KSP-Conformal-Decals/Source/ConformalDecals/MaterialModifiers/MaterialPropertyCollection.cs

143 lines
5.6 KiB
C#

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");
public TextureMaterialProperty MainTextureProperty { get; set; }
public bool UseBaseNormal { get; private set; }
private List<MaterialProperty> _materialProperties;
private List<TextureMaterialProperty> _textureMaterialProperties;
public String BaseNormalSrc { get; private set; }
public String BaseNormalDest { get; private set; }
public Material DecalMaterial {
get {
if (_protoDecalMaterial == null) {
_protoDecalMaterial = MakeMaterial(_decalShader);
}
return _protoDecalMaterial;
}
}
private Shader _decalShader;
private Material _protoDecalMaterial;
private const string _normalTextureName = "_BumpMap";
public void Initialize(ConfigNode node, PartModule module) {
// Initialize fields
_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);
// note to self: null coalescing does not work on UnityEngine classes
if (_decalShader == null) {
throw new FormatException($"Shader not found: '{shaderString}'");
}
// Get useBaseNormal value
var useBaseNormalString = node.GetValue("useBaseNormal");
if (useBaseNormalString != null) {
if (bool.TryParse(useBaseNormalString, out var useBaseNormalRef)) {
UseBaseNormal = useBaseNormalRef;
}
else {
throw new FormatException($"Improperly formatted bool value for 'useBaseNormal' : {useBaseNormalString}");
}
}
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");
}
_materialProperties.Add(property);
}
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);
}
}
module.Log($"Parsed {_materialProperties.Count} properties");
}
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);
}
public void SetCutoff(Material material, float cutoff) {
material.SetFloat(_cutoffID, cutoff);
}
private Material MakeMaterial(Shader shader) {
var material = new Material(shader);
foreach (MaterialProperty property in _materialProperties) {
property.Modify(material);
}
return material;
}
}
}