Files
XCEngine/engine/include/XCEngine/Resources/Material/Material.h
ssdfasd 50c0ffdb9e refactor: reorganize Resources module into Core/Asset, Core/IO and Resources subdirectories
- Split core resource architecture into Core/Asset/ (IResource, ResourceManager, ResourceCache, etc.)
- Moved IO layer into Core/IO/ (IResourceLoader, ResourceFileSystem, etc.)
- Reorganized concrete resource types into Resources/{Texture,Mesh,Material,Shader,AudioClip}/
- Updated all include paths from relative to <XCEngine/...> format
- Fixed circular dependency in Material.h (removed unnecessary ResourceManager.h include)
- Fixed malformed include syntax in ResourceManager.h and AsyncLoader.h
- Fixed glad.h path issues in CMakeLists.txt
2026-03-24 14:46:17 +08:00

94 lines
3.2 KiB
C++

#pragma once
#include "IResource.h"
#include "ResourceHandle.h"
#include "ResourceManager.h"
#include "Texture.h"
#include "Shader.h"
#include "../Containers/HashMap.h"
#include "../Core/Types.h"
#include "../Math/Vector2.h"
#include "../Math/Vector3.h"
#include "../Math/Vector4.h"
#include <cstring>
namespace XCEngine {
namespace Resources {
enum class MaterialPropertyType {
Float, Float2, Float3, Float4,
Int, Int2, Int3, Int4,
Bool, Texture, Cubemap
};
struct MaterialProperty {
Containers::String name;
MaterialPropertyType type;
union Value {
float floatValue[4];
Core::int32 intValue[4];
bool boolValue;
Value() { memset(this, 0, sizeof(Value)); }
} value;
Core::uint32 refCount = 0;
MaterialProperty() : type(MaterialPropertyType::Float), refCount(0) {}
};
class Material : public IResource {
public:
Material();
virtual ~Material() override;
ResourceType GetType() const override { return ResourceType::Material; }
const Containers::String& GetName() const override { return m_name; }
const Containers::String& GetPath() const override { return m_path; }
ResourceGUID GetGUID() const override { return m_guid; }
bool IsValid() const override { return m_isValid; }
size_t GetMemorySize() const override { return m_memorySize; }
void Release() override;
void SetShader(const ResourceHandle<class Shader>& shader);
class Shader* GetShader() const { return m_shader.Get(); }
void SetFloat(const Containers::String& name, float value);
void SetFloat2(const Containers::String& name, const Math::Vector2& value);
void SetFloat3(const Containers::String& name, const Math::Vector3& value);
void SetFloat4(const Containers::String& name, const Math::Vector4& value);
void SetInt(const Containers::String& name, Core::int32 value);
void SetBool(const Containers::String& name, bool value);
void SetTexture(const Containers::String& name, const ResourceHandle<Texture>& texture);
float GetFloat(const Containers::String& name) const;
Math::Vector2 GetFloat2(const Containers::String& name) const;
Math::Vector3 GetFloat3(const Containers::String& name) const;
Math::Vector4 GetFloat4(const Containers::String& name) const;
Core::int32 GetInt(const Containers::String& name) const;
bool GetBool(const Containers::String& name) const;
ResourceHandle<Texture> GetTexture(const Containers::String& name) const;
const Containers::Array<Core::uint8>& GetConstantBufferData() const { return m_constantBufferData; }
void UpdateConstantBuffer();
bool HasProperty(const Containers::String& name) const;
void RemoveProperty(const Containers::String& name);
void ClearAllProperties();
private:
ResourceHandle<class Shader> m_shader;
Containers::HashMap<Containers::String, MaterialProperty> m_properties;
Containers::Array<Core::uint8> m_constantBufferData;
struct TextureBinding {
Containers::String name;
Core::uint32 slot;
ResourceHandle<Texture> texture;
};
Containers::Array<TextureBinding> m_textureBindings;
};
} // namespace Resources
} // namespace XCEngine