Add basics of materials
[opengl.git] / material.cpp
diff --git a/material.cpp b/material.cpp
new file mode 100644 (file)
index 0000000..470f1a2
--- /dev/null
@@ -0,0 +1,42 @@
+#include "material.hpp"
+#include <iostream>
+#include <CoreGraphics/CoreGraphics.h>
+
+Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
+       if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
+               aiString path;
+               ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
+               texture = new Texture(std::string(path.C_Str()));
+       }
+       ai.Get(AI_MATKEY_SHININESS, shininess);
+       ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
+       ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
+       ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
+}
+
+Material::Texture::Texture(const std::string &path) {
+       auto provider = CGDataProviderCreateWithFilename(path.c_str());
+       auto ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
+       auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
+       auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
+
+       glGenTextures(1, &texId);
+       glBindTexture(GL_TEXTURE_2D, texId);
+       auto width = CGImageGetWidth(ref), height = CGImageGetHeight(ref);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
+       glGenerateMipmap(GL_TEXTURE_2D);
+
+       CGImageRelease(ref);
+       CFRelease(dataRef);
+}
+
+void Material::bind() const {
+       glUniform3f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b);
+       glUniform3f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b);
+       glUniform3f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b);
+       glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
+       glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), texture != nullptr);
+
+       if (texture) 
+               glBindTexture(GL_TEXTURE_2D, texture->texId);
+}