X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterial.cpp;h=810ecd174d81fb407730b33b0488b456dcee4f86;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hp=eee1ebc6152057d8799db1a118fa3dcda2bfcd2c;hpb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;p=libs%2Fgl.git diff --git a/source/material.cpp b/source/material.cpp index eee1ebc6..810ecd17 100644 --- a/source/material.cpp +++ b/source/material.cpp @@ -1,98 +1,108 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include +#include +#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(name); + if(shprog) + return shprog; + + shprog = new Program(create_program_source()); + try + { + coll.add(name, shprog); + } + catch(...) + { + delete shprog; + throw; + } -void Material::set_specular(const Color &s) -{ - specular = s; + return shprog; } -void Material::set_emission(const Color &e) +void Material::attach_texture_to(const Texture *tex, Texturing &texturing, ProgramData &tex_shdata, const string &name) const { - emission = e; -} + if(!tex) + return; -void Material::set_shininess(float s) -{ - shininess = s; + int unit = -1; + + if(const Uniform *uni = tex_shdata.find_uniform(name)) + if(const Uniform1i *uni_int = dynamic_cast(uni)) + unit = uni_int->get(); + + if(unit<0) + unit = texturing.find_free_unit(name); + if(unit<0) + throw runtime_error("no free texunit"); + + texturing.attach(unit, *tex, sampler); + tex_shdata.uniform(name, unit); } -void Material::bind() const +Material::MaterialRegistry &Material::get_material_registry() { - if(current!=this) + static MaterialRegistry registry; + static bool initialized = false; + if(!initialized) { - 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); - current = this; + initialized = true; + registry.register_type("basic"); + registry.register_type("pbr"); } + return registry; } -void Material::unbind() -{ - current = 0; -} -const Material *Material::current = 0; +Material::Loader::Loader(Material &m): + CollectionObjectLoader(m, 0) +{ } +Material::Loader::Loader(Material &m, Collection &c): + CollectionObjectLoader(m, &c) +{ } -Material::Loader::Loader(Material &m): - DataFile::ObjectLoader(m) +void Material::Loader::init_actions() { - add("ambient", &Loader::ambient); - add("diffuse", &Loader::diffuse); - add("specular", &Loader::specular); - add("emission", &Loader::emission); - add("shininess", &Material::shininess); + add("sampler", &Loader::sampler); } -void Material::Loader::ambient(float r, float g, float b, float a) +void Material::Loader::sampler(const std::string &name) { - obj.ambient = GL::Color(r, g, b, a); + obj.sampler = &get_collection().get(name); } -void Material::Loader::diffuse(float r, float g, float b, float a) -{ - obj.diffuse = GL::Color(r, g, b, a); -} -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