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" ) type TextureSlot uint32 const ( TextureSlot_Diffuse TextureSlot = 0 TextureSlot_Specular TextureSlot = 1 TextureSlot_Normal TextureSlot = 2 TextureSlot_Emission TextureSlot = 3 TextureSlot_Cubemap TextureSlot = 10 TextureSlot_Cubemap_Array TextureSlot = 11 TextureSlot_ShadowMap1 TextureSlot = 12 TextureSlot_ShadowMap_Array1 TextureSlot = 13 ) type MaterialSettings uint64 const ( MaterialSettings_None MaterialSettings = iota MaterialSettings_HasModelMtx MaterialSettings = 1 << (iota - 1) MaterialSettings_HasNormalMtx ) 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 // @TODO: Do this in a better way?. Perhaps something like how we do fbo attachments? Or keep it? // Phong shading DiffuseTex uint32 SpecularTex uint32 NormalTex uint32 EmissionTex uint32 // Shininess of specular highlights Shininess float32 // Cubemaps CubemapTex uint32 CubemapArrayTex uint32 // Shadowmaps ShadowMapTex1 uint32 ShadowMapTexArray1 uint32 } func (m *Material) Bind() { m.ShaderProg.Bind() gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Diffuse)) gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex) gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Specular)) gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex) gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Normal)) gl.BindTexture(gl.TEXTURE_2D, m.NormalTex) 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) } if m.CubemapArrayTex != 0 { gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_Cubemap_Array)) gl.BindTexture(gl.TEXTURE_CUBE_MAP_ARRAY, m.CubemapArrayTex) } if m.ShadowMapTex1 != 0 { gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap1)) gl.BindTexture(gl.TEXTURE_2D, m.ShadowMapTex1) } if m.ShadowMapTexArray1 != 0 { gl.ActiveTexture(uint32(gl.TEXTURE0 + TextureSlot_ShadowMap_Array1)) gl.BindTexture(gl.TEXTURE_2D_ARRAY, m.ShadowMapTexArray1) } } func (m *Material) UnBind() { gl.UseProgram(0) } func (m *Material) GetAttribLoc(attribName string) int32 { loc, ok := m.AttribLocs[attribName] if ok { return loc } loc = gl.GetAttribLocation(m.ShaderProg.Id, gl.Str(attribName+"\x00")) assert.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name) m.AttribLocs[attribName] = loc return loc } func (m *Material) GetUnifLoc(uniformName string) int32 { loc, ok := m.UnifLocs[uniformName] if ok { return loc } loc = gl.GetUniformLocation(m.ShaderProg.Id, gl.Str(uniformName+"\x00")) assert.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name) m.UnifLocs[uniformName] = loc return loc } func (m *Material) EnableAttribute(attribName string) { gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName))) } func (m *Material) DisableAttribute(attribName string) { gl.DisableVertexAttribArray(uint32(m.GetAttribLoc(attribName))) } func (m *Material) SetUnifInt32(uniformName string, val int32) { gl.ProgramUniform1i(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val) } func (m *Material) SetUnifFloat32(uniformName string, val float32) { gl.ProgramUniform1f(m.ShaderProg.Id, m.GetUnifLoc(uniformName), val) } func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) { gl.ProgramUniform2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec2.Data[0]) } func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) { gl.ProgramUniform3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec3.Data[0]) } func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) { gl.ProgramUniform4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, &vec4.Data[0]) } func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) { gl.ProgramUniformMatrix2fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0]) } func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) { gl.ProgramUniformMatrix3fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0]) } func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) { gl.ProgramUniformMatrix4fv(m.ShaderProg.Id, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0]) } func (m *Material) Delete() { gl.DeleteProgram(m.ShaderProg.Id) } func NewMaterial(matName, shaderPath string) Material { shdrProg, err := shaders.LoadAndCompileCombinedShader(shaderPath) if err != nil { 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), DiffuseTex: assets.DefaultDiffuseTexId.TexID, SpecularTex: assets.DefaultSpecularTexId.TexID, NormalTex: assets.DefaultNormalTexId.TexID, EmissionTex: assets.DefaultEmissionTexId.TexID, } } func NewMaterialSrc(matName string, shaderSrc []byte) Material { shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc) if err != nil { 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), DiffuseTex: assets.DefaultDiffuseTexId.TexID, SpecularTex: assets.DefaultSpecularTexId.TexID, NormalTex: assets.DefaultNormalTexId.TexID, EmissionTex: assets.DefaultEmissionTexId.TexID, } }