gamnit: move `new SmoothMaterial::default` to `new Material`
[nit.git] / lib / gamnit / depth / more_materials.nit
index 453c7e4..e8c6746 100644 (file)
@@ -18,24 +18,26 @@ module more_materials
 intrude import depth_core
 intrude import flat
 
-# Simple material with static colors used for debugging or display abstract objects
-class SmoothMaterial
-       super Material
-
+redef class Material
        # Get the default blueish material
-       init default do init(
+       new do return new SmoothMaterial(
                [0.0, 0.0, 0.3, 1.0],
                [0.0, 0.0, 0.6, 1.0],
                [1.0, 1.0, 1.0, 1.0])
+end
+
+# Simple material with static colors used for debugging or display abstract objects
+class SmoothMaterial
+       super Material
 
        # Ambient color, always visible
-       var ambient_color: Array[Float]
+       var ambient_color: Array[Float] is writable
 
        # Diffuse color when covered by a light source
-       var diffuse_color: Array[Float]
+       var diffuse_color: Array[Float] is writable
 
        # Specular color affecting reflections
-       var specular_color: Array[Float]
+       var specular_color: Array[Float] is writable
 
        redef fun draw(actor, model)
        do
@@ -75,9 +77,9 @@ class SmoothMaterial
 
                # Execute draw
                if mesh.indices.is_empty then
-                       glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+                       glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
                else
-                       glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+                       glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
                end
        end
 end
@@ -102,7 +104,8 @@ class TexturedMaterial
                var program = app.versatile_program
                program.use
 
-               var need_tex_coord = false
+               # One of the textures used, if any
+               var sample_used_texture = null
 
                var texture = ambient_texture
                if texture != null then
@@ -110,7 +113,7 @@ class TexturedMaterial
                        glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
                        program.use_map_ambient.uniform true
                        program.map_ambient.uniform 0
-                       need_tex_coord = true
+                       sample_used_texture = texture
                else
                        program.use_map_ambient.uniform false
                end
@@ -121,7 +124,7 @@ class TexturedMaterial
                        glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
                        program.use_map_diffuse.uniform true
                        program.map_diffuse.uniform 1
-                       need_tex_coord = true
+                       sample_used_texture = texture
                else
                        program.use_map_diffuse.uniform false
                end
@@ -132,7 +135,7 @@ class TexturedMaterial
                        glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
                        program.use_map_specular.uniform true
                        program.map_specular.uniform 2
-                       need_tex_coord = true
+                       sample_used_texture = texture
                else
                        program.use_map_specular.uniform false
                end
@@ -140,8 +143,31 @@ class TexturedMaterial
                program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
                program.scale.uniform actor.scale
 
-               program.tex_coord.array_enabled = need_tex_coord
-               program.tex_coord.array(mesh.texture_coords, 2)
+               # 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 GamnitRootTexture 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
+                               xd *= 0.999
+                               yd *= 0.999
+
+                               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)
@@ -158,9 +184,9 @@ class TexturedMaterial
                program.camera.uniform(app.world_camera.position.x, app.world_camera.position.y, app.world_camera.position.z)
 
                if mesh.indices.is_empty then
-                       glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+                       glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
                else
-                       glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+                       glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
                end
        end
 end
@@ -196,9 +222,9 @@ class NormalsMaterial
                program.normal.array(mesh.normals, 3)
 
                if mesh.indices.is_empty then
-                       glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+                       glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
                else
-                       glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+                       glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
                end
        end
 end
@@ -295,7 +321,7 @@ class LambertProgram
                        float lambert = max(dot(light_dir, v_normal), 0.0);
 
                        if (use_map_ambient)
-                               gl_FragColor = ambient_color + texture2D(map_ambient, v_tex_coord);
+                               gl_FragColor = ambient_color * texture2D(map_ambient, v_tex_coord);
                        else
                                gl_FragColor = ambient_color;
 
@@ -303,6 +329,8 @@ class LambertProgram
                                gl_FragColor += lambert * diffuse_color * texture2D(map_diffuse, v_tex_coord);
                        else
                                gl_FragColor += lambert * diffuse_color;
+
+                       if (gl_FragColor.a < 0.01) discard;
                }
                """ @ glsl_fragment_shader