Files
nmage/materials/material.go
2024-05-13 04:36:53 +04:00

291 lines
8.3 KiB
Go
Executable File

package materials
import (
_ "unsafe"
"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"
)
// @TODO: This noescape magic is to avoid heap allocations done when
// passing vectors or matrices into cgo via set uniform calls.
//
// But I would rather this kind of stuff is done on the gl wrapper level.
// Should we wrap the OpenGL APIs we use ourself?
var (
lastMatId uint32
)
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 {
Id uint32
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) {
internalSetUnifVec2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec2)
}
//go:noescape
//go:linkname internalSetUnifVec2 github.com/bloeys/nmage/materials.SetUnifVec2
func internalSetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2)
func SetUnifVec2(shaderProgId uint32, unifLoc int32, vec2 *gglm.Vec2) {
gl.ProgramUniform2fv(shaderProgId, unifLoc, 1, &vec2.Data[0])
}
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
internalSetUnifVec3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec3)
}
//go:noescape
//go:linkname internalSetUnifVec3 github.com/bloeys/nmage/materials.SetUnifVec3
func internalSetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3)
func SetUnifVec3(shaderProgId uint32, unifLoc int32, vec3 *gglm.Vec3) {
gl.ProgramUniform3fv(shaderProgId, unifLoc, 1, &vec3.Data[0])
}
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
internalSetUnifVec4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), vec4)
}
//go:noescape
//go:linkname internalSetUnifVec4 github.com/bloeys/nmage/materials.SetUnifVec4
func internalSetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4)
func SetUnifVec4(shaderProgId uint32, unifLoc int32, vec4 *gglm.Vec4) {
gl.ProgramUniform4fv(shaderProgId, unifLoc, 1, &vec4.Data[0])
}
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
internalSetUnifMat2(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat2)
}
//go:noescape
//go:linkname internalSetUnifMat2 github.com/bloeys/nmage/materials.SetUnifMat2
func internalSetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2)
func SetUnifMat2(shaderProgId uint32, unifLoc int32, mat2 *gglm.Mat2) {
gl.ProgramUniformMatrix2fv(shaderProgId, unifLoc, 1, false, &mat2.Data[0][0])
}
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
internalSetUnifMat3(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat3)
}
//go:noescape
//go:linkname internalSetUnifMat3 github.com/bloeys/nmage/materials.SetUnifMat3
func internalSetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3)
func SetUnifMat3(shaderProgId uint32, unifLoc int32, mat3 *gglm.Mat3) {
gl.ProgramUniformMatrix3fv(shaderProgId, unifLoc, 1, false, &mat3.Data[0][0])
}
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
internalSetUnifMat4(m.ShaderProg.Id, m.GetUnifLoc(uniformName), mat4)
}
//go:noescape
//go:linkname internalSetUnifMat4 github.com/bloeys/nmage/materials.SetUnifMat4
func internalSetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4)
func SetUnifMat4(shaderProgId uint32, unifLoc int32, mat4 *gglm.Mat4) {
gl.ProgramUniformMatrix4fv(shaderProgId, unifLoc, 1, false, &mat4.Data[0][0])
}
func (m *Material) Delete() {
gl.DeleteProgram(m.ShaderProg.Id)
}
func getNewMatId() uint32 {
lastMatId++
return lastMatId
}
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{
Id: getNewMatId(),
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{
Id: getNewMatId(),
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,
}
}