1 #include "material.hpp"
4 Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
5 if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
7 ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
8 diffuseMap = new Texture(std::string(path.C_Str()));
10 if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
12 ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
13 specularMap = new Texture(std::string(path.C_Str()));
15 if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
17 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
18 normalMap = new Texture(std::string(path.C_Str()));
20 ai.Get(AI_MATKEY_SHININESS, shininess);
21 ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
22 ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
23 ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
26 Material::Texture::Texture(const std::string &fileName) {
27 glGenTextures(1, &texId);
28 glBindTexture(GL_TEXTURE_2D, texId);
29 Image img("models/" + fileName);
30 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
31 glGenerateMipmap(GL_TEXTURE_2D);
34 void Material::bind() const {
35 glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
36 glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a);
37 glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a);
38 glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
39 glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
40 glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
41 glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
44 glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 0);
45 glActiveTexture(GL_TEXTURE0);
46 glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
49 glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
50 glActiveTexture(GL_TEXTURE1);
51 glBindTexture(GL_TEXTURE_2D, specularMap->texId);
54 glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
55 glActiveTexture(GL_TEXTURE2);
56 glBindTexture(GL_TEXTURE_2D, normalMap->texId);