Difference between revisions of "Material File Format/en"

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<languages />
 
== Scope ==
 
== Scope ==
Material is part of the [[W4 Engine Material System]]. The values of the shader parameters that will be used by default for all instances of this material, as well as the instructions for the render (blending) and texture (wrapping and filtering) can be set in the material file (.mat).
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Material is part of the [[W4 Engine Material System]]. The material file (.mat) might have settings for the shader parameters, which are used in the following cases:
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* by default for all instances of this material;
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* as render and texture instructions (blending, wrapping and filtering).
 
== Detailed Description ==
 
== Detailed Description ==
  
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* vertexFile
 
* vertexFile
 
* fragmentFile
 
* fragmentFile
Everything else is optional.
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The rest is optional.
  
 
=== Hints ===
 
=== Hints ===
In order not to set the same parameters again and again, you can set default values for any parameter in the material file. These parameters will be set for each new MatInstance. The following parameter types are supported: INT, FLOAT, BOOL, VEC2, VEC3, VEC4, TEXTURE, СUBEMAP.
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In order not to set the same parameters every time, you can set default values for any parameter in the material file. These parameters will be set for each new MatInstance. The following parameter types are supported: INT, FLOAT, BOOL, VEC2, VEC3, VEC4, TEXTURE, СUBEMAP.
* By default, the transparency of the material is disabled. It can be enabled in two ways:
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# Set the blending key to true. In this case, the SRC_ALPHA functions for the shader result and ONE_MINUS_SRC_ALPHA for the background are set for the material.
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* By default, the transparency of the material is disabled. There are two ways to enable it:
# Define a record with a 'blending' key containing src and dst values, respectively. Possible values are: ZERO,  ONE,  SRC_COLOR,  ONE_MINUS_SRC_COLOR, DST_COLOR, ONE_MINUS_DST_COLOR, SRC_ALPHA, ONE_MINUS_SRC_ALPHA,  DST_ALPHA,  ONE_MINUS_DST_ALPHA,  CONSTANT_COLOR, ONE_MINUS_CONSTANT_COLOR, CONSTANT_ALPHA,  ONE_MINUS_CONSTANT_ALPHA, SRC_ALPHA_SATURATE.
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# Set "blending" key to "true". In this case, the following functions are set for the material: SRC_ALPHA functions for the shader result and ONE_MINUS_SRC_ALPHA for the background.
* Запись для типов TEXTURE и CUBEMAP состоит из следующих пар ключ-значение:
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# Define an entry using the "blending" key (see File Structure above) containing "src" and "dst" values, accordingly. Possible values are: ZERO,  ONE,  SRC_COLOR,  ONE_MINUS_SRC_COLOR, DST_COLOR, ONE_MINUS_DST_COLOR, SRC_ALPHA, ONE_MINUS_SRC_ALPHA,  DST_ALPHA,  ONE_MINUS_DST_ALPHA,  CONSTANT_COLOR, ONE_MINUS_CONSTANT_COLOR, CONSTANT_ALPHA,  ONE_MINUS_CONSTANT_ALPHA, SRC_ALPHA_SATURATE.
# type - TEXTURE или CUBEMAP .
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# data - описание источника данных. Им может быть как файл (с ключами path и type=file), так и генератор вкомпилированный в движок (с ключами generator, type=generator и params (параметры генератора)). На момент написания статьи доступен только один генератор с параметром типа Vec4 (регистр именно такой, т.к. это тип параметра генератора (Variant), а не параметра материала) для создания текстуры одного цвета - "[default] color". Для типа CUBEMAP data содержит 6 источников данных, обозначаемых цифрами от 0 до 6 (соответственно X+, X-, Y+, Y-, Z+, Z-) ;
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3) The entry for the TEXTURE and CUBEMAP types consists of the following key-value pairs:
# Опциональное поле sWrapping для задания типа заполнения текстурой (Repeat, MirroredRepeat, ClampToEdge) по координате S .
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* "type" - TEXTURE or CUBEMAP .
# Опциональное поле tWrapping для задания типа заполнения текстурой (Repeat, MirroredRepeat, ClampToEdge) по координате T .
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* "data" - description of the data source (for CUBEMAP type "data" contains 6 data sources, marked by numbers from 0 to 6 (respectively X +, X-, Y +, Y-, Z +, Z-)). This can be set by any of the following:
# Опциональное поле filtering для задания режима фильтрации текстуры (Level0 - Level3).
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# From a file with keys "path" and "type" = "file";
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# Through a generator compiled into the engine. In this case, "generator" ("type" = "generator") and "params" (the generator parameters) keys are used. The actual version of the engine contains the generator to which a parameter of type 'Vec4' is set (do not confuse with 'vec4'). The generator can be used to create a single color texture - "[default] color".
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* "sWrapping" (optional) is used for setting the type of texture filling (Repeat, MirroredRepeat, ClampToEdge) according to the S coordinate.
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* "tWrapping" (optional) is used for setting the type of texture filling (Repeat, MirroredRepeat, ClampToEdge) according to the T coordinate.
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* "filtering" (optional) is used for setting the texture filtering mode (Level0 - Level3).

Latest revision as of 12:16, 11 June 2020

Other languages:
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Scope

Material is part of the W4 Engine Material System. The material file (.mat) might have settings for the shader parameters, which are used in the following cases:

  • by default for all instances of this material;
  • as render and texture instructions (blending, wrapping and filtering).

Detailed Description

File Structure

Example .mat file:

 {
     "vertexFile" : "<path from the project root directory to the vertex shader file (.vs)>",
     "fragmentFile" : "<path from the project root directory to the fragment shader file(.fs)>",
     ["blending" : <enable blending (true/false)>,]
     ["blending" : {"src" : "<blending function for the result of your shader>", "dst" : "<blending function for background>"},]
     "params" : {
         "texture0": {"type": "TEXTURE", "data": {"path": "<path from the project root directory to the texture file>", "type": "file"}[, "sWrapping": "{Repeat|MirroredRepeat|ClampToEdge}"][, "tWrapping" : "{Repeat|MirroredRepeat|ClampToEdge}"][, "filtering": "{Level0|Level1|Level2|Level3}"]},
         "texture1": {"type": "TEXTURE", "data": {"generator": "[default] color", "params": {"type": "Vec4", "value": { "x": 1.0, "y": 1.0 , "z": 1.0, "w": 1.0 }}, "type": "generator"}},
         "cubemap0": {"type": "CUBEMAP", "data": {
                 "0": {"path": "<path from the project root directory to the X+ texture file>", "type": "file"},
                 "1": {"path": "<path from the project root directory to the X- texture file>", "type": "file"},
                 "2": {"path": "<path from the project root directory to the Y+ texture file>", "type": "file"},
                 "3": {"path": "<path from the project root directory to the Y- texture file>", "type": "file"},
                 "4": {"path": "<path from the project root directory to the Z+ texture file>", "type": "file"},
                 "5": {"path": "<path from the project root directory to the Z- texture file>", "type": "file"}
             }
         },
         "intParam": { "type": "INT", "data": -42 },
         "floatParam": { "type": "BOOL", "data": 3.14159259 },
         "boolParam": { "type": "BOOL", "data": true },
         "vec2Param": { "type": "VEC2", "data": { "x": 0.1, "y": 0.2 }},
         "vec3Param": { "type": "VEC3", "data": { "x": 0.1, "y": 0.2 , "z": 0.3 }},
         "vec4Param": { "type": "VEC4", "data": { "x": 0.1, "y": 0.2 , "z": 0.3, "w": 0.4 }}
     }
 }

The following values ​​are mandatory:

  • vertexFile
  • fragmentFile

The rest is optional.

Hints

In order not to set the same parameters every time, you can set default values for any parameter in the material file. These parameters will be set for each new MatInstance. The following parameter types are supported: INT, FLOAT, BOOL, VEC2, VEC3, VEC4, TEXTURE, СUBEMAP.

  • By default, the transparency of the material is disabled. There are two ways to enable it:
  1. Set "blending" key to "true". In this case, the following functions are set for the material: SRC_ALPHA functions for the shader result and ONE_MINUS_SRC_ALPHA for the background.
  2. Define an entry using the "blending" key (see File Structure above) containing "src" and "dst" values, accordingly. Possible values are: ZERO, ONE, SRC_COLOR, ONE_MINUS_SRC_COLOR, DST_COLOR, ONE_MINUS_DST_COLOR, SRC_ALPHA, ONE_MINUS_SRC_ALPHA, DST_ALPHA, ONE_MINUS_DST_ALPHA, CONSTANT_COLOR, ONE_MINUS_CONSTANT_COLOR, CONSTANT_ALPHA, ONE_MINUS_CONSTANT_ALPHA, SRC_ALPHA_SATURATE.

3) The entry for the TEXTURE and CUBEMAP types consists of the following key-value pairs:

  • "type" - TEXTURE or CUBEMAP .
  • "data" - description of the data source (for CUBEMAP type "data" contains 6 data sources, marked by numbers from 0 to 6 (respectively X +, X-, Y +, Y-, Z +, Z-)). This can be set by any of the following:
  1. From a file with keys "path" and "type" = "file";
  2. Through a generator compiled into the engine. In this case, "generator" ("type" = "generator") and "params" (the generator parameters) keys are used. The actual version of the engine contains the generator to which a parameter of type 'Vec4' is set (do not confuse with 'vec4'). The generator can be used to create a single color texture - "[default] color".
  • "sWrapping" (optional) is used for setting the type of texture filling (Repeat, MirroredRepeat, ClampToEdge) according to the S coordinate.
  • "tWrapping" (optional) is used for setting the type of texture filling (Repeat, MirroredRepeat, ClampToEdge) according to the T coordinate.
  • "filtering" (optional) is used for setting the texture filtering mode (Level0 - Level3).