Files
Nuake-custom/Nuake/src/Rendering/Textures/Material.cpp
2021-05-24 19:23:34 -04:00

162 lines
4.8 KiB
C++

#include "../Core/MaterialManager.h"
#include "Material.h"
#include <glm\ext\vector_float4.hpp>
#include "../Renderer.h"
#include <memory>
#include <string>
#include <sstream>
#include <vector>
Ref<Texture> Material::m_DefaultAlbedo;
Ref<Texture> Material::m_DefaultAO;
Ref<Texture> Material::m_DefaultNormal;
Ref<Texture> Material::m_DefaultRoughness;
Ref<Texture> Material::m_DefaultMetalness;
Ref<Texture> Material::m_DefaultDisplacement;
Material::Material(const std::string albedo)
{
m_Albedo = TextureManager::Get()->GetTexture(albedo);
UseAlbedo = true;
std::stringstream ss(albedo);
std::string item;
std::vector<std::string> elems;
while (std::getline(ss, item, '/')) {
elems.push_back(item);
// elems.push_back(std::move(item)); // if C++11 (based on comment from @mchiasson)
}
m_Name = albedo;
if (m_DefaultAO == nullptr)
m_DefaultAO = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
if (m_DefaultNormal == nullptr)
m_DefaultNormal = TextureManager::Get()->GetTexture("resources/Textures/default/defaultNormal.png");
if (m_DefaultDisplacement == nullptr)
m_DefaultDisplacement = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
if (m_DefaultRoughness == nullptr)
m_DefaultRoughness = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
if (m_DefaultMetalness == nullptr)
m_DefaultMetalness = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
}
//Material::Material()
//{
//}
Material::Material(const glm::vec3 albedoColor)
{
m_AlbedoColor = albedoColor;
m_Name = "New material";
if (m_DefaultAlbedo == nullptr)
m_DefaultAlbedo = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
m_Albedo = m_DefaultAlbedo;
if (m_DefaultAO == nullptr)
m_DefaultAO = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
if (m_DefaultNormal == nullptr)
m_DefaultNormal = TextureManager::Get()->GetTexture("resources/Textures/default/defaultNormal.png");
if (m_DefaultDisplacement == nullptr)
m_DefaultDisplacement = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
if (m_DefaultRoughness == nullptr)
m_DefaultRoughness = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
if (m_DefaultMetalness == nullptr)
m_DefaultMetalness = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
}
Material::~Material()
{
}
void Material::Bind()
{
// Albedo
if (m_Albedo != nullptr)
m_Albedo->Bind(4);
else
m_DefaultAlbedo->Bind(4);
Renderer::m_Shader->SetUniform1i("m_Albedo", 4);
Renderer::m_Shader->SetUniform1i("u_HasAlbedo", UseAlbedo);
Renderer::m_Shader->SetUniform3f("m_AlbedoColor", m_AlbedoColor.r, m_AlbedoColor.g, m_AlbedoColor.b);
Renderer::m_GBufferShader->SetUniform1i("m_Albedo", 4);
// AO
if (m_AO != nullptr)
m_AO->Bind(5);
else
m_DefaultAO->Bind(5);
Renderer::m_Shader->SetUniform1i("m_AO", 5);
Renderer::m_Shader->SetUniform1i("u_HasAO", UseAO);
Renderer::m_Shader->SetUniform1f("u_AOValue", m_AOValue);
Renderer::m_GBufferShader->SetUniform1i("m_AO", 5);
// Metallic
if (m_Metalness != nullptr)
m_Metalness->Bind(6);
else
m_DefaultMetalness->Bind(6);
Renderer::m_Shader->SetUniform1i("m_Metalness", 6);
Renderer::m_Shader->SetUniform1i("u_HasMetalness", UseMetalness);
Renderer::m_Shader->SetUniform1f("u_MetalnessValue", m_MetalnessValue);
Renderer::m_GBufferShader->SetUniform1i("m_Metalness", 6);
// Roughness
if (m_Roughness != nullptr)
m_Roughness->Bind(7);
else
m_DefaultRoughness->Bind(7);
Renderer::m_Shader->SetUniform1i("m_Roughness", 7);
Renderer::m_Shader->SetUniform1i("u_HasRoughness", UseRoughness);
Renderer::m_Shader->SetUniform1f("u_RoughnessValue", m_RoughnessValue);
Renderer::m_GBufferShader->SetUniform1i("m_Roughness", 7);
// Normal
if (m_Normal != nullptr)
m_Normal->Bind(8);
else
m_DefaultNormal->Bind(8);
Renderer::m_Shader->SetUniform1i("m_Normal", 8);
// Displacement
if (m_Displacement != nullptr)
m_Displacement->Bind(9);
else
m_DefaultDisplacement->Bind(9);
//Renderer::m_Shader->SetUniform1i("m_Displacement", 9);
//Renderer::m_Shader->SetUniform1i("m_Displacement", 9);
}
void Material::SetName(const std::string name)
{
m_Name = name;
}
std::string Material::GetName() { return m_Name; }
void Material::SetAO(const std::string ao)
{
m_AO = CreateRef<Texture>(ao);
}
void Material::SetMetalness(const std::string metalness)
{
m_Metalness = CreateRef<Texture>(metalness);
}
void Material::SetRoughness(const std::string roughness)
{
m_Roughness = CreateRef<Texture>(roughness);
}
void Material::SetNormal(const std::string normal)
{
m_Normal = CreateRef<Texture>(normal);
}
void Material::SetDisplacement(const std::string displacement)
{
m_Displacement = CreateRef<Texture>(displacement);
}