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130 lines
3.7 KiB
Go
Executable File
130 lines
3.7 KiB
Go
Executable File
package materials
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import (
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/asserts"
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"github.com/bloeys/nmage/logging"
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"github.com/bloeys/nmage/shaders"
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"github.com/go-gl/gl/v4.1-core/gl"
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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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DiffuseTex uint32
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UnifLocs map[string]int32
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AttribLocs map[string]int32
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}
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func (m *Material) Bind() {
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gl.UseProgram(m.ShaderProg.ID)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
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}
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func (m *Material) UnBind() {
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gl.UseProgram(0)
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//TODO: Should we unbind textures here? Are these two lines needed?
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// gl.ActiveTexture(gl.TEXTURE0)
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// gl.BindTexture(gl.TEXTURE_2D, 0)
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}
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func (m *Material) GetAttribLoc(attribName string) int32 {
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loc, ok := m.AttribLocs[attribName]
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if ok {
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return loc
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}
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loc = gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
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asserts.T(loc != -1, "Attribute '"+attribName+"' doesn't exist on material "+m.Name)
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m.AttribLocs[attribName] = loc
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return loc
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}
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func (m *Material) GetUnifLoc(uniformName string) int32 {
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loc, ok := m.UnifLocs[uniformName]
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if ok {
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return loc
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}
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loc = gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
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asserts.T(loc != -1, "Uniform '"+uniformName+"' doesn't exist on material "+m.Name)
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m.UnifLocs[uniformName] = loc
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return loc
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}
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func (m *Material) EnableAttribute(attribName string) {
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gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
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}
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func (m *Material) DisableAttribute(attribName string) {
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gl.DisableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
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}
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func (m *Material) SetUnifInt32(uniformName string, val int32) {
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gl.ProgramUniform1i(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
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}
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func (m *Material) SetUnifFloat32(uniformName string, val float32) {
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gl.ProgramUniform1f(m.ShaderProg.ID, m.GetUnifLoc(uniformName), val)
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}
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func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
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gl.ProgramUniform2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec2.Data[0])
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}
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func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
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gl.ProgramUniform3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec3.Data[0])
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}
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func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
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gl.ProgramUniform4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, &vec4.Data[0])
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}
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func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
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gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat2.Data[0][0])
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}
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func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
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gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat3.Data[0][0])
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}
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func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
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gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, m.GetUnifLoc(uniformName), 1, false, &mat4.Data[0][0])
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}
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func (m *Material) Delete() {
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gl.DeleteProgram(m.ShaderProg.ID)
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}
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func NewMaterial(matName, shaderPath string) *Material {
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shdrProg, err := shaders.NewShaderProgram()
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if err != nil {
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logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
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}
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vertShader, err := shaders.LoadAndCompilerShader(shaderPath+".vert.glsl", shaders.VertexShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load and create vertex shader. Err: ", err)
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}
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fragShader, err := shaders.LoadAndCompilerShader(shaderPath+".frag.glsl", shaders.FragmentShaderType)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load and create fragment shader. Err: ", err)
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}
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shdrProg.AttachShader(vertShader)
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shdrProg.AttachShader(fragShader)
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shdrProg.Link()
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return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
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}
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