Fix maps not being bound in materials
[opengl.git] / material.cpp
index 470f1a2caa370bd2292a474f2ccc34f39e9662bf..85ff7d7ce803f4ebe9ecff8f10c6ae33775acadc 100644 (file)
@@ -1,42 +1,91 @@
 #include "material.hpp"
-#include <iostream>
-#include <CoreGraphics/CoreGraphics.h>
+#include "image.hpp"
+#include <assimp/pbrmaterial.h>
+
+Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
+       aiString name;
+       ai.Get(AI_MATKEY_NAME, name);   
 
-Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
-       if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
        aiString path;
-               ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
-               texture = new Texture(std::string(path.C_Str()));
-       }
-       ai.Get(AI_MATKEY_SHININESS, shininess);
-       ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
-       ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
-       ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
-}
+       ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+       if (path.length != 0)
+               albedo = new Texture(path, scene);
+       path = "";
 
-Material::Texture::Texture(const std::string &path) {
-       auto provider = CGDataProviderCreateWithFilename(path.c_str());
-       auto ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
-       auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
-       auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
+       ai.GetTexture(aiTextureType_NORMALS, 0, &path);
+       if (path.length != 0)
+               normal = new Texture(path, scene);
+       path = "";
 
+       ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
+       if (path.length != 0)
+               metallicRoughness = new Texture(path, scene);
+       path = "";
+       
+       ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
+       if (path.length != 0)
+               ambientOcclusion = new Texture(path, scene);
+}
+
+Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
        glGenTextures(1, &texId);
        glBindTexture(GL_TEXTURE_2D, texId);
-       auto width = CGImageGetWidth(ref), height = CGImageGetHeight(ref);
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
-       glGenerateMipmap(GL_TEXTURE_2D);
        
-       CGImageRelease(ref);
-       CFRelease(dataRef);
+       std::string path;
+       if (fileName.data[0] == '*') {
+               // embedded
+               int embIdx = atoi(&fileName.data[1]);
+               aiTexture *texture = scene.mTextures[embIdx];
+               if (texture->mHeight == 0) {
+                       Image img((unsigned char*)texture->pcData, texture->mWidth, texture->achFormatHint);
+                       glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
+               } else {
+                       fprintf(stderr, "TODO: handle uncompressed embedded textures");
+                       abort();
+               }
+       } else {
+               // not embedded
+               Image img("models/" + std::string(fileName.C_Str()));
+               glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
+       }
+
+       glGenerateMipmap(GL_TEXTURE_2D);
 }
 
 void Material::bind() const {
-       glUniform3f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b);
-       glUniform3f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b);
-       glUniform3f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b);
-       glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
-       glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), texture != nullptr);
-
-       if (texture) 
-               glBindTexture(GL_TEXTURE_2D, texture->texId);
+       if (ambientOcclusion != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
+               glActiveTexture(GL_TEXTURE0);
+               glBindTexture(GL_TEXTURE_2D, albedo->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
+       }
+
+       if (normal != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
+               glActiveTexture(GL_TEXTURE1);
+               glBindTexture(GL_TEXTURE_2D, normal->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
+       }
+
+       if (metallicRoughness != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
+               glActiveTexture(GL_TEXTURE2);
+               glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
+       }
+
+       if (ambientOcclusion != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
+               glActiveTexture(GL_TEXTURE3);
+               glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
+       }
 }