Bind texture units using GpuMaterial

This commit is contained in:
2022-10-21 15:33:46 +02:00
parent 0c18186f63
commit e9dec68cb1
35 changed files with 101 additions and 1171 deletions

32
src/material.cpp Normal file
View File

@@ -0,0 +1,32 @@
#include "material.h"
#include "ShaderProgram.h"
GpuMaterial::GpuMaterial(Material const &material)
{
int texture_unit_counter = 0;
if (material.base_color_texture.has_value()) {
Binding binding{.uniform_name = "u_material.texture_diffuse",
.texture_unit = texture_unit_counter++};
base_color_texture = std::make_pair(GpuImage(material.base_color_texture.value()), binding);
}
if (material.normal_map_texture.has_value()) {
Binding binding{.uniform_name = "u_material.texture_normal",
.texture_unit = texture_unit_counter++};
normal_map_texture = std::make_pair(GpuImage(material.normal_map_texture.value()), binding);
}
}
void GpuMaterial::bind(ShaderProgram const &shader_program) const
{
auto bind_texture = [&shader_program](auto const &texture) {
if (texture.has_value()) {
shader_program.setUniform(texture->second.uniform_name, texture->second.texture_unit);
glActiveTexture(GL_TEXTURE0 + texture->second.texture_unit);
glBindTexture(GL_TEXTURE_2D, texture->first.texture);
}
};
bind_texture(base_color_texture);
bind_texture(normal_map_texture);
}