コード例 #1
0
        /// <summary>
        /// Generate one shader.
        /// </summary>
        public ShaderMixinSource GenerateShaderForReduction(IMaterialNode materialNode)
        {
            shaderForReduction = true;

            var textureVisitor = new MaterialTextureVisitor(Material);
            var allTextures    = textureVisitor.GetAllTextureValues(materialNode);

            textureVisitor.AssignDefaultTextureKeys(allTextures.Distinct(), null);
            return(GetShaderMixinSource(GetShaderSource(materialNode)));
        }
コード例 #2
0
        /// <summary>
        /// Assign the default texture keys to this model.
        /// </summary>
        private void AssignModelTextureKeys()
        {
            var textureVisitor = new MaterialTextureVisitor(Material);
            var allTextures    = new List <MaterialTextureNode>();
            var allSampler     = new List <NodeParameterSampler>();

            foreach (var referenceName in Material.ColorNodes.Select(x => x.Value))
            {
                var startNode = Material.FindNode(referenceName);
                if (startNode != null)
                {
                    allTextures.AddRange(textureVisitor.GetAllTextureValuesWithGenerics(startNode));
                    allSampler.AddRange(textureVisitor.GetAllSamplerValues(startNode));
                }
            }
            textureVisitor.AssignDefaultTextureKeys(allTextures.Distinct(), allSampler.Distinct());
        }
コード例 #3
0
 /// <summary>
 /// Get the next texture parameter key from the displacement pool.
 /// </summary>
 /// <returns>A parameter key.</returns>
 private static ParameterKey <Graphics.Texture> GetNextDisplacementTextureKey(MaterialTextureVisitor textureVisitor)
 {
     return(textureVisitor.GetNextTextureKey(DisplacementTextureKeys, ref textureVisitor.nextDisplacementIndex));
 }
コード例 #4
0
 /// <summary>
 /// Get the next texture parameter key from the normal map pool.
 /// </summary>
 /// <returns>A parameter key.</returns>
 private static ParameterKey <Graphics.Texture> GetNextNormalMapTextureKey(MaterialTextureVisitor textureVisitor)
 {
     return(textureVisitor.GetNextTextureKey(NormalMapTextureKeys, ref textureVisitor.nextNormalMapIndex));
 }
コード例 #5
0
 /// <summary>
 /// Get the next texture parameter key from the specular pool.
 /// </summary>
 /// <returns>A parameter key.</returns>
 private static ParameterKey <Graphics.Texture> GetNextSpecularTextureKey(MaterialTextureVisitor textureVisitor)
 {
     return(textureVisitor.GetNextTextureKey(SpecularTextureKeys, ref textureVisitor.nextSpecularIndex));
 }
コード例 #6
0
        /// <summary>
        /// Compute the parameters and store them in the material.
        /// </summary>
        /// <param name="log">The logger.</param>
        /// <returns>A boolean stating that the parameters were incorrectly created.</returns>
        public bool CreateParameterCollectionData(Logger log = null)
        {
            Parameters.Clear();

            var hasErrors = false;

            var materialShaderCreator = new MaterialTreeShaderCreator(Material);
            var shaders = materialShaderCreator.GenerateModelShaders();

            if (log != null)
            {
                (materialShaderCreator.Logger).CopyTo(log);
            }

            foreach (var keyValue in Material.Parameters)
            {
                // NOTE: cheap way to activate alpha blending
                Parameters.Set(keyValue.Key, keyValue.Value);
                if (keyValue.Key == MaterialParameters.UseTransparent && Material.GetParameter(MaterialParameters.UseTransparent))
                {
                    // using non premultiply alpha blending
                    var blendStateDescr = new BlendStateDescription(Blend.SourceAlpha, Blend.InverseSourceAlpha);
                    var blendState      = new FakeBlendState(blendStateDescr);
                    Parameters.Set(SiliconStudio.Paradox.Graphics.Effect.BlendStateKey, ContentReference.Create((BlendState)blendState));

                    // disable face culling
                    // TODO: make this programmable
                    var rasterizerStateDescr = new RasterizerStateDescription(CullMode.None);
                    var rasterizerState      = new FakeRasterizerState(rasterizerStateDescr);
                    Parameters.Set(SiliconStudio.Paradox.Graphics.Effect.RasterizerStateKey, ContentReference.Create((RasterizerState)rasterizerState));

                    // disable depth write
                    var depthStencilStateDescr = new DepthStencilStateDescription(true, false);
                    var depthStencilState      = new FakeDepthStencilState(depthStencilStateDescr);
                    Parameters.Set(SiliconStudio.Paradox.Graphics.Effect.DepthStencilStateKey, ContentReference.Create((DepthStencilState)depthStencilState));
                }
                else if (keyValue.Key == MaterialParameters.UseTransparentMask && Material.GetParameter(MaterialParameters.UseTransparentMask))
                {
                    // disable face culling
                    // TODO: make this programmable
                    var rasterizerStateDescr = new RasterizerStateDescription(CullMode.None);
                    var rasterizerState      = new FakeRasterizerState(rasterizerStateDescr);
                    Parameters.Set(SiliconStudio.Paradox.Graphics.Effect.RasterizerStateKey, ContentReference.Create((RasterizerState)rasterizerState));

                    // enable depth write
                    var depthStencilStateDescr = new DepthStencilStateDescription(true, true);
                    var depthStencilState      = new FakeDepthStencilState(depthStencilStateDescr);
                    Parameters.Set(SiliconStudio.Paradox.Graphics.Effect.DepthStencilStateKey, ContentReference.Create((DepthStencilState)depthStencilState));
                }
            }

            var textureVisitor = new MaterialTextureVisitor(Material);
            var allTextures    = textureVisitor.GetAllModelTextureValuesWithGenerics();

            foreach (var texture in allTextures)
            {
                if (texture.TextureReference == null || (texture.TextureReference.Id == Guid.Empty && String.IsNullOrEmpty(texture.TextureReference.Location)))
                {
                    if (log != null)
                    {
                        log.Error("[Material] Material {0} is missing a texture", materialUrl);
                    }
                    hasErrors = true;
                }
                else
                {
                    Parameters.Set(texture.UsedParameterKey, new ContentReference <Texture2D>(texture.TextureReference.Id, texture.TextureReference.Location));
                    AddSampler(texture.Sampler);
                }
            }

            var allSamplers = textureVisitor.GetAllSamplerValues();

            foreach (var sampler in allSamplers)
            {
                AddSampler(sampler);
            }

            var parameterVisitor = new MaterialParametersVisitor(Material);
            var parameters       = parameterVisitor.GetParameters();

            foreach (var keyValue in parameters)
            {
                // The code is separated from the previous code since the key is not generated the same way.
                if (keyValue.Value is MaterialTextureNode)
                {
                    var textureNode = (MaterialTextureNode)keyValue.Value;
                    if (textureNode != null)
                    {
                        if (textureNode.TextureReference == null || textureNode.TextureReference.Id == Guid.Empty || String.IsNullOrEmpty(textureNode.TextureReference.Location))
                        {
                            if (log != null)
                            {
                                log.Error("[Material] Material {0} is missing a texture", materialUrl);
                            }
                            hasErrors = true;
                        }
                        else
                        {
                            Parameters.Set(keyValue.Key, new ContentReference <Texture2D>(textureNode.TextureReference.Id, textureNode.TextureReference.Location));
                        }
                    }
                }
                else if (keyValue.Value is NodeParameterSampler)
                {
                    var sampler = (NodeParameterSampler)keyValue.Value;
                    if (sampler.SamplerParameterKey == null && keyValue.Key is ParameterKey <SamplerState> )
                    {
                        sampler.SamplerParameterKey = (ParameterKey <SamplerState>)keyValue.Key;
                    }
                    AddSampler(sampler);
                }
                else
                {
                    Parameters.Set(keyValue.Key, keyValue.Value);
                }
            }

            // NOTE: this can set the shader uniforms and potentially override what was in Material.Parameters
            foreach (var keyValue in shaders)
            {
                if (log != null && (keyValue.Key == MaterialParameters.BumpMap || keyValue.Key == MaterialParameters.EmissiveMap || keyValue.Key == MaterialParameters.ReflectionMap))
                {
                    log.Warning("[Material] Material {0} contains the key {1} which is not yet handled by the engine.", materialUrl, keyValue.Key);
                }

                Parameters.Set(keyValue.Key, keyValue.Value);
            }

            return(hasErrors);
        }