Update models
[opengl.git] / material.cpp
1 #include "material.hpp"
2 #include "image.hpp"
3
4 Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
5         if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
6                 aiString path;
7                 ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
8                 diffuseMap = new Texture(std::string(path.C_Str()));
9         }
10
11         if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
12                 aiString path;
13                 ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
14                 specularMap = new Texture(std::string(path.C_Str()));
15         }
16
17         if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
18                 aiString path;
19                 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
20                 normalMap = new Texture(std::string(path.C_Str()));
21         }
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)
26                 opacity = 1.f;
27                 
28         ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
29         ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
30         ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
31 }
32
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);
39 }
40
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);
50
51         glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
52         glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
53         glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
54         
55         glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
56         glActiveTexture(GL_TEXTURE2);
57         if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
58
59         glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
60         glActiveTexture(GL_TEXTURE3);
61         if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
62
63         glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
64         glActiveTexture(GL_TEXTURE4);
65         if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
66 }