+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
+#include "basicmaterial.h"
#include "gl.h"
-#include "material.h"
+#include "pbrmaterial.h"
+#include "resources.h"
+#include "texturing.h"
+#include "uniform.h"
+
+using namespace std;
namespace Msp {
namespace GL {
-Material::Material():
- ambient(0.2),
- diffuse(0.8),
- specular(0),
- emission(0),
- shininess(0)
-{ }
-
-void Material::set_ambient(const Color &a)
+Program *Material::create_compatible_shader() const
{
- ambient = a;
+ return new Program(create_program_source());
}
-void Material::set_diffuse(const Color &d)
+const Program *Material::create_compatible_shader(DataFile::Collection &coll) const
{
- diffuse = d;
-}
+ string source = create_program_source();
+ string name = format("_material_%016x.glsl", hash64(source));
+ Program *shprog = coll.find<Program>(name);
+ if(shprog)
+ return shprog;
-void Material::set_specular(const Color &s)
-{
- specular = s;
-}
+ shprog = new Program(create_program_source());
+ try
+ {
+ coll.add(name, shprog);
+ }
+ catch(...)
+ {
+ delete shprog;
+ throw;
+ }
-void Material::set_emission(const Color &e)
-{
- emission = e;
+ return shprog;
}
-void Material::set_shininess(float s)
+void Material::attach_texture_to(const Texture *tex, Texturing &texturing, ProgramData &tex_shdata, const string &name) const
{
- shininess = s;
-}
+ if(!tex)
+ return;
-void Material::bind() const
-{
- if(set_current(this))
- {
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r);
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &emission.r);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
- }
-}
+ int unit = -1;
+ if(const Uniform *uni = tex_shdata.find_uniform(name))
+ if(const Uniform1i *uni_int = dynamic_cast<const Uniform1i *>(uni))
+ unit = uni_int->get();
-Material::Loader::Loader(Material &m):
- DataFile::ObjectLoader<Material>(m)
-{
- add("ambient", &Loader::ambient);
- add("diffuse", &Loader::diffuse);
- add("specular", &Loader::specular);
- add("emission", &Loader::emission);
- add("shininess", &Material::shininess);
-}
+ if(unit<0)
+ unit = texturing.find_free_unit(name);
+ if(unit<0)
+ throw runtime_error("no free texunit");
-void Material::Loader::ambient(float r, float g, float b, float a)
-{
- obj.ambient = GL::Color(r, g, b, a);
+ texturing.attach(unit, *tex);
+ tex_shdata.uniform(name, unit);
}
-void Material::Loader::diffuse(float r, float g, float b, float a)
+Material::MaterialRegistry &Material::get_material_registry()
{
- obj.diffuse = GL::Color(r, g, b, a);
+ static MaterialRegistry registry;
+ static bool initialized = false;
+ if(!initialized)
+ {
+ registry.register_type<BasicMaterial>("basic");
+ registry.register_type<PbrMaterial>("pbr");
+ }
+ return registry;
}
-void Material::Loader::specular(float r, float g, float b, float a)
+
+DataFile::Loader::ActionMap Material::GenericLoader::shared_actions;
+
+Material::GenericLoader::GenericLoader(DataFile::Collection *c):
+ coll(c)
{
- obj.specular = GL::Color(r, g, b, a);
+ set_actions(shared_actions);
}
-void Material::Loader::emission(float r, float g, float b, float a)
+void Material::GenericLoader::init_actions()
{
- obj.emission = GL::Color(r, g, b, a);
+ get_material_registry().add_all(*this);
}
} // namespace GL