#include "material.hpp"
#include "image.hpp"
+#include <assimp/pbrmaterial.h>
Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
aiString name;
normal = new Texture(path, scene);
path = "";
- ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, 0, &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();
+ }
ambientOcclusion = new Texture(path, scene);
}
glBindTexture(GL_TEXTURE_2D, texId);
std::string path;
- unsigned char *data;
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);
+ 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");