glTexImage2D(GL_TEXTURE_2D, 0, img.internalFormat(), img.width(), img.height(), 0, img.format(), img.type(), img.data());
}
+ // magnifying - no bigger mipmap available, so use linear filtering
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ // minifying - use a linear blend of two mipmaps
+ // which are themselves filtered linearly
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+
+ float aniso = 0;
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
glGenerateMipmap(GL_TEXTURE_2D);
}
void Material::bind() const {
- if (ambientOcclusion != nullptr) {
+ if (albedo != nullptr) {
glUniform1i(glGetUniformLocation(progId, "mat.albedoMap"), 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, albedo->texId);
}
if (metallicRoughness != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
+ glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
}
if (ambientOcclusion != nullptr) {
- glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+ glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);