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