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authorhnOsmium0001 <[email protected]>2022-04-06 20:52:51 -0700
committerhnOsmium0001 <[email protected]>2022-04-06 20:52:51 -0700
commit3fdc6eb4f2cbeffce9b250beec4d3a2d52a3f534 (patch)
tree05991741844aa2814b3ac71e2c843ebe07244845 /source/Material.hpp
parentebd42760caaec8330a3c028f31adc7bc0b339d16 (diff)
Work on moving infrastruture to this project
Diffstat (limited to 'source/Material.hpp')
-rw-r--r--source/Material.hpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/source/Material.hpp b/source/Material.hpp
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+#pragma once
+
+#include "RcPtr.hpp"
+#include "Shader.hpp"
+#include "Texture.hpp"
+
+#include <glad/glad.h>
+#include <cstddef>
+#include <cstdint>
+#include <glm/glm.hpp>
+#include <memory>
+#include <span>
+#include <string_view>
+#include <vector>
+
+// TODO support multiple sizes of vectors and matrices
+class Material : public RefCounted {
+public:
+ struct ScalarUniform {
+ union {
+ float floatValue;
+ int32_t intValue;
+ uint32_t uintValue;
+ };
+ GLenum actualType;
+ GLint location;
+ };
+
+ struct VectorUniform {
+ float value[4];
+ int actualLength;
+ GLint location;
+ };
+
+ struct MatrixUniform {
+ float value[16];
+ int actualWidth;
+ int actualHeight;
+ GLint location;
+ };
+
+ struct TextureUniform {
+ RcPtr<Texture> value;
+ GLint location;
+ };
+
+ RcPtr<Shader> mShader;
+ std::vector<ScalarUniform> mBoundScalars;
+ std::vector<VectorUniform> mBoundVectors;
+ std::vector<MatrixUniform> mBoundMatrices;
+ std::vector<TextureUniform> mBoundTextures;
+
+public:
+ Material(Shader* shader);
+
+ void SetFloat(const char* name, float value);
+ void SetInt(const char* name, int32_t value);
+ void SetUInt(const char* name, uint32_t value);
+
+ /// Instanciated for length == 1, 2, 3, 4
+ template <int length>
+ void SetVector(const char* name, const glm::vec<length, float>& vec);
+
+ /// Instanciated for sizes (2,2) (3,3) (4,4) (2,3) (3,2) (2,4) (4,2) (3,4) (4,3)
+ template <int width, int height>
+ void SetMatrix(const char* name, const glm::mat<width, height, float>& mat);
+
+ void SetTexture(const char* name, Texture* texture);
+
+ std::span<const VectorUniform> GetVectors() const;
+ std::span<const MatrixUniform> GetMatrices() const;
+ std::span<const TextureUniform> GetTextures() const;
+ const Shader& GetShader() const;
+
+ void UseUniforms() const;
+};