Default textures for diffuse/specular/normal/emission mat slots

This commit is contained in:
bloeys
2024-05-11 05:11:54 +04:00
parent c884d2624d
commit 7b1e3ea7b4
7 changed files with 112 additions and 55 deletions

View File

@ -3,6 +3,7 @@ package materials
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/assert"
"github.com/bloeys/nmage/assets"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/shaders"
"github.com/go-gl/gl/v4.1-core/gl"
@ -49,7 +50,7 @@ type Material struct {
UnifLocs map[string]int32
AttribLocs map[string]int32
// @TODO do this in a better way. Perhaps something like how we do fbo attachments
// @TODO: Do this in a better way?. Perhaps something like how we do fbo attachments? Or keep it?
// Phong shading
DiffuseTex uint32
SpecularTex uint32
@ -72,26 +73,19 @@ func (m *Material) Bind() {
m.ShaderProg.Bind()
if m.DiffuseTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
}
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse))
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
if m.SpecularTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
}
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular))
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
if m.NormalTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
}
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal))
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
if m.EmissionTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
}
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Emission))
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
// @TODO: Have defaults for these
if m.CubemapTex != 0 {
gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap))
gl.BindTexture(gl.TEXTURE_CUBE_MAP, m.CubemapTex)
@ -194,7 +188,17 @@ func NewMaterial(matName, shaderPath string) Material {
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
}
return Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
return Material{
Name: matName,
ShaderProg: shdrProg,
UnifLocs: make(map[string]int32),
AttribLocs: make(map[string]int32),
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
SpecularTex: assets.DefaultSpecularTexId.TexID,
NormalTex: assets.DefaultNormalTexId.TexID,
EmissionTex: assets.DefaultEmissionTexId.TexID,
}
}
func NewMaterialSrc(matName string, shaderSrc []byte) Material {
@ -204,5 +208,15 @@ func NewMaterialSrc(matName string, shaderSrc []byte) Material {
logging.ErrLog.Fatalf("Failed to create new material '%s'. Err: %s\n", matName, err.Error())
}
return Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
return Material{
Name: matName,
ShaderProg: shdrProg,
UnifLocs: make(map[string]int32),
AttribLocs: make(map[string]int32),
DiffuseTex: assets.DefaultDiffuseTexId.TexID,
SpecularTex: assets.DefaultSpecularTexId.TexID,
NormalTex: assets.DefaultNormalTexId.TexID,
EmissionTex: assets.DefaultEmissionTexId.TexID,
}
}