#include "material.hpp"
-#include <iostream>
-#include <CoreGraphics/CoreGraphics.h>
+#include "image.hpp"
Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
- if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
aiString path;
- ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
- texture = new Texture(std::string(path.C_Str()));
- }
- ai.Get(AI_MATKEY_SHININESS, shininess);
- ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
- ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
- ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
-}
+ ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+ albedo = new Texture(std::string(path.C_Str()));
+ path = "";
+
+ ai.GetTexture(aiTextureType_NORMALS, 0, &path);
+ normal = new Texture(std::string(path.C_Str()));
+ path = "";
-Material::Texture::Texture(const std::string &path) {
- auto provider = CGDataProviderCreateWithFilename(path.c_str());
- auto ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
- auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
- auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
+ ai.GetTexture(aiTextureType_UNKNOWN, 0, &path);
+ metallicRoughness = new Texture(std::string(path.C_Str()));
+ path = "";
+
+ ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
+ ambientOcclusion = new Texture(std::string(path.C_Str()));
+}
+Material::Texture::Texture(const std::string &fileName) {
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
- auto width = CGImageGetWidth(ref), height = CGImageGetHeight(ref);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
+ Image img("models/" + fileName);
+ glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
glGenerateMipmap(GL_TEXTURE_2D);
-
- CGImageRelease(ref);
- CFRelease(dataRef);
}
void Material::bind() const {
- glUniform3f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b);
- glUniform3f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b);
- glUniform3f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b);
- glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
- glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), texture != nullptr);
-
- if (texture)
- glBindTexture(GL_TEXTURE_2D, texture->texId);
+ glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, albedo->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
}