Class: Engine::Material

Inherits:
Object
  • Object
show all
Includes:
Serializable
Defined in:
lib/engine/material.rb

Constant Summary collapse

TEXTURE_SLOTS =

Cache texture slot constants to avoid const_get every frame

Array.new(32) { |i| Object.const_get("Engine::GL::TEXTURE#{i}") }

Instance Attribute Summary collapse

Class Method Summary collapse

Instance Method Summary collapse

Methods included from Serializable

allowed_class?, #awake, get_class, included, register_class, #uuid

Instance Attribute Details

#shaderObject (readonly)

Returns the value of attribute shader.



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# File 'lib/engine/material.rb', line 17

def shader
  @shader
end

Class Method Details

.bind_texture(slot, target, texture_id) ⇒ Object



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# File 'lib/engine/material.rb', line 12

def self.bind_texture(slot, target, texture_id)
  Engine::GL.ActiveTexture(TEXTURE_SLOTS[slot])
  Engine::GL.BindTexture(target, texture_id)
end

.create_1x1_texture(r, g, b, a) ⇒ Object



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# File 'lib/engine/material.rb', line 31

def self.create_1x1_texture(r, g, b, a)
  tex = ' ' * 4
  Engine::GL.GenTextures(1, tex)
  texture_id = tex.unpack('L')[0]
  Engine::GL.BindTexture(Engine::GL::TEXTURE_2D, texture_id)
  pixel = [r, g, b, a].pack('C*')
  Engine::GL.TexImage2D(Engine::GL::TEXTURE_2D, 0, Engine::GL::RGBA, 1, 1, 0, Engine::GL::RGBA, Engine::GL::UNSIGNED_BYTE, pixel)
  Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_MIN_FILTER, Engine::GL::NEAREST)
  Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_MAG_FILTER, Engine::GL::NEAREST)
  texture_id
end

.default_black_textureObject



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# File 'lib/engine/material.rb', line 27

def self.default_black_texture
  @default_black_texture ||= create_1x1_texture(0, 0, 0, 255)
end

.default_normal_textureObject



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# File 'lib/engine/material.rb', line 23

def self.default_normal_texture
  @default_normal_texture ||= create_1x1_texture(128, 128, 255, 255)
end

.default_white_textureObject



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# File 'lib/engine/material.rb', line 19

def self.default_white_texture
  @default_white_texture ||= create_1x1_texture(255, 255, 255, 255)
end

Instance Method Details

#set_cubemap(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 77

def set_cubemap(name, value)
  cubemaps[name] = value
end

#set_cubemap_array(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 85

def set_cubemap_array(name, value)
  cubemap_arrays[name] = value
end

#set_float(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 59

def set_float(name, value)
  floats[name] = value
end

#set_int(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 63

def set_int(name, value)
  ints[name] = value
end

#set_mat4(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 43

def set_mat4(name, value)
  mat4s[name] = value
end

#set_runtime_texture(name, gl_id) ⇒ Object

TODO: Runtime textures are not serializable. We need to revisit this to make render targets serializable or find another approach.



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# File 'lib/engine/material.rb', line 73

def set_runtime_texture(name, gl_id)
  runtime_textures[name] = gl_id
end

#set_texture(name, texture) ⇒ Object



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# File 'lib/engine/material.rb', line 67

def set_texture(name, texture)
  textures[name] = texture
end

#set_texture_array(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 81

def set_texture_array(name, value)
  texture_arrays[name] = value
end

#set_vec2(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 47

def set_vec2(name, value)
  vec2s[name] = value
end

#set_vec3(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 51

def set_vec3(name, value)
  vec3s[name] = value
end

#set_vec4(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 55

def set_vec4(name, value)
  vec4s[name] = value
end

#update_shaderObject



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# File 'lib/engine/material.rb', line 89

def update_shader
  shader.use

  mat4s.each do |name, value|
    shader.set_mat4(name, value)
  end
  vec2s.each do |name, value|
    shader.set_vec2(name, value)
  end
  vec3s.each do |name, value|
    shader.set_vec3(name, value)
  end
  vec4s.each do |name, value|
    shader.set_vec4(name, value)
  end
  floats.each do |name, value|
    shader.set_float(name, value)
  end
  ints.each do |name, value|
    shader.set_int(name, value)
  end
  # Start with shader's expected textures (defaulting to nil for fallbacks)
  expected = shader.expected_textures.each_with_object({}) { |name, h| h[name] = nil }
  all_textures = expected.merge(textures).merge(runtime_textures)
  all_textures.each.with_index do |(name, value), slot|
    texture_id = if value.is_a?(Texture)
                   value.texture
                 elsif value
                   value
                 else
                   fallback_texture_for(name)
                 end
    Material.bind_texture(slot, Engine::GL::TEXTURE_2D, texture_id)
    shader.set_int(name, slot)
  end

  # Cubemaps start after regular textures
  cubemap_start_slot = all_textures.size
  cubemaps.each.with_index do |(name, value), i|
    slot = cubemap_start_slot + i
    texture_id = value || fallback_cubemap_for(name)
    Material.bind_texture(slot, Engine::GL::TEXTURE_CUBE_MAP, texture_id)
    shader.set_int(name, slot)
  end

  # Texture arrays start after cubemaps
  texture_array_start_slot = cubemap_start_slot + cubemaps.size
  texture_arrays.each.with_index do |(name, value), i|
    slot = texture_array_start_slot + i
    Material.bind_texture(slot, Engine::GL::TEXTURE_2D_ARRAY, value || 0)
    shader.set_int(name, slot)
  end

  # Cubemap arrays start after texture arrays
  cubemap_array_start_slot = texture_array_start_slot + texture_arrays.size
  cubemap_arrays.each.with_index do |(name, value), i|
    slot = cubemap_array_start_slot + i
    Material.bind_texture(slot, Engine::GL::TEXTURE_CUBE_MAP_ARRAY, value || 0)
    shader.set_int(name, slot)
  end
end