sfw/sfw/render_core/material.cpp

128 lines
2.3 KiB
C++

//--STRIP
#include "render_core/material.h"
#include <stdio.h>
//--STRIP
void Material::bind() {
//csak main thread!
if (!shader) {
shader = ShaderCache::get_singleton()->get_shader(get_material_id());
if (!shader) {
shader = memnew(Shader());
shader->set_vertex_shader_source(get_vertex_shader_source());
shader->set_fragment_shader_source(get_fragment_shader_source());
shader->compile();
ShaderCache::get_singleton()->add_shader(get_material_id(), shader);
}
setup_uniforms();
}
if (current_material && current_material != this) {
current_material->unbind();
setup_state();
}
current_material = this;
shader->bind();
bind_uniforms();
}
void Material::unbind() {
}
void Material::bind_uniforms() {
}
void Material::setup_uniforms() {
}
void Material::setup_state() {
}
int32_t Material::get_uniform(const char *name) {
int32_t uniform = glGetUniformLocation(shader->program, name);
if (uniform == -1) {
printf("%s is not a valid glsl program variable!\n", name);
}
return uniform;
}
Material::Material() {
shader = NULL;
}
Material::~Material() {
}
void Material::set_uniform(int32_t p_uniform, const Transform &p_transform) {
const Transform &tr = p_transform;
GLfloat matrix[16] = { /* build a 16x16 matrix */
tr.basis.rows[0][0],
tr.basis.rows[1][0],
tr.basis.rows[2][0],
0,
tr.basis.rows[0][1],
tr.basis.rows[1][1],
tr.basis.rows[2][1],
0,
tr.basis.rows[0][2],
tr.basis.rows[1][2],
tr.basis.rows[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(p_uniform, 1, false, matrix);
}
void Material::set_uniform(int32_t p_uniform, const Transform2D &p_transform) {
const Transform2D &tr = p_transform;
GLfloat matrix[16] = { /* build a 16x16 matrix */
tr.columns[0][0],
tr.columns[0][1],
0,
0,
tr.columns[1][0],
tr.columns[1][1],
0,
0,
0,
0,
1,
0,
tr.columns[2][0],
tr.columns[2][1],
0,
1
};
glUniformMatrix4fv(p_uniform, 1, false, matrix);
}
void Material::set_uniform(int32_t p_uniform, const Projection &p_matrix) {
GLfloat matrix[16];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
matrix[i * 4 + j] = p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(p_uniform, 1, false, matrix);
}
Material *Material::current_material = NULL;