eatMaterialGraphBox(String& layerVarName, MaterialGraphBox* nodeBox, MaterialGraphBoxes box);
void eatMaterialGraphBox(MaterialLayer* layer, MaterialGraphBoxes box);
void eatMaterialGraphBoxWithDefault(MaterialLayer* layer, MaterialGraphBoxes box);
void ProcessGroupLayers(Box* box, Node* node, Value& value);
void ProcessGroupMaterial(Box* box, Node* node, Value& value);
void ProcessGroupMath(Box* box, Node* node, Value& value);
void ProcessGroupParameters(Box* box, Node* node, Value& value);
void ProcessGroupTextures(Box* box, Node* node, Value& value);
void ProcessGroupTools(Box* box, Node* node, Value& value);
void ProcessGroupParticles(Box* box, Node* node, Value& value);
void ProcessGroupFunction(Box* box, Node* node, Value& value);
void writeBlending(MaterialGraphBoxes box, Value& result, const Value& bottom, const Value& top, const Value& alpha);
using ShaderGenerator::findParam;
SerializedMaterialParam* findParam(const Guid& id, MaterialLayer* layer);
MaterialGraphParameter* findGraphParam(const Guid& id);
MaterialValue* sampleTextureRaw(Node* caller, Value& value, Box* box, SerializedMaterialParam* texture);
void sampleTexture(Node* caller, Value& value, Box* box, SerializedMaterialParam* texture);
void sampleSceneDepth(Node* caller, Value& value, Box* box);
void linearizeSceneDepth(Node* caller, const Value& depth, Value& value);
// This must match ParticleAttribute::ValueTypes enum in Particles Module
enum class ParticleAttributeValueTypes
{
Float,
Float2,
Float3,
Float4,
Int,
Uint,
};
enum class ParticleAttributeSpace
{
AsIs,
LocalPosition,
LocalDirection,
};
MaterialValue AccessParticleAttribute(Node* caller, const StringView& name, ParticleAttributeValueTypes valueType, const Char* index = nullptr, ParticleAttributeSpace space = ParticleAttributeSpace::AsIs);
void prepareLayer(MaterialLayer* layer, bool allowVisibleParams);
void WriteCustomGlobalCode(const Array<const MaterialGraph::Node*, InlinedAllocation<8>>& nodes, int32 templateInputsMapping);
Value VsToPs(Node* node, Box* input);
public:
static MaterialValue getUVs;
static MaterialValue getTime;
static MaterialValue getUnscaledTime;
static MaterialValue getNormal;
static MaterialValue getNormalZero;
static MaterialValue getVertexColor;
static MaterialGraphBoxesMapping MaterialGraphBoxesMappings[];
static const MaterialGraphBoxesMapping& GetMaterialRootNodeBox(MaterialGraphBoxes box);
};
#endif