Material settings+normal matrices on CPU

This commit is contained in:
bloeys
2024-05-06 22:55:57 +04:00
parent 24613823a7
commit dfd1fe9c5e
6 changed files with 39 additions and 20 deletions

View File

@ -517,9 +517,11 @@ func (g *Game) Init() {
screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
unlitMat.Settings.Set(materials.MaterialSettings_HasModelMat)
unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
whiteMat.Settings.Set(materials.MaterialSettings_HasModelMat | materials.MaterialSettings_HasNormalMat)
whiteMat.Shininess = 64
whiteMat.DiffuseTex = whiteTex.TexID
whiteMat.SpecularTex = blackTex.TexID
@ -539,6 +541,7 @@ func (g *Game) Init() {
whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
containerMat.Settings.Set(materials.MaterialSettings_HasModelMat | materials.MaterialSettings_HasNormalMat)
containerMat.Shininess = 64
containerMat.DiffuseTex = containerDiffuseTex.TexID
containerMat.SpecularTex = containerSpecularTex.TexID
@ -558,6 +561,7 @@ func (g *Game) Init() {
containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
palleteMat.Settings.Set(materials.MaterialSettings_HasModelMat | materials.MaterialSettings_HasNormalMat)
palleteMat.Shininess = 64
palleteMat.DiffuseTex = palleteTex.TexID
palleteMat.SpecularTex = blackTex.TexID
@ -576,12 +580,16 @@ func (g *Game) Init() {
palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
debugDepthMat.Settings.Set(materials.MaterialSettings_HasModelMat)
depthMapMat = materials.NewMaterial("Depth Map mat", "./res/shaders/depth-map.glsl")
depthMapMat.Settings.Set(materials.MaterialSettings_HasModelMat)
arrayDepthMapMat = materials.NewMaterial("Array Depth Map mat", "./res/shaders/array-depth-map.glsl")
arrayDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMat)
omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
omnidirDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMat)
skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
skyboxMat.CubemapTex = skyboxCmap.TexID