move Filament headers to own directory under iOS/macOS
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379
ios/include/filament/filament/Material.h
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379
ios/include/filament/filament/Material.h
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/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef TNT_FILAMENT_MATERIAL_H
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#define TNT_FILAMENT_MATERIAL_H
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#include <filament/Color.h>
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#include <filament/FilamentAPI.h>
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#include <filament/MaterialEnums.h>
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#include <filament/MaterialInstance.h>
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#include <backend/CallbackHandler.h>
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#include <backend/DriverEnums.h>
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#include <utils/compiler.h>
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#include <utils/Invocable.h>
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#include <math/mathfwd.h>
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#include <stdint.h>
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namespace utils {
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class CString;
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} // namespace utils
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namespace filament {
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class Texture;
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class TextureSampler;
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class FEngine;
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class FMaterial;
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class Engine;
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class UTILS_PUBLIC Material : public FilamentAPI {
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struct BuilderDetails;
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public:
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using BlendingMode = BlendingMode;
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using Shading = Shading;
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using Interpolation = Interpolation;
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using VertexDomain = VertexDomain;
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using TransparencyMode = TransparencyMode;
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using ParameterType = backend::UniformType;
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using Precision = backend::Precision;
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using SamplerType = backend::SamplerType;
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using SamplerFormat = backend::SamplerFormat;
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using CullingMode = backend::CullingMode;
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using ShaderModel = backend::ShaderModel;
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using SubpassType = backend::SubpassType;
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/**
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* Holds information about a material parameter.
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*/
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struct ParameterInfo {
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//! Name of the parameter.
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const char* name;
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//! Whether the parameter is a sampler (texture).
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bool isSampler;
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//! Whether the parameter is a subpass type.
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bool isSubpass;
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union {
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//! Type of the parameter if the parameter is not a sampler.
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ParameterType type;
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//! Type of the parameter if the parameter is a sampler.
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SamplerType samplerType;
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//! Type of the parameter if the parameter is a subpass.
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SubpassType subpassType;
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};
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//! Size of the parameter when the parameter is an array.
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uint32_t count;
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//! Requested precision of the parameter.
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Precision precision;
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};
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class Builder : public BuilderBase<BuilderDetails> {
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friend struct BuilderDetails;
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public:
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Builder() noexcept;
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Builder(Builder const& rhs) noexcept;
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Builder(Builder&& rhs) noexcept;
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~Builder() noexcept;
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Builder& operator=(Builder const& rhs) noexcept;
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Builder& operator=(Builder&& rhs) noexcept;
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/**
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* Specifies the material data. The material data is a binary blob produced by
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* libfilamat or by matc.
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*
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* @param payload Pointer to the material data, must stay valid until build() is called.
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* @param size Size of the material data pointed to by "payload" in bytes.
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*/
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Builder& package(const void* payload, size_t size);
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template<typename T>
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using is_supported_constant_parameter_t = typename std::enable_if<
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std::is_same<int32_t, T>::value ||
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std::is_same<float, T>::value ||
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std::is_same<bool, T>::value>::type;
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/**
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* Specialize a constant parameter specified in the material definition with a concrete
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* value for this material. Once build() is called, this constant cannot be changed.
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* Will throw an exception if the name does not match a constant specified in the
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* material definition or if the type provided does not match.
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*
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* @tparam T The type of constant parameter, either int32_t, float, or bool.
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* @param name The name of the constant parameter specified in the material definition, such
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* as "myConstant".
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* @param nameLength Length in `char` of the name parameter.
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* @param value The value to use for the constant parameter, must match the type specified
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* in the material definition.
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*/
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template<typename T, typename = is_supported_constant_parameter_t<T>>
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Builder& constant(const char* name, size_t nameLength, T value);
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/** inline helper to provide the constant name as a null-terminated C string */
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template<typename T, typename = is_supported_constant_parameter_t<T>>
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inline Builder& constant(const char* name, T value) {
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return constant(name, strlen(name), value);
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}
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/**
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* Creates the Material object and returns a pointer to it.
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*
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* @param engine Reference to the filament::Engine to associate this Material with.
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*
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* @return pointer to the newly created object or nullptr if exceptions are disabled and
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* an error occurred.
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*
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* @exception utils::PostConditionPanic if a runtime error occurred, such as running out of
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* memory or other resources.
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* @exception utils::PreConditionPanic if a parameter to a builder function was invalid.
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*/
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Material* build(Engine& engine);
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private:
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friend class FMaterial;
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};
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using CompilerPriorityQueue = backend:: CompilerPriorityQueue;
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/**
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* Asynchronously ensures that a subset of this Material's variants are compiled. After issuing
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* several Material::compile() calls in a row, it is recommended to call Engine::flush()
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* such that the backend can start the compilation work as soon as possible.
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* The provided callback is guaranteed to be called on the main thread after all specified
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* variants of the material are compiled. This can take hundreds of milliseconds.
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*
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* If all the material's variants are already compiled, the callback will be scheduled as
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* soon as possible, but this might take a few dozen millisecond, corresponding to how
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* many previous frames are enqueued in the backend. This also varies by backend. Therefore,
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* it is recommended to only call this method once per material shortly after creation.
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*
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* If the same variant is scheduled for compilation multiple times, the first scheduling
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* takes precedence; later scheduling are ignored.
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*
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* caveat: A consequence is that if a variant is scheduled on the low priority queue and later
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* scheduled again on the high priority queue, the later scheduling is ignored.
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* Therefore, the second callback could be called before the variant is compiled.
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* However, the first callback, if specified, will trigger as expected.
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*
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* The callback is guaranteed to be called. If the engine is destroyed while some material
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* variants are still compiling or in the queue, these will be discarded and the corresponding
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* callback will be called. In that case however the Material pointer passed to the callback
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* is guaranteed to be invalid (either because it's been destroyed by the user already, or,
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* because it's been cleaned-up by the Engine).
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*
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* UserVariantFilterMask::ALL should be used with caution. Only variants that an application
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* needs should be included in the variants argument. For example, the STE variant is only used
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* for stereoscopic rendering. If an application is not planning to render in stereo, this bit
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* should be turned off to avoid unnecessary material compilations.
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*
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* @param priority Which priority queue to use, LOW or HIGH.
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* @param variants Variants to include to the compile command.
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* @param handler Handler to dispatch the callback or nullptr for the default handler
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* @param callback callback called on the main thread when the compilation is done on
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* by backend.
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*/
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void compile(CompilerPriorityQueue priority,
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UserVariantFilterMask variants,
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backend::CallbackHandler* handler = nullptr,
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utils::Invocable<void(Material*)>&& callback = {}) noexcept;
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inline void compile(CompilerPriorityQueue priority,
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UserVariantFilterBit variants,
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backend::CallbackHandler* handler = nullptr,
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utils::Invocable<void(Material*)>&& callback = {}) noexcept {
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compile(priority, UserVariantFilterMask(variants), handler,
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std::forward<utils::Invocable<void(Material*)>>(callback));
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}
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inline void compile(CompilerPriorityQueue priority,
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backend::CallbackHandler* handler = nullptr,
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utils::Invocable<void(Material*)>&& callback = {}) noexcept {
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compile(priority, UserVariantFilterBit::ALL, handler,
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std::forward<utils::Invocable<void(Material*)>>(callback));
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}
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/**
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* Creates a new instance of this material. Material instances should be freed using
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* Engine::destroy(const MaterialInstance*).
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*
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* @param name Optional name to associate with the given material instance. If this is null,
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* then the instance inherits the material's name.
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*
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* @return A pointer to the new instance.
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*/
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MaterialInstance* createInstance(const char* name = nullptr) const noexcept;
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//! Returns the name of this material as a null-terminated string.
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const char* getName() const noexcept;
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//! Returns the shading model of this material.
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Shading getShading() const noexcept;
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//! Returns the interpolation mode of this material. This affects how variables are interpolated.
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Interpolation getInterpolation() const noexcept;
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//! Returns the blending mode of this material.
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BlendingMode getBlendingMode() const noexcept;
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//! Returns the vertex domain of this material.
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VertexDomain getVertexDomain() const noexcept;
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//! Returns the material domain of this material.
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//! The material domain determines how the material is used.
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MaterialDomain getMaterialDomain() const noexcept;
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//! Returns the default culling mode of this material.
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CullingMode getCullingMode() const noexcept;
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//! Returns the transparency mode of this material.
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//! This value only makes sense when the blending mode is transparent or fade.
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TransparencyMode getTransparencyMode() const noexcept;
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//! Indicates whether instances of this material will, by default, write to the color buffer.
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bool isColorWriteEnabled() const noexcept;
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//! Indicates whether instances of this material will, by default, write to the depth buffer.
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bool isDepthWriteEnabled() const noexcept;
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//! Indicates whether instances of this material will, by default, use depth testing.
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bool isDepthCullingEnabled() const noexcept;
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//! Indicates whether this material is double-sided.
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bool isDoubleSided() const noexcept;
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//! Indicates whether this material uses alpha to coverage.
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bool isAlphaToCoverageEnabled() const noexcept;
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//! Returns the alpha mask threshold used when the blending mode is set to masked.
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float getMaskThreshold() const noexcept;
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//! Indicates whether this material uses the shadowing factor as a color multiplier.
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//! This values only makes sense when the shading mode is unlit.
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bool hasShadowMultiplier() const noexcept;
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//! Indicates whether this material has specular anti-aliasing enabled
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bool hasSpecularAntiAliasing() const noexcept;
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//! Returns the screen-space variance for specular-antialiasing, this value is between 0 and 1.
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float getSpecularAntiAliasingVariance() const noexcept;
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//! Returns the clamping threshold for specular-antialiasing, this value is between 0 and 1.
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float getSpecularAntiAliasingThreshold() const noexcept;
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//! Returns the list of vertex attributes required by this material.
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AttributeBitset getRequiredAttributes() const noexcept;
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//! Returns the refraction mode used by this material.
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RefractionMode getRefractionMode() const noexcept;
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//! Return the refraction type used by this material.
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RefractionType getRefractionType() const noexcept;
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//! Returns the reflection mode used by this material.
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ReflectionMode getReflectionMode() const noexcept;
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/**
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* Returns the number of parameters declared by this material.
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* The returned value can be 0.
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*/
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size_t getParameterCount() const noexcept;
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/**
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* Gets information about this material's parameters.
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*
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* @param parameters A pointer to a list of ParameterInfo.
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* The list must be at least "count" large
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* @param count The number of parameters to retrieve. Must be >= 0 and can be > count.
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*
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* @return The number of parameters written to the parameters pointer.
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*/
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size_t getParameters(ParameterInfo* parameters, size_t count) const noexcept;
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//! Indicates whether a parameter of the given name exists on this material.
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bool hasParameter(const char* name) const noexcept;
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//! Indicates whether an existing parameter is a sampler or not.
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bool isSampler(const char* name) const noexcept;
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/**
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* Sets the value of the given parameter on this material's default instance.
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*
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* @param name The name of the material parameter
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* @param value The value of the material parameter
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*
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* @see getDefaultInstance()
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*/
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template <typename T>
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void setDefaultParameter(const char* name, T value) noexcept {
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getDefaultInstance()->setParameter(name, value);
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}
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/**
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* Sets a texture and sampler parameters on this material's default instance.
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*
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* @param name The name of the material texture parameter
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* @param texture The texture to set as parameter
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* @param sampler The sampler to be used with this texture
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*
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* @see getDefaultInstance()
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*/
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void setDefaultParameter(const char* name, Texture const* texture,
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TextureSampler const& sampler) noexcept {
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getDefaultInstance()->setParameter(name, texture, sampler);
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}
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/**
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* Sets the color of the given parameter on this material's default instance.
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*
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* @param name The name of the material color parameter
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* @param type Whether the color is specified in the linear or sRGB space
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* @param color The color as a floating point red, green, blue tuple
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*
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* @see getDefaultInstance()
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*/
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void setDefaultParameter(const char* name, RgbType type, math::float3 color) noexcept {
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getDefaultInstance()->setParameter(name, type, color);
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}
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/**
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* Sets the color of the given parameter on this material's default instance.
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*
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* @param name The name of the material color parameter
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* @param type Whether the color is specified in the linear or sRGB space
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* @param color The color as a floating point red, green, blue, alpha tuple
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*
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* @see getDefaultInstance()
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*/
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void setDefaultParameter(const char* name, RgbaType type, math::float4 color) noexcept {
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getDefaultInstance()->setParameter(name, type, color);
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}
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//! Returns this material's default instance.
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MaterialInstance* getDefaultInstance() noexcept;
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//! Returns this material's default instance.
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MaterialInstance const* getDefaultInstance() const noexcept;
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};
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} // namespace filament
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#endif // TNT_FILAMENT_MATERIAL_H
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