1 #include "material.hpp"
4 Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
5 if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
7 ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
8 diffuseMap = new Texture(std::string(path.C_Str()));
11 if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
13 ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
14 specularMap = new Texture(std::string(path.C_Str()));
17 if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
19 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
20 normalMap = new Texture(std::string(path.C_Str()));
22 ai.Get(AI_MATKEY_SHININESS, shininess);
23 ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
24 ai.Get(AI_MATKEY_REFRACTI, refractiveIndex);
25 if (ai.Get(AI_MATKEY_OPACITY, opacity) == aiReturn_FAILURE)
28 ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
29 ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
30 ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
33 Material::Texture::Texture(const std::string &fileName) {
34 glGenTextures(1, &texId);
35 glBindTexture(GL_TEXTURE_2D, texId);
36 Image img("models/" + fileName);
37 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
38 glGenerateMipmap(GL_TEXTURE_2D);
41 void Material::bind() const {
42 /* glUniform3f(glGetUniformLocation(progId, "albedo"), 0.5f, 0.f, 0.f); */
43 /* glUniform1f(glGetUniformLocation(progId, "metallic"), 0.2f); */
44 /* glUniform1f(glGetUniformLocation(progId, "roughness"), 0.3f); */
45 /* glUniform1f(glGetUniformLocation(progId, "ao"), 1.f); */
47 /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
48 /* glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a); */
49 /* glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a); */
50 /* glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess); */
51 /* glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity); */
52 /* glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex); */
53 /* glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity); */
55 /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
56 /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
57 /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
58 /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
59 /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
60 /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
62 /* glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2); */
63 /* glActiveTexture(GL_TEXTURE2); */
64 /* if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId); */
66 /* glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3); */
67 /* glActiveTexture(GL_TEXTURE3); */
68 /* if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId); */
70 /* glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4); */
71 /* glActiveTexture(GL_TEXTURE4); */
72 /* if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId); */