texture mixing

This commit is contained in:
devZoGok
2021-10-19 19:06:41 +03:00
parent 0f9622a94c
commit 69463c535b
4 changed files with 35 additions and 26 deletions
+23 -21
View File
@@ -84,20 +84,22 @@ namespace vb01{
void Material::update(){
shader->use();
shader->setBool(texturingEnabled, "texturingEnabled");
const int DIFFUSE_SLOT = Texture::DIFFUSE * 2;
const int NORMAL_SLOT = Texture::NORMAL * 2;
const int SPECULAR_SLOT = Texture::SPECULAR * 2;
const int PARALLAX_SLOT = Texture::PARALLAX * 2;
const int ENVIRONMENT_SLOT = Texture::ENVIRONMENT * 2;
const int TEXTURE_SLOTS[]{
Texture::DIFFUSE * 2,
Texture::NORMAL * 2,
Texture::SPECULAR * 2,
Texture::PARALLAX * 2,
Texture::ENVIRONMENT * 2
};
if(type == MATERIAL_2D){
shader->setBool(lightingEnabled, "lightingEnabled");
shader->setBool(normalMapEnabled, "normalMapEnabled");
shader->setInt(DIFFUSE_SLOT, "textures["+to_string(DIFFUSE_SLOT)+"].pastTexture");
shader->setInt(NORMAL_SLOT, "textures["+to_string(NORMAL_SLOT)+"].pastTexture");
shader->setInt(SPECULAR_SLOT, "textures["+to_string(SPECULAR_SLOT)+"].pastTexture");
shader->setInt(PARALLAX_SLOT, "textures["+to_string(PARALLAX_SLOT)+"].pastTexture");
shader->setInt(ENVIRONMENT_SLOT, "environmentMap");
for(int i = 0; i < 4; i++){
shader->setInt(TEXTURE_SLOTS[i], "textures[" + to_string(TEXTURE_SLOTS[i]) + "].pastTexture");
shader->setInt(TEXTURE_SLOTS[i] + 1, "textures[" + to_string(TEXTURE_SLOTS[i]) + "].nextTexture");
}
shader->setInt(TEXTURE_SLOTS[4], "environmentMap");
}
else if(type == MATERIAL_GUI){
shader->setBool(diffuseColorEnabled, "diffuseColorEnabled");
@@ -106,18 +108,18 @@ namespace vb01{
}
if(texturingEnabled){
int textureSlot = DIFFUSE_SLOT;
for(Texture *t : diffuseMapTextures){
t->update(textureSlot);
if(t->getNumFrames() > 0)
shader->setBool(true, "textures[" + to_string(textureSlot) + "].animated");
vector<Texture*> textures;
textures.insert(textures.end(), diffuseMapTextures.begin(), diffuseMapTextures.end());
textures.insert(textures.end(), normalMapTextures.begin(), normalMapTextures.end());
textures.insert(textures.end(), specularMapTextures.begin(), specularMapTextures.end());
textures.insert(textures.end(), parallaxMapTextures.begin(), parallaxMapTextures.end());
for(Texture *t : textures){
int id = t->getTextureTypeId() * 2;
shader->setBool(t->getNumFrames() > 0, "textures[" + to_string(id) + "].animated");
shader->setFloat(t->getMixRatio(), "textures[" + to_string(id) + "].mixRatio");
t->update(id);
}
for(Texture *t : normalMapTextures)
t->update(NORMAL_SLOT);
for(Texture *t : specularMapTextures)
t->update(SPECULAR_SLOT);
for(Texture *t : parallaxMapTextures)
t->update(PARALLAX_SLOT);
}
else
shader->setVec4(diffuseColor, "diffuseColor");
+3 -3
View File
@@ -149,10 +149,10 @@ namespace vb01{
}
void Texture::update(int id){
updateFrame();
//updateFrame();
select(id);
if(numFrames > 0)
select(id + 1);
select(id + 1, 1);
}
void Texture::updateFrame(){
@@ -166,6 +166,6 @@ namespace vb01{
void Texture::select(int id, int fr){
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(type == TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP, texture[frame]);
glBindTexture(type == TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP, texture[fr]);
}
}
+6 -1
View File
@@ -75,7 +75,12 @@ float getShadow(int id){
}
void main(){
vec4 finalColor = texturingEnabled?texture(textures[0].pastTexture, texCoords) : diffuseColor;
vec4 finalColor = diffuseColor;
if(texturingEnabled){
vec4 textureColor = texture(textures[0].pastTexture, texCoords);
finalColor = textures[0].animated ? mix(textureColor, texture(textures[0].nextTexture, texCoords), textures[0].mixRatio) : textureColor;
}
vec3 normal = norm;
if(lightingEnabled){
if(normalMapEnabled){
+3 -1
View File
@@ -24,12 +24,14 @@ namespace vb01{
inline unsigned int* getTexture(int i = 0){return &(texture[i]);}
inline std::string getPath(){return path;}
inline int getNumFrames(){return numFrames;}
inline float getMixRatio(){return mixRatio;}
inline TextureTypeId getTextureTypeId(){return typeId;}
private:
TextureType type = TextureType::TEXTURE_2D;
TextureTypeId typeId = DIFFUSE;
u32 *texture = nullptr;
s64 lastUpdateTime = 0;
int width, height, numChannels, updateRate = 0, numFrames = 0, frameA = 0, frameB = 0;
int width, height, numChannels;
float mixRatio;
u8 *data;
std::string path = "", paths[6];