Skybox
[opengl.git] / material.cpp
index 06bf6fdeef06c3494229c03f7bd03a7003992351..0e655a19bb2fcb39d04a043d9bb1cbaafd840eaa 100644 (file)
@@ -1,7 +1,5 @@
 #include "material.hpp"
-#include <iostream>
-#include <fstream>
-#include <CoreGraphics/CoreGraphics.h>
+#include "image.hpp"
 
 Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
        if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
@@ -25,38 +23,18 @@ Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
        ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
 }
 
-Material::Texture::Texture(const std::string &path) {
-
-       auto provider = CGDataProviderCreateWithFilename(path.c_str());
-       std::ifstream file(path);
-       long magic;
-       file.read((char*)&magic, 8);
-       file.close();
-
-       CGImageRef ref;
-
-       if (magic == 0x0a1a0a0d474e5089) // png magic number
-               ref = CGImageCreateWithPNGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
-       else
-               ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
-       
-       auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
-       auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
-
+Material::Texture::Texture(const std::string &fileName) {
        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);
+       Image img("models/" + fileName);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
        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);
+       glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
+       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);
        glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
        glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);