Add extra skyboxes
[opengl.git] / material.cpp
index 06bf6fdeef06c3494229c03f7bd03a7003992351..3da687c3a87d0c40d20577a06848be7f6a520d2e 100644 (file)
@@ -1,80 +1,46 @@
 #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) {
        aiString path;
-               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_COLOR_AMBIENT, ambient);
-       ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
-       ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
-}
-
-Material::Texture::Texture(const std::string &path) {
+       ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+       albedo = new Texture(std::string(path.C_Str()));
+       path = "";
 
-       auto provider = CGDataProviderCreateWithFilename(path.c_str());
-       std::ifstream file(path);
-       long magic;
-       file.read((char*)&magic, 8);
-       file.close();
-
-       CGImageRef ref;
+       ai.GetTexture(aiTextureType_NORMALS, 0, &path);
+       normal = new Texture(std::string(path.C_Str()));
+       path = "";
 
-       if (magic == 0x0a1a0a0d474e5089) // png magic number
-               ref = CGImageCreateWithPNGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
-       else
-               ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
+       ai.GetTexture(aiTextureType_UNKNOWN, 0, &path);
+       metallicRoughness = new Texture(std::string(path.C_Str()));
+       path = "";
        
-       auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
-       auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
+       ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
+       ambientOcclusion = new Texture(std::string(path.C_Str()));
+}
 
+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, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), 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);
-       glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
-       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);
+       glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
        glActiveTexture(GL_TEXTURE0);
-               glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
-       }
-       if (specularMap) {
-               glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
+       glBindTexture(GL_TEXTURE_2D, albedo->texId);
+
+       glUniform1i(glGetUniformLocation(progId, "normalMap"), 1);
        glActiveTexture(GL_TEXTURE1);
-               glBindTexture(GL_TEXTURE_2D, specularMap->texId);
-       }
-       if (normalMap) {
-               glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+       glBindTexture(GL_TEXTURE_2D, normal->texId);
+
+       glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
        glActiveTexture(GL_TEXTURE2);
-               glBindTexture(GL_TEXTURE_2D, normalMap->texId);
-       }
+       glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+
+       glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+       glActiveTexture(GL_TEXTURE3);
+       glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
 }