mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
texture mixing
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+23
-21
@@ -84,20 +84,22 @@ namespace vb01{
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void Material::update(){
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shader->use();
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shader->setBool(texturingEnabled, "texturingEnabled");
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const int DIFFUSE_SLOT = Texture::DIFFUSE * 2;
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const int NORMAL_SLOT = Texture::NORMAL * 2;
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const int SPECULAR_SLOT = Texture::SPECULAR * 2;
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const int PARALLAX_SLOT = Texture::PARALLAX * 2;
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const int ENVIRONMENT_SLOT = Texture::ENVIRONMENT * 2;
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const int TEXTURE_SLOTS[]{
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Texture::DIFFUSE * 2,
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Texture::NORMAL * 2,
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Texture::SPECULAR * 2,
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Texture::PARALLAX * 2,
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Texture::ENVIRONMENT * 2
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};
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if(type == MATERIAL_2D){
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shader->setBool(lightingEnabled, "lightingEnabled");
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shader->setBool(normalMapEnabled, "normalMapEnabled");
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shader->setInt(DIFFUSE_SLOT, "textures["+to_string(DIFFUSE_SLOT)+"].pastTexture");
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shader->setInt(NORMAL_SLOT, "textures["+to_string(NORMAL_SLOT)+"].pastTexture");
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shader->setInt(SPECULAR_SLOT, "textures["+to_string(SPECULAR_SLOT)+"].pastTexture");
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shader->setInt(PARALLAX_SLOT, "textures["+to_string(PARALLAX_SLOT)+"].pastTexture");
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shader->setInt(ENVIRONMENT_SLOT, "environmentMap");
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for(int i = 0; i < 4; i++){
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shader->setInt(TEXTURE_SLOTS[i], "textures[" + to_string(TEXTURE_SLOTS[i]) + "].pastTexture");
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shader->setInt(TEXTURE_SLOTS[i] + 1, "textures[" + to_string(TEXTURE_SLOTS[i]) + "].nextTexture");
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}
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shader->setInt(TEXTURE_SLOTS[4], "environmentMap");
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}
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else if(type == MATERIAL_GUI){
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shader->setBool(diffuseColorEnabled, "diffuseColorEnabled");
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@@ -106,18 +108,18 @@ namespace vb01{
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}
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if(texturingEnabled){
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int textureSlot = DIFFUSE_SLOT;
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for(Texture *t : diffuseMapTextures){
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t->update(textureSlot);
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if(t->getNumFrames() > 0)
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shader->setBool(true, "textures[" + to_string(textureSlot) + "].animated");
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vector<Texture*> textures;
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textures.insert(textures.end(), diffuseMapTextures.begin(), diffuseMapTextures.end());
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textures.insert(textures.end(), normalMapTextures.begin(), normalMapTextures.end());
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textures.insert(textures.end(), specularMapTextures.begin(), specularMapTextures.end());
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textures.insert(textures.end(), parallaxMapTextures.begin(), parallaxMapTextures.end());
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for(Texture *t : textures){
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int id = t->getTextureTypeId() * 2;
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shader->setBool(t->getNumFrames() > 0, "textures[" + to_string(id) + "].animated");
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shader->setFloat(t->getMixRatio(), "textures[" + to_string(id) + "].mixRatio");
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t->update(id);
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}
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for(Texture *t : normalMapTextures)
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t->update(NORMAL_SLOT);
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for(Texture *t : specularMapTextures)
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t->update(SPECULAR_SLOT);
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for(Texture *t : parallaxMapTextures)
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t->update(PARALLAX_SLOT);
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}
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else
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shader->setVec4(diffuseColor, "diffuseColor");
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