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);
38 if (fileName.data[0] == '*') {
40 int embIdx = atoi(&fileName.data[1]);
41 aiTexture *texture = scene.mTextures[embIdx];
42 if (texture->mHeight == 0) {
43 Image img((unsigned char*)texture->pcData, texture->mWidth, texture->achFormatHint);
44 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
46 fprintf(stderr, "TODO: handle uncompressed embedded textures");
51 Image img("models/" + std::string(fileName.C_Str()));
52 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
55 glGenerateMipmap(GL_TEXTURE_2D);
58 void Material::bind() const {
59 glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
60 glActiveTexture(GL_TEXTURE0);
61 glBindTexture(GL_TEXTURE_2D, albedo->texId);
63 glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
64 glActiveTexture(GL_TEXTURE1);
65 glBindTexture(GL_TEXTURE_2D, normal->texId);
67 glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
68 glActiveTexture(GL_TEXTURE2);
69 glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
71 glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
72 glActiveTexture(GL_TEXTURE3);
73 glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);