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Textures + basic asset loading system+ uvs
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@ -11,14 +11,25 @@ import (
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type Material struct {
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Name string
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ShaderProg shaders.ShaderProgram
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TexIDs []uint32
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}
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func (m *Material) Bind() {
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gl.UseProgram(m.ShaderProg.ID)
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for i, v := range m.TexIDs {
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gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
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gl.BindTexture(gl.TEXTURE_2D, v)
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}
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}
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func (m *Material) UnBind() {
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gl.UseProgram(0)
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for i := range m.TexIDs {
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gl.ActiveTexture(gl.TEXTURE0 + uint32(i))
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gl.BindTexture(gl.TEXTURE_2D, 0)
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}
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}
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func (m *Material) GetAttribLoc(attribName string) int32 {
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@ -42,6 +53,10 @@ func (m *Material) SetAttribute(bufObj buffers.Buffer) {
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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}
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func (m *Material) AddTextureID(texID uint32) {
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m.TexIDs = append(m.TexIDs, texID)
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}
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func (m *Material) EnableAttribute(attribName string) {
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gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
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}
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@ -50,6 +65,11 @@ func (m *Material) DisableAttribute(attribName string) {
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gl.DisableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
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}
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func (m *Material) SetUnifInt32(uniformName string, val int32) {
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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform1i(m.ShaderProg.ID, loc, val)
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}
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func (m *Material) SetUnifFloat32(uniformName string, val float32) {
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loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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gl.ProgramUniform1f(m.ShaderProg.ID, loc, val)
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