1 #include "material.hpp"
3 #include <assimp/pbrmaterial.h>
5 Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
7 ai.Get(AI_MATKEY_NAME, name);
10 ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
12 albedo = new Texture(path, scene);
15 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
17 normal = new Texture(path, scene);
20 ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
22 metallicRoughness = new Texture(path, scene);
25 ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
27 ambientOcclusion = new Texture(path, scene);
30 Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
31 glGenTextures(1, &texId);
32 glBindTexture(GL_TEXTURE_2D, texId);
35 if (fileName.data[0] == '*') {
37 int embIdx = atoi(&fileName.data[1]);
38 aiTexture *texture = scene.mTextures[embIdx];
39 if (texture->mHeight == 0) {
40 Image img((unsigned char*)texture->pcData, texture->mWidth, texture->achFormatHint);
41 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
43 fprintf(stderr, "TODO: handle uncompressed embedded textures");
48 Image img("models/" + std::string(fileName.C_Str()));
49 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
52 glGenerateMipmap(GL_TEXTURE_2D);
55 void Material::bind() const {
56 if (ambientOcclusion != nullptr) {
57 glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
58 glActiveTexture(GL_TEXTURE0);
59 glBindTexture(GL_TEXTURE_2D, albedo->texId);
60 glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
62 glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
65 if (normal != nullptr) {
66 glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
67 glActiveTexture(GL_TEXTURE1);
68 glBindTexture(GL_TEXTURE_2D, normal->texId);
69 glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
71 glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
74 if (metallicRoughness != nullptr) {
75 glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
76 glActiveTexture(GL_TEXTURE2);
77 glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
78 glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
80 glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
83 if (ambientOcclusion != nullptr) {
84 glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
85 glActiveTexture(GL_TEXTURE3);
86 glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
87 glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
89 glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);