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