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Fix maps not being bound in materials
[opengl.git]
/
material.cpp
diff --git
a/material.cpp
b/material.cpp
index e1fb5c3a391605fe4c118db74b594cb39358b0d3..85ff7d7ce803f4ebe9ecff8f10c6ae33775acadc 100644
(file)
--- a/
material.cpp
+++ b/
material.cpp
@@
-54,38
+54,38
@@
Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
void Material::bind() const {
if (ambientOcclusion != nullptr) {
void Material::bind() const {
if (ambientOcclusion != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.albedoMap"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, albedo->texId);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, albedo->texId);
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasAlbedo"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
} else {
} else {
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasAlbedo"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
}
if (normal != nullptr) {
}
if (normal != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.normalMap"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal->texId);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal->texId);
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasNormal"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
} else {
} else {
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasNormal"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
}
if (metallicRoughness != nullptr) {
}
if (metallicRoughness != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
+ glUniform1i(glGetUniformLocation(progId, "m
at.m
etallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasMetallicRoughness"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
} else {
} else {
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasMetallicRoughness"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
}
if (ambientOcclusion != nullptr) {
}
if (ambientOcclusion != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+ glUniform1i(glGetUniformLocation(progId, "
mat.
aoMap"), 3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasAo"), 1);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
} else {
} else {
- glUniform1i(glGetUniformLocation(progId, "mat
erial
.hasAo"), 0);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
}
}
}
}