Files
vb01/material.h
devZoGok 3193c61036 flag whether to load primitive mesh or image data to the GPU
outsourced cubemap generation
materials can have nonuniform properties
recreating skyboxes
2026-06-27 20:04:38 +03:00

156 lines
4.9 KiB
C++
Executable File

#ifndef MATERIAL_H
#define MATERIAL_H
#include "shader.h"
#include "texture.h"
#include "vector.h"
#include "animatable.h"
#include <vector>
#include <map>
namespace vb01{
class Texture;
class Material{
public:
struct Uniform : public Animatable{
enum Type{
INT,
BOOL,
FLOAT,
VECTOR_2,
VECTOR_3,
VECTOR_4,
TEXTURE
};
Uniform(std::string n, Type t, bool un) : Animatable(Animatable::MATERIAL_UNIFORM, n), name(n), type(t), uniform(un){}
void animate(float val, KeyframeChannel channel){
switch(channel.type){
case KeyframeChannel::UNIFORM_1:
animateComponent1(val);
break;
case KeyframeChannel::UNIFORM_2:
animateComponent2(val);
break;
case KeyframeChannel::UNIFORM_3:
animateComponent3(val);
break;
case KeyframeChannel::UNIFORM_4:
animateComponent4(val);
break;
}
}
Type type;
bool uniform;
std::string name;
protected:
virtual void animateComponent1(float val){}
virtual void animateComponent2(float val){}
virtual void animateComponent3(float val){}
virtual void animateComponent4(float val){}
};
struct IntUniform : public Uniform{
int value;
IntUniform(std::string name, int val, bool unif) : Uniform(name, Uniform::INT, unif), value(val){}
void animateComponent1(float val){value = (int)val;}
};
struct BoolUniform : public Uniform{
bool value;
BoolUniform(std::string name, bool val, bool unif) : Uniform(name, Uniform::BOOL, unif), value(val){}
void animateComponent1(float val){value = (bool)val;}
};
struct FloatUniform : public Uniform{
float value;
FloatUniform(std::string name, float val, bool unif) : Uniform(name, Uniform::FLOAT, unif), value(val){}
void animateComponent1(float val){value = val;}
};
struct Vector2Uniform : public Uniform{
Vector2 value;
Vector2Uniform(std::string name, Vector2 val, bool unif) : Uniform(name, Uniform::VECTOR_2, unif), value(val){}
void animateComponent1(float val){value.x = val;}
void animateComponent2(float val){value.y = val;}
};
struct Vector3Uniform : public Uniform{
Vector3 value;
Vector3Uniform(std::string name, Vector3 val, bool unif) : Uniform(name, Uniform::VECTOR_3, unif), value(val){}
void animateComponent1(float val){value.x = val;}
void animateComponent2(float val){value.y = val;}
void animateComponent3(float val){value.z = val;}
};
struct Vector4Uniform : public Uniform{
Vector4 value;
Vector4Uniform(std::string name, Vector4 val, bool unif) : Uniform(name, Uniform::VECTOR_4, unif), value(val){}
void animateComponent1(float val){value.x = val;}
void animateComponent2(float val){value.y = val;}
void animateComponent3(float val){value.z = val;}
void animateComponent4(float val){value.w = val;}
};
struct TextureUniform : public Uniform{
Texture *value = nullptr;
bool animatable = false;
TextureUniform(std::string name, Texture *val, bool anim, bool unif) : Uniform(name, Uniform::TEXTURE, unif), value(val), animatable(anim){}
};
Material(Shader*);
~Material(){}
void update();
void setIntUniform(std::string, int);
void setBoolUniform(std::string, bool);
void setFloatUniform(std::string, float);
void setVec2Uniform(std::string, Vector2);
void setVec3Uniform(std::string, Vector3);
void setVec4Uniform(std::string, Vector4);
void setTexUniform(std::string, Texture*, bool);
Uniform* getUniform(std::string);
std::vector<Uniform*> getUniformsByType(Uniform::Type);
inline Uniform* getUniform(int i){return uniforms[i];}
inline void addIntUniform(std::string name, int value, bool uniform = true){uniforms.push_back(new IntUniform(name, value, uniform));}
inline void addBoolUniform(std::string name, bool value, bool uniform = true){uniforms.push_back(new BoolUniform(name, value, uniform));}
inline void addFloatUniform(std::string name, float value, bool uniform = true){uniforms.push_back(new FloatUniform(name, value, uniform));}
inline void addVec2Uniform(std::string name, Vector2 value, bool uniform = true){uniforms.push_back(new Vector2Uniform(name, value, uniform));}
inline void addVec3Uniform(std::string name, Vector3 value, bool uniform = true){uniforms.push_back(new Vector3Uniform(name, value, uniform));}
inline void addVec4Uniform(std::string name, Vector4 value, bool uniform = true){uniforms.push_back(new Vector4Uniform(name, value, uniform));}
inline void addTexUniform(std::string name, Texture *value, bool animatable, bool uniform = true){uniforms.push_back(new TextureUniform(name, value, animatable, uniform));}
inline Shader* getShader(){return shader;}
inline bool isTransparent(){return transparent;}
inline void setTransparent(bool t){this->transparent = t;}
private:
std::vector<Uniform*> uniforms;
Shader *shader = nullptr;
bool transparent = false;
};
}
#endif