Add refraction
[opengl.git] / material.cpp
index 49af1d4495b1b4128e441b442b3defe082dc3647..c10820cb576be23a21105086d2a26c70501f4b02 100644 (file)
@@ -21,6 +21,9 @@ Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
        }
        ai.Get(AI_MATKEY_SHININESS, shininess);
        ai.Get(AI_MATKEY_REFLECTIVITY, reflectivity);
+       ai.Get(AI_MATKEY_REFRACTI, refractiveIndex);
+       ai.Get(AI_MATKEY_OPACITY, opacity);
+               
        ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
        ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
        ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
@@ -40,6 +43,9 @@ void Material::bind() const {
        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);
+       glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex);
+       glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity);
+
        glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
        glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
        glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);