205 lines
4.7 KiB
C++
205 lines
4.7 KiB
C++
#include "src/Rendering/Textures/MaterialManager.h"
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#include "Material.h"
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#include "src/Core/Maths.h"
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#include "src/Rendering/Renderer.h"
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#include <memory>
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#include <string>
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#include <sstream>
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#include <vector>
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#include <GL/glew.h>
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namespace Nuake
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{
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Ref<Texture> Material::m_DefaultAlbedo;
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Ref<Texture> Material::m_DefaultAO;
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Ref<Texture> Material::m_DefaultNormal;
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Ref<Texture> Material::m_DefaultRoughness;
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Ref<Texture> Material::m_DefaultMetalness;
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Ref<Texture> Material::m_DefaultDisplacement;
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Material::Material()
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{
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InitDefaultTextures();
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InitUniformBuffer();
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glGenBuffers(1, &UBO);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UBOStructure), NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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Material::Material(const std::string albedo)
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{
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InitUniformBuffer();
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glGenBuffers(1, &UBO);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UBOStructure), NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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m_Albedo = TextureManager::Get()->GetTexture(albedo);
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data.u_HasAlbedo = 1;
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std::stringstream ss(albedo);
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std::string item;
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std::vector<std::string> elems;
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while (std::getline(ss, item, '/'))
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{
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elems.push_back(item);
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}
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m_Name = albedo;
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//InitDefaultTextures();
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}
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Material::Material(const Vector3 albedoColor)
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{
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InitDefaultTextures();
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InitUniformBuffer();
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glGenBuffers(1, &UBO);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferData(GL_UNIFORM_BUFFER, 128, NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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data.m_AlbedoColor = Vector3{ albedoColor.r, albedoColor.g, albedoColor.b };
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m_Name = "default";
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}
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Material::~Material() {}
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void Material::InitDefaultTextures()
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{
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if (m_DefaultAlbedo == nullptr)
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m_DefaultAlbedo = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
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if (m_DefaultAO == nullptr)
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m_DefaultAO = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
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if (m_DefaultNormal == nullptr)
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m_DefaultNormal = TextureManager::Get()->GetTexture("resources/Textures/default/defaultNormal.png");
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if (m_DefaultDisplacement == nullptr)
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m_DefaultDisplacement = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
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if (m_DefaultRoughness == nullptr)
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m_DefaultRoughness = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
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if (m_DefaultMetalness == nullptr)
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m_DefaultMetalness = TextureManager::Get()->GetTexture("resources/Textures/default/Default.png");
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}
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void Material::Bind(Shader* shader)
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{
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if (MaterialManager::Get()->CurrentlyBoundedMaterial == ID)
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{
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return;
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}
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MaterialManager::Get()->CurrentlyBoundedMaterial = ID;
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// Albedo
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if (m_Albedo != nullptr)
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{
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data.u_HasAlbedo = 1;
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m_Albedo->Bind(4);
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}
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else
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m_DefaultAlbedo->Bind(4);
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shader->SetUniform1i("m_Albedo", 4);
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// AO
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if (m_AO != nullptr)
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{
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data.u_HasAO = 1;
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m_AO->Bind(5);
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}
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else
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m_DefaultAO->Bind(5);
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shader->SetUniform1i("m_AO", 5);
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// Metallic
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if (m_Metalness != nullptr) {
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data.u_HasMetalness = 1;
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m_Metalness->Bind(6);
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}
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else
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m_DefaultMetalness->Bind(6);
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shader->SetUniform1i("m_Metalness", 6);
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// Roughness
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if (m_Roughness != nullptr) {
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data.u_HasRoughness = 1;
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m_Roughness->Bind(7);
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}
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else
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m_DefaultRoughness->Bind(7);
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shader->SetUniform1i("m_Roughness", 7);
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// Normal
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if (m_Normal != nullptr) {
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data.u_HasNormal = 1;
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m_Normal->Bind(8);
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}
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else
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m_DefaultNormal->Bind(8);
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shader->SetUniform1i("m_Normal", 8);
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// Displacement
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if (m_Displacement != nullptr)
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m_Displacement->Bind(9);
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else
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m_DefaultDisplacement->Bind(9);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UBOStructure), &data);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, 32, UBO);
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//Renderer::m_Shader->SetUniform1i("m_Displacement", 9);
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//Renderer::m_Shader->SetUniform1i("m_Displacement", 9);
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}
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void Material::SetupUniformBuffer()
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{
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}
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void Material::SetName(const std::string name)
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{
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m_Name = name;
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}
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std::string Material::GetName() { return m_Name; }
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void Material::SetAO(const std::string ao)
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{
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m_AO = CreateRef<Texture>(ao);
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}
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void Material::SetMetalness(const std::string metalness)
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{
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m_Metalness = CreateRef<Texture>(metalness);
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}
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void Material::SetRoughness(const std::string roughness)
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{
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m_Roughness = CreateRef<Texture>(roughness);
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}
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void Material::SetNormal(const std::string normal)
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{
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m_Normal = CreateRef<Texture>(normal);
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}
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void Material::SetDisplacement(const std::string displacement)
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{
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m_Displacement = CreateRef<Texture>(displacement);
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}
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}
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