Files
nmage/materials/material.go
2022-01-26 08:48:50 +04:00

115 lines
3.6 KiB
Go
Executable File

package materials
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/buffers"
"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
}
func (m *Material) Bind() {
gl.UseProgram(m.ShaderProg.ID)
}
func (m *Material) UnBind() {
gl.UseProgram(0)
}
func (m *Material) GetAttribLoc(attribName string) int32 {
return gl.GetAttribLocation(m.ShaderProg.ID, gl.Str(attribName+"\x00"))
}
func (m *Material) SetAttribute(bufObj buffers.Buffer) {
bufObj.Bind()
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
gl.BindBuffer(gl.ARRAY_BUFFER, bufObj.BufID)
layout := bufObj.GetLayout()
for i := 0; i < len(layout); i++ {
gl.EnableVertexAttribArray(uint32(i))
gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, bufObj.Stride, gl.PtrOffset(layout[i].Offset))
}
bufObj.UnBind()
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
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) SetUnifFloat32(uniformName string, val float32) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform1f(m.ShaderProg.ID, loc, val)
}
func (m *Material) SetUnifVec2(uniformName string, vec2 *gglm.Vec2) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform2fv(m.ShaderProg.ID, loc, 1, &vec2.Data[0])
}
func (m *Material) SetUnifVec3(uniformName string, vec3 *gglm.Vec3) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform3fv(m.ShaderProg.ID, loc, 1, &vec3.Data[0])
}
func (m *Material) SetUnifVec4(uniformName string, vec4 *gglm.Vec4) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniform4fv(m.ShaderProg.ID, loc, 1, &vec4.Data[0])
}
func (m *Material) SetUnifMat2(uniformName string, mat2 *gglm.Mat2) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix2fv(m.ShaderProg.ID, loc, 1, false, &mat2.Data[0][0])
}
func (m *Material) SetUnifMat3(uniformName string, mat3 *gglm.Mat3) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix3fv(m.ShaderProg.ID, loc, 1, false, &mat3.Data[0][0])
}
func (m *Material) SetUnifMat4(uniformName string, mat4 *gglm.Mat4) {
loc := gl.GetUniformLocation(m.ShaderProg.ID, gl.Str(uniformName+"\x00"))
gl.ProgramUniformMatrix4fv(m.ShaderProg.ID, loc, 1, false, &mat4.Data[0][0])
}
func (m *Material) Delete() {
gl.DeleteProgram(m.ShaderProg.ID)
}
func NewMaterial(matName, shaderPath string) *Material {
shdrProg, err := shaders.NewShaderProgram()
if err != nil {
logging.ErrLog.Fatalln("Failed to create new shader program. Err: ", err)
}
vertShader, err := shaders.LoadAndCompilerShader(shaderPath+".vert.glsl", shaders.VertexShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to load and create vertex shader. Err: ", err)
}
fragShader, err := shaders.LoadAndCompilerShader(shaderPath+".frag.glsl", shaders.FragmentShaderType)
if err != nil {
logging.ErrLog.Fatalln("Failed to load and create fragment shader. Err: ", err)
}
shdrProg.AttachShader(vertShader)
shdrProg.AttachShader(fragShader)
shdrProg.Link()
return &Material{Name: matName, ShaderProg: shdrProg}
}