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 /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
43 glUniform4f(glGetUniformLocation(progId, "material.ambient"), 0.2, 0.2, 0.2, 1);
44 glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a);
45 glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a);
46 glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
47 glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
48 glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex);
49 glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity);
51 glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
52 glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
53 glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
55 glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
56 glActiveTexture(GL_TEXTURE2);
57 if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
59 glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
60 glActiveTexture(GL_TEXTURE3);
61 if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
63 glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
64 glActiveTexture(GL_TEXTURE4);
65 if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);