#include "material.hpp"
#include "image.hpp"
+#include <assimp/pbrmaterial.h>
+
+Material::Material(const aiMaterial &ai, const aiScene &scene, GLuint progId): progId(progId) {
+ aiString name;
+ ai.Get(AI_MATKEY_NAME, name);
-Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
aiString path;
ai.GetTexture(aiTextureType_DIFFUSE, 1, &path);
- albedo = new Texture(std::string(path.C_Str()));
+ if (path.length != 0)
+ albedo = new Texture(path, scene);
path = "";
ai.GetTexture(aiTextureType_NORMALS, 0, &path);
- normal = new Texture(std::string(path.C_Str()));
+ if (path.length != 0)
+ normal = new Texture(path, scene);
path = "";
- ai.GetTexture(aiTextureType_UNKNOWN, 0, &path);
- metallicRoughness = new Texture(std::string(path.C_Str()));
+ ai.GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path);
+ if (path.length != 0)
+ metallicRoughness = new Texture(path, scene);
path = "";
ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path);
- ambientOcclusion = new Texture(std::string(path.C_Str()));
+ 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);
+
+ 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 {
- glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0);
+ 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, "normalMap"), 1);
+ 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, "metallicRoughnessMap"), 2);
+ if (metallicRoughness != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 0);
+ }
- glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+ if (ambientOcclusion != nullptr) {
+ glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);
+ } else {
+ glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 0);
+ }
}