💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_RENDER_MATERIAL_PROPERTY_HPP
#define ANTKEEPER_RENDER_MATERIAL_PROPERTY_HPP
#include "animation/tween.hpp"
#include "gl/shader-variable-type.hpp"
#include "gl/shader-input.hpp"
#include "math/interpolation.hpp"
#include "utility/fundamental-types.hpp"
#include "gl/shader-program.hpp"
#include "gl/texture-1d.hpp"
#include "gl/texture-2d.hpp"
#include "gl/texture-3d.hpp"
#include "gl/texture-cube.hpp"
#include <cstddef>
namespace render {
class material;
/**
* Abstract base class for material properties.
*/
class material_property_base
{
public:
/**
* Connects the material property to a shader input.
*
* @param input Shader input to which the material property should be connected.
* @return `true` if the property was connected to the input successfully, `false` otherwise.
*/
bool connect(const gl::shader_input* input);
/**
* Disconnects the material property from its shader input.
*/
void disconnect();
/**
* Sets state 0 = state 1.
*/
virtual void update_tweens() = 0;
/**
* Uploads the material property to its shader program.
*
* @param a Interpolation factor. Should be on `[0.0, 1.0]`.
* @return `true` if the property was uploaded successfully, `false` otherwise.
*/
virtual bool upload(double a) const = 0;
/**
* Returns the type of data which the property contains.
*/
virtual gl::shader_variable_type get_data_type() const = 0;
/**
* Returns `true` if the material property is connected to a shader input, `false` otherwise.
*/
bool is_connected() const;
/**
* Creates a copy of this material property.
*/
virtual material_property_base* clone() const = 0;
protected:
material_property_base();
const gl::shader_input* input;
};
inline bool material_property_base::is_connected() const
{
return (input != nullptr);
}
/**
* A property of a material which can be uploaded to a shader program via a shader input.
*
* @tparam T Property data type.
*/
template <class T>
class material_property: public material_property_base
{
public:
typedef tween<T> tween_type;
typedef typename tween<T>::interpolator_type interpolator_type;
/// Default tween interpolator function for this material property type.
static T default_interpolator(const T& x, const T& y, double a);
/**
* Creates a material property.
*
* @param element_count Number of elements in the property array.
*/
material_property(std::size_t element_count);
/**
* Destroys a material property.
*/
virtual ~material_property();
material_property(const material_property<T>&) = delete;
material_property<T>& operator=(const material_property<T>&) = delete;
/// @copydoc material_property_base::update_tweens()
virtual void update_tweens();
/// @copydoc material_property_base::upload() const
virtual bool upload(double a) const;
/**
* Sets the value of this property.
*
* @param value Value to set.
*/
void set_value(const T& value);
/**
* Sets the value of a single element in this array property.
*
* @param index Index of an array element.
* @param value Value to set.
*/
void set_value(std::size_t index, const T& value);
/**
* Sets the values of a range of elements in this array property.
*
* @param index Index of the first array element to set.
* @param values Pointer to an array of values to set.
* @param count Number of elements to set.
*/
void set_values(std::size_t index, const T* values, std::size_t count);
/**
* Sets the tween interpolator function.
*
* @param interpolator Tween interpolator function.
*/
void set_tween_interpolator(interpolator_type interpolator);
/// Returns the value of the first element in this property.
const T& get_value() const;
/**
* Returns the value of the first element in this property.
*
* @param index Index of an array element.
* @return Value of the element at the specified index.
*/
const T& get_value(std::size_t index) const;
/// @copydoc material_property_base::get_data_type() const
virtual gl::shader_variable_type get_data_type() const;
/// @copydoc material_property_base::clone() const
virtual material_property_base* clone() const;
private:
std::size_t element_count;
tween<T>* values;
};
template <typename T>
inline T material_property<T>::default_interpolator(const T& x, const T& y, double a)
{
return y;
}
template <>
inline float material_property<float>::default_interpolator(const float& x, const float& y, double a)
{
return math::lerp<float, float>(x, y, static_cast<float>(a));
}
template <>
inline float2 material_property<float2>::default_interpolator(const float2& x, const float2& y, double a)
{
return math::lerp<float2, float>(x, y, static_cast<float>(a));
}
template <>
inline float3 material_property<float3>::default_interpolator(const float3& x, const float3& y, double a)
{
return math::lerp<float3, float>(x, y, static_cast<float>(a));
}
template <>
inline float4 material_property<float4>::default_interpolator(const float4& x, const float4& y, double a)
{
return math::lerp<float4, float>(x, y, static_cast<float>(a));
}
template <class T>
material_property<T>::material_property(std::size_t element_count):
element_count(element_count),
values(nullptr)
{
values = new tween<T>[element_count];
set_tween_interpolator(default_interpolator);
}
template <class T>
material_property<T>::~material_property()
{
delete[] values;
}
template <class T>
void material_property<T>::update_tweens()
{
for (std::size_t i = 0; i < element_count; ++i)
{
values[i].update();
}
}
template <class T>
bool material_property<T>::upload(double a) const
{
if (!is_connected())
{
return false;
}
if (element_count > 1)
{
for (std::size_t i = 0; i < element_count; ++i)
{
if (!input->upload(i, values[i].interpolate(a)))
return false;
}
return true;
}
else
{
return input->upload(values[0].interpolate(a));
}
}
template <class T>
void material_property<T>::set_value(const T& value)
{
values[0][1] = value;
}
template <class T>
void material_property<T>::set_value(std::size_t index, const T& value)
{
values[index][1] = value;
}
template <class T>
void material_property<T>::set_values(std::size_t index, const T* values, std::size_t count)
{
for (std::size_t i = 0; i < count; ++i)
{
this->values[index + i][1] = values[i];
}
}
template <class T>
void material_property<T>::set_tween_interpolator(interpolator_type interpolator)
{
for (std::size_t i = 0; i < element_count; ++i)
{
this->values[i].set_interpolator(interpolator);
}
}
template <class T>
inline const T& material_property<T>::get_value() const
{
return values[0][1];
}
template <class T>
inline const T& material_property<T>::get_value(std::size_t index) const
{
return values[index][1];
}
template <>
inline gl::shader_variable_type material_property<bool>::get_data_type() const
{
return gl::shader_variable_type::bool1;
}
template <>
inline gl::shader_variable_type material_property<bool2>::get_data_type() const
{
return gl::shader_variable_type::bool2;
}
template <>
inline gl::shader_variable_type material_property<bool3>::get_data_type() const
{
return gl::shader_variable_type::bool3;
}
template <>
inline gl::shader_variable_type material_property<bool4>::get_data_type() const
{
return gl::shader_variable_type::bool4;
}
template <>
inline gl::shader_variable_type material_property<int>::get_data_type() const
{
return gl::shader_variable_type::int1;
}
template <>
inline gl::shader_variable_type material_property<int2>::get_data_type() const
{
return gl::shader_variable_type::int2;
}
template <>
inline gl::shader_variable_type material_property<int3>::get_data_type() const
{
return gl::shader_variable_type::int3;
}
template <>
inline gl::shader_variable_type material_property<int4>::get_data_type() const
{
return gl::shader_variable_type::int4;
}
template <>
inline gl::shader_variable_type material_property<unsigned int>::get_data_type() const
{
return gl::shader_variable_type::uint1;
}
template <>
inline gl::shader_variable_type material_property<uint2>::get_data_type() const
{
return gl::shader_variable_type::uint2;
}
template <>
inline gl::shader_variable_type material_property<uint3>::get_data_type() const
{
return gl::shader_variable_type::uint3;
}
template <>
inline gl::shader_variable_type material_property<uint4>::get_data_type() const
{
return gl::shader_variable_type::uint4;
}
template <>
inline gl::shader_variable_type material_property<float>::get_data_type() const
{
return gl::shader_variable_type::float1;
}
template <>
inline gl::shader_variable_type material_property<float2>::get_data_type() const
{
return gl::shader_variable_type::float2;
}
template <>
inline gl::shader_variable_type material_property<float3>::get_data_type() const
{
return gl::shader_variable_type::float3;
}
template <>
inline gl::shader_variable_type material_property<float4>::get_data_type() const
{
return gl::shader_variable_type::float4;
}
template <>
inline gl::shader_variable_type material_property<float2x2>::get_data_type() const
{
return gl::shader_variable_type::float2x2;
}
template <>
inline gl::shader_variable_type material_property<float3x3>::get_data_type() const
{
return gl::shader_variable_type::float3x3;
}
template <>
inline gl::shader_variable_type material_property<float4x4>::get_data_type() const
{
return gl::shader_variable_type::float4x4;
}
template <>
inline gl::shader_variable_type material_property<const gl::texture_1d*>::get_data_type() const
{
return gl::shader_variable_type::texture_1d;
}
template <>
inline gl::shader_variable_type material_property<const gl::texture_2d*>::get_data_type() const
{
return gl::shader_variable_type::texture_2d;
}
template <>
inline gl::shader_variable_type material_property<const gl::texture_3d*>::get_data_type() const
{
return gl::shader_variable_type::texture_3d;
}
template <>
inline gl::shader_variable_type material_property<const gl::texture_cube*>::get_data_type() const
{
return gl::shader_variable_type::texture_cube;
}
template <class T>
material_property_base* material_property<T>::clone() const
{
material_property<T>* property = new material_property<T>(element_count);
for (std::size_t i = 0; i < element_count; ++i)
{
property->values[i][0] = values[i][0];
property->values[i][1] = values[i][1];
}
property->input = input;
return property;
}
} // namespace render
#endif // ANTKEEPER_RENDER_MATERIAL_PROPERTY_HPP