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()));
11 if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
13 ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
14 specularMap = new Texture(std::string(path.C_Str()));
17 if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
19 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
20 normalMap = new Texture(std::string(path.C_Str()));
22 ai.Get(AI_MATKEY_SHININESS, shininess);
23 ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
24 ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
25 ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
26 ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
29 Material::Texture::Texture(const std::string &fileName) {
30 glGenTextures(1, &texId);
31 glBindTexture(GL_TEXTURE_2D, texId);
32 Image img("models/" + fileName);
33 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
34 glGenerateMipmap(GL_TEXTURE_2D);
37 void Material::bind() const {
38 glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
39 glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a);
40 glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a);
41 glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
42 glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
43 glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
44 glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
45 glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
47 glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
48 glActiveTexture(GL_TEXTURE2);
49 if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
51 glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
52 glActiveTexture(GL_TEXTURE3);
53 if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
55 glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
56 glActiveTexture(GL_TEXTURE4);
57 if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);