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Material settings+normal matrices on CPU
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8
main.go
8
main.go
@ -517,9 +517,11 @@ func (g *Game) Init() {
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screenQuadMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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unlitMat = materials.NewMaterial("Unlit mat", "./res/shaders/simple-unlit.glsl")
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unlitMat.Settings.Set(materials.MaterialSettings_HasModelMat)
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unlitMat.SetUnifInt32("material.diffuse", int32(materials.TextureSlot_Diffuse))
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whiteMat = materials.NewMaterial("White mat", "./res/shaders/simple.glsl")
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whiteMat.Settings.Set(materials.MaterialSettings_HasModelMat | materials.MaterialSettings_HasNormalMat)
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whiteMat.Shininess = 64
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whiteMat.DiffuseTex = whiteTex.TexID
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whiteMat.SpecularTex = blackTex.TexID
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@ -539,6 +541,7 @@ func (g *Game) Init() {
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whiteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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containerMat = materials.NewMaterial("Container mat", "./res/shaders/simple.glsl")
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containerMat.Settings.Set(materials.MaterialSettings_HasModelMat | materials.MaterialSettings_HasNormalMat)
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containerMat.Shininess = 64
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containerMat.DiffuseTex = containerDiffuseTex.TexID
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containerMat.SpecularTex = containerSpecularTex.TexID
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@ -558,6 +561,7 @@ func (g *Game) Init() {
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containerMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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palleteMat = materials.NewMaterial("Pallete mat", "./res/shaders/simple.glsl")
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palleteMat.Settings.Set(materials.MaterialSettings_HasModelMat | materials.MaterialSettings_HasNormalMat)
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palleteMat.Shininess = 64
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palleteMat.DiffuseTex = palleteTex.TexID
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palleteMat.SpecularTex = blackTex.TexID
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@ -576,12 +580,16 @@ func (g *Game) Init() {
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palleteMat.SetUnifInt32("spotLightShadowMaps", int32(materials.TextureSlot_ShadowMap_Array1))
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debugDepthMat = materials.NewMaterial("Debug depth mat", "./res/shaders/debug-depth.glsl")
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debugDepthMat.Settings.Set(materials.MaterialSettings_HasModelMat)
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depthMapMat = materials.NewMaterial("Depth Map mat", "./res/shaders/depth-map.glsl")
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depthMapMat.Settings.Set(materials.MaterialSettings_HasModelMat)
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arrayDepthMapMat = materials.NewMaterial("Array Depth Map mat", "./res/shaders/array-depth-map.glsl")
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arrayDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMat)
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omnidirDepthMapMat = materials.NewMaterial("Omnidirectional Depth Map mat", "./res/shaders/omnidirectional-depth-map.glsl")
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omnidirDepthMapMat.Settings.Set(materials.MaterialSettings_HasModelMat)
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skyboxMat = materials.NewMaterial("Skybox mat", "./res/shaders/skybox.glsl")
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skyboxMat.CubemapTex = skyboxCmap.TexID
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@ -21,9 +21,30 @@ const (
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TextureSlot_ShadowMap_Array1 TextureSlot = 13
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)
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type MaterialSettings uint64
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const (
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MaterialSettings_None MaterialSettings = iota
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MaterialSettings_HasModelMat MaterialSettings = 1 << (iota - 1)
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MaterialSettings_HasNormalMat
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)
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func (ms *MaterialSettings) Set(flags MaterialSettings) {
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*ms |= flags
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}
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func (ms *MaterialSettings) Remove(flags MaterialSettings) {
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*ms &= ^flags
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}
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func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
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return *ms&flags == flags
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}
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type Material struct {
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Name string
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ShaderProg shaders.ShaderProgram
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Settings MaterialSettings
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UnifLocs map[string]int32
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AttribLocs map[string]int32
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@ -29,7 +29,14 @@ func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materi
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r.BoundMat = mat
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}
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if mat.Settings.Has(materials.MaterialSettings_HasModelMat) {
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mat.SetUnifMat4("modelMat", &modelMat.Mat4)
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}
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if mat.Settings.Has(materials.MaterialSettings_HasNormalMat) {
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normalMat := modelMat.Clone().InvertAndTranspose().ToMat3()
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mat.SetUnifMat3("normalMat", &normalMat)
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}
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for i := 0; i < len(mesh.SubMeshes); i++ {
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gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
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@ -2,22 +2,18 @@
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#version 410
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layout(location=0) in vec3 vertPosIn;
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layout(location=1) in vec3 vertNormalIn;
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layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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out vec3 vertNormal;
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out vec2 vertUV0;
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out vec3 vertColor;
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out vec3 fragPos;
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//MVP = Model View Projection
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uniform mat4 modelMat;
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uniform mat4 projViewMat;
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void main()
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{
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vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
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vertUV0 = vertUV0In;
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vertColor = vertColorIn;
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@ -31,7 +27,6 @@ void main()
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#version 410
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in vec3 vertColor;
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in vec3 vertNormal;
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in vec2 vertUV0;
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in vec3 fragPos;
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@ -6,23 +6,15 @@ layout(location=1) in vec3 vertNormalIn;
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layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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out vec3 vertNormal;
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out vec2 vertUV0;
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out vec3 vertColor;
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out vec3 fragPos;
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//MVP = Model View Projection
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uniform mat4 modelMat;
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uniform mat4 projViewMat;
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void main()
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{
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// @TODO: Calculate this on the CPU and send it as a uniform
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//
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// This produces the normal matrix that multiplies with the model normal to produce the
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// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
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vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
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vertUV0 = vertUV0In;
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vertColor = vertColorIn;
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@ -41,7 +33,6 @@ struct Material {
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uniform Material material;
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in vec3 vertColor;
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in vec3 vertNormal;
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in vec2 vertUV0;
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in vec3 fragPos;
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@ -7,6 +7,7 @@ layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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uniform mat4 modelMat;
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uniform mat3 normalMat;
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uniform mat4 projViewMat;
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uniform mat4 dirLightProjViewMat;
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@ -22,11 +23,7 @@ out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
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void main()
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{
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// @TODO: Calculate this on the CPU and send it as a uniform
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//
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// This produces the normal matrix that multiplies with the model normal to produce the
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// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
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vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
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vertNormal = normalMat * vertNormalIn;
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vertUV0 = vertUV0In;
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vertColor = vertColorIn;
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