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 ai.Get(AI_MATKEY_OPACITY, opacity);
27 ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
28 ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
29 ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
32 Material::Texture::Texture(const std::string &fileName) {
33 glGenTextures(1, &texId);
34 glBindTexture(GL_TEXTURE_2D, texId);
35 Image img("models/" + fileName);
36 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
37 glGenerateMipmap(GL_TEXTURE_2D);
40 void Material::bind() const {
41 glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
42 glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a);
43 glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a);
44 glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
45 glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
46 glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex);
47 glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity);
49 glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
50 glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
51 glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
53 glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
54 glActiveTexture(GL_TEXTURE2);
55 if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
57 glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
58 glActiveTexture(GL_TEXTURE3);
59 if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
61 glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
62 glActiveTexture(GL_TEXTURE4);
63 if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);