Files
vb01/material.cpp
T

126 lines
3.4 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::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;
}
}
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;
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");
}
else if(type == MATERIAL_GUI){
shader->setBool(diffuseColorEnabled, "diffuseColorEnabled");
if(diffuseColorEnabled)
shader->setVec4(diffuseColor, "diffuseColor");
}
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");
}
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");
}
}