Refactor material parsing and loading

This should hopefully pave the way for usable module switching using B9PS
feature-multiSDF
Andrew Cassidy 4 years ago
parent 114fc745f0
commit 7e520f97ca

@ -47,24 +47,22 @@ PART
decalFront = Decal-Front
decalBack = Decal-Back
decalShader = ConformalDecals/Feature/Bumped
MATERIAL
{
shader = ConformalDecals/Feature/Bumped
useBaseNormal = false
TEXTURE
{
name = _Decal
textureURL = ConformalDecals/Assets/Tortilla-diffuse
isMain = true
}
TEXTURE
{
name = _Decal
textureURL = ConformalDecals/Assets/Tortilla-diffuse
isMain = true
}
TEXTURE
{
name = _BumpMap
textureURL = ConformalDecals/Assets/Tortilla-normal
isNormalMap = true
}
TEXTURE
{
name = _BumpMap
textureURL = ConformalDecals/Assets/Tortilla-normal
isNormalMap = true
}
}
}

@ -49,11 +49,11 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="MaterialModifiers\ColorMaterialProperty.cs" />
<Compile Include="MaterialModifiers\FloatMaterialProperty.cs" />
<Compile Include="MaterialModifiers\MaterialColorProperty.cs" />
<Compile Include="MaterialModifiers\MaterialFloatProperty.cs" />
<Compile Include="MaterialModifiers\MaterialProperty.cs" />
<Compile Include="MaterialModifiers\MaterialPropertyCollection.cs" />
<Compile Include="MaterialModifiers\TextureMaterialProperty.cs" />
<Compile Include="MaterialModifiers\MaterialTextureProperty.cs" />
<Compile Include="ProjectionTarget.cs" />
<Compile Include="ModuleConformalDecal.cs" />
<Compile Include="Logging.cs" />

@ -2,10 +2,10 @@ using System;
using UnityEngine;
namespace ConformalDecals.MaterialModifiers {
public class ColorMaterialProperty : MaterialProperty {
public class MaterialColorProperty : MaterialProperty {
private readonly Color _color;
public ColorMaterialProperty(ConfigNode node) : base(node) {
public MaterialColorProperty(ConfigNode node) : base(node) {
_color = ParsePropertyColor(node, "color", false);
}

@ -2,10 +2,10 @@ using System;
using UnityEngine;
namespace ConformalDecals.MaterialModifiers {
public class FloatMaterialProperty : MaterialProperty {
public class MaterialFloatProperty : MaterialProperty {
private readonly float _value;
public FloatMaterialProperty(ConfigNode node) : base(node) {
public MaterialFloatProperty(ConfigNode node) : base(node) {
_value = ParsePropertyFloat(node, "value", false);
}

@ -1,22 +1,16 @@
using System;
using System.Collections.Generic;
using Smooth.Delegates;
using UnityEngine;
namespace ConformalDecals.MaterialModifiers {
public class MaterialPropertyCollection : ScriptableObject {
private static int _opacityID = Shader.PropertyToID("_Opacity");
private static int _cutoffID = Shader.PropertyToID("_Cutoff");
private static readonly int OpacityId = Shader.PropertyToID("_Opacity");
private static readonly int CutoffId = Shader.PropertyToID("_Cutoff");
public TextureMaterialProperty MainTextureProperty { get; set; }
public bool UseBaseNormal { get; private set; }
public MaterialTextureProperty MainMaterialTextureProperty { get; set; }
private List<MaterialProperty> _materialProperties;
private List<TextureMaterialProperty> _textureMaterialProperties;
public String BaseNormalSrc { get; private set; }
public String BaseNormalDest { get; private set; }
private List<MaterialTextureProperty> _textureMaterialProperties;
public Material DecalMaterial {
get {
@ -28,107 +22,60 @@ namespace ConformalDecals.MaterialModifiers {
}
}
private Shader _decalShader;
private Shader _decalShader;
private Material _protoDecalMaterial;
private const string _normalTextureName = "_BumpMap";
public void Initialize(ConfigNode node, PartModule module) {
// Initialize fields
public void Initialize() {
_materialProperties = new List<MaterialProperty>();
_textureMaterialProperties = new List<TextureMaterialProperty>();
// Get shader
var shaderString = node.GetValue("shader") ?? throw new FormatException("Missing shader name in material");
_decalShader = Shabby.Shabby.FindShader(shaderString);
_textureMaterialProperties = new List<MaterialTextureProperty>();
}
// note to self: null coalescing does not work on UnityEngine classes
if (_decalShader == null) {
throw new FormatException($"Shader not found: '{shaderString}'");
public void AddProperty(MaterialProperty property) {
foreach (var p in _materialProperties) {
if (p.PropertyName == property.PropertyName) {
_materialProperties.Remove(property);
}
}
// Get useBaseNormal value
var useBaseNormalString = node.GetValue("useBaseNormal");
_materialProperties.Add(property);
if (useBaseNormalString != null) {
if (bool.TryParse(useBaseNormalString, out var useBaseNormalRef)) {
UseBaseNormal = useBaseNormalRef;
}
else {
throw new FormatException($"Improperly formatted bool value for 'useBaseNormal' : {useBaseNormalString}");
if (property is MaterialTextureProperty textureProperty) {
foreach (var p in _textureMaterialProperties) {
if (p.PropertyName == textureProperty.PropertyName) {
_textureMaterialProperties.Remove(textureProperty);
}
}
}
else {
UseBaseNormal = false;
}
// Get basenormal source and destination property names
BaseNormalSrc = node.GetValue("baseNormalSource") ?? _normalTextureName;
BaseNormalDest = node.GetValue("baseNormalDestination") ?? _normalTextureName;
// Parse all materialProperties
foreach (ConfigNode propertyNode in node.nodes) {
try {
MaterialProperty property;
switch (propertyNode.name) {
case "FLOAT":
property = new FloatMaterialProperty(propertyNode);
break;
case "COLOR":
property = new ColorMaterialProperty(propertyNode);
break;
case "TEXTURE":
property = new TextureMaterialProperty(propertyNode);
var textureModifier = (TextureMaterialProperty) property;
if (textureModifier.IsMain) {
if (MainTextureProperty == null) {
MainTextureProperty = textureModifier;
}
else {
// multiple textures have been marked as main!
// non-fatal issue, ignore this one and keep using current main texture
module.LogWarning(
$"Material texture property {textureModifier.TextureUrl} is marked as main, but material already has a main texture! \n" +
$"Defaulting to {MainTextureProperty.TextureUrl}");
}
}
_textureMaterialProperties.Add(textureModifier);
break;
default:
throw new FormatException($"Invalid property type '{propertyNode.name}' in material");
}
_textureMaterialProperties.Add(textureProperty);
_materialProperties.Add(property);
}
if (textureProperty.IsMain) MainMaterialTextureProperty ??= textureProperty;
}
}
catch (Exception e) {
// Catch exception from parsing current material property
// And print it to the log as an Error
module.LogException("Exception while parsing material node", e);
}
public void SetShader(string shaderName) {
if (_decalShader == null && string.IsNullOrEmpty(shaderName)) {
throw new FormatException("Shader name not provided");
}
module.Log($"Parsed {_materialProperties.Count} properties");
var shader = Shabby.Shabby.FindShader(shaderName);
if (shader == null) throw new FormatException($"Unable to find specified shader '{shaderName}'");
_decalShader = shader;
}
public void SetScale(Material material, Vector2 scale) {
foreach (var textureProperty in _textureMaterialProperties) {
textureProperty.UpdateScale(material, scale);
}
}
public void SetOpacity(Material material, float opacity) {
material.SetFloat(_opacityID, opacity);
material.SetFloat(OpacityId, opacity);
}
public void SetCutoff(Material material, float cutoff) {
material.SetFloat(_cutoffID, cutoff);
material.SetFloat(CutoffId, cutoff);
}
private Material MakeMaterial(Shader shader) {

@ -2,7 +2,7 @@ using System;
using UnityEngine;
namespace ConformalDecals.MaterialModifiers {
public class TextureMaterialProperty : MaterialProperty {
public class MaterialTextureProperty : MaterialProperty {
public string TextureUrl { get; }
public Texture2D TextureRef { get; }
@ -17,7 +17,7 @@ namespace ConformalDecals.MaterialModifiers {
private readonly Vector2 _textureOffset;
private readonly Vector2 _textureScale;
public TextureMaterialProperty(ConfigNode node) : base(node) {
public MaterialTextureProperty(ConfigNode node) : base(node) {
TextureUrl = node.GetValue("textureURL");
var textureInfo = GameDatabase.Instance.GetTextureInfo(TextureUrl);

@ -28,6 +28,7 @@ namespace ConformalDecals {
[KSPField] public string decalBack = string.Empty;
[KSPField] public string decalModel = string.Empty;
[KSPField] public string decalProjector = string.Empty;
[KSPField] public string decalShader = string.Empty;
[KSPField] public Transform decalFrontTransform;
[KSPField] public Transform decalBackTransform;
@ -46,9 +47,12 @@ namespace ConformalDecals {
[KSPField] public Vector2 decalQueueRange = new Vector2(2100, 2400);
[KSPField] public bool updateBackScale = true;
[KSPField] public bool useBaseNormal = true;
[KSPField] public MaterialPropertyCollection materialProperties;
[KSPField] public Material decalMaterial;
[KSPField] public Material decalMaterial;
[KSPField] public Material backMaterial;
private static int _decalQueueCounter = -1;
@ -59,7 +63,11 @@ namespace ConformalDecals {
private Bounds _decalBounds;
private Vector2 _backTextureBaseScale;
private Material _backMaterial;
public ModuleConformalDecal() {
decalBackTransform = null;
decalModelTransform = null;
decalProjectorTransform = null;
}
private int DecalQueue {
get {
@ -76,16 +84,40 @@ namespace ConformalDecals {
public override void OnLoad(ConfigNode node) {
this.Log("Loading module");
try {
// parse MATERIAL node
var materialNode = node.GetNode("MATERIAL") ?? throw new FormatException("Missing MATERIAL node in module");
materialProperties = ScriptableObject.CreateInstance<MaterialPropertyCollection>();
materialProperties.Initialize(materialNode, this);
if (materialProperties == null) {
// materialProperties is null, so make a new one
materialProperties = ScriptableObject.CreateInstance<MaterialPropertyCollection>();
materialProperties.Initialize();
}
else {
// materialProperties already exists, so make a copy
materialProperties = ScriptableObject.Instantiate(materialProperties);
}
// add texture nodes
foreach (var textureNode in node.GetNodes("TEXTURE")) {
materialProperties.AddProperty(new MaterialTextureProperty(textureNode));
}
// add float nodes
foreach (var floatNode in node.GetNodes("FLOAT")) {
materialProperties.AddProperty(new MaterialFloatProperty(floatNode));
}
// add color nodes
foreach (var colorNode in node.GetNodes("COLOR")) {
materialProperties.AddProperty(new MaterialColorProperty(colorNode));
}
// set shader
materialProperties.SetShader(decalShader);
// get decal material
decalMaterial = materialProperties.DecalMaterial;
// get aspect ratio from main texture, if it exists
var mainTexture = materialProperties.MainTextureProperty;
var mainTexture = materialProperties.MainMaterialTextureProperty;
if (mainTexture != null) {
aspectRatio = mainTexture.AspectRatio;
}
@ -127,6 +159,12 @@ namespace ConformalDecals {
decalProjectorTransform = part.FindModelTransform(decalProjector);
if (decalProjectorTransform == null) throw new FormatException($"Could not find decalProjector transform: '{decalProjector}'.");
}
// update EVERYTHING if currently attached
if (_isAttached) {
OnDetach();
OnAttach();
}
}
catch (Exception e) {
this.LogException("Exception parsing partmodule", e);
@ -207,12 +245,12 @@ namespace ConformalDecals {
this.LogError($"Specified decalBack transform {decalBack} has no renderer attached! Setting updateBackScale to false.");
updateBackScale = false;
}
else if ((_backMaterial = backRenderer.material) == null) {
else if ((backMaterial = backRenderer.material) == null) {
this.LogError($"Specified decalBack transform {decalBack} has a renderer but no material! Setting updateBackScale to false.");
updateBackScale = false;
}
else {
_backTextureBaseScale = _backMaterial.GetTextureScale(PropertyIDs._MainTex);
_backTextureBaseScale = backMaterial.GetTextureScale(PropertyIDs._MainTex);
}
}
@ -300,7 +338,7 @@ namespace ConformalDecals {
this.Log($"Adding target for object {meshFilter.gameObject.name} with the mesh {mesh.name}");
// create new ProjectionTarget to represent the renderer
var target = new ProjectionTarget(renderer, mesh, materialProperties);
var target = new ProjectionTarget(renderer, mesh, useBaseNormal);
this.Log("done.");
@ -349,7 +387,7 @@ namespace ConformalDecals {
// update back material scale
if (updateBackScale) {
_backMaterial.SetTextureScale(PropertyIDs._MainTex, new Vector2(size.x * _backTextureBaseScale.x, size.y * _backTextureBaseScale.y));
backMaterial.SetTextureScale(PropertyIDs._MainTex, new Vector2(size.x * _backTextureBaseScale.x, size.y * _backTextureBaseScale.y));
}
// update material scale

@ -17,30 +17,29 @@ namespace ConformalDecals {
private bool _projectionEnabled;
// property block
public readonly MaterialPropertyBlock decalMPB;
private readonly MaterialPropertyBlock _decalMPB;
public ProjectionTarget(MeshRenderer targetRenderer, Mesh targetMesh, MaterialPropertyCollection properties) {
public ProjectionTarget(MeshRenderer targetRenderer, Mesh targetMesh, bool useBaseNormal) {
target = targetRenderer.transform;
_targetRenderer = targetRenderer;
_targetMesh = targetMesh;
var targetMaterial = targetRenderer.sharedMaterial;
decalMPB = new MaterialPropertyBlock();
_decalMPB = new MaterialPropertyBlock();
if (properties.UseBaseNormal) {
var normalSrcID = Shader.PropertyToID(properties.BaseNormalSrc);
var normalDestID = Shader.PropertyToID(properties.BaseNormalDest);
var normalDestIDST = Shader.PropertyToID(properties.BaseNormalDest + "_ST");
if (useBaseNormal) {
var normalID = Shader.PropertyToID("_BumpMap");
var normalIDST = Shader.PropertyToID("_BumpMap_ST");
var normal = targetMaterial.GetTexture(normalSrcID);
var normal = targetMaterial.GetTexture(normalID);
if (normal != null) {
decalMPB.SetTexture(normalDestID, targetMaterial.GetTexture(normalSrcID));
_decalMPB.SetTexture(normalID, targetMaterial.GetTexture(normalID));
var normalScale = targetMaterial.GetTextureScale(normalSrcID);
var normalOffset = targetMaterial.GetTextureOffset(normalSrcID);
var normalScale = targetMaterial.GetTextureScale(normalID);
var normalOffset = targetMaterial.GetTextureOffset(normalID);
decalMPB.SetVector(normalDestIDST, new Vector4(normalScale.x, normalScale.y, normalOffset.x, normalOffset.y));
_decalMPB.SetVector(normalIDST, new Vector4(normalScale.x, normalScale.y, normalOffset.x, normalOffset.y));
}
}
}
@ -55,9 +54,9 @@ namespace ConformalDecals {
var decalNormal = projectorToTargetMatrix.MultiplyVector(Vector3.back).normalized;
var decalTangent = projectorToTargetMatrix.MultiplyVector(Vector3.right).normalized;
decalMPB.SetMatrix(_projectionMatrixID, projectionMatrix);
decalMPB.SetVector(_decalNormalID, decalNormal);
decalMPB.SetVector(_decalTangentID, decalTangent);
_decalMPB.SetMatrix(_projectionMatrixID, projectionMatrix);
_decalMPB.SetVector(_decalNormalID, decalNormal);
_decalMPB.SetVector(_decalTangentID, decalTangent);
Debug.Log($"Projection enabled for {target.gameObject}");
}
else {
@ -68,10 +67,10 @@ namespace ConformalDecals {
public bool Render(Material decalMaterial, MaterialPropertyBlock partMPB, Camera camera) {
if (_projectionEnabled) {
decalMPB.SetFloat(PropertyIDs._RimFalloff, partMPB.GetFloat(PropertyIDs._RimFalloff));
decalMPB.SetColor(PropertyIDs._RimColor, partMPB.GetColor(PropertyIDs._RimColor));
_decalMPB.SetFloat(PropertyIDs._RimFalloff, partMPB.GetFloat(PropertyIDs._RimFalloff));
_decalMPB.SetColor(PropertyIDs._RimColor, partMPB.GetColor(PropertyIDs._RimColor));
Graphics.DrawMesh(_targetMesh, target.localToWorldMatrix, decalMaterial, 0, camera, 0, decalMPB, ShadowCastingMode.Off, true);
Graphics.DrawMesh(_targetMesh, target.localToWorldMatrix, decalMaterial, 0, camera, 0, _decalMPB, ShadowCastingMode.Off, true);
return true;
}

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