#include "material.hpp"
-#include <iostream>
-#include <CoreGraphics/CoreGraphics.h>
+#include "image.hpp"
+#include <assimp/pbrmaterial.h>
+
+Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
+ aiString name;
+ ai.Get(AI_MATKEY_NAME, name);
-Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
- if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
aiString path;
- ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
- texture = new Texture(std::string(path.C_Str()));
- }
- 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);
-}
+ ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+ if (path.length != 0)
+ albedo = new Texture(path, scene);
+ path = "";
-Material::Texture::Texture(const std::string &path) {
- auto provider = CGDataProviderCreateWithFilename(path.c_str());
- auto ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
- auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
- auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
+ ai.GetTexture(aiTextureType_NORMALS, 0, &path);
+ if (path.length != 0)
+ normal = new Texture(path, scene);
+ path = "";
+
+ ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
+ if (path.length != 0)
+ metallicRoughness = new Texture(path, scene);
+ path = "";
+
+ ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
+ if (path.length != 0)
+ ambientOcclusion = new Texture(path, scene);
+}
+Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
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);
- glGenerateMipmap(GL_TEXTURE_2D);
- CGImageRelease(ref);
- CFRelease(dataRef);
+ 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());
+ }
+
+ // magnifying - no bigger mipmap available, so use linear filtering
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // minifying - use a linear blend of two mipmaps
+ // which are themselves filtered linearly
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+
+ float aniso = 0;
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glGenerateMipmap(GL_TEXTURE_2D);
}
void Material::bind() const {
- glUniform3f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b);
- glUniform3f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b);
- glUniform3f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b);
- glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
- glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), texture != nullptr);
-
- if (texture)
- glBindTexture(GL_TEXTURE_2D, texture->texId);
+ if (albedo != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, albedo->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
+ }
+
+ if (normal != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
+ }
+
+ if (metallicRoughness != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
+ }
+
+ if (ambientOcclusion != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
+ }
}