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Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
142
model/material.h
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142
model/material.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "interfaces/IMaterial.h"
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#include "Classes.h"
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#include "Texture.h"
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#include "gl/shader.h"
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#include "gl/ubo.h"
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// a collection of parameters for the rendering setup.
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// for modern opengl this translates to set of attributes for shaders
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struct opengl_material : public IMaterial {
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std::array<texture_handle, gl::MAX_TEXTURES> textures = { null_handle };
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std::array<glm::vec4, gl::MAX_PARAMS> params;
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std::vector<gl::shader::param_entry> params_state;
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std::shared_ptr<gl::program> shader;
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std::optional<float> opacity;
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std::optional<float> selfillum;
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float glossiness { 10.f };
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int shadow_rank { 0 }; // priority as shadow caster; higher = more likely to be skipped
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std::string name;
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glm::vec2 size { -1.f, -1.f }; // 'physical' size of bound texture, in meters
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// constructors
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opengl_material();
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// methods
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bool deserialize(cParser &Input, bool const Loadnow);
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virtual void finalize(bool Loadnow) override;
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virtual bool update() override;
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virtual float get_or_guess_opacity() const override;
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virtual bool is_translucent() const override;
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virtual glm::vec2 GetSize() const override
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{
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return size;
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}
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virtual std::string GetName() const override
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{
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return name;
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}
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virtual std::optional<float> GetSelfillum() const override
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{
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return selfillum;
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}
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virtual int GetShadowRank() const override
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{
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return shadow_rank;
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}
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virtual texture_handle GetTexture(int slot) const override
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{
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return textures[slot];
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}
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// members
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static struct path_data {
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std::unordered_map<std::string, int> index_map;
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std::vector<std::string> data;
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} paths;
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bool is_good { false }; // indicates material was compiled without failure
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int path{ -1 }; // index to material path
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bool update_on_weather_change{ false };
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bool update_on_season_change{ false };
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private:
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// methods
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// imports member data pair from the config file
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bool
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deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow );
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void log_error(const std::string &str);
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// members
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// priorities for textures, shader, opacity
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int m_shader_priority = -1;
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int m_opacity_priority = -1;
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int m_selfillum_priority = -1;
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int m_glossiness_priority = -1;
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struct parse_info_s
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{
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struct tex_def
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{
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std::string name;
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int priority;
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};
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struct param_def
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{
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glm::vec4 data;
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int priority;
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};
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std::unordered_map<std::string, tex_def> tex_mapping;
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std::unordered_map<std::string, param_def> param_mapping;
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};
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std::unique_ptr<parse_info_s> parse_info;
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};
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class material_manager {
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public:
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material_manager() { m_materials.emplace_back( opengl_material() ); } // empty bindings for null material
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material_handle
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create( std::string const &Filename, bool const Loadnow );
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opengl_material const &
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material( material_handle const Material ) const { return m_materials[ Material ]; }
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opengl_material &
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material( material_handle const Material ) { return m_materials[ Material ]; }
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// material updates executed when environment changes
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// TODO: registerable callbacks in environment manager
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void
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on_weather_change();
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void
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on_season_change();
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private:
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// types
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typedef std::vector<opengl_material> material_sequence;
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typedef std::unordered_map<std::string, std::size_t> index_map;
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// methods:
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// checks whether specified texture is in the texture bank. returns texture id, or npos.
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material_handle
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find_in_databank( std::string const &Materialname ) const;
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public:
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// checks whether specified file exists. returns name of the located file, or empty string.
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static std::pair<std::string, std::string>
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find_on_disk( std::string const &Materialname );
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private:
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// members:
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material_sequence m_materials;
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index_map m_materialmappings;
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};
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//---------------------------------------------------------------------------
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