Reflection
[opengl.git] / material.cpp
index 470f1a2caa370bd2292a474f2ccc34f39e9662bf..49af1d4495b1b4128e441b442b3defe082dc3647 100644 (file)
@@ -1,42 +1,58 @@
 #include "material.hpp"
-#include <iostream>
-#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);
-               texture = new Texture(std::string(path.C_Str()));
+               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);
 }
 
-Material::Texture::Texture(const std::string &path) {
-       auto provider = CGDataProviderCreateWithFilename(path.c_str());
-       auto 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"), texture != nullptr);
+       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);
+       
+       glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
+       glActiveTexture(GL_TEXTURE2);
+       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);
 
-       if (texture) 
-               glBindTexture(GL_TEXTURE_2D, texture->texId);
+       glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
+       glActiveTexture(GL_TEXTURE4);
+       if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
 }