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Materials and Shaders
The gameplay 3-D framework uses a modern GPU shader based rendering architecture and uses OpenGL 2.0+ (desktop) or OpenGL ES 2.0 (mobile) along with the OpenGL Shading Language (GLSL). Currently, all the code in graphics-related classes uses the OpenGL hardware device directly.
The gameplay::Material
class is the high level definition of all the rendering information needed to draw a gameplay::MeshPart
. When you draw a gameplay::Model
, the mesh's vertex buffer is applied and for each gameplay::MeshPart
its index buffer(s) and gameplay::Materials
are applied just before the primitives are drawn.
Each gameplay::Material
consists of a gameplay::RenderState
and a gameplay::Effect
. The gameplay::RenderState
stores the GPU render state blocks that are to be applied, as well as any gameplay::MaterialParameters
to be applied to the gameplay::Effect
. While a gameplay::Material
is typically used once per gameplay::MeshPart
, the gameplay::Effect
is created internally based on the unique combination of selected vertex and fragment shader programs. The gameplay::Effect
represents a common reusable shader program.
Since you can bind only one gameplay::Material
per gameplay::MeshPart
, an additional feature is supported that's designed to make it quick and easy to change the way you render the parts at runtime.
You can define multiple techniques by giving them different names.
Each one can have a completely different rendering technique, and you can even change the technique being applied at runtime by using Material::setTechnique(const char* name)
.
When a material is loaded, all the techniques are loaded ahead too.
This is a practical way of handling different light combinations or having lower-quality rendering techniques, such as disabling bump mapping, when the object being rendered is far away from the camera.
You can create a gameplay::Material
from the simple gameplay::Properties
based .material files. Using this simple file format, you can define your material, specifying all the rendering techniques and pass information.
Here is an example of loading a .material file:
Material* planeMaterial = planeNode->getModel()->setMaterial("res/floor.material");
Once you have created a gameplay::Material
instance, you'll want to get its parameters and then set or bind various values to them. To set a value, get the gameplay::MaterialParameter
and then call the appropriate setValue() method on it. Setting material parameter values is most common in parameters that are based on values that are constants.
Here is an example of setting a value on a parameter:
material->getParameter("u_diffuseColor")->setValue(Vector4(0.53544f, 0.53544f, 0.53544f, 1.0f));
For values that are not constants and are determined from other objects, you'll want to bind a value to it. When binding a value, you are giving the parameter a function pointer that will only be resolved just prior to rendering. In this example, we will bind the forward vector for a node (in view space).
Here is an example of binding a value on a parameter:
material->getParameter("u_lightDirection")->bindValue(lightNode, &Node::getForwardVectorView);
As you can see in the following .material file, we have one Material, one Technique and one Pass.
The main parts of this material definition are the shaders, uniforms, samplers and renderState. You will see certain upper case values throughout the file.
These represent constant enumeration values and can usually be found in the gameplay::RenderState
or gameplay::Texture
class definitions:
material duck
{
technique
{
pass 0
{
// shaders
vertexShader = res/shaders/textured.vert
fragmentShader = res/shaders/textured.frag
defines = SPECULAR
// uniforms
u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
u_cameraPosition = CAMERA_WORLD_POSITION
// samplers
sampler u_diffuseTexture
{
path = res/duck-diffuse.png
mipmap = true
wrapS = CLAMP
wrapT = CLAMP
minFilter = NEAREST_MIPMAP_LINEAR
magFilter = LINEAR
}
// render state
renderState
{
cullFace = true
depthTest = true
}
}
}
}
The <gameplay-root>/gameplay/res/shaders
directory contains a set of the most common shaders used in your games. To reduce shader code duplication the gameplay framework also supports declaring including of shader files within vertex and shader program files.
If there is an error compiling the shaders the expanded shader without the definitions is output with an .err
file extension in the same directory where the file was loaded from.
Example:
#include "lib/lighting.frag"
Using preprocessor definitions, the built-in shaders support various features. Adding certain shader definitions (defines=XXX) will require use specific uniform/samplers 'u_xxxxxxx'. You must set these in your vertex stream in your mesh and/or material parameters.
When making materials with multiple techniques or passes, you can put any common things, such as renderState or shaders, above the material or technique definitions.
The gameplay::Property
file format for the .material files supports property inheritance. Therefore, if you put the renderState in the material sections, then all techniques and passes will inherit its definition.