Class: Engine::Material

Inherits:
Object
  • Object
show all
Defined in:
lib/engine/material.rb

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(shader) ⇒ Material

Returns a new instance of Material.



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# File 'lib/engine/material.rb', line 7

def initialize(shader)
  @shader = shader
end

Instance Attribute Details

#shaderObject (readonly)

Returns the value of attribute shader.



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# File 'lib/engine/material.rb', line 5

def shader
  @shader
end

Instance Method Details

#set_float(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 23

def set_float(name, value)
  floats[name] = value
end

#set_mat4(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 11

def set_mat4(name, value)
  mat4s[name] = value
end

#set_texture(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 27

def set_texture(name, value)
  textures[name] = value
end

#set_vec3(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 15

def set_vec3(name, value)
  vec3s[name] = value
end

#set_vec4(name, value) ⇒ Object



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# File 'lib/engine/material.rb', line 19

def set_vec4(name, value)
  vec4s[name] = value
end

#update_shaderObject



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# File 'lib/engine/material.rb', line 31

def update_shader
  shader.use

  mat4s.each do |name, value|
    shader.set_mat4(name, value)
  end
  vec3s.each do |name, value|
    shader.set_vec3(name, value)
  end
  vec4s.each do |name, value|
    shader.set_vec4(name, value)
  end
  floats.each do |name, value|
    shader.set_float(name, value)
  end
  textures.each.with_index do |(name, value), slot|
    GL.ActiveTexture(Object.const_get("GL::TEXTURE#{slot}"))
    if value
      GL.BindTexture(GL::TEXTURE_2D, value)
    else
      GL.BindTexture(GL::TEXTURE_2D, 0)
    end
    shader.set_int(name, slot)
  end
end