Add refraction
[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         ai.Get(AI_MATKEY_OPACITY, opacity);
26                 
27         ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
28         ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
29         ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
30 }
31
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);
38 }
39
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);
48
49         glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
50         glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
51         glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
52         
53         glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
54         glActiveTexture(GL_TEXTURE2);
55         if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
56
57         glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
58         glActiveTexture(GL_TEXTURE3);
59         if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
60
61         glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
62         glActiveTexture(GL_TEXTURE4);
63         if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
64 }