}
ai.Get(AI_MATKEY_SHININESS, shininess);
ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
+ ai.Get(AI_MATKEY_REFRACTI, refractiveIndex);
+ if (ai.Get(AI_MATKEY_OPACITY, opacity) == aiReturn_FAILURE)
+ opacity = 1.f;
+
ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
}
void Material::bind() const {
- glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
+ /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
+ glUniform4f(glGetUniformLocation(progId, "material.ambient"), 0.2, 0.2, 0.2, 1);
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);
glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
+ glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex);
+ glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity);
+
glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);