Fix maps not being bound in materials
[opengl.git] / material.cpp
index 9ed7e9029401a859dc1428f39e091deecfeefa9b..85ff7d7ce803f4ebe9ecff8f10c6ae33775acadc 100644 (file)
@@ -5,28 +5,25 @@
 Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
        aiString name;
        ai.Get(AI_MATKEY_NAME, name);   
-       if (name == aiString("default material")) {
-               abort();
-       }
 
        aiString path;
        ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+       if (path.length != 0)
                albedo = new Texture(path, scene);
        path = "";
 
        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 == aiString("")) {
-               fprintf(stderr, "Material %s does not have an AO map", name.C_Str());
-               abort();
-       }
+       if (path.length != 0)
                ambientOcclusion = new Texture(path, scene);
 }
 
@@ -56,19 +53,39 @@ Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
 }
 
 void Material::bind() const {
-       glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
+       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);
+       }
 
-       glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
+       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);
+       }
 
-       glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
+       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);
+       }
 
-       glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+       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);
+       }
 }