opengl-deferred/types/material/material.go

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2024-12-17 01:59:59 +00:00
package material
import (
"errors"
"os"
"git.tek.govt.hu/dowerx/opengl-deferred/types/asset"
"git.tek.govt.hu/dowerx/opengl-deferred/types/shader"
"git.tek.govt.hu/dowerx/opengl-deferred/types/texture"
"github.com/go-gl/gl/v4.6-core/gl"
"gopkg.in/yaml.v3"
)
type MaterialDefiniton struct {
Shader string `yaml:"shader"`
Textures []struct {
Slot uint32 `yaml:"slot"`
Texture string `yaml:"texture"`
} `yaml:"textures"`
Values []struct {
Type string `yaml:"type"`
Name string `yaml:"name"`
Value interface{} `yaml:"value"`
} `yaml:"values"`
}
type Material struct {
Shader *shader.Shader
ShaderName string
Textures []struct {
Slot uint32
Texture *texture.Texture
TextureName string
}
Values []Value
}
func (m Material) Delete() {}
func (m *Material) Apply() {
m.Shader.Use()
for _, t := range m.Textures {
t.Texture.Bind(gl.TEXTURE0 + t.Slot)
}
for _, v := range m.Values {
v.Apply(m.Shader)
}
}
func Load(path string, assets map[string]asset.Asset) (Material, error) {
var definition MaterialDefiniton
var material Material
data, err := os.ReadFile(path)
if err != nil {
return material, err
}
if err = yaml.Unmarshal(data, &definition); err != nil {
return material, err
}
material.ShaderName = definition.Shader
for _, t := range definition.Textures {
material.Textures = append(material.Textures, struct {
Slot uint32
Texture *texture.Texture
TextureName string
}{Slot: t.Slot, TextureName: t.Texture})
}
for _, vdef := range definition.Values {
var value Value
switch vdef.Type {
case "int":
intval, ok := vdef.Value.(int32)
if !ok {
return material, err
}
value = IntValue{Name: vdef.Name, Value: intval}
default:
return material, errors.New("Unknown value: " + vdef.Type)
}
material.Values = append(material.Values, value)
}
return material, err
}
func (m *Material) AttachAssets(assets map[string]asset.Asset) error {
tmpShader, ok := assets[m.ShaderName].(shader.Shader)
if !ok {
return errors.New("Failed to attach shader to material: " + m.ShaderName)
}
m.Shader = &tmpShader
for i, t := range m.Textures {
tmpTexture, ok := assets[t.TextureName].(texture.Texture)
if !ok {
return errors.New("Failed to attach texture to material: " + t.TextureName)
}
m.Textures[i].Texture = &tmpTexture
}
return nil
}