1 #include "material.hpp"
3 #include <assimp/pbrmaterial.h>
5 Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
7 ai.Get(AI_MATKEY_NAME, name);
8 if (name == aiString("default material")) {
13 ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
14 albedo = new Texture(path, scene);
17 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
18 normal = new Texture(path, scene);
21 ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
22 metallicRoughness = new Texture(path, scene);
25 ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
26 if (path == aiString("")) {
27 fprintf(stderr, "Material %s does not have an AO map", name.C_Str());
30 ambientOcclusion = new Texture(path, scene);
33 Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
34 glGenTextures(1, &texId);
35 glBindTexture(GL_TEXTURE_2D, texId);
39 if (fileName.data[0] == '*') {
41 int embIdx = atoi(&fileName.data[1]);
42 aiTexture *texture = scene.mTextures[embIdx];
43 if (texture->mHeight == 0) {
44 Image img((unsigned char*)texture->pcData, texture->mWidth, texture->achFormatHint);
45 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
47 fprintf(stderr, "TODO: handle uncompressed embedded textures");
52 Image img("models/" + std::string(fileName.C_Str()));
53 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
56 glGenerateMipmap(GL_TEXTURE_2D);
59 void Material::bind() const {
60 glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
61 glActiveTexture(GL_TEXTURE0);
62 glBindTexture(GL_TEXTURE_2D, albedo->texId);
64 glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
65 glActiveTexture(GL_TEXTURE1);
66 glBindTexture(GL_TEXTURE_2D, normal->texId);
68 glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
69 glActiveTexture(GL_TEXTURE2);
70 glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
72 glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
73 glActiveTexture(GL_TEXTURE3);
74 glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);