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

View File

@ -21,9 +21,30 @@ const (
TextureSlot_ShadowMap_Array1 TextureSlot = 13
)
type MaterialSettings uint64
const (
MaterialSettings_None MaterialSettings = iota
MaterialSettings_HasModelMat MaterialSettings = 1 << (iota - 1)
MaterialSettings_HasNormalMat
)
func (ms *MaterialSettings) Set(flags MaterialSettings) {
*ms |= flags
}
func (ms *MaterialSettings) Remove(flags MaterialSettings) {
*ms &= ^flags
}
func (ms *MaterialSettings) Has(flags MaterialSettings) bool {
return *ms&flags == flags
}
type Material struct {
Name string
ShaderProg shaders.ShaderProgram
Settings MaterialSettings
UnifLocs map[string]int32
AttribLocs map[string]int32

View File

@ -29,7 +29,14 @@ func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materi
r.BoundMat = mat
}
if mat.Settings.Has(materials.MaterialSettings_HasModelMat) {
mat.SetUnifMat4("modelMat", &modelMat.Mat4)
}
if mat.Settings.Has(materials.MaterialSettings_HasNormalMat) {
normalMat := modelMat.Clone().InvertAndTranspose().ToMat3()
mat.SetUnifMat3("normalMat", &normalMat)
}
for i := 0; i < len(mesh.SubMeshes); i++ {
gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)

View File

@ -2,22 +2,18 @@
#version 410
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 projViewMat;
void main()
{
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
@ -31,7 +27,6 @@ void main()
#version 410
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;

View File

@ -6,23 +6,15 @@ layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 projViewMat;
void main()
{
// @TODO: Calculate this on the CPU and send it as a uniform
//
// This produces the normal matrix that multiplies with the model normal to produce the
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
@ -41,7 +33,6 @@ struct Material {
uniform Material material;
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;

View File

@ -7,6 +7,7 @@ layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
uniform mat4 modelMat;
uniform mat3 normalMat;
uniform mat4 projViewMat;
uniform mat4 dirLightProjViewMat;
@ -22,11 +23,7 @@ out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
void main()
{
// @TODO: Calculate this on the CPU and send it as a uniform
//
// This produces the normal matrix that multiplies with the model normal to produce the
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertNormal = normalMat * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;