materials are now created by specifying shaders

shader uniforms are added to materials
This commit is contained in:
devZoGok
2021-11-10 20:23:15 +02:00
parent 34e7a74bba
commit ec8dd7ac1e
17 changed files with 321 additions and 213 deletions
+58 -112
View File
@@ -3,134 +3,80 @@
#include "root.h"
using namespace std;
using namespace glm;
namespace vb01{
Material::Material(Type type){
this->type = type;
initShader();
Material::Material(string shaderName, bool geometryShader){
shader = new Shader(shaderName);
}
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 = Root::getSingleton()->getLibPath(), 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");
}
Material::Uniform* Material::getUniform(string name){
Uniform *uni = nullptr;
void Material::animate(float value, KeyframeChannel keyframeChannel){
switch(keyframeChannel.type){
case KeyframeChannel::DIFFUSE_COLOR_W:
diffuseColor.w = value;
break;
case KeyframeChannel::DIFFUSE_COLOR_X:
diffuseColor.x = value;
break;
case KeyframeChannel::DIFFUSE_COLOR_Y:
diffuseColor.y = value;
break;
case KeyframeChannel::DIFFUSE_COLOR_Z:
diffuseColor.z = value;
break;
case KeyframeChannel::SPECULAR_COLOR_W:
specularColor.w = value;
break;
case KeyframeChannel::SPECULAR_COLOR_X:
specularColor.x = value;
break;
case KeyframeChannel::SPECULAR_COLOR_Y:
specularColor.y = value;
break;
case KeyframeChannel::SPECULAR_COLOR_Z:
specularColor.z = value;
break;
}
for(Uniform *u : uniforms)
if(u->name == name){
uni = u;
break;
}
return uni;
}
void Material::update(){
shader->use();
shader->setBool(texturingEnabled, "texturingEnabled");
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->setBool(specularMapEnabled, "specularMapEnabled");
shader->setInt(shinyness, "shinyness");
shader->setFloat(specularStrength, "specularStrength");
shader->setVec4(specularColor, "specularColor");
for(int i = 0; i < 4; i++){
shader->setInt(TEXTURE_SLOTS[i], "textures[" + to_string(i) + "].pastTexture");
shader->setInt(TEXTURE_SLOTS[i] + 1, "textures[" + to_string(i) + "].nextTexture");
}
shader->setInt(TEXTURE_SLOTS[4], "environmentMap");
}
else if(type == MATERIAL_GUI){
shader->setBool(diffuseColorEnabled, "diffuseColorEnabled");
if(diffuseColorEnabled)
shader->setVec4(diffuseColor, "diffuseColor");
}
else if(type == MATERIAL_TEXT){
shader->setInt(0, "textures[0].pastTexture");
shader->setInt(1, "textures[0].nextTexture");
shader->setInt(2, "textures[1].pastTexture");
}
int i = 0;
if(texturingEnabled){
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(Uniform *uni : uniforms){
switch(uni->type){
case Uniform::INT:{
IntUniform *u = (IntUniform*)uni;
shader->setInt(u->value, u->name);
break;
}
case Uniform::BOOL:{
BoolUniform *u = (BoolUniform*)uni;
shader->setBool(u->value, u->name);
break;
}
case Uniform::FLOAT:{
FloatUniform *u = (FloatUniform*)uni;
shader->setFloat(u->value, u->name);
break;
}
case Uniform::VECTOR_2:{
Vector2Uniform *u = (Vector2Uniform*)uni;
shader->setVec2(u->value, u->name);
break;
}
case Uniform::VECTOR_3:{
Vector3Uniform *u = (Vector3Uniform*)uni;
shader->setVec3(u->value, u->name);
break;
}
case Uniform::VECTOR_4:{
Vector4Uniform *u = (Vector4Uniform*)uni;
shader->setVec4(u->value, u->name);
break;
}
case Uniform::TEXTURE:{
TextureUniform *u = (TextureUniform*)uni;
shader->setInt(2 * i, u->name + (u->animatable ? ".pastTexture" : ""));
for(Texture *t : textures){
int id = t->getTextureTypeId();
shader->setBool(t->getNumFrames() > 1, "textures[" + to_string(id) + "].animated");
shader->setFloat(t->getMixRatio(), "textures[" + to_string(id) + "].mixRatio");
t->update(2 * id);
}
if(u->value->getNumFrames() > 1){
shader->setInt(2 * i + 1, u->name + ".nextTexture");
shader->setFloat(u->value->getMixRatio(), u->name + ".mixRatio");
}
break;
}
}
++i;
}
else
shader->setVec4(diffuseColor, "diffuseColor");
}
}