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#pragma once
#include "Ires.hpp"
#include "RcPtr.hpp"
#include "Shader.hpp"
#include "Texture.hpp"
#include <glad/glad.h>
#include <robin_hood.h>
#include <cstddef>
#include <cstdint>
#include <glm/glm.hpp>
#include <memory>
#include <span>
#include <string_view>
#include <vector>
// Forward declarations
class Material;
class IresMaterial;
class Material : public RefCounted {
friend class IresMaterial;
public:
// NOTE: specialize between scalar vs matrix vs vector to save memory
enum UniformType : uint16_t {
UT_Scalar,
UT_Vector,
UT_Matrix,
};
struct UniformIndex {
UniformType type;
uint16_t index;
};
struct ScalarUniform {
union {
float floatValue;
int32_t intValue;
uint32_t uintValue;
};
GLenum actualType;
/* Transient */ int infoUniformIndex;
/* Transient */ GLint location;
};
struct VectorUniform {
float value[4];
int actualLength;
/* Transient */ int infoUniformIndex;
/* Transient */ GLint location;
};
struct MatrixUniform {
float value[16];
int actualWidth;
int actualHeight;
/* Transient */ int infoUniformIndex;
/* Transient */ GLint location;
};
struct TextureUniform {
RcPtr<Texture> value;
/* Transient */ int infoUniformIndex;
/* Transient */ GLint location;
};
IresMaterial* mIres = nullptr;
RcPtr<Shader> mShader;
std::vector<ScalarUniform> mBoundScalars;
std::vector<VectorUniform> mBoundVectors;
std::vector<MatrixUniform> mBoundMatrices;
std::vector<TextureUniform> mBoundTextures;
public:
Material();
void SetFloat(const char* name, float value);
void SetInt(const char* name, int32_t value);
void SetUInt(const char* name, uint32_t value);
/// Instanciated for length == 1, 2, 3, 4
template <int length>
void SetVector(const char* name, const glm::vec<length, float>& vec);
/// Instanciated for sizes (2,2) (3,3) (4,4) (2,3) (3,2) (2,4) (4,2) (3,4) (4,3)
template <int width, int height>
void SetMatrix(const char* name, const glm::mat<width, height, float>& mat);
void SetTexture(const char* name, Texture* texture);
std::span<const VectorUniform> GetVectors() const;
std::span<const MatrixUniform> GetMatrices() const;
std::span<const TextureUniform> GetTextures() const;
Shader* GetShader() const;
void SetShader(Shader* shader);
IresMaterial* GetIres() const { return mIres; }
bool IsValid() const;
void UseUniforms() const;
};
class IresMaterial : public IresObject {
private:
RcPtr<Material> mInstance;
public:
IresMaterial();
Material* GetInstance() const;
void InvalidateInstance();
void ShowEditor(EditorInstance& editor) override;
void Write(IresWritingContext& ctx, rapidjson::Value& value, rapidjson::Document& root) const override;
void Read(IresLoadingContext& ctx, const rapidjson::Value& value) override;
};
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