Added texture tiling to shaders (exkluding ExplosinEffects)

This commit is contained in:
Teejoon
2016-02-07 15:27:26 +01:00
parent 92ab22e779
commit 43719f8304
6 changed files with 162 additions and 82 deletions
+62 -40
View File
@@ -190,6 +190,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
GLERROR("Bind Forward program");
//bind uniforms
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardHandle, modelJob);
GLERROR("asdasd");
break;
}
case RawModel::MaterialType::SplatMapping:
@@ -198,16 +202,14 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
GLERROR("Bind SplatMap program");
//bind uniforms
BindModelUniforms(forwardSplatHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardSplatHandle, modelJob);
GLERROR("asdasd");
break;
}
}
//bind textures
BindModelTextures(modelJob);
GLERROR("asdasd");
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
@@ -294,120 +296,140 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
void DrawFinalPass::BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job)
{
glActiveTexture(GL_TEXTURE0);
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (job->NormalTexture.size() > 0 && job->NormalTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
} else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
} else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->m_Texture); //JOHAN TODO: support multiple diffuse Textures
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture); //JOHAN TODO: support multiple diffuse Textures
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
}
void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<ModelJob>& job)
{
switch (job->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE0);
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->m_Texture);
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE1);
if (job->NormalTexture.size() > 0 && job->NormalTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->m_Texture);
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE2);
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->m_Texture);
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE3);
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->m_Texture);
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
}
else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
break;
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->m_Texture);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
int texturePosition = GL_TEXTURE1;
//Bind 5 diffuse textures
std::string UniformName = "DiffuseUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->m_Texture);
}
else {
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->DiffuseTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Normal textures
UniformName = "NormalUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->NormalTexture.size() > i && job->NormalTexture[i] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->m_Texture);
}
else {
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->NormalTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_NeutralNormalTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Specular textures
UniformName = "SpecularUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->SpecularTexture.size() > i && job->SpecularTexture[i] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->m_Texture);
}
else {
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->SpecularTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_GreyTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}
//Bind 5 Incandescence textures
UniformName = "GlowUVRepeat";
for (unsigned int i = 0; i < 5; i++) {
glActiveTexture(texturePosition);
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i] != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->m_Texture);
}
else {
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(job->IncandescenceTexture[i]->UVRepeat));
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, std::string(UniformName + ((char)(i + '1'))).c_str()), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
texturePosition++;
}