ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
diffuseMap = new Texture(std::string(path.C_Str()));
}
+
if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
aiString path;
ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
specularMap = new Texture(std::string(path.C_Str()));
}
+
if (ai.GetTextureCount(aiTextureType_NORMALS) > 0) {
aiString path;
ai.GetTexture(aiTextureType_NORMALS, 0, &path);
normalMap = new Texture(std::string(path.C_Str()));
}
ai.Get(AI_MATKEY_SHININESS, shininess);
+ ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
glUniform4f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b, diffuse.a);
glUniform4f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b, specular.a);
glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
+ glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
- if (diffuseMap) {
- glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
- }
- if (specularMap) {
- glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, specularMap->texId);
- }
- if (normalMap) {
- glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+ glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, normalMap->texId);
- }
+ if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
+ glActiveTexture(GL_TEXTURE3);
+ if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
+
+ glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
+ glActiveTexture(GL_TEXTURE4);
+ if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
}