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VkeMaterial.h
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VkeMaterial.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#pragma once
#include "MeshUtils.h"
#include "VkeBuffer.h"
#include "VkeTexture.h"
#include <map>
#include <glm/glm.hpp>
#include <vector>
typedef struct VkeMaterialUniform
{
//glm::vec4 diffuseColor;
//glm::vec4 ambientColor;
//glm::vec4 specularColor;
float reflectivity;
float shininess;
float opacity;
float padding;
float morepadding[48];
} VkeMaterialUniform;
struct VKSFile;
struct VKSMaterialRecord;
class VkeMaterial : public VkeBuffer<VkeMaterialUniform>
{
public:
typedef size_t ID;
typedef std::map<VkeMaterial::ID, VkeMaterial*> Map;
typedef size_t Count;
class List
{
public:
List();
~List();
VkeMaterial* newMaterial();
VkeMaterial* newMaterial(const VkeMaterial::ID& inID);
void addMaterial(VkeMaterial* const inMaterial);
VkeMaterial* getMaterial(const ID& inID);
ID nextID();
Count count();
size_t getTextureCount();
void getTextureData(VkeTexture::Data* outData);
VkeMaterial* getDefault()
{
if(!m_default)
{
m_default = new VkeMaterial(99999);
}
return m_default;
}
private:
VkeMaterial::Map m_data;
std::vector<VkeMaterial::ID> m_deleted_keys;
VkeMaterial* m_default;
};
VkeMaterial();
VkeMaterial(const ID& inID);
~VkeMaterial();
void initMaterialData();
void initMaterialDataSubAlloc();
void bind(VkCommandBuffer* inBuffer);
void initFromData(meshimport::MaterialDataf* inData);
void initFromData(VKSFile* inFile, VKSMaterialRecord* inMaterial);
void initWithDefaults();
void updateVKBufferData(VkeMaterialUniform* inData);
VkeTexture::List& getTextures() { return m_textures; }
ID getID() { return m_id; }
void setID(const ID& inID) { m_id = inID; }
private:
ID m_id;
VkeTexture::List m_textures;
};