Do boning and animation properly
[opengl.git] / material.cpp
index e1fb5c3a391605fe4c118db74b594cb39358b0d3..838f6736d637e2a8792959932afcfceab32acd9c 100644 (file)
@@ -54,38 +54,38 @@ Material::Texture::Texture(const aiString fileName, const aiScene &scene) {
 
 void Material::bind() const {
        if (ambientOcclusion != nullptr) {
 
 void Material::bind() const {
        if (ambientOcclusion != nullptr) {
-               glUniform1i(glGetUniformLocation(progId, "material.albedoMap"), 0);
+               glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
                glActiveTexture(GL_TEXTURE0);
                glBindTexture(GL_TEXTURE_2D, albedo->texId);
                glActiveTexture(GL_TEXTURE0);
                glBindTexture(GL_TEXTURE_2D, albedo->texId);
-               glUniform1i(glGetUniformLocation(progId, "material.hasAlbedo"), 1);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 1);
        } else {
        } else {
-               glUniform1i(glGetUniformLocation(progId, "material.hasAlbedo"), 0);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAlbedo"), 0);
        }
 
        if (normal != nullptr) {
        }
 
        if (normal != nullptr) {
-               glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 1);
+               glUniform1i(glGetUniformLocation(progId, "mat.normalMap"), 1);
                glActiveTexture(GL_TEXTURE1);
                glBindTexture(GL_TEXTURE_2D, normal->texId);
                glActiveTexture(GL_TEXTURE1);
                glBindTexture(GL_TEXTURE_2D, normal->texId);
-               glUniform1i(glGetUniformLocation(progId, "material.hasNormal"), 1);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 1);
        } else {
        } else {
-               glUniform1i(glGetUniformLocation(progId, "material.hasNormal"), 0);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasNormal"), 0);
        }
 
        if (metallicRoughness != nullptr) {
                glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
                glActiveTexture(GL_TEXTURE2);
                glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
        }
 
        if (metallicRoughness != nullptr) {
                glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
                glActiveTexture(GL_TEXTURE2);
                glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
-               glUniform1i(glGetUniformLocation(progId, "material.hasMetallicRoughness"), 1);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
        } else {
        } else {
-               glUniform1i(glGetUniformLocation(progId, "material.hasMetallicRoughness"), 0);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
        }
 
        if (ambientOcclusion != nullptr) {
                glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
                glActiveTexture(GL_TEXTURE3);
                glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
        }
 
        if (ambientOcclusion != nullptr) {
                glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
                glActiveTexture(GL_TEXTURE3);
                glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
-               glUniform1i(glGetUniformLocation(progId, "material.hasAo"), 1);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
        } else {
        } else {
-               glUniform1i(glGetUniformLocation(progId, "material.hasAo"), 0);
+               glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
        }
 }
        }
 }