libs/render/src/eu/render/material.h
| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | #pragma once | ||
| 2 | |||
| 3 | // #include "eu/render/color.h" | ||
| 4 | #include "eu/render/texture.h" | ||
| 5 | #include "eu/render/assets.h" | ||
| 6 | |||
| 7 | #include <memory> | ||
| 8 | #include <optional> | ||
| 9 | |||
| 10 | namespace eu::render | ||
| 11 | { | ||
| 12 | struct CompiledCamera; | ||
| 13 | struct LoadedShader_Default_Container; | ||
| 14 | struct LoadedShader_Unlit_Container; | ||
| 15 | struct RenderSettings; | ||
| 16 | struct Lights; | ||
| 17 | struct State; | ||
| 18 | |||
| 19 | /** \addtogroup render Renderer | ||
| 20 | * @{ | ||
| 21 | */ | ||
| 22 | |||
| 23 | /// All loaded/known shaders | ||
| 24 | struct ShaderResource; | ||
| 25 | struct RenderContext; | ||
| 26 | |||
| 27 | /// Base class for all materials | ||
| 28 | struct Material | ||
| 29 | { | ||
| 30 | ✗ | Material() = default; | |
| 31 | ✗ | virtual ~Material() = default; | |
| 32 | |||
| 33 | Material(const Material&) = delete; | ||
| 34 | Material(Material&&) = delete; | ||
| 35 | void operator=(const Material&) = delete; | ||
| 36 | void operator=(Material&&) = delete; | ||
| 37 | |||
| 38 | virtual void use_shader(const RenderContext&) = 0; | ||
| 39 | virtual void set_uniforms(const RenderContext&, const CompiledCamera&, const std::optional<m4>&) = 0; | ||
| 40 | virtual void bind_textures(const RenderContext&, State* states, Assets* assets) = 0; | ||
| 41 | virtual void apply_lights( | ||
| 42 | const RenderContext&, const Lights& lights, const RenderSettings& settings, State* states, Assets* assets | ||
| 43 | ) = 0; | ||
| 44 | |||
| 45 | [[nodiscard]] virtual bool is_transparent() const = 0; | ||
| 46 | }; | ||
| 47 | |||
| 48 | /// A unlit (or fully lit) material, not affected by light. | ||
| 49 | struct UnlitMaterial : Material | ||
| 50 | { | ||
| 51 | const LoadedShader_Unlit_Container* shader_container; | ||
| 52 | Rgb color = colors::white; | ||
| 53 | float alpha = 1.0f; | ||
| 54 | std::shared_ptr<Texture2d> texture; | ||
| 55 | |||
| 56 | explicit UnlitMaterial(const ShaderResource& resource); | ||
| 57 | void use_shader(const RenderContext&) override; | ||
| 58 | void set_uniforms(const RenderContext&, const CompiledCamera&, const std::optional<m4>&) override; | ||
| 59 | void bind_textures(const RenderContext&, State* states, Assets* assets) override; | ||
| 60 | void apply_lights( | ||
| 61 | const RenderContext&, const Lights& lights, const RenderSettings& settings, State* states, Assets* assets | ||
| 62 | ) override; | ||
| 63 | |||
| 64 | [[nodiscard]] bool is_transparent() const override; | ||
| 65 | }; | ||
| 66 | |||
| 67 | /// A material affected by light. | ||
| 68 | struct DefaultMaterial : Material | ||
| 69 | { | ||
| 70 | const LoadedShader_Default_Container* shader_container = nullptr; | ||
| 71 | Rgb color = colors::white; | ||
| 72 | float alpha = 1.0f; | ||
| 73 | |||
| 74 | Rgb ambient_tint = colors::white; | ||
| 75 | Rgb specular_color = colors::white; | ||
| 76 | float shininess = 32.0f; | ||
| 77 | float emissive_factor = 0.0f; | ||
| 78 | |||
| 79 | std::shared_ptr<Texture2d> diffuse; | ||
| 80 | std::shared_ptr<Texture2d> specular; | ||
| 81 | std::shared_ptr<Texture2d> emissive; | ||
| 82 | |||
| 83 | explicit DefaultMaterial(const ShaderResource& resource); | ||
| 84 | void use_shader(const RenderContext&) override; | ||
| 85 | void set_uniforms(const RenderContext&, const CompiledCamera&, const std::optional<m4>&) override; | ||
| 86 | void bind_textures(const RenderContext&, State* states, Assets* assets) override; | ||
| 87 | void apply_lights( | ||
| 88 | const RenderContext&, const Lights& lights, const RenderSettings& settings, State* states, Assets* assets | ||
| 89 | ) override; | ||
| 90 | |||
| 91 | [[nodiscard]] bool is_transparent() const override; | ||
| 92 | }; | ||
| 93 | |||
| 94 | |||
| 95 | v3 vec_from_lin(const Lin_rgb& lin); | ||
| 96 | |||
| 97 | /** | ||
| 98 | * @} | ||
| 99 | */ | ||
| 100 | |||
| 101 | } // namespace eu::render | ||
| 102 |