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authorDavid Thompson <dthompson2@worcester.edu>2018-09-07 09:03:43 -0400
committerDavid Thompson <dthompson2@worcester.edu>2018-09-07 09:03:43 -0400
commitc4abe6974c5ee78681a8116a83fffe406e30c1aa (patch)
tree720a1478678c666563537b2eb772d72e44321ef1
parentea398a4ab1d8935e514f40ad3c2e824fe76ae947 (diff)
render: scene: Apply base color texture and factor.
* chickadee/render/scene.scm (draw-primitive): Set base color texture and send base color factor as uniform to shader. * data/shaders/pbr/pbr-vert.glsl (texcoord_0): New input attribute. (frag_tex): New output attribute. * data/shaders/pbr/pbr-frag.glsl (frag_tex): New input attribute. (base_color_factor, base_color_texture): New uniforms.
-rw-r--r--chickadee/render/scene.scm12
-rw-r--r--data/shaders/pbr/pbr-frag.glsl7
-rw-r--r--data/shaders/pbr/pbr-vert.glsl3
3 files changed, 16 insertions, 6 deletions
diff --git a/chickadee/render/scene.scm b/chickadee/render/scene.scm
index 60b34ce..db8b2bf 100644
--- a/chickadee/render/scene.scm
+++ b/chickadee/render/scene.scm
@@ -222,13 +222,15 @@
(%make-scene name nodes))
(define (draw-primitive primitive matrix)
- ;; TODO: Use material.
;; TODO: Actually use physically based rendering.
- (let ((mvp (primitive-matrix primitive)))
+ (let ((mvp (primitive-matrix primitive))
+ (material (primitive-material primitive)))
(matrix4-mult! mvp matrix (current-projection))
- (gpu-apply (pbr-shader)
- (primitive-vertex-array primitive)
- #:mvp mvp)))
+ (with-texture 0 (material-base-color-texture material)
+ (gpu-apply (pbr-shader)
+ (primitive-vertex-array primitive)
+ #:mvp mvp
+ #:base_color_factor (material-base-color-factor material)))))
(define (draw-mesh mesh matrix)
(for-each (lambda (primitive)
diff --git a/data/shaders/pbr/pbr-frag.glsl b/data/shaders/pbr/pbr-frag.glsl
index a4790b8..1552880 100644
--- a/data/shaders/pbr/pbr-frag.glsl
+++ b/data/shaders/pbr/pbr-frag.glsl
@@ -1,5 +1,10 @@
#version 130
+in vec2 frag_tex;
+uniform vec3 base_color_factor;
+uniform sampler2D base_color_texture;
+
void main (void) {
- gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
+ gl_FragColor = texture2D(base_color_texture, frag_tex) *
+ vec4(base_color_factor, 1.0);
}
diff --git a/data/shaders/pbr/pbr-vert.glsl b/data/shaders/pbr/pbr-vert.glsl
index 938f475..b6fefef 100644
--- a/data/shaders/pbr/pbr-vert.glsl
+++ b/data/shaders/pbr/pbr-vert.glsl
@@ -1,8 +1,11 @@
#version 130
in vec3 position;
+in vec2 texcoord_0;
+out vec2 frag_tex;
uniform mat4 mvp;
void main(void) {
+ frag_tex = texcoord_0;
gl_Position = mvp * vec4(position.xyz, 1.0);
}