Add specular component
[opengl.git] / material.cpp
1 #include "material.hpp"
2 #include "image.hpp"
3
4 Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
5         if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
6                 aiString path;
7                 ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
8                 diffuseMap = new Texture(std::string(path.C_Str()));
9         }
10
11         if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
12                 aiString path;
13                 ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
14                 specularMap = new Texture(std::string(path.C_Str()));
15         }
16
17         if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
18                 aiString path;
19                 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
20                 normalMap = new Texture(std::string(path.C_Str()));
21         }
22         ai.Get(AI_MATKEY_SHININESS, shininess);
23         ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
24         ai.Get(AI_MATKEY_REFRACTI, refractiveIndex);
25         if (ai.Get(AI_MATKEY_OPACITY, opacity) == aiReturn_FAILURE)
26                 opacity = 1.f;
27                 
28         ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
29         ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
30         ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
31 }
32
33 Material::Texture::Texture(const std::string &fileName) {
34         glGenTextures(1, &texId);
35         glBindTexture(GL_TEXTURE_2D, texId);
36         Image img("models/" + fileName);
37         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
38         glGenerateMipmap(GL_TEXTURE_2D);
39 }
40
41 void Material::bind() const {
42         /* glUniform3f(glGetUniformLocation(progId, "albedo"), 0.5f, 0.f, 0.f); */
43         /* glUniform1f(glGetUniformLocation(progId, "metallic"), 0.2f); */
44         /* glUniform1f(glGetUniformLocation(progId, "roughness"), 0.3f); */
45         /* glUniform1f(glGetUniformLocation(progId, "ao"), 1.f); */
46
47         /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
48         /* glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a); */
49         /* glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a); */
50         /* glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess); */
51         /* glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity); */
52         /* glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex); */
53         /* glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity); */
54
55         /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
56         /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
57         /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
58         /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
59         /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
60         /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
61         
62         /* glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2); */
63         /* glActiveTexture(GL_TEXTURE2); */
64         /* if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId); */
65
66         /* glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3); */
67         /* glActiveTexture(GL_TEXTURE3); */
68         /* if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId); */
69
70         /* glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4); */
71         /* glActiveTexture(GL_TEXTURE4); */
72         /* if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId); */
73 }