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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef _MATERIAL_H_
#define _MATERIAL_H_
#include <stdio.h>
#include <string>
#include "ApexUsingNamespace.h"
#include "RenderMesh.h"
#include "MaterialLibrary.h"
#include "PxVec3.h"
#include <vector>
/**
A generic texture map. Loads from a variety of file formats, but is stored in a unified basic format.
May be (de)serialized from/to an physx::PxFileBuf.
*/
class ApexDefaultTextureMap : public TextureMap
{
public:
ApexDefaultTextureMap();
ApexDefaultTextureMap(const ApexDefaultTextureMap& textureMap)
{
*this = textureMap;
}
ApexDefaultTextureMap& operator = (const ApexDefaultTextureMap& textureMap);
virtual ~ApexDefaultTextureMap();
void build(PixelFormat format, uint32_t width, uint32_t height, uint32_t* fillColor = NULL);
/** Deallocates all buffers and sets all values to the default constructor values. */
void unload();
/** Saves the generic texture data to an physx::PxFileBuf. */
void serialize(physx::PxFileBuf& stream) const;
/** Loads generic texture data from an physx::PxFileBuf. */
void deserialize(physx::PxFileBuf& stream, uint32_t version);
// Texture API
PixelFormat getPixelFormat() const
{
return mPixelFormat;
}
uint32_t getWidth() const
{
return mWidth;
}
uint32_t getHeight() const
{
return mHeight;
}
uint32_t getComponentCount() const
{
return mComponentCount;
}
uint32_t getPixelBufferSize() const
{
return mPixelBufferSize;
}
uint8_t* getPixels() const
{
return mPixelBuffer;
}
protected:
PixelFormat mPixelFormat;
uint32_t mWidth;
uint32_t mHeight;
uint32_t mComponentCount;
uint32_t mPixelBufferSize;
uint8_t* mPixelBuffer;
};
class ApexDefaultMaterial : public Material
{
public:
ApexDefaultMaterial();
ApexDefaultMaterial(const ApexDefaultMaterial& material)
{
*this = material;
}
ApexDefaultMaterial& operator = (const ApexDefaultMaterial& material);
virtual ~ApexDefaultMaterial();
/** Sets the name of the material, for lookup by the named resource provider. */
void setName(const char* name);
/** Sets one of the material's texture maps (diffuse or normal) */
bool setTextureMap(TextureMapType type, ApexDefaultTextureMap* textureMap);
/** Sets the ambient lighting color. */
void setAmbient(const physx::PxVec3& ambient)
{
mAmbient = ambient;
}
/** Sets the diffuse lighting color. */
void setDiffuse(const physx::PxVec3& diffuse)
{
mDiffuse = diffuse;
}
/** Sets the specular lighting color. */
void setSpecular(const physx::PxVec3& specular)
{
mSpecular = specular;
}
/** Sets material's opacity. */
void setAlpha(float alpha)
{
mAlpha = alpha;
}
/** Sets the material's shininess (specular power). */
void setShininess(float shininess)
{
mShininess = shininess;
}
/** Deallocates all buffers and sets all values to the default constructor values. */
void unload();
/** Saves the material to an physx::PxFileBuf. */
void serialize(physx::PxFileBuf& stream) const;
/** Loads material from an physx::PxFileBuf. */
void deserialize(physx::PxFileBuf& stream, uint32_t version);
// Material API
const char* getName() const
{
return mName.c_str();
}
TextureMap* getTextureMap(TextureMapType type) const;
const physx::PxVec3& getAmbient() const
{
return mAmbient;
}
const physx::PxVec3& getDiffuse() const
{
return mDiffuse;
}
const physx::PxVec3& getSpecular() const
{
return mSpecular;
}
float getAlpha() const
{
return mAlpha;
}
float getShininess() const
{
return mShininess;
}
private:
std::string mName;
ApexDefaultTextureMap* mTextureMaps[TEXTURE_MAP_TYPE_COUNT];
physx::PxVec3 mAmbient;
physx::PxVec3 mDiffuse;
physx::PxVec3 mSpecular;
float mAlpha;
float mShininess;
};
class ApexDefaultMaterialLibrary : public MaterialLibrary
{
public:
ApexDefaultMaterialLibrary();
ApexDefaultMaterialLibrary(const ApexDefaultMaterialLibrary& materialLibrary)
{
*this = materialLibrary;
}
ApexDefaultMaterialLibrary& operator = (const ApexDefaultMaterialLibrary& material);
virtual ~ApexDefaultMaterialLibrary();
/** Deallocates all buffers and sets all values to the default constructor values. */
void unload();
/** Returns the number of materials in the library */
uint32_t getMaterialCount() const
{
return (uint32_t)mMaterials.size();
}
/**
Access to the materials by index.
Valid range of materialIndex is 0 to getMaterialCount()-1.
*/
ApexDefaultMaterial* getMaterial(uint32_t materialIndex) const;
/**
Remove and delete named material.
Returns true if the material was found, false if it was not.
*/
virtual bool deleteMaterial(const char* materialName);
/**
Adds the materials from the given materialLibrary, which
aren't already in this material library. (Based upon name.)
*/
void merge(const ApexDefaultMaterialLibrary& materialLibrary);
// MaterialLibrary API
/** Saves the material to an physx::PxFileBuf. */
void serialize(physx::PxFileBuf& stream) const;
/** Loads material from an physx::PxFileBuf. */
void deserialize(physx::PxFileBuf& stream);
Material* getMaterial(const char* materialName, bool& created);
/* Returns -1 if the material is not found */
int32_t findMaterialIndex(const char* materialName);
private:
std::vector<ApexDefaultMaterial*> mMaterials;
};
#endif // #ifndef _MATERIAL_H_
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