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

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <optional>
#include <string>
#include <variant>
#include <vector>
#include <picojson.h>
#include "Common/CommonTypes.h"
#include "Common/EnumFormatter.h"
#include "VideoCommon/Assets/CustomAsset.h"
namespace VideoCommon
{
struct MaterialProperty
{
using Value = std::variant<std::string>;
enum class Type
{
Type_Undefined,
Type_TextureAsset,
Type_Max = Type_TextureAsset
};
std::string m_code_name;
Type m_type = Type::Type_Undefined;
std::optional<Value> m_value;
};
struct MaterialData
{
static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
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
template <>
struct fmt::formatter<VideoCommon::MaterialProperty::Type>
: EnumFormatter<VideoCommon::MaterialProperty::Type::Type_Max>
{
constexpr formatter() : EnumFormatter({"Undefined", "Texture"}) {}
};