mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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173 lines
5.8 KiB
C++
173 lines
5.8 KiB
C++
/*
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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 "utilities/Classes.h"
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#include "model/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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using texture_set = std::array<texture_handle, gl::MAX_TEXTURES>;
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texture_set textures = { null_handle };
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// alternative texture sets, defined with "textureN_variants:" key.
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// one of them is picked per rendered model instance, empty when the material declares no variants.
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// NOTE: all variants share the remaining material properties, opacity and translucency included
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std::vector<texture_set> texture_variants;
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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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// returns texture set to use for model instance identified by provided variant id
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texture_set const &GetTextures(std::uint32_t const Variant) const
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{
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return (
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texture_variants.empty() ?
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textures :
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texture_variants[Variant % texture_variants.size()]);
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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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// types
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// texture binding which comes with a pool of alternatives: slot the binding fills, and the pool itself
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using variant_binding = std::pair<std::size_t, std::vector<std::string> const *>;
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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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// imports texture binding, potentially carrying a pool of alternatives, from the config file
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void
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deserialize_texture_mapping( cParser &Input, std::string const &Key, int const Priority );
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// returns texture slot provided binding key resolves to, or -1 if it doesn't resolve to any
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int
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texture_slot( std::string const &Key );
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// fills the alternative texture sets from provided pools, one set per entry of the longest pool
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void
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build_texture_variants( std::vector<variant_binding> const &Bindings, 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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// optional pool of alternative textures for the same binding, one picked per model instance.
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// empty for regular, single texture bindings
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std::vector<std::string> variants;
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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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