# Material with potential `diffuse_texture` and `specular_texture`
class TexturedMaterial
super SmoothMaterial
# Texture applied to the ambient_color
var ambient_texture: nullable Texture = null is writable
# Texture applied to the diffuse color
var diffuse_texture: nullable Texture = null is writable
# Texture applied to the specular color
var specular_texture: nullable Texture = null is writable
# Bump map TODO
private var normals_texture: nullable Texture = null is writable
redef fun draw(actor, model, camera)
do
var mesh = model.mesh
var program = app.blinn_phong_program
program.use
# One of the textures used, if any
var sample_used_texture = null
var texture = ambient_texture
if texture != null then
glActiveTexture gl_TEXTURE0
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_ambient.uniform true
program.map_ambient.uniform 0
sample_used_texture = texture
else
program.use_map_ambient.uniform false
end
texture = diffuse_texture
if texture != null then
glActiveTexture gl_TEXTURE1
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_diffuse.uniform true
program.map_diffuse.uniform 1
sample_used_texture = texture
else
program.use_map_diffuse.uniform false
end
texture = specular_texture
if texture != null then
glActiveTexture gl_TEXTURE2
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_specular.uniform true
program.map_specular.uniform 2
sample_used_texture = texture
else
program.use_map_specular.uniform false
end
texture = normals_texture
if texture != null then
glActiveTexture gl_TEXTURE3
glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
program.use_map_bump.uniform true
program.map_bump.uniform 3
sample_used_texture = texture
else
program.use_map_bump.uniform false
end
glDisableVertexAttribArray program.translation.location
glDisableVertexAttribArray program.scale.location
program.mvp.uniform camera.mvp_matrix
program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
program.scale.uniform actor.scale
program.alpha.uniform actor.alpha
# If using a texture, set `texture_coords`
program.tex_coord.array_enabled = sample_used_texture != null
if sample_used_texture != null then
if sample_used_texture isa RootTexture then
# Coordinates are directly valid
program.tex_coord.array(mesh.texture_coords, 2)
else
# Correlate texture coordinates from the substexture and the mesh.
# This is slow, but should be cached on the GPU.
var xa = sample_used_texture.offset_left
var xd = sample_used_texture.offset_right - xa
var ya = sample_used_texture.offset_top
var yd = sample_used_texture.offset_bottom - ya
var tex_coords = new Array[Float].with_capacity(mesh.texture_coords.length)
for i in [0..mesh.texture_coords.length/2[ do
tex_coords[i*2] = xa + xd * mesh.texture_coords[i*2]
tex_coords[i*2+1] = 1.0 - (ya + yd * mesh.texture_coords[i*2+1])
end
program.tex_coord.array(tex_coords, 2)
end
end
program.coord.array_enabled = true
program.coord.array(mesh.vertices, 3)
program.rotation = new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
program.ambient_color.uniform(ambient_color[0], ambient_color[1],
ambient_color[2], ambient_color[3])
program.diffuse_color.uniform(diffuse_color[0], diffuse_color[1],
diffuse_color[2], diffuse_color[3])
program.specular_color.uniform(specular_color[0], specular_color[1],
specular_color[2], specular_color[3])
program.normal.array_enabled = true
program.normal.array(mesh.normals, 3)
# Light
setup_lights(camera, program)
# Camera
program.camera.uniform(camera.position.x, camera.position.y, camera.position.z)
if mesh.indices.is_empty then
glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
else
glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
end
end
end
lib/gamnit/depth/more_materials.nit:144,1--273,3