Dawn/src/dawn/scene/components/display/Material.cpp

70 lines
2.0 KiB
C++

// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Material.hpp"
#include "scene/Scene.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
Material::Material(SceneItem *item) : SceneItemComponent(item) {
this->shader = item->scene->game->renderManager.getDefaultShader();
this->updateShaderParameters();
}
void Material::updateShaderParameters() {
this->colorValues.clear();
this->boolValues.clear();
this->parameters = this->shader->getParameters();
this->shader->setDefaultParameters(this);
// We do need to validate these params at some point to make sure that the
// shader has actually bound them.
}
void Material::setShaderParameters() {
auto it = this->parameters.begin();
while(it != this->parameters.end()) {
switch(it->second) {
case SHADER_PARAMETER_TYPE_COLOR:
this->shader->setColor(it->first, this->colorValues[it->first]);
break;
case SHADER_PARAMETER_TYPE_MATRIX:
this->shader->setMatrix(it->first, this->matrixValues[it->first]);
break;
case SHADER_PARAMETER_TYPE_BOOLEAN:
this->shader->setBoolean(it->first, this->boolValues[it->first]);
break;
case SHADER_PARAMETER_TYPE_VECTOR3:
this->shader->setVector3(it->first, this->vec3Values[it->first]);
break;
case SHADER_PARAMETER_TYPE_TEXTURE:
this->shader->setTexture(it->first, this->textureValues[it->first]);
break;
case SHADER_PARAMETER_TYPE_FLOAT:
this->shader->setFloat(it->first, this->floatValues[it->first]);
break;
default:
throw "An unsupported or invalid shader parameter type was supplied.";
}
++it;
}
}
Shader * Material::getShader() {
return this->shader;
}
void Material::setShader(Shader * shader) {
this->shader = shader;
this->updateShaderParameters();
}