Files
vb01/material.cpp
T

88 lines
2.0 KiB
C++
Executable File

#include"material.h"
#include"shader.h"
#include"root.h"
using namespace std;
namespace vb01{
Material::Material(Type type){
this->type=type;
initShader();
}
Material::~Material(){
delete shader;
for(Texture *t : diffuseMapTextures)
delete t;
for(Texture *t : normalMapTextures)
delete t;
for(Texture *t : specularMapTextures)
delete t;
}
void Material::initShader(){
string basePath = "../../vb01/", shaderName;
switch(type){
case MATERIAL_2D:
shaderName = "texture.";
break;
case MATERIAL_PARTICLE:
shaderName = "particle.";
break;
case MATERIAL_SKYBOX:
shaderName = "skybox.";
break;
case MATERIAL_GUI:
shaderName = "gui.";
break;
case MATERIAL_POST:
shaderName = "postProcess.";
break;
case MATERIAL_TEXT:
shaderName = "text.";
break;
}
/*
if(type==MATERIAL_2D)
//shader=new Shader(basePath+shaderName+"vert",basePath+shaderName+"frag");
shader=new Shader(basePath+shaderName+"vert",basePath+shaderName+"frag",basePath+shaderName+"geo");
else
*/
shader = new Shader(basePath + shaderName + "vert", basePath + shaderName + "frag");
}
void Material::update(){
shader->use();
shader->setBool(texturingEnabled, "texturingEnabled");
if(type == MATERIAL_2D){
shader->setBool(lightingEnabled, "lightingEnabled");
shader->setBool(normalMapEnabled, "normalMapEnabled");
shader->setInt(0, "diffuseMap");
shader->setInt(1, "normalMap");
shader->setInt(2, "specularMap");
shader->setInt(3, "parallaxMap");
shader->setInt(4, "environmentMap");
}
else if(type == MATERIAL_GUI){
shader->setBool(diffuseColorEnabled, "diffuseColorEnabled");
if(diffuseColorEnabled)
shader->setVec4(diffuseColor, "diffuseColor");
}
if(texturingEnabled){
for(Texture *t : diffuseMapTextures)
t->update(0);
for(Texture *t : normalMapTextures)
t->update(1);
for(Texture *t : specularMapTextures)
t->update(2);
for(Texture *t : parallaxMapTextures)
t->update(3);
}
else
shader->setVec4(diffuseColor, "diffuseColor");
}
}