dolphin/Source/Core/VideoCommon/Assets/MaterialAsset.h

55 lines
1.8 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <string>
#include <variant>
#include <vector>
#include <picojson.h>
#include "Common/CommonTypes.h"
#include "Common/EnumFormatter.h"
#include "VideoCommon/Assets/CustomAsset.h"
class ShaderCode;
namespace VideoCommon
{
struct MaterialProperty
{
static void WriteToMemory(u8*& buffer, const MaterialProperty& property);
static std::size_t GetMemorySize(const MaterialProperty& property);
static void WriteAsShaderCode(ShaderCode& shader_source, const MaterialProperty& property);
using Value = std::variant<CustomAssetLibrary::AssetID, s32, std::array<s32, 2>,
std::array<s32, 3>, std::array<s32, 4>, float, std::array<float, 2>,
std::array<float, 3>, std::array<float, 4>, bool>;
std::string m_code_name;
Value m_value;
};
struct MaterialData
{
static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
MaterialData* data);
static void ToJson(picojson::object* obj, const MaterialData& data);
std::string shader_asset;
std::vector<MaterialProperty> properties;
};
// Much like Unity and Unreal materials, a Dolphin material does very little on its own
// Its sole purpose is to provide data (through properties) that are used in conjunction
// with a shader asset that is provided by name. It is up to user of this asset to
// use the two together to create the relevant runtime data
class MaterialAsset final : public CustomLoadableAsset<MaterialData>
{
public:
using CustomLoadableAsset::CustomLoadableAsset;
private:
CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
};
} // namespace VideoCommon