#include "material.hpp"
-#include <iostream>
-#include <fstream>
-#include <CoreGraphics/CoreGraphics.h>
+#include "image.hpp"
Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
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()));
}
+
if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
aiString path;
ai.GetTexture(aiTextureType_NORMALS, 0, &path);
normalMap = new Texture(std::string(path.C_Str()));
}
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);
}
Material::Texture::Texture(const std::string &fileName) {
- auto path = "models/" + fileName;
- auto provider = CGDataProviderCreateWithFilename(path.c_str());
- std::ifstream file(path);
- long magic;
- file.read((char*)&magic, 8);
- file.close();
-
- CGImageRef ref;
-
- if (magic == 0x0a1a0a0d474e5089) // png magic number
- ref = CGImageCreateWithPNGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
- else
- ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
-
- auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
- auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
-
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
- auto width = CGImageGetWidth(ref), height = CGImageGetHeight(ref);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
+ Image img("models/" + fileName);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
glGenerateMipmap(GL_TEXTURE_2D);
-
- CGImageRelease(ref);
- CFRelease(dataRef);
}
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);
- if (diffuseMap) {
- glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
- }
- if (specularMap) {
- glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, specularMap->texId);
- }
- if (normalMap) {
- glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+ glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, normalMap->texId);
- }
+ if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
+ glActiveTexture(GL_TEXTURE4);
+ if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
}