For this assignment we now created a material for our objects. This allows us to do things like “I want a table mesh with a wooden material”. Our engine now functions in this high-level design so that it is easy for a gameplay programmer to write code. This is also the main advantage of using materials. By encapsulating our effects inside our materials we can now change the looks of the objects by reusing the same effect files. For example, an effect consists of the shader files and render states used. The material can use these shaders to control the color and transparency (and later on the texture) for our objects rendered. The human readable file describes all the data about the materials used in the scene. Effect shows the effect path for our effect file. This is followed by our uniform data that shows the name of the uniform variable in the shader code and its corresponding values. This is then converted into a binary file that looks like this: The order in which I write my data is the effect path first. This is followed by the number of uniforms that are in the material file. Then I write out the data for each of the uniforms followed by a list of names for each of the uniform data. Once the binary files are read in, I set these uniforms individually during each draw call, since at these point I have access to all the uniform handles I need to set the data.
I had some problems with this assignment. As of now my OpenGl version displays a blank screen and my transparent shader doesn’t seem to work. I have spent close to 15 hours on this assignment. I am very tired now and will tackle these debugging problems later in the week. You can download the build I have so far here. Controls: WASD to move the camera in FPS style. Arrow keys to move the ring. Esc to quit. Leave a Reply. |
Aqeel TapiaThis is a blog that documents my work for my graphics Game Engineering class at the University of Utah. Archives
December 2015
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