#include "material.hpp"
#include "image.hpp"
+#include <assimp/pbrmaterial.h>
-Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
- if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
- aiString path;
- 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()));
+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();
}
- if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
+
aiString path;
+ ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+ albedo = new Texture(path, scene);
+ path = "";
+
ai.GetTexture(aiTextureType_NORMALS, 0, &path);
- normalMap = new Texture(std::string(path.C_Str()));
+ normal = new Texture(path, scene);
+ path = "";
+
+ ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
+ 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();
}
- 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);
+ ambientOcclusion = new Texture(path, scene);
}
-Material::Texture::Texture(const std::string &fileName) {
+Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
- Image img("models/" + fileName);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
+
+ 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 {
- glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
- 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);
- 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);
+ glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
- }
- if (specularMap) {
- glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
+ glBindTexture(GL_TEXTURE_2D, albedo->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, specularMap->texId);
- }
- if (normalMap) {
- glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+ glBindTexture(GL_TEXTURE_2D, normal->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, normalMap->texId);
- }
+ glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
}