mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
150 lines
4.1 KiB
Go
Executable File
150 lines
4.1 KiB
Go
Executable File
package materials
|
|
|
|
import (
|
|
"github.com/bloeys/gglm/gglm"
|
|
"github.com/bloeys/nmage/assert"
|
|
"github.com/bloeys/nmage/logging"
|
|
"github.com/bloeys/nmage/shaders"
|
|
"github.com/go-gl/gl/v4.1-core/gl"
|
|
)
|
|
|
|
type Material struct {
|
|
Name string
|
|
ShaderProg shaders.ShaderProgram
|
|
|
|
UnifLocs map[string]int32
|
|
AttribLocs map[string]int32
|
|
|
|
// Phong shading
|
|
DiffuseTex uint32
|
|
SpecularTex uint32
|
|
NormalTex uint32
|
|
EmissionTex uint32
|
|
|
|
Shininess float32
|
|
}
|
|
|
|
func (m *Material) Bind() {
|
|
|
|
gl.UseProgram(m.ShaderProg.ID)
|
|
|
|
gl.ActiveTexture(gl.TEXTURE0)
|
|
gl.BindTexture(gl.TEXTURE_2D, m.DiffuseTex)
|
|
|
|
gl.ActiveTexture(gl.TEXTURE1)
|
|
gl.BindTexture(gl.TEXTURE_2D, m.SpecularTex)
|
|
|
|
gl.ActiveTexture(gl.TEXTURE2)
|
|
gl.BindTexture(gl.TEXTURE_2D, m.NormalTex)
|
|
|
|
gl.ActiveTexture(gl.TEXTURE3)
|
|
gl.BindTexture(gl.TEXTURE_2D, m.EmissionTex)
|
|
}
|
|
|
|
func (m *Material) UnBind() {
|
|
gl.UseProgram(0)
|
|
|
|
//TODO: Should we unbind textures here? Are these two lines needed?
|
|
// gl.ActiveTexture(gl.TEXTURE0)
|
|
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
|
|
|
// gl.ActiveTexture(gl.TEXTURE1)
|
|
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
|
|
|
// gl.ActiveTexture(gl.TEXTURE2)
|
|
// gl.BindTexture(gl.TEXTURE_2D, 0)
|
|
|
|
// gl.ActiveTexture(gl.TEXTURE3)
|
|
// gl.BindTexture(gl.TEXTURE_2D, 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.Fatalln("Failed to create new material. Err: ", err)
|
|
}
|
|
|
|
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
|
}
|
|
|
|
func NewMaterialSrc(matName string, shaderSrc []byte) *Material {
|
|
|
|
shdrProg, err := shaders.LoadAndCompileCombinedShaderSrc(shaderSrc)
|
|
if err != nil {
|
|
logging.ErrLog.Fatalln("Failed to create new material. Err: ", err)
|
|
}
|
|
|
|
return &Material{Name: matName, ShaderProg: shdrProg, UnifLocs: make(map[string]int32), AttribLocs: make(map[string]int32)}
|
|
}
|