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material.h
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1#pragma once
2//------------------------------------------------------------------------------
11//------------------------------------------------------------------------------
12#include "ids/id.h"
13#include "ids/idallocator.h"
16#include "coregraphics/buffer.h"
17#include "materialvariant.h"
18
19
21{
22struct Entry;
23enum class BatchGroup;
24};
25
26namespace Materials
27{
28
29struct ShaderConfigBatchTexture;
31ID_32_24_8_NAMED_TYPE(MaterialInstanceId, instance, materialId, materialGeneration, material); // 32 bits instance, 24 bits material, 8 bits type
32
34
36{
37 Graphics = 0x1, // Bindless material buffers needs a graphics queue update
38 Compute = 0x2, // Bindless material buffers needs a compute queue update
40};
41
42#ifdef WITH_NEBULA_EDITOR
43struct MaterialBindlessBufferBinding
44{
45 char* buffer = nullptr;
46 bool* dirtyFlag = nullptr;
47};
48#endif
49
51MaterialId CreateMaterial(const MaterialTemplates::Entry* entry);
53void DestroyMaterial(const MaterialId id);
54
56void MaterialSetTexture(const MaterialId mat, const ShaderConfigBatchTexture* bind, const Resources::ResourceId tex);
58void MaterialSetTexture(const MaterialId mat, uint name, const Resources::ResourceId tex);
60void MaterialSetTextureBindless(const MaterialId mat, uint name, const uint handle, const uint offset, const Resources::ResourceId tex);
62void MaterialSetConstants(const MaterialId mat, const void* data, const uint size);
64void MaterialSetConstant(const MaterialId mat, const void* data, const uint size, const uint offset);
65
67void MaterialSetBufferBinding(const MaterialId id, IndexT index);
70
71
73void MaterialAddLODTexture(const MaterialId mat, const Resources::ResourceId tex);
75void MaterialSetLowestLod(const MaterialId mat, float lod);
76
78void MaterialApply(const MaterialId id, const CoreGraphics::CmdBufferId buf, IndexT index);
79
81const MaterialTemplates::Entry* MaterialGetTemplate(const MaterialId mat);
83const Materials::BatchIndex MaterialGetBatchIndex(const MaterialId mat, const MaterialTemplates::BatchGroup batch);
85uint64_t MaterialGetSortCode(const MaterialId mat);
86
87#ifdef WITH_NEBULA_EDITOR
89void MaterialBindlessForEditor(const MaterialId mat, char* buf, bool* dirtyFlag);
91const MaterialBindlessBufferBinding& MaterialGetBindlessForEditor(const MaterialId mat);
93ubyte* MaterialGetConstants(const MaterialId mat);
95const Resources::ResourceId MaterialGetTexture(const MaterialId mat, const IndexT i);
97void MaterialInvalidate(const MaterialId mat);
98#endif
99
113
119
120enum
121{
132#ifdef WITH_NEBULA_EDITOR
133 , Material_TextureValues
134 , Material_BufferPointer
135#endif
136};
137
138
139typedef Ids::IdAllocator<
140 float,
142 Util::FixedArray<CoreGraphics::ResourceTableId>, // surface level resource table, mapped batch -> table
143 CoreGraphics::BufferId, // Material buffer
144 Util::FixedArray<Util::FixedArray<CoreGraphics::ResourceTableId>>, // instance level resource table, mapped batch -> table
145 Util::FixedArray<Util::Tuple<IndexT, SizeT>>, // instance level instance buffer, mapped batch -> memory + size
148 IndexT, // global material buffer binding (based on ShaderConfig::PrototypeHash)
149 const MaterialTemplates::Entry* // template
150#ifdef WITH_NEBULA_EDITOR
152 , MaterialBindlessBufferBinding
153#endif
156
160void DestroyMaterialInstance(const MaterialInstanceId materialInstance);
161
165void MaterialInstanceApply(const MaterialInstanceId id, const CoreGraphics::CmdBufferId buf, IndexT index, IndexT bufferIndex);
166
167
170
175typedef Ids::IdAllocator<
176 uint
179
180} // namespace Materials
An ID allocator associates an id with a slice in an N number of arrays.
Definition idallocator.h:39
Nebula's dynamic array class.
Definition array.h:60
Implements a fixed size one-dimensional array.
Definition fixedarray.h:20
#define ID_32_24_8_NAMED_TYPE(x, id32_name, id24_name, id8_name, combined_name)
Definition id.h:46
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
uint64 ConstantBufferOffset
Definition config.h:21
Implements the shader server used by Vulkan.
Definition cameramanager.h:21
Materials represent a set of settings and a correlated shader configuration, which tells the engine w...
Definition material.h:21
Material special version of variant.
Definition material.cc:12
void DestroyMaterial(const MaterialId id)
Destroy material.
Definition material.cc:160
void DestroyMaterialInstance(const MaterialInstanceId materialInstance)
Destroy material instance.
Definition material.cc:413
void MaterialApply(const MaterialId id, const CoreGraphics::CmdBufferId buf, IndexT index)
Apply material.
Definition material.cc:389
MaterialId CreateMaterial(const MaterialTemplates::Entry *entry)
Create material.
Definition material.cc:22
const Materials::BatchIndex MaterialGetBatchIndex(const MaterialId mat, const MaterialTemplates::BatchGroup batch)
Get batch index from code.
Definition material.cc:322
void MaterialSetConstant(const MaterialId mat, const void *data, const uint size, const uint offset)
Set a material constant.
Definition material.cc:252
void MaterialInstanceApply(const MaterialInstanceId id, const CoreGraphics::CmdBufferId buf, IndexT index, IndexT bufferIndex)
Apply material instance.
Definition material.cc:436
Ids::IdAllocator< uint > MaterialInstanceAllocator
Definition material.h:177
MaterialInstanceMembers
Definition material.h:172
@ MaterialInstance_Offsets
Definition material.h:173
IndexT MaterialGetBufferBinding(const MaterialId id)
Get material GPU buffer binding.
Definition material.cc:272
uint64_t MaterialGetSortCode(const MaterialId mat)
Get sort code.
Definition material.cc:331
void MaterialSetTextureBindless(const MaterialId mat, uint name, const uint handle, const uint offset, const Resources::ResourceId tex)
Set bindless texture.
Definition material.cc:215
const MaterialTemplates::Entry * MaterialGetTemplate(const MaterialId mat)
Get material shader config.
Definition material.cc:313
void MaterialAddLODTexture(const MaterialId mat, const Resources::ResourceId tex)
Add texture to LOD update.
Definition material.cc:281
SizeT MaterialInstanceBufferSize(const MaterialInstanceId mat, const BatchIndex batch)
Get material instance buffer size for batch.
Definition material.cc:455
@ Material_InstanceTables
Definition material.h:126
@ Material_Textures
Definition material.h:128
@ Material_MinLOD
Definition material.h:122
@ Material_Buffer
Definition material.h:125
@ Material_BufferOffset
Definition material.h:130
@ Material_Constants
Definition material.h:129
@ Material_LODTextures
Definition material.h:123
@ Material_Template
Definition material.h:131
@ Material_Table
Definition material.h:124
@ Material_InstanceBuffers
Definition material.h:127
MaterialAllocator materialAllocator
Definition material.cc:14
void MaterialSetBufferBinding(const MaterialId id, IndexT index)
Set material GPU buffer binding.
Definition material.cc:263
MaterialInstanceAllocator materialInstanceAllocator
Definition material.cc:15
void MaterialSetLowestLod(const MaterialId mat, float lod)
Update LOD for material.
Definition material.cc:294
IndexT BatchIndex
Definition material.h:33
CoreGraphics::ConstantBufferOffset MaterialInstanceAllocate(const MaterialInstanceId mat, const BatchIndex batch)
Allocate instance constants, call per frame when instance constants are needed.
Definition material.cc:422
BindlessBufferDirtyBits
Definition material.h:36
@ Compute
Definition material.h:38
@ All
Definition material.h:39
Ids::IdAllocator< float, Util::Array< Resources::ResourceId >, Util::FixedArray< CoreGraphics::ResourceTableId >, CoreGraphics::BufferId, Util::FixedArray< Util::FixedArray< CoreGraphics::ResourceTableId > >, Util::FixedArray< Util::Tuple< IndexT, SizeT > >, Util::FixedArray< Util::Array< MaterialTexture > >, Util::FixedArray< Util::Array< MaterialConstant > >, IndexT, const MaterialTemplates::Entry * > MaterialAllocator
Definition material.h:154
void MaterialSetTexture(const MaterialId mat, const ShaderConfigBatchTexture *bind, const Resources::ResourceId tex)
Set texture.
Definition material.cc:169
material
Definition material.h:31
MaterialInstanceId CreateMaterialInstance(const MaterialId material)
Create material instance.
Definition material.cc:398
void MaterialSetConstants(const MaterialId mat, const void *data, const uint size)
Set all material constants.
Definition material.cc:233
#define RESOURCE_ID_TYPE(type)
Definition resourceid.h:41
Definition buffer.h:23
Definition commandbuffer.h:167
texture type
Definition texture.h:25
Definition materialtemplatetypes.h:65
IndexT binding
Definition material.h:105
MaterialVariant defaultValue
Definition material.h:102
CoreGraphics::BufferId buffer
Definition material.h:106
MaterialConstant()
Definition material.h:108
bool instanceConstant
Definition material.h:104
IndexT bufferIndex
Definition material.h:103
Definition material.h:30
Definition material.h:31
Definition material.h:115
CoreGraphics::TextureId defaultValue
Definition material.h:116
IndexT slot
Definition material.h:117
Definition materialvariant.h:15
Definition shaderconfig.h:30
unsigned char ubyte
Definition types.h:34
int SizeT
Definition types.h:49
unsigned int uint
Definition types.h:31
int IndexT
Definition types.h:48