1 #include "material.hpp"
3 #include <CoreGraphics/CoreGraphics.h>
5 Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
6 if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
8 ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
9 texture = new Texture(std::string(path.C_Str()));
11 ai.Get(AI_MATKEY_SHININESS, shininess);
12 ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
13 ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
14 ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
17 Material::Texture::Texture(const std::string &path) {
18 auto provider = CGDataProviderCreateWithFilename(path.c_str());
19 auto ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
20 auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
21 auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
23 glGenTextures(1, &texId);
24 glBindTexture(GL_TEXTURE_2D, texId);
25 auto width = CGImageGetWidth(ref), height = CGImageGetHeight(ref);
26 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
27 glGenerateMipmap(GL_TEXTURE_2D);
33 void Material::bind() const {
34 glUniform3f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b);
35 glUniform3f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b);
36 glUniform3f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b);
37 glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
38 glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), texture != nullptr);
41 glBindTexture(GL_TEXTURE_2D, texture->texId);