Files
FlaxEngine/Source/Engine/ContentImporters/CreateMaterial.cpp

212 lines
8.5 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "CreateMaterial.h"
#if COMPILE_WITH_ASSETS_IMPORTER
#define COMPILE_WITH_MATERIAL_GRAPH 1
#include "Engine/Graphics/Shaders/Cache/ShaderStorage.h"
#include "Engine/Content/Assets/Material.h"
#include "Engine/Tools/MaterialGenerator/Types.h"
#include "Engine/Tools/MaterialGenerator/MaterialLayer.h"
#include "Engine/Tools/MaterialGenerator/MaterialGenerator.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#define SET_POS(node, pos) meta.Position = pos; node->Meta.AddEntry(11, (byte*)&meta, sizeof(meta));
#define CONNECT(boxA, boxB) boxA.Connections.Add(&boxB); boxB.Connections.Add(&boxA)
namespace
{
template<typename T>
ShaderGraphNode<>* AddValueNode(MaterialLayer* layer, const float& value, const float& defaultValue)
{
if (Math::NearEqual(value, defaultValue))
return nullptr;
auto& node = layer->Graph.Nodes.AddOne();
node.ID = layer->Graph.Nodes.Count();
node.Type = GRAPH_NODE_MAKE_TYPE(2, 3);
node.Boxes.Resize(1);
node.Boxes[0] = MaterialGraphBox(&node, 0, VariantType::Float); // Value
node.Values.Resize(1);
node.Values[0] = value;
return &node;
}
template<typename T>
ShaderGraphNode<>* AddValueNode(MaterialLayer* layer, const Color& value, const Color& defaultValue)
{
if (value == defaultValue)
return nullptr;
auto& node = layer->Graph.Nodes.AddOne();
node.ID = layer->Graph.Nodes.Count();
node.Type = GRAPH_NODE_MAKE_TYPE(2, 7);
node.Boxes.Resize(5);
node.Boxes[0] = MaterialGraphBox(&node, 0, VariantType::Float4); // Color
node.Boxes[1] = MaterialGraphBox(&node, 1, VariantType::Float); // R
node.Boxes[2] = MaterialGraphBox(&node, 2, VariantType::Float); // G
node.Boxes[3] = MaterialGraphBox(&node, 3, VariantType::Float); // B
node.Boxes[4] = MaterialGraphBox(&node, 4, VariantType::Float); // A
node.Values.Resize(1);
node.Values[0] = value;
return &node;
}
ShaderGraphNode<>* AddMultiplyNode(MaterialLayer* layer)
{
auto& node = layer->Graph.Nodes.AddOne();
node.ID = layer->Graph.Nodes.Count();
node.Type = GRAPH_NODE_MAKE_TYPE(3, 3);
node.Boxes.Resize(3);
node.Boxes[0] = MaterialGraphBox(&node, 0, VariantType::Float4); // A
node.Boxes[1] = MaterialGraphBox(&node, 1, VariantType::Float4); // B
node.Boxes[2] = MaterialGraphBox(&node, 2, VariantType::Float4); // Result
node.Values.Resize(2);
node.Values[0] = 1.0f;
node.Values[1] = 1.0f;
return &node;
}
ShaderGraphNode<>* AddTextureNode(MaterialLayer* layer, const Guid& textureId, bool normalMap = false)
{
if (!textureId.IsValid())
return nullptr;
auto& node = layer->Graph.Nodes.AddOne();
node.ID = layer->Graph.Nodes.Count();
node.Type = GRAPH_NODE_MAKE_TYPE(5, normalMap ? 4 : 1);
node.Boxes.Resize(7);
node.Boxes[0] = MaterialGraphBox(&node, 0, VariantType::Float2); // UVs
node.Boxes[6] = MaterialGraphBox(&node, 6, VariantType::Object); // Texture Reference
node.Boxes[1] = MaterialGraphBox(&node, 1, VariantType::Float4); // Color
node.Boxes[2] = MaterialGraphBox(&node, 2, VariantType::Float); // R
node.Boxes[3] = MaterialGraphBox(&node, 3, VariantType::Float); // G
node.Boxes[4] = MaterialGraphBox(&node, 4, VariantType::Float); // B
node.Boxes[5] = MaterialGraphBox(&node, 5, VariantType::Float); // A
node.Values.Resize(1);
node.Values[0] = textureId;
return &node;
}
struct Meta11 // TypeID: 11, for nodes
{
Float2 Position;
bool Selected;
};
template<typename T>
void AddInput(MaterialLayer* layer, Meta11 meta, MaterialGraphBoxes box, const Guid& texture, const T& value, const T& defaultValue, const Float2& pos, ShaderGraphNode<>** outTextureNode = nullptr)
{
auto textureNode = AddTextureNode(layer, texture);
auto valueNode = AddValueNode<T>(layer, value, defaultValue);
if (textureNode && valueNode)
{
auto diffuseMultiply = AddMultiplyNode(layer);
CONNECT(diffuseMultiply->Boxes[0], textureNode->Boxes[1]);
CONNECT(diffuseMultiply->Boxes[1], valueNode->Boxes[0]);
CONNECT(layer->Root->Boxes[static_cast<int32>(box)], diffuseMultiply->Boxes[2]);
SET_POS(valueNode, pos + Float2(-467.7404, 91.41332));
SET_POS(textureNode, pos + Float2(-538.096, -103.9724));
SET_POS(diffuseMultiply, pos + Float2(-293.5272f, -2.926111f));
}
else if (textureNode)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(box)], textureNode->Boxes[1]);
SET_POS(textureNode, pos + Float2(-293.5272f, -2.926111f));
}
else if (valueNode)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(box)], valueNode->Boxes[0]);
SET_POS(valueNode, pos + Float2(-293.5272f, -2.926111f));
}
if (outTextureNode)
*outTextureNode = textureNode;
}
}
CreateMaterial::Options::Options()
{
Info.Domain = MaterialDomain::Surface;
Info.BlendMode = MaterialBlendMode::Opaque;
Info.ShadingModel = MaterialShadingModel::Lit;
Info.UsageFlags = MaterialUsageFlags::None;
Info.FeaturesFlags = MaterialFeaturesFlags::None;
Info.DecalBlendingMode = MaterialDecalBlendingMode::Translucent;
Info.TransparentLightingMode = MaterialTransparentLightingMode::Surface;
Info.PostFxLocation = MaterialPostFxLocation::AfterPostProcessingPass;
Info.CullMode = CullMode::Normal;
Info.MaskThreshold = 0.3f;
Info.OpacityThreshold = 0.12f;
Info.TessellationMode = TessellationMethod::None;
Info.MaxTessellationFactor = 15;
}
CreateAssetResult CreateMaterial::Create(CreateAssetContext& context)
{
// Base
IMPORT_SETUP(Material, 20);
context.SkipMetadata = true;
ShaderStorage::Header20 shaderHeader;
Platform::MemoryClear(&shaderHeader, sizeof(shaderHeader));
if (context.CustomArg)
{
// Use custom material properties
const Options& options = *(Options*)context.CustomArg;
shaderHeader.Material.Info = options.Info;
// Generate Visject Surface with custom material properties setup
auto layer = MaterialLayer::CreateDefault(context.Data.Header.ID);
if (context.AllocateChunk(SHADER_FILE_CHUNK_VISJECT_SURFACE))
return CreateAssetResult::CannotAllocateChunk;
layer->Graph.Nodes.EnsureCapacity(32);
layer->Root = &layer->Graph.Nodes[0];
for (auto& box : layer->Root->Boxes)
box.Parent = layer->Root;
Meta11 meta;
meta.Selected = false;
// Diffuse + Mask
ShaderGraphNode<>* diffuseTextureNode;
AddInput(layer, meta, MaterialGraphBoxes::Color, options.Diffuse.Texture, options.Diffuse.Color, Color::Black, Float2::Zero, &diffuseTextureNode);
if (diffuseTextureNode && options.Diffuse.HasAlphaMask)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Mask)], diffuseTextureNode->Boxes[5]);
}
// Emissive
AddInput(layer, meta, MaterialGraphBoxes::Emissive, options.Emissive.Texture, options.Emissive.Color, Color::Black, Float2(0, 200));
// Opacity
AddInput(layer, meta, MaterialGraphBoxes::Opacity, options.Opacity.Texture, options.Opacity.Value, 1.0f, Float2(0, 400));
// Opacity
AddInput(layer, meta, MaterialGraphBoxes::Roughness, options.Roughness.Texture, options.Roughness.Value, 0.5f, Float2(200, 400));
// Normal
auto normalMap = AddTextureNode(layer, options.Normals.Texture, true);
if (normalMap)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Normal)], normalMap->Boxes[1]);
SET_POS(normalMap, Float2(-893.5272f, -200.926111f));
}
MemoryWriteStream stream(512);
layer->Graph.Save(&stream, true);
context.Data.Header.Chunks[SHADER_FILE_CHUNK_VISJECT_SURFACE]->Data.Copy(stream.GetHandle(), stream.GetPosition());
Delete(layer);
}
else
{
// Use default material properties and don't create Visject Surface because during material loading it will be generated
const Options options;
shaderHeader.Material.Info = options.Info;
}
context.Data.CustomData.Copy(&shaderHeader);
return CreateAssetResult::Ok;
}
#undef CONNECT
#undef SET_POS
#endif