mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
137 lines
3.9 KiB
C++
Executable File
137 lines
3.9 KiB
C++
Executable File
#include "material.h"
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#include "shader.h"
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#include "root.h"
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using namespace std;
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namespace vb01{
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Material::Material(Type type){
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this->type = type;
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initShader();
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}
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Material::~Material(){
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delete shader;
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for(Texture *t : diffuseMapTextures)
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delete t;
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for(Texture *t : normalMapTextures)
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delete t;
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for(Texture *t : specularMapTextures)
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delete t;
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}
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void Material::initShader(){
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string basePath = Root::getSingleton()->getLibPath(), shaderName;
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switch(type){
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case MATERIAL_2D:
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shaderName = "texture.";
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break;
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case MATERIAL_PARTICLE:
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shaderName = "particle.";
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break;
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case MATERIAL_SKYBOX:
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shaderName = "skybox.";
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break;
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case MATERIAL_GUI:
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shaderName = "gui.";
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break;
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case MATERIAL_POST:
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shaderName = "postProcess.";
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break;
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case MATERIAL_TEXT:
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shaderName = "text.";
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break;
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}
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/*
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if(type==MATERIAL_2D)
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//shader=new Shader(basePath+shaderName+"vert",basePath+shaderName+"frag");
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shader=new Shader(basePath+shaderName+"vert",basePath+shaderName+"frag",basePath+shaderName+"geo");
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else
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*/
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shader = new Shader(basePath + shaderName + "vert", basePath + shaderName + "frag");
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}
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void Material::animate(float value, KeyframeChannel keyframeChannel){
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switch(keyframeChannel.type){
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case KeyframeChannel::DIFFUSE_COLOR_W:
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diffuseColor.w = value;
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break;
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case KeyframeChannel::DIFFUSE_COLOR_X:
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diffuseColor.x = value;
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break;
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case KeyframeChannel::DIFFUSE_COLOR_Y:
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diffuseColor.y = value;
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break;
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case KeyframeChannel::DIFFUSE_COLOR_Z:
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diffuseColor.z = value;
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break;
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case KeyframeChannel::SPECULAR_COLOR_W:
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specularColor.w = value;
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break;
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case KeyframeChannel::SPECULAR_COLOR_X:
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specularColor.x = value;
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break;
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case KeyframeChannel::SPECULAR_COLOR_Y:
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specularColor.y = value;
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break;
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case KeyframeChannel::SPECULAR_COLOR_Z:
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specularColor.z = value;
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break;
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}
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}
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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 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->setBool(specularMapEnabled, "specularMapEnabled");
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shader->setInt(shinyness, "shinyness");
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shader->setFloat(specularStrength, "specularStrength");
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shader->setVec4(specularColor, "specularColor");
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for(int i = 0; i < 4; i++){
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shader->setInt(TEXTURE_SLOTS[i], "textures[" + to_string(i) + "].pastTexture");
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shader->setInt(TEXTURE_SLOTS[i] + 1, "textures[" + to_string(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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if(diffuseColorEnabled)
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shader->setVec4(diffuseColor, "diffuseColor");
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}
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else if(type == MATERIAL_TEXT){
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shader->setInt(0, "textures[0].pastTexture");
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shader->setInt(1, "textures[0].nextTexture");
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shader->setInt(2, "textures[1].pastTexture");
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}
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if(texturingEnabled){
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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();
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shader->setBool(t->getNumFrames() > 1, "textures[" + to_string(id) + "].animated");
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shader->setFloat(t->getMixRatio(), "textures[" + to_string(id) + "].mixRatio");
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t->update(2 * id);
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}
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}
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else
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shader->setVec4(diffuseColor, "diffuseColor");
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}
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}
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