mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Refactor material parsing and loading
This should hopefully pave the way for usable module switching using B9PS
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@ -2,10 +2,10 @@ using System;
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using UnityEngine;
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namespace ConformalDecals.MaterialModifiers {
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public class ColorMaterialProperty : MaterialProperty {
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public class MaterialColorProperty : MaterialProperty {
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private readonly Color _color;
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public ColorMaterialProperty(ConfigNode node) : base(node) {
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public MaterialColorProperty(ConfigNode node) : base(node) {
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_color = ParsePropertyColor(node, "color", false);
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}
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@ -2,10 +2,10 @@ using System;
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using UnityEngine;
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namespace ConformalDecals.MaterialModifiers {
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public class FloatMaterialProperty : MaterialProperty {
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public class MaterialFloatProperty : MaterialProperty {
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private readonly float _value;
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public FloatMaterialProperty(ConfigNode node) : base(node) {
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public MaterialFloatProperty(ConfigNode node) : base(node) {
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_value = ParsePropertyFloat(node, "value", false);
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}
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@ -1,22 +1,16 @@
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using System;
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using System.Collections.Generic;
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using Smooth.Delegates;
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using UnityEngine;
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namespace ConformalDecals.MaterialModifiers {
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public class MaterialPropertyCollection : ScriptableObject {
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private static int _opacityID = Shader.PropertyToID("_Opacity");
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private static int _cutoffID = Shader.PropertyToID("_Cutoff");
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private static readonly int OpacityId = Shader.PropertyToID("_Opacity");
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private static readonly int CutoffId = Shader.PropertyToID("_Cutoff");
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public TextureMaterialProperty MainTextureProperty { get; set; }
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public bool UseBaseNormal { get; private set; }
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public MaterialTextureProperty MainMaterialTextureProperty { get; set; }
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private List<MaterialProperty> _materialProperties;
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private List<TextureMaterialProperty> _textureMaterialProperties;
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public String BaseNormalSrc { get; private set; }
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public String BaseNormalDest { get; private set; }
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private List<MaterialTextureProperty> _textureMaterialProperties;
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public Material DecalMaterial {
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get {
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@ -28,107 +22,60 @@ namespace ConformalDecals.MaterialModifiers {
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}
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}
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private Shader _decalShader;
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private Shader _decalShader;
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private Material _protoDecalMaterial;
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private const string _normalTextureName = "_BumpMap";
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public void Initialize(ConfigNode node, PartModule module) {
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// Initialize fields
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public void Initialize() {
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_materialProperties = new List<MaterialProperty>();
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_textureMaterialProperties = new List<TextureMaterialProperty>();
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// Get shader
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var shaderString = node.GetValue("shader") ?? throw new FormatException("Missing shader name in material");
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_decalShader = Shabby.Shabby.FindShader(shaderString);
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// note to self: null coalescing does not work on UnityEngine classes
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if (_decalShader == null) {
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throw new FormatException($"Shader not found: '{shaderString}'");
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}
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// Get useBaseNormal value
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var useBaseNormalString = node.GetValue("useBaseNormal");
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if (useBaseNormalString != null) {
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if (bool.TryParse(useBaseNormalString, out var useBaseNormalRef)) {
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UseBaseNormal = useBaseNormalRef;
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}
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else {
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throw new FormatException($"Improperly formatted bool value for 'useBaseNormal' : {useBaseNormalString}");
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}
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}
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else {
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UseBaseNormal = false;
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}
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// Get basenormal source and destination property names
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BaseNormalSrc = node.GetValue("baseNormalSource") ?? _normalTextureName;
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BaseNormalDest = node.GetValue("baseNormalDestination") ?? _normalTextureName;
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// Parse all materialProperties
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foreach (ConfigNode propertyNode in node.nodes) {
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try {
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MaterialProperty property;
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switch (propertyNode.name) {
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case "FLOAT":
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property = new FloatMaterialProperty(propertyNode);
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break;
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case "COLOR":
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property = new ColorMaterialProperty(propertyNode);
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break;
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case "TEXTURE":
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property = new TextureMaterialProperty(propertyNode);
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var textureModifier = (TextureMaterialProperty) property;
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if (textureModifier.IsMain) {
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if (MainTextureProperty == null) {
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MainTextureProperty = textureModifier;
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}
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else {
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// multiple textures have been marked as main!
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// non-fatal issue, ignore this one and keep using current main texture
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module.LogWarning(
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$"Material texture property {textureModifier.TextureUrl} is marked as main, but material already has a main texture! \n" +
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$"Defaulting to {MainTextureProperty.TextureUrl}");
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}
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}
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_textureMaterialProperties.Add(textureModifier);
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break;
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default:
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throw new FormatException($"Invalid property type '{propertyNode.name}' in material");
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}
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_materialProperties.Add(property);
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}
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catch (Exception e) {
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// Catch exception from parsing current material property
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// And print it to the log as an Error
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module.LogException("Exception while parsing material node", e);
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}
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}
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module.Log($"Parsed {_materialProperties.Count} properties");
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_textureMaterialProperties = new List<MaterialTextureProperty>();
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}
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public void AddProperty(MaterialProperty property) {
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foreach (var p in _materialProperties) {
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if (p.PropertyName == property.PropertyName) {
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_materialProperties.Remove(property);
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}
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}
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_materialProperties.Add(property);
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if (property is MaterialTextureProperty textureProperty) {
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foreach (var p in _textureMaterialProperties) {
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if (p.PropertyName == textureProperty.PropertyName) {
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_textureMaterialProperties.Remove(textureProperty);
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}
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}
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_textureMaterialProperties.Add(textureProperty);
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if (textureProperty.IsMain) MainMaterialTextureProperty ??= textureProperty;
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}
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}
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public void SetShader(string shaderName) {
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if (_decalShader == null && string.IsNullOrEmpty(shaderName)) {
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throw new FormatException("Shader name not provided");
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}
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var shader = Shabby.Shabby.FindShader(shaderName);
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if (shader == null) throw new FormatException($"Unable to find specified shader '{shaderName}'");
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_decalShader = shader;
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}
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public void SetScale(Material material, Vector2 scale) {
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foreach (var textureProperty in _textureMaterialProperties) {
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textureProperty.UpdateScale(material, scale);
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}
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}
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public void SetOpacity(Material material, float opacity) {
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material.SetFloat(_opacityID, opacity);
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material.SetFloat(OpacityId, opacity);
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}
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public void SetCutoff(Material material, float cutoff) {
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material.SetFloat(_cutoffID, cutoff);
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material.SetFloat(CutoffId, cutoff);
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}
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private Material MakeMaterial(Shader shader) {
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@ -2,7 +2,7 @@ using System;
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using UnityEngine;
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namespace ConformalDecals.MaterialModifiers {
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public class TextureMaterialProperty : MaterialProperty {
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public class MaterialTextureProperty : MaterialProperty {
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public string TextureUrl { get; }
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public Texture2D TextureRef { get; }
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@ -17,7 +17,7 @@ namespace ConformalDecals.MaterialModifiers {
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private readonly Vector2 _textureOffset;
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private readonly Vector2 _textureScale;
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public TextureMaterialProperty(ConfigNode node) : base(node) {
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public MaterialTextureProperty(ConfigNode node) : base(node) {
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TextureUrl = node.GetValue("textureURL");
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var textureInfo = GameDatabase.Instance.GetTextureInfo(TextureUrl);
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