1 #include "material.hpp"
4 Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
6 ai.Get(AI_MATKEY_NAME, name);
7 if (name == aiString("default material")) {
12 ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
13 albedo = new Texture(path, scene);
16 ai.GetTexture(aiTextureType_NORMALS, 0, &path);
17 normal = new Texture(path, scene);
20 ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, 0, &path);
21 metallicRoughness = new Texture(path, scene);
24 ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
25 ambientOcclusion = new Texture(path, scene);
28 Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
29 glGenTextures(1, &texId);
30 glBindTexture(GL_TEXTURE_2D, texId);
34 if (fileName.data[0] == '*') {
36 int embIdx = atoi(&fileName.data[1]);
37 aiTexture *texture = scene.mTextures[embIdx];
38 if (texture->mHeight == 0) {
39 Image img((unsigned char*)texture->pcData, texture->mWidth);
40 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
42 fprintf(stderr, "TODO: handle uncompressed embedded textures");
47 Image img("models/" + std::string(fileName.C_Str()));
48 glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
51 glGenerateMipmap(GL_TEXTURE_2D);
54 void Material::bind() const {
55 glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
56 glActiveTexture(GL_TEXTURE0);
57 glBindTexture(GL_TEXTURE_2D, albedo->texId);
59 glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
60 glActiveTexture(GL_TEXTURE1);
61 glBindTexture(GL_TEXTURE_2D, normal->texId);
63 glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
64 glActiveTexture(GL_TEXTURE2);
65 glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
67 glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
68 glActiveTexture(GL_TEXTURE3);
69 glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);