Do boning and animation properly
[opengl.git] / material.cpp
index c10820cb576be23a21105086d2a26c70501f4b02..838f6736d637e2a8792959932afcfceab32acd9c 100644 (file)
@@ -1,64 +1,91 @@
 #include "material.hpp"
 #include "image.hpp"
+#include <assimp/pbrmaterial.h>
 
-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()));
-       }
+Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
+       aiString name;
+       ai.Get(AI_MATKEY_NAME, name);   
 
-       if (ai.GetTextureCount(aiTextureType_SPECULAR) > 0) {
        aiString path;
-               ai.GetTexture(aiTextureType_SPECULAR, 0, &path);
-               specularMap = new Texture(std::string(path.C_Str()));
-       }
+       ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
+       if (path.length != 0)
+               albedo = new Texture(path, scene);
+       path = "";
 
-       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_REFRACTI, refractiveIndex);
-       ai.Get(AI_MATKEY_OPACITY, opacity);
+       if (path.length != 0)
+               normal = new Texture(path, scene);
+       path = "";
+
+       ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
+       if (path.length != 0)
+               metallicRoughness = new Texture(path, scene);
+       path = "";
        
-       ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
-       ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
-       ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
+       ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
+       if (path.length != 0)
+               ambientOcclusion = new Texture(path, scene);
 }
 
-Material::Texture::Texture(const std::string &fileName) {
+Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
        glGenTextures(1, &texId);
        glBindTexture(GL_TEXTURE_2D, texId);
-       Image img("models/" + fileName);
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
+       
+       std::string path;
+       if (fileName.data[0] == '*') {
+               // embedded
+               int embIdx = atoi(&fileName.data[1]);
+               aiTexture *texture = scene.mTextures[embIdx];
+               if (texture->mHeight == 0) {
+                       Image img((unsigned char*)texture->pcData, texture->mWidth, texture->achFormatHint);
+                       glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
+               } else {
+                       fprintf(stderr, "TODO: handle uncompressed embedded textures");
+                       abort();
+               }
+       } else {
+               // not embedded
+               Image img("models/" + std::string(fileName.C_Str()));
+               glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
+       }
+
        glGenerateMipmap(GL_TEXTURE_2D);
 }
 
 void Material::bind() const {
-       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);
-       glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity);
-       glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex);
-       glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity);
+       if (ambientOcclusion != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
+               glActiveTexture(GL_TEXTURE0);
+               glBindTexture(GL_TEXTURE_2D, albedo->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
+       }
 
-       glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
-       glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
-       glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
+       if (normal != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
+               glActiveTexture(GL_TEXTURE1);
+               glBindTexture(GL_TEXTURE_2D, normal->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
+       }
 
-       glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
+       if (metallicRoughness != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
                glActiveTexture(GL_TEXTURE2);
-       if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
+               glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
+       }
 
-       glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 3);
+       if (ambientOcclusion != nullptr) {
+               glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
                glActiveTexture(GL_TEXTURE3);
-       if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId);
-
-       glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
-       glActiveTexture(GL_TEXTURE4);
-       if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
+               glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
+       } else {
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
+       }
 }