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FlaxEngine/Source/Engine/ContentImporters/CreateMaterial.cpp

227 lines
9.9 KiB
C++

// Copyright (c) 2012-2022 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"
namespace
{
ShaderGraphNode<>* AddFloatValue(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;
}
ShaderGraphNode<>* AddColorNode(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::Vector4); // 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::Vector4); // A
node.Boxes[1] = MaterialGraphBox(&node, 1, VariantType::Vector4); // B
node.Boxes[2] = MaterialGraphBox(&node, 2, VariantType::Vector4); // Result
node.Values.Resize(2);
node.Values[0] = 1.0f;
node.Values[1] = 1.0f;
return &node;
}
ShaderGraphNode<>* AddTextureNode(MaterialLayer* layer, const Guid& textureId)
{
if (!textureId.IsValid())
return nullptr;
auto& node = layer->Graph.Nodes.AddOne();
node.ID = layer->Graph.Nodes.Count();
node.Type = GRAPH_NODE_MAKE_TYPE(5, 1);
node.Boxes.Resize(7);
node.Boxes[0] = MaterialGraphBox(&node, 0, VariantType::Vector2); // UVs
node.Boxes[6] = MaterialGraphBox(&node, 6, VariantType::Object); // Texture Reference
node.Boxes[1] = MaterialGraphBox(&node, 1, VariantType::Vector4); // 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
{
Vector2 Position;
bool Selected;
};
}
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.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, 19);
context.SkipMetadata = true;
ShaderStorage::Header19 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;
#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)
auto diffuseTexture = AddTextureNode(layer, options.Diffuse.Texture);
auto diffuseColor = AddColorNode(layer, options.Diffuse.Color, Color::White);
if (diffuseTexture && diffuseColor)
{
auto diffuseMultiply = AddMultiplyNode(layer);
CONNECT(diffuseMultiply->Boxes[0], diffuseTexture->Boxes[1]);
CONNECT(diffuseMultiply->Boxes[1], diffuseColor->Boxes[0]);
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Color)], diffuseMultiply->Boxes[2]);
SET_POS(diffuseColor, Vector2(-467.7404, 91.41332));
SET_POS(diffuseTexture, Vector2(-538.096, -103.9724));
SET_POS(diffuseMultiply, Vector2(-293.5272f, -2.926111f));
}
else if (diffuseTexture)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Color)], diffuseTexture->Boxes[1]);
SET_POS(diffuseTexture, Vector2(-293.5272f, -2.926111f));
}
else if (diffuseColor)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Color)], diffuseColor->Boxes[0]);
SET_POS(diffuseColor, Vector2(-293.5272f, -2.926111f));
}
if (diffuseTexture && options.Diffuse.HasAlphaMask)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Mask)], diffuseTexture->Boxes[5]);
}
auto emissiveTexture = AddTextureNode(layer, options.Emissive.Texture);
auto emissiveColor = AddColorNode(layer, options.Emissive.Color, Color::Transparent);
if (emissiveTexture && emissiveColor)
{
auto emissiveMultiply = AddMultiplyNode(layer);
CONNECT(emissiveMultiply->Boxes[0], emissiveTexture->Boxes[1]);
CONNECT(emissiveMultiply->Boxes[1], emissiveColor->Boxes[0]);
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Emissive)], emissiveMultiply->Boxes[2]);
SET_POS(emissiveTexture, Vector2(-667.7404, 91.41332));
SET_POS(emissiveTexture, Vector2(-738.096, -103.9724));
SET_POS(emissiveMultiply, Vector2(-493.5272f, -2.926111f));
}
else if (emissiveTexture)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Emissive)], emissiveTexture->Boxes[1]);
SET_POS(emissiveTexture, Vector2(-493.5272f, -2.926111f));
}
else if (emissiveColor)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Emissive)], emissiveColor->Boxes[0]);
SET_POS(emissiveColor, Vector2(-493.5272f, -2.926111f));
}
auto normalMap = AddTextureNode(layer, options.Normals.Texture);
if (normalMap)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Normal)], normalMap->Boxes[1]);
SET_POS(normalMap, Vector2(-893.5272f, -200.926111f));
}
auto opacityTexture = AddTextureNode(layer, options.Opacity.Texture);
auto opacityValue = AddFloatValue(layer, options.Opacity.Value, 1.0f);
if (opacityTexture && opacityValue)
{
auto opacityMultiply = AddMultiplyNode(layer);
CONNECT(opacityMultiply->Boxes[0], opacityTexture->Boxes[1]);
CONNECT(opacityMultiply->Boxes[1], opacityValue->Boxes[0]);
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Opacity)], opacityMultiply->Boxes[2]);
SET_POS(opacityTexture, Vector2(-867.7404, 91.41332));
SET_POS(opacityTexture, Vector2(-938.096, -103.9724));
SET_POS(opacityMultiply, Vector2(-693.5272f, -2.926111f));
}
else if (opacityTexture)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Opacity)], opacityTexture->Boxes[1]);
SET_POS(opacityTexture, Vector2(-693.5272f, -2.926111f));
}
else if (opacityValue)
{
CONNECT(layer->Root->Boxes[static_cast<int32>(MaterialGraphBoxes::Opacity)], opacityValue->Boxes[0]);
SET_POS(opacityValue, Vector2(-693.5272f, -2.926111f));
}
#undef CONNECT
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;
}
#endif