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https://github.com/bloeys/nmage.git
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Default textures for diffuse/specular/normal/emission mat slots
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@ -1,10 +1,13 @@
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package engine
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import (
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"image"
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"image/color"
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"runtime"
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imgui "github.com/AllenDang/cimgui-go"
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"github.com/bloeys/nmage/assert"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/input"
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"github.com/bloeys/nmage/renderer"
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"github.com/bloeys/nmage/timing"
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@ -202,6 +205,8 @@ func createWindow(title string, x, y, width, height int32, flags WindowFlags, re
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return win, err
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}
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setupDefaultTextures()
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// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
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gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
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win.SDLWin.GLSwap()
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@ -231,6 +236,57 @@ func initOpenGL() error {
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return nil
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}
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func setupDefaultTextures() error {
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// 1x1 black texture
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defaultBlackImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
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defaultBlackImg.Set(0, 0, color.NRGBA{R: 0, G: 0, B: 0, A: 1})
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defaultBlackImgTex, err := assets.LoadTextureInMemPngImg(defaultBlackImg, &assets.TextureLoadOptions{NoSrgba: true})
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if err != nil {
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return err
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}
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assets.DefaultBlackTexId = defaultBlackImgTex
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// 1x1 white texture
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defaultWhiteImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
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defaultWhiteImg.Set(0, 0, color.NRGBA{R: 255, G: 255, B: 255, A: 1})
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defaultWhiteImgTex, err := assets.LoadTextureInMemPngImg(defaultWhiteImg, &assets.TextureLoadOptions{NoSrgba: true})
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if err != nil {
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return err
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}
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assets.DefaultWhiteTexId = defaultWhiteImgTex
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// Default diffuse
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assets.DefaultDiffuseTexId = defaultWhiteImgTex
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// Default specular
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assets.DefaultSpecularTexId = defaultBlackImgTex
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// Default Normal map which is created to be RGB(0.5,0.5,1), which when multiplied by TBN matrix gives the vertex normal.
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// 128 is better than 127 for normal maps. See 'Flat Color' section here: http://wiki.polycount.com/wiki/Normal_map
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// Basically, 127 can create seams while 128 looks correct
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defaultNormalMapImg := image.NewNRGBA(image.Rect(0, 0, 1, 1))
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defaultNormalMapImg.Set(0, 0, color.NRGBA{R: 128, G: 128, B: 255, A: 1})
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defaultNormalMapTex, err := assets.LoadTextureInMemPngImg(defaultNormalMapImg, &assets.TextureLoadOptions{NoSrgba: true})
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if err != nil {
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return err
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}
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assets.DefaultNormalTexId = defaultNormalMapTex
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// Default emission
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assets.DefaultEmissionTexId = defaultBlackImgTex
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assert.T(assets.DefaultBlackTexId.TexID != 0, "The default black texture handle is zero. Either texture wasn't created or handle wasn't updated")
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assert.T(assets.DefaultWhiteTexId.TexID != 0, "The default white texture handle is zero. Either texture wasn't created or handle wasn't updated")
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assert.T(assets.DefaultDiffuseTexId.TexID != 0, "The default diffuse texture handle is zero. Either texture wasn't created or handle wasn't updated")
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assert.T(assets.DefaultSpecularTexId.TexID != 0, "The default specular texture handle is zero. Either texture wasn't created or handle wasn't updated")
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assert.T(assets.DefaultNormalTexId.TexID != 0, "The default normal texture handle is zero. Either texture wasn't created or handle wasn't updated")
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assert.T(assets.DefaultEmissionTexId.TexID != 0, "The default emission texture handle is zero. Either texture wasn't created or handle wasn't updated")
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return nil
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}
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func SetSrgbFramebuffer(isEnabled bool) {
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if isEnabled {
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