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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- // Package material contains virtual materials which
- // specify the appearance of graphic objects.
- package material
- import (
- "github.com/g3n/engine/gls"
- "github.com/g3n/engine/texture"
- "github.com/g3n/engine/util/logger"
- )
- // Package logger
- var log = logger.New("MATERIAL", logger.Default)
- // Side represents the material's visible side(s).
- type Side int
- // The face side(s) to be rendered. The non-rendered side will be culled to improve performance.
- const (
- SideFront = Side(iota)
- SideBack
- SideDouble
- )
- // Blending specifies the blending mode.
- type Blending int
- // The various blending types.
- const (
- BlendNone = Blending(iota)
- BlendNormal
- BlendAdditive
- BlendSubtractive
- BlendMultiply
- BlendCustom
- )
- // UseLights is a bitmask that specifies which types of lights affect the material.
- type UseLights int
- // The possible UseLights values.
- const (
- UseLightNone UseLights = 0x00
- UseLightAmbient UseLights = 0x01
- UseLightDirectional UseLights = 0x02
- UseLightPoint UseLights = 0x04
- UseLightSpot UseLights = 0x08
- UseLightAll UseLights = 0xFF
- )
- // IMaterial is the interface for all materials.
- type IMaterial interface {
- GetMaterial() *Material
- RenderSetup(gs *gls.GLS)
- Dispose()
- }
- // Material is the base material.
- type Material struct {
- refcount int // Current number of references
- // Shader specification
- shader string // Shader name
- shaderUnique bool // shader has only one instance (does not depend on lights or textures)
- ShaderDefines gls.ShaderDefines // shader defines
- side Side // Face side(s) visibility
- blending Blending // Blending mode
- useLights UseLights // Which light types to consider
- transparent bool // Whether at all transparent
- wireframe bool // Whether to render only the wireframe
- lineWidth float32 // Line width for lines and wireframe
- textures []*texture.Texture2D // List of textures
- polyOffsetFactor float32 // polygon offset factor
- polyOffsetUnits float32 // polygon offset units
- depthMask bool // Enable writing into the depth buffer
- depthTest bool // Enable depth buffer test
- depthFunc uint32 // Active depth test function
- // TODO stencil properties
- // Equations used for custom blending (when blending=BlendCustom) // TODO implement methods
- blendRGB uint32 // separate blending equation for RGB
- blendAlpha uint32 // separate blending equation for Alpha
- blendSrcRGB uint32 // separate blending func source RGB
- blendDstRGB uint32 // separate blending func dest RGB
- blendSrcAlpha uint32 // separate blending func source Alpha
- blendDstAlpha uint32 // separate blending func dest Alpha
- }
- // NewMaterial creates and returns a pointer to a new Material.
- func NewMaterial() *Material {
- mat := new(Material)
- return mat.Init()
- }
- // Init initializes the material.
- func (mat *Material) Init() *Material {
- mat.refcount = 1
- mat.useLights = UseLightAll
- mat.side = SideFront
- mat.transparent = false
- mat.wireframe = false
- mat.depthMask = true
- mat.depthFunc = gls.LEQUAL
- mat.depthTest = true
- mat.blending = BlendNormal
- mat.lineWidth = 1.0
- mat.polyOffsetFactor = 0
- mat.polyOffsetUnits = 0
- mat.textures = make([]*texture.Texture2D, 0)
- // Setup shader defines and add default values
- mat.ShaderDefines = *gls.NewShaderDefines()
- return mat
- }
- // GetMaterial satisfies the IMaterial interface.
- func (mat *Material) GetMaterial() *Material {
- return mat
- }
- // Incref increments the reference count for this material
- // and returns a pointer to the material.
- // It should be used when this material is shared by another
- // Graphic object.
- func (mat *Material) Incref() *Material {
- mat.refcount++
- return mat
- }
- // Dispose decrements this material reference count and
- // if necessary releases OpenGL resources, C memory
- // and textures associated with this material.
- func (mat *Material) Dispose() {
- // Only dispose if last
- if mat.refcount > 1 {
- mat.refcount--
- return
- }
- // Delete textures
- for i := 0; i < len(mat.textures); i++ {
- mat.textures[i].Dispose()
- }
- mat.Init()
- }
- // SetShader sets the name of the shader program for this material
- func (mat *Material) SetShader(sname string) {
- mat.shader = sname
- }
- // Shader returns the current name of the shader program for this material
- func (mat *Material) Shader() string {
- return mat.shader
- }
- // SetShaderUnique sets indication that this material shader is unique and
- // does not depend on the number of lights in the scene and/or the
- // number of textures in the material.
- func (mat *Material) SetShaderUnique(unique bool) {
- mat.shaderUnique = unique
- }
- // ShaderUnique returns this material shader is unique.
- func (mat *Material) ShaderUnique() bool {
- return mat.shaderUnique
- }
- // SetUseLights sets the material use lights bit mask specifying which
- // light types will be used when rendering the material
- // By default the material will use all lights
- func (mat *Material) SetUseLights(lights UseLights) {
- mat.useLights = lights
- }
- // UseLights returns the current use lights bitmask
- func (mat *Material) UseLights() UseLights {
- return mat.useLights
- }
- // SetSide sets the visible side(s) (SideFront | SideBack | SideDouble)
- func (mat *Material) SetSide(side Side) {
- mat.side = side
- }
- // Side returns the current side visibility for this material
- func (mat *Material) Side() Side {
- return mat.side
- }
- // SetTransparent sets whether this material is transparent.
- func (mat *Material) SetTransparent(state bool) {
- mat.transparent = state
- }
- // Transparent returns whether this material has been set as transparent.
- func (mat *Material) Transparent() bool {
- return mat.transparent
- }
- // SetWireframe sets whether only the wireframe is rendered.
- func (mat *Material) SetWireframe(state bool) {
- mat.wireframe = state
- }
- // Wireframe returns whether only the wireframe is rendered.
- func (mat *Material) Wireframe() bool {
- return mat.wireframe
- }
- func (mat *Material) SetDepthMask(state bool) {
- mat.depthMask = state
- }
- func (mat *Material) SetDepthTest(state bool) {
- mat.depthTest = state
- }
- func (mat *Material) SetDepthFunc(state uint32) {
- mat.depthFunc = state
- }
- func (mat *Material) SetBlending(blending Blending) {
- mat.blending = blending
- }
- func (mat *Material) SetLineWidth(width float32) {
- mat.lineWidth = width
- }
- func (mat *Material) SetPolygonOffset(factor, units float32) {
- mat.polyOffsetFactor = factor
- mat.polyOffsetUnits = units
- }
- // RenderSetup is called by the renderer before drawing objects with this material.
- func (mat *Material) RenderSetup(gs *gls.GLS) {
- // Sets triangle side view mode
- switch mat.side {
- case SideFront:
- gs.Enable(gls.CULL_FACE)
- gs.FrontFace(gls.CCW)
- case SideBack:
- gs.Enable(gls.CULL_FACE)
- gs.FrontFace(gls.CW)
- case SideDouble:
- gs.Disable(gls.CULL_FACE)
- gs.FrontFace(gls.CCW)
- }
- if mat.depthTest {
- gs.Enable(gls.DEPTH_TEST)
- } else {
- gs.Disable(gls.DEPTH_TEST)
- }
- gs.DepthMask(mat.depthMask)
- gs.DepthFunc(mat.depthFunc)
- if mat.wireframe {
- gs.PolygonMode(gls.FRONT_AND_BACK, gls.LINE)
- } else {
- gs.PolygonMode(gls.FRONT_AND_BACK, gls.FILL)
- }
- // Set polygon offset if requested
- gs.PolygonOffset(mat.polyOffsetFactor, mat.polyOffsetUnits)
- // Sets line width
- gs.LineWidth(mat.lineWidth)
- // Sets blending
- switch mat.blending {
- case BlendNone:
- gs.Disable(gls.BLEND)
- case BlendNormal:
- gs.Enable(gls.BLEND)
- gs.BlendEquation(gls.FUNC_ADD)
- gs.BlendFunc(gls.SRC_ALPHA, gls.ONE_MINUS_SRC_ALPHA)
- case BlendAdditive:
- gs.Enable(gls.BLEND)
- gs.BlendEquation(gls.FUNC_ADD)
- gs.BlendFunc(gls.SRC_ALPHA, gls.ONE)
- case BlendSubtractive:
- gs.Enable(gls.BLEND)
- gs.BlendEquation(gls.FUNC_ADD)
- gs.BlendFunc(gls.ZERO, gls.ONE_MINUS_SRC_COLOR)
- break
- case BlendMultiply:
- gs.Enable(gls.BLEND)
- gs.BlendEquation(gls.FUNC_ADD)
- gs.BlendFunc(gls.ZERO, gls.SRC_COLOR)
- break
- case BlendCustom:
- gs.BlendEquationSeparate(mat.blendRGB, mat.blendAlpha)
- gs.BlendFuncSeparate(mat.blendSrcRGB, mat.blendDstRGB, mat.blendSrcAlpha, mat.blendDstAlpha)
- break
- default:
- panic("Invalid blending")
- }
- // Render textures
- // Keep track of counts of unique sampler names to correctly index sampler arrays
- samplerCounts := make(map[string]int)
- for slotIdx, tex := range mat.textures {
- samplerName, _ := tex.GetUniformNames()
- uniIdx, _ := samplerCounts[samplerName]
- tex.RenderSetup(gs, slotIdx, uniIdx)
- samplerCounts[samplerName] = uniIdx + 1
- }
- }
- // AddTexture adds the specified Texture2d to the material
- func (mat *Material) AddTexture(tex *texture.Texture2D) {
- mat.textures = append(mat.textures, tex)
- }
- // RemoveTexture removes the specified Texture2d from the material
- func (mat *Material) RemoveTexture(tex *texture.Texture2D) {
- for pos, curr := range mat.textures {
- if curr == tex {
- copy(mat.textures[pos:], mat.textures[pos+1:])
- mat.textures[len(mat.textures)-1] = nil
- mat.textures = mat.textures[:len(mat.textures)-1]
- break
- }
- }
- }
- // HasTexture checks if the material contains the specified texture
- func (mat *Material) HasTexture(tex *texture.Texture2D) bool {
- for _, curr := range mat.textures {
- if curr == tex {
- return true
- }
- }
- return false
- }
- // TextureCount returns the current number of textures
- func (mat *Material) TextureCount() int {
- return len(mat.textures)
- }
- // Textures returns a slice with this material's textures
- func (mat *Material) Textures() []*texture.Texture2D {
- return mat.textures
- }
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