Files
Nuake-custom/Nuake/src/Rendering/Textures/Material.cpp
2023-09-23 22:59:32 -04:00

205 lines
4.7 KiB
C++

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