#include "material.hpp"
-#include <iostream>
-#include <fstream>
-#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);
- diffuseMap = new Texture(std::string(path.C_Str()));
- }
- if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
- aiString path;
- ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
- specularMap = new Texture(std::string(path.C_Str()));
- }
- if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
- aiString path;
- ai.GetTexture(aiTextureType_NORMALS, 0, &path);
- normalMap = 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 = "";
-Material::Texture::Texture(const std::string &fileName) {
- auto path = "models/" + fileName;
- auto provider = CGDataProviderCreateWithFilename(path.c_str());
- std::ifstream file(path);
- long magic;
- file.read((char*)&magic, 8);
- file.close();
-
- CGImageRef ref;
+ ai.GetTexture(aiTextureType_NORMALS, 0, &path);
+ normal = new Texture(std::string(path.C_Str()));
+ path = "";
- if (magic == 0x0a1a0a0d474e5089) // png magic number
- ref = CGImageCreateWithPNGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
- else
- ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
+ ai.GetTexture(aiTextureType_UNKNOWN, 0, &path);
+ metallicRoughness = new Texture(std::string(path.C_Str()));
+ path = "";
- auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
- auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
+ 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 {
- glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
- glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a);
- glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a);
- glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
- glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
- glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
- glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
-
- if (diffuseMap) {
- glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 0);
+ glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
- }
- if (specularMap) {
- glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
+ glBindTexture(GL_TEXTURE_2D, albedo->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, specularMap->texId);
- }
- if (normalMap) {
- glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+ glBindTexture(GL_TEXTURE_2D, normal->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, normalMap->texId);
- }
+ glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
}