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first take on the materialKey
This commit is contained in:
parent
3fb5e47dcc
commit
7de4c2eff7
12 changed files with 347 additions and 83 deletions
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@ -1902,8 +1902,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
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} else {
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material._material->setDiffuse(material.diffuse);
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}
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material._material->setSpecular(material.specular);
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material._material->setShininess(material.shininess);
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material._material->setMetallic(glm::length(material.specular));
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material._material->setGloss(material.shininess);
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if (material.opacity <= 0.0f) {
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material._material->setOpacity(1.0f);
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@ -134,8 +134,8 @@ void setMeshPartDefaults(FBXMeshPart& meshPart, QString materialID) {
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meshPart._material = model::MaterialPointer(new model::Material());
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meshPart._material->setDiffuse(glm::vec3(1.0, 1.0, 1.0));
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meshPart._material->setOpacity(1.0);
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meshPart._material->setSpecular(glm::vec3(1.0, 1.0, 1.0));
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meshPart._material->setShininess(96.0);
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meshPart._material->setMetallic(0.0);
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meshPart._material->setGloss(96.0);
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meshPart._material->setEmissive(glm::vec3(0.0, 0.0, 0.0));
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}
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@ -481,8 +481,8 @@ FBXGeometry OBJReader::readOBJ(QIODevice* device, const QVariantHash& mapping, Q
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meshPart.specularTexture.filename = material->specularTextureFilename;
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// ... and some things are set in the underlying material.
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meshPart._material->setDiffuse(material->diffuseColor);
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meshPart._material->setSpecular(material->specularColor);
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meshPart._material->setShininess(material->shininess);
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meshPart._material->setMetallic(glm::length(material->specularColor));
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meshPart._material->setGloss(material->shininess);
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meshPart._material->setOpacity(material->opacity);
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}
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// qCDebug(modelformat) << "OBJ Reader part:" << meshPartCount << "name:" << leadFace.groupName << "material:" << groupMaterialName << "diffuse:" << meshPart._material->getDiffuse() << "faces:" << faceGroup.count() << "triangle indices will start with:" << mesh.vertices.count();
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@ -567,10 +567,10 @@ void fbxDebugDump(const FBXGeometry& fbxgeo) {
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qCDebug(modelformat) << " quadIndices.count() =" << meshPart.quadIndices.count();
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qCDebug(modelformat) << " triangleIndices.count() =" << meshPart.triangleIndices.count();
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qCDebug(modelformat) << " diffuseColor =" << meshPart.diffuseColor << "mat =" << meshPart._material->getDiffuse();
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qCDebug(modelformat) << " specularColor =" << meshPart.specularColor << "mat =" << meshPart._material->getSpecular();
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qCDebug(modelformat) << " specularColor =" << meshPart.specularColor << "mat =" << meshPart._material->getMetallic();
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qCDebug(modelformat) << " emissiveColor =" << meshPart.emissiveColor << "mat =" << meshPart._material->getEmissive();
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qCDebug(modelformat) << " emissiveParams =" << meshPart.emissiveParams;
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qCDebug(modelformat) << " shininess =" << meshPart.shininess << "mat =" << meshPart._material->getShininess();
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qCDebug(modelformat) << " gloss =" << meshPart.shininess << "mat =" << meshPart._material->getGloss();
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qCDebug(modelformat) << " opacity =" << meshPart.opacity << "mat =" << meshPart._material->getOpacity();
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qCDebug(modelformat) << " materialID =" << meshPart.materialID;
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qCDebug(modelformat) << " diffuse texture =" << meshPart.diffuseTexture.filename;
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@ -437,6 +437,8 @@ public:
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explicit operator bool() const { return bool(_texture); }
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bool operator !() const { return (!_texture); }
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bool isValid() const { return bool(_texture); }
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};
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typedef std::vector<TextureView> TextureViews;
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@ -14,7 +14,7 @@ using namespace model;
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using namespace gpu;
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Material::Material() :
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_flags(0),
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_key(0),
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_schemaBuffer(),
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_textureMap() {
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@ -26,13 +26,13 @@ Material::Material() :
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}
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Material::Material(const Material& material) :
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_flags(material._flags),
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_key(material._key),
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_schemaBuffer(material._schemaBuffer),
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_textureMap(material._textureMap) {
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}
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Material& Material::operator= (const Material& material) {
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_flags = (material._flags);
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_key = (material._key);
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_schemaBuffer = (material._schemaBuffer);
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_textureMap = (material._textureMap);
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@ -43,52 +43,32 @@ Material::~Material() {
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}
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void Material::setDiffuse(const Color& diffuse) {
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if (glm::any(glm::greaterThan(diffuse, Color(0.0f)))) {
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_flags.set(DIFFUSE_BIT);
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} else {
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_flags.reset(DIFFUSE_BIT);
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}
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_key.setDiffuse(glm::any(glm::greaterThan(diffuse, Color(0.0f))));
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_schemaBuffer.edit<Schema>()._diffuse = diffuse;
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}
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void Material::setSpecular(const Color& specular) {
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if (glm::any(glm::greaterThan(specular, Color(0.0f)))) {
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_flags.set(SPECULAR_BIT);
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} else {
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_flags.reset(SPECULAR_BIT);
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}
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_schemaBuffer.edit<Schema>()._specular = specular;
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void Material::setMetallic(float metallic) {
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_key.setMetallic(metallic > 0.0f);
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_schemaBuffer.edit<Schema>()._metallic = glm::vec3(metallic);
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}
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void Material::setEmissive(const Color& emissive) {
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if (glm::any(glm::greaterThan(emissive, Color(0.0f)))) {
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_flags.set(EMISSIVE_BIT);
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} else {
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_flags.reset(EMISSIVE_BIT);
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}
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_key.setEmissive(glm::any(glm::greaterThan(emissive, Color(0.0f))));
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_schemaBuffer.edit<Schema>()._emissive = emissive;
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}
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void Material::setShininess(float shininess) {
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if (shininess > 0.0f) {
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_flags.set(SHININESS_BIT);
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} else {
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_flags.reset(SHININESS_BIT);
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}
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_schemaBuffer.edit<Schema>()._shininess = shininess;
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void Material::setGloss(float gloss) {
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_key.setGloss((gloss > 0.0f));
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_schemaBuffer.edit<Schema>()._gloss = gloss;
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}
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void Material::setOpacity(float opacity) {
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if (opacity >= 1.0f) {
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_flags.reset(TRANSPARENT_BIT);
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} else {
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_flags.set(TRANSPARENT_BIT);
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}
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_key.setTransparent((opacity < 1.0f));
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_schemaBuffer.edit<Schema>()._opacity = opacity;
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}
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void Material::setTextureView(MapChannel channel, const gpu::TextureView& view) {
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_flags.set(DIFFUSE_MAP_BIT + channel);
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_key.setMapChannel(channel, (view.isValid()));
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_textureMap[channel] = view;
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}
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@ -23,6 +23,177 @@
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namespace model {
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// Material Key is a coarse trait description of a material used to classify the materials
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class MaterialKey {
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public:
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enum FlagBit {
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EMISSIVE_VAL_BIT = 0,
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DIFFUSE_VAL_BIT,
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METALLIC_VAL_BIT,
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GLOSS_VAL_BIT,
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TRANSPARENT_VAL_BIT,
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EMISSIVE_MAP_BIT,
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DIFFUSE_MAP_BIT,
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METALLIC_MAP_BIT,
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GLOSS_MAP_BIT,
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TRANSPARENT_MAP_BIT,
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NORMAL_MAP_BIT,
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NUM_FLAGS,
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};
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typedef std::bitset<NUM_FLAGS> Flags;
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enum MapChannel {
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EMISSIVE_MAP = 0,
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DIFFUSE_MAP,
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METALLIC_MAP,
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GLOSS_MAP,
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TRANSPARENT_MAP,
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NORMAL_MAP,
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NUM_MAP_CHANNELS,
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};
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// The signature is the Flags
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Flags _flags;
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MaterialKey() : _flags(0) {}
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MaterialKey(const Flags& flags) : _flags(flags) {}
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class Builder {
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Flags _flags{ 0 };
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public:
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Builder() {}
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MaterialKey build() const { return MaterialKey(_flags); }
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Builder& withEmissive() { _flags.set(EMISSIVE_VAL_BIT); return (*this); }
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Builder& withDiffuse() { _flags.set(DIFFUSE_VAL_BIT); return (*this); }
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Builder& withMetallic() { _flags.set(METALLIC_VAL_BIT); return (*this); }
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Builder& withGloss() { _flags.set(GLOSS_VAL_BIT); return (*this); }
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Builder& withTransparent() { _flags.set(TRANSPARENT_VAL_BIT); return (*this); }
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Builder& withEmissiveMap() { _flags.set(EMISSIVE_MAP_BIT); return (*this); }
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Builder& withDiffuseMap() { _flags.set(DIFFUSE_MAP_BIT); return (*this); }
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Builder& withMetallicMap() { _flags.set(METALLIC_MAP_BIT); return (*this); }
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Builder& withGlossMap() { _flags.set(GLOSS_MAP_BIT); return (*this); }
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Builder& withTransparentMap() { _flags.set(TRANSPARENT_MAP_BIT); return (*this); }
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Builder& withNormalMap() { _flags.set(NORMAL_MAP_BIT); return (*this); }
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// Convenient standard keys that we will keep on using all over the place
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static MaterialKey opaqueDiffuse() { return Builder().withDiffuse().build(); }
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};
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void setEmissive(bool value) { _flags.set(EMISSIVE_VAL_BIT, value); }
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bool isEmissive() const { return _flags[EMISSIVE_VAL_BIT]; }
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void setEmissiveMap(bool value) { _flags.set(EMISSIVE_MAP_BIT, value); }
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bool isEmissiveMap() const { return _flags[EMISSIVE_MAP_BIT]; }
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void setDiffuse(bool value) { _flags.set(DIFFUSE_VAL_BIT, value); }
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bool isDiffuse() const { return _flags[DIFFUSE_VAL_BIT]; }
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void setDiffuseMap(bool value) { _flags.set(DIFFUSE_MAP_BIT, value); }
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bool isDiffuseMap() const { return _flags[DIFFUSE_MAP_BIT]; }
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void setMetallic(bool value) { _flags.set(METALLIC_VAL_BIT, value); }
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bool isMetallic() const { return _flags[METALLIC_VAL_BIT]; }
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void setMetallicMap(bool value) { _flags.set(METALLIC_MAP_BIT, value); }
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bool isMetallicMap() const { return _flags[METALLIC_MAP_BIT]; }
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void setGloss(bool value) { _flags.set(GLOSS_VAL_BIT, value); }
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bool isGloss() const { return _flags[GLOSS_VAL_BIT]; }
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void setGlossMap(bool value) { _flags.set(GLOSS_MAP_BIT, value); }
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bool isGlossMap() const { return _flags[GLOSS_MAP_BIT]; }
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void setTransparent(bool value) { _flags.set(TRANSPARENT_VAL_BIT, value); }
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bool isTransparent() const { return _flags[TRANSPARENT_VAL_BIT]; }
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bool isOpaque() const { return !_flags[TRANSPARENT_VAL_BIT]; }
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void setTransparentMap(bool value) { _flags.set(TRANSPARENT_MAP_BIT, value); }
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bool isTransparentMap() const { return _flags[TRANSPARENT_MAP_BIT]; }
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void setNormalMap(bool value) { _flags.set(NORMAL_MAP_BIT, value); }
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bool isNormalMap() const { return _flags[NORMAL_MAP_BIT]; }
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void setMapChannel(MapChannel channel, bool value) { _flags.set(EMISSIVE_MAP_BIT + channel, value); }
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bool isMapChannel(MapChannel channel) const { return _flags[EMISSIVE_MAP_BIT + channel]; }
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};
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class MaterialFilter {
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public:
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MaterialKey::Flags _value{ 0 };
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MaterialKey::Flags _mask{ 0 };
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MaterialFilter(const MaterialKey::Flags& value = MaterialKey::Flags(0), const MaterialKey::Flags& mask = MaterialKey::Flags(0)) : _value(value), _mask(mask) {}
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class Builder {
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MaterialKey::Flags _value{ 0 };
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MaterialKey::Flags _mask{ 0 };
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public:
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Builder() {}
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MaterialFilter build() const { return MaterialFilter(_value, _mask); }
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Builder& withoutEmissive() { _value.reset(MaterialKey::EMISSIVE_VAL_BIT); _mask.set(MaterialKey::EMISSIVE_VAL_BIT); return (*this); }
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Builder& withEmissive() { _value.set(MaterialKey::EMISSIVE_VAL_BIT); _mask.set(MaterialKey::EMISSIVE_VAL_BIT); return (*this); }
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Builder& withoutEmissiveMap() { _value.reset(MaterialKey::EMISSIVE_MAP_BIT); _mask.set(MaterialKey::EMISSIVE_MAP_BIT); return (*this); }
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Builder& withEmissiveMap() { _value.set(MaterialKey::EMISSIVE_MAP_BIT); _mask.set(MaterialKey::EMISSIVE_MAP_BIT); return (*this); }
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Builder& withoutDiffuse() { _value.reset(MaterialKey::DIFFUSE_VAL_BIT); _mask.set(MaterialKey::DIFFUSE_VAL_BIT); return (*this); }
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Builder& withDiffuse() { _value.set(MaterialKey::DIFFUSE_VAL_BIT); _mask.set(MaterialKey::DIFFUSE_VAL_BIT); return (*this); }
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Builder& withoutDiffuseMap() { _value.reset(MaterialKey::DIFFUSE_MAP_BIT); _mask.set(MaterialKey::DIFFUSE_MAP_BIT); return (*this); }
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Builder& withDiffuseMap() { _value.set(MaterialKey::DIFFUSE_MAP_BIT); _mask.set(MaterialKey::DIFFUSE_MAP_BIT); return (*this); }
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Builder& withoutMetallic() { _value.reset(MaterialKey::METALLIC_VAL_BIT); _mask.set(MaterialKey::METALLIC_VAL_BIT); return (*this); }
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Builder& withMetallic() { _value.set(MaterialKey::METALLIC_VAL_BIT); _mask.set(MaterialKey::METALLIC_VAL_BIT); return (*this); }
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Builder& withoutMetallicMap() { _value.reset(MaterialKey::METALLIC_MAP_BIT); _mask.set(MaterialKey::METALLIC_MAP_BIT); return (*this); }
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Builder& withMetallicMap() { _value.set(MaterialKey::METALLIC_MAP_BIT); _mask.set(MaterialKey::METALLIC_MAP_BIT); return (*this); }
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Builder& withoutGloss() { _value.reset(MaterialKey::GLOSS_VAL_BIT); _mask.set(MaterialKey::GLOSS_VAL_BIT); return (*this); }
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Builder& withGloss() { _value.set(MaterialKey::GLOSS_VAL_BIT); _mask.set(MaterialKey::GLOSS_VAL_BIT); return (*this); }
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Builder& withoutGlossMap() { _value.reset(MaterialKey::GLOSS_MAP_BIT); _mask.set(MaterialKey::GLOSS_MAP_BIT); return (*this); }
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Builder& withGlossMap() { _value.set(MaterialKey::GLOSS_MAP_BIT); _mask.set(MaterialKey::GLOSS_MAP_BIT); return (*this); }
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Builder& withoutTransparent() { _value.reset(MaterialKey::TRANSPARENT_VAL_BIT); _mask.set(MaterialKey::TRANSPARENT_VAL_BIT); return (*this); }
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Builder& withTransparent() { _value.set(MaterialKey::TRANSPARENT_VAL_BIT); _mask.set(MaterialKey::TRANSPARENT_VAL_BIT); return (*this); }
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Builder& withoutTransparentMap() { _value.reset(MaterialKey::TRANSPARENT_MAP_BIT); _mask.set(MaterialKey::TRANSPARENT_MAP_BIT); return (*this); }
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Builder& withTransparentMap() { _value.set(MaterialKey::TRANSPARENT_MAP_BIT); _mask.set(MaterialKey::TRANSPARENT_MAP_BIT); return (*this); }
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Builder& withoutNormalMap() { _value.reset(MaterialKey::NORMAL_MAP_BIT); _mask.set(MaterialKey::NORMAL_MAP_BIT); return (*this); }
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Builder& withNormalMap() { _value.set(MaterialKey::NORMAL_MAP_BIT); _mask.set(MaterialKey::NORMAL_MAP_BIT); return (*this); }
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// Convenient standard keys that we will keep on using all over the place
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static MaterialFilter opaqueDiffuse() { return Builder().withDiffuse().withoutTransparent().build(); }
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};
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// Item Filter operator testing if a key pass the filter
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bool test(const MaterialKey& key) const { return (key._flags & _mask) == (_value & _mask); }
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class Less {
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public:
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bool operator() (const MaterialFilter& left, const MaterialFilter& right) const {
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if (left._value.to_ulong() == right._value.to_ulong()) {
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return left._mask.to_ulong() < right._mask.to_ulong();
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} else {
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return left._value.to_ulong() < right._value.to_ulong();
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}
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}
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};
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};
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class Material {
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public:
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typedef gpu::BufferView UniformBufferView;
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typedef glm::vec3 Color;
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enum MapChannel {
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DIFFUSE_MAP = 0,
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SPECULAR_MAP,
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SHININESS_MAP,
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EMISSIVE_MAP,
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OPACITY_MAP,
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NORMAL_MAP,
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NUM_MAPS,
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};
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typedef MaterialKey::MapChannel MapChannel;
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typedef std::map<MapChannel, TextureView> TextureMap;
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typedef std::bitset<NUM_MAPS> MapFlags;
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enum FlagBit {
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DIFFUSE_BIT = 0,
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SPECULAR_BIT,
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SHININESS_BIT,
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EMISSIVE_BIT,
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TRANSPARENT_BIT,
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DIFFUSE_MAP_BIT,
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SPECULAR_MAP_BIT,
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SHININESS_MAP_BIT,
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EMISSIVE_MAP_BIT,
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OPACITY_MAP_BIT,
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NORMAL_MAP_BIT,
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NUM_FLAGS,
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};
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typedef std::bitset<NUM_FLAGS> Flags;
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typedef std::bitset<MaterialKey::NUM_MAP_CHANNELS> MapFlags;
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Material();
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Material(const Material& material);
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Material& operator= (const Material& material);
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virtual ~Material();
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const MaterialKey& getKey() const { return _key; }
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const Color& getEmissive() const { return _schemaBuffer.get<Schema>()._emissive; }
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const Color& getDiffuse() const { return _schemaBuffer.get<Schema>()._diffuse; }
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const Color& getSpecular() const { return _schemaBuffer.get<Schema>()._specular; }
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float getShininess() const { return _schemaBuffer.get<Schema>()._shininess; }
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float getMetallic() const { return _schemaBuffer.get<Schema>()._metallic.x; }
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float getGloss() const { return _schemaBuffer.get<Schema>()._gloss; }
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float getOpacity() const { return _schemaBuffer.get<Schema>()._opacity; }
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void setDiffuse(const Color& diffuse);
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void setSpecular(const Color& specular);
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void setEmissive(const Color& emissive);
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void setShininess(float shininess);
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void setDiffuse(const Color& diffuse);
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void setMetallic(float metallic);
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void setGloss(float gloss);
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void setOpacity(float opacity);
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// Schema to access the attribute values of the material
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@ -84,8 +230,8 @@ public:
|
|||
|
||||
Color _diffuse{0.5f};
|
||||
float _opacity{1.f};
|
||||
Color _specular{0.03f};
|
||||
float _shininess{0.1f};
|
||||
Color _metallic{0.03f};
|
||||
float _gloss{0.1f};
|
||||
Color _emissive{0.0f};
|
||||
float _spare0{0.0f};
|
||||
glm::vec4 _spareVec4{0.0f}; // for alignment beauty, Material size == Mat4x4
|
||||
|
@ -100,7 +246,7 @@ public:
|
|||
|
||||
protected:
|
||||
|
||||
Flags _flags;
|
||||
MaterialKey _key;
|
||||
UniformBufferView _schemaBuffer;
|
||||
TextureMap _textureMap;
|
||||
|
||||
|
|
|
@ -24,7 +24,7 @@ typedef glm::vec3 Color;
|
|||
class TextureUsage {
|
||||
public:
|
||||
gpu::Texture::Type _type{ gpu::Texture::TEX_2D };
|
||||
Material::MapFlags _materialUsage{ Material::DIFFUSE_MAP };
|
||||
Material::MapFlags _materialUsage{ MaterialKey::DIFFUSE_MAP };
|
||||
|
||||
int _environmentUsage = 0;
|
||||
};
|
||||
|
|
|
@ -891,6 +891,9 @@ namespace render {
|
|||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, false);
|
||||
}
|
||||
}
|
||||
/* template <> const model::MaterialKey& shapeGetMaterialKey(const OpaqueMeshPart::Pointer& payload) {
|
||||
return payload->model->getPartMaterial(payload->meshIndex, payload->partIndex);
|
||||
}*/
|
||||
}
|
||||
|
||||
void Model::setVisibleInScene(bool newValue, std::shared_ptr<render::Scene> scene) {
|
||||
|
|
|
@ -44,7 +44,7 @@ template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPo
|
|||
RenderDeferredTask::RenderDeferredTask() : Task() {
|
||||
_jobs.push_back(Job(PrepareDeferred()));
|
||||
_jobs.push_back(Job(DrawBackground()));
|
||||
_jobs.push_back(Job(DrawOpaque()));
|
||||
_jobs.push_back(Job(DrawOpaqueDeferred()));
|
||||
_jobs.push_back(Job(DrawLight()));
|
||||
_jobs.push_back(Job(ResetGLState()));
|
||||
_jobs.push_back(Job(RenderDeferred()));
|
||||
|
@ -78,6 +78,84 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
|
|||
|
||||
|
||||
|
||||
template <> void render::jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawOpaqueDeferred");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render opaques
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape());
|
||||
auto& renderDetails = renderContext->args->_details;
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
inItems.emplace_back(ItemIDAndBounds(id));
|
||||
}
|
||||
ItemIDsBounds& renderedItems = inItems;
|
||||
|
||||
renderContext->_numFeedOpaqueItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds culledItems;
|
||||
culledItems.reserve(inItems.size());
|
||||
if (renderContext->_cullOpaque) {
|
||||
renderDetails.pointTo(RenderDetails::OPAQUE_ITEM);
|
||||
cullItems(sceneContext, renderContext, renderedItems, culledItems);
|
||||
renderDetails.pointTo(RenderDetails::OTHER_ITEM);
|
||||
renderedItems = culledItems;
|
||||
}
|
||||
|
||||
renderContext->_numDrawnOpaqueItems = renderedItems.size();
|
||||
|
||||
|
||||
ItemIDsBounds sortedItems;
|
||||
sortedItems.reserve(culledItems.size());
|
||||
if (renderContext->_sortOpaque) {
|
||||
depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items!
|
||||
renderedItems = sortedItems;
|
||||
}
|
||||
|
||||
// ItemIDsBounds sortedItems;
|
||||
ItemMaterialBucketMap stateSortedItems;
|
||||
stateSortedItems.allocateStandardMaterialBuckets();
|
||||
if (true) {
|
||||
for (auto& itemIDAndBound : renderedItems) {
|
||||
stateSortedItems.insert(itemIDAndBound.id, scene->getItem(itemIDAndBound.id).getMaterialKey());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (renderContext->_renderOpaque) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
renderContext->args->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnOpaqueItems);
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawTransparentDeferred");
|
||||
assert(renderContext->args);
|
||||
|
|
|
@ -35,6 +35,14 @@ namespace render {
|
|||
template <> void jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
|
||||
class DrawOpaqueDeferred {
|
||||
public:
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
class DrawTransparentDeferred {
|
||||
public:
|
||||
};
|
||||
|
|
|
@ -445,3 +445,18 @@ template <> void render::jobRun(const DrawBackground& job, const SceneContextPoi
|
|||
// Force the context sync
|
||||
args->_context->syncCache();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ItemMaterialBucketMap::insert(const ItemID& id, const model::MaterialKey& key) {
|
||||
// Insert the itemID in every bucket where it filters true
|
||||
for (auto& bucket : (*this)) {
|
||||
if (bucket.first.test(key)) {
|
||||
bucket.second.push_back(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ItemMaterialBucketMap::allocateStandardMaterialBuckets() {
|
||||
(*this)[model::MaterialFilter::Builder::opaqueDiffuse()];
|
||||
}
|
||||
|
|
|
@ -62,6 +62,10 @@ void depthSortItems(const SceneContextPointer& sceneContext, const RenderContext
|
|||
void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems = -1);
|
||||
|
||||
|
||||
|
||||
void materialSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
|
||||
|
||||
|
||||
class DrawOpaque {
|
||||
public:
|
||||
};
|
||||
|
@ -101,6 +105,20 @@ public:
|
|||
|
||||
};
|
||||
|
||||
|
||||
// A map of ItemIDs allowing to create bucket lists of SHAPE type items which are filtered by their
|
||||
// Material
|
||||
class ItemMaterialBucketMap : public std::map<model::MaterialFilter, ItemIDs, model::MaterialFilter::Less> {
|
||||
public:
|
||||
|
||||
ItemMaterialBucketMap() {}
|
||||
|
||||
void insert(const ItemID& id, const model::MaterialKey& key);
|
||||
|
||||
// standard builders allocating the main buckets
|
||||
void allocateStandardMaterialBuckets();
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // hifi_render_Task_h
|
||||
|
|
|
@ -24,6 +24,8 @@
|
|||
#include <AABox.h>
|
||||
#include <RenderArgs.h>
|
||||
|
||||
#include "model/Material.h"
|
||||
|
||||
namespace render {
|
||||
|
||||
class Context;
|
||||
|
@ -216,6 +218,8 @@ public:
|
|||
|
||||
virtual void update(const UpdateFunctorPointer& functor) = 0;
|
||||
|
||||
virtual const model::MaterialKey& getMaterialKey() const = 0;
|
||||
|
||||
~PayloadInterface() {}
|
||||
protected:
|
||||
};
|
||||
|
@ -240,6 +244,9 @@ public:
|
|||
void render(RenderArgs* args) { _payload->render(args); }
|
||||
void update(const UpdateFunctorPointer& updateFunctor) { _payload->update(updateFunctor); }
|
||||
|
||||
// Shape Type Interface
|
||||
const model::MaterialKey& getMaterialKey() const { return _payload->getMaterialKey(); }
|
||||
|
||||
protected:
|
||||
PayloadPointer _payload;
|
||||
ItemKey _key;
|
||||
|
@ -275,16 +282,23 @@ template <class T> const ItemKey payloadGetKey(const std::shared_ptr<T>& payload
|
|||
template <class T> const Item::Bound payloadGetBound(const std::shared_ptr<T>& payloadData) { return Item::Bound(); }
|
||||
template <class T> void payloadRender(const std::shared_ptr<T>& payloadData, RenderArgs* args) { }
|
||||
|
||||
// Shape type interface
|
||||
template <class T> const model::MaterialKey& shapeGetMaterialKey(const std::shared_ptr<T>& payloadData) { return model::MaterialKey(); }
|
||||
|
||||
template <class T> class Payload : public Item::PayloadInterface {
|
||||
public:
|
||||
typedef std::shared_ptr<T> DataPointer;
|
||||
typedef UpdateFunctor<T> Updater;
|
||||
|
||||
virtual void update(const UpdateFunctorPointer& functor) { static_cast<Updater*>(functor.get())->_func((*_data)); }
|
||||
|
||||
// Payload general interface
|
||||
virtual const ItemKey getKey() const { return payloadGetKey<T>(_data); }
|
||||
virtual const Item::Bound getBound() const { return payloadGetBound<T>(_data); }
|
||||
virtual void render(RenderArgs* args) { payloadRender<T>(_data, args); }
|
||||
|
||||
virtual void update(const UpdateFunctorPointer& functor) { static_cast<Updater*>(functor.get())->_func((*_data)); }
|
||||
virtual void render(RenderArgs* args) { payloadRender<T>(_data, args); }
|
||||
|
||||
// Shape Type interface
|
||||
virtual const model::MaterialKey& getMaterialKey() const { return shapeGetMaterialKey<T>(_data); }
|
||||
|
||||
Payload(const DataPointer& data) : _data(data) {}
|
||||
protected:
|
||||
|
|
Loading…
Reference in a new issue