Fix stupid typo
[opengl.git] / material.cpp
index 838f6736d637e2a8792959932afcfceab32acd9c..00f98c21f2f87a02b7fba75085fae7c7b34fccd7 100644 (file)
@@ -49,11 +49,20 @@ Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
                glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
        }
 
+       // magnifying - no bigger mipmap available, so use linear filtering
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       // minifying - use a linear blend of two mipmaps
+       // which are themselves filtered linearly
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+    
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+    
        glGenerateMipmap(GL_TEXTURE_2D);
 }
 
 void Material::bind() const {
-       if (ambientOcclusion != nullptr) {
+       if (albedo != nullptr) {
                glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
                glActiveTexture(GL_TEXTURE0);
                glBindTexture(GL_TEXTURE_2D, albedo->texId);
@@ -72,7 +81,7 @@ void Material::bind() const {
        }
 
        if (metallicRoughness != nullptr) {
-               glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
+               glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
                glActiveTexture(GL_TEXTURE2);
                glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
                glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
@@ -81,7 +90,7 @@ void Material::bind() const {
        }
 
        if (ambientOcclusion != nullptr) {
-               glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+               glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
                glActiveTexture(GL_TEXTURE3);
                glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
                glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);