Reflection
[opengl.git] / material.cpp
index 0e655a19bb2fcb39d04a043d9bb1cbaafd840eaa..49af1d4495b1b4128e441b442b3defe082dc3647 100644 (file)
@@ -7,17 +7,20 @@ Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
                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_REFLECTIVITY, reflectivity);
        ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
        ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
        ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
@@ -36,23 +39,20 @@ void Material::bind() const {
        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);
+       glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
        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);
-               glActiveTexture(GL_TEXTURE0);
-               glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
-       }
-       if (specularMap) {
-               glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
-               glActiveTexture(GL_TEXTURE1);
-               glBindTexture(GL_TEXTURE_2D, specularMap->texId);
-       }
-       if (normalMap) {
-               glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+       glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
        glActiveTexture(GL_TEXTURE2);
-               glBindTexture(GL_TEXTURE_2D, normalMap->texId);
-       }
+       if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
+
+       glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
+       glActiveTexture(GL_TEXTURE3);
+       if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
+
+       glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
+       glActiveTexture(GL_TEXTURE4);
+       if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
 }