Fix refelctivity + refraction
[opengl.git] / material.cpp
index 0e655a19bb2fcb39d04a043d9bb1cbaafd840eaa..d55386f7b701818db465846d2b07cc2fc7ddf6bb 100644 (file)
@@ -7,17 +7,24 @@ Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
                ai.GetTexture(aiTextureType_DIFFUSE, 0, &path);
                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_REFRACTI, refractiveIndex);
+       if (ai.Get(AI_MATKEY_OPACITY, opacity) == aiReturn_FAILURE)
+               opacity = 1.f;
+               
        ai.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
        ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
        ai.Get(AI_MATKEY_COLOR_SPECULAR, specular);
@@ -32,27 +39,28 @@ Material::Texture::Texture(const std::string &fileName) {
 }
 
 void Material::bind() const {
-       glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a);
+       /* glUniform4f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b, ambient.a); */
+       glUniform4f(glGetUniformLocation(progId, "material.ambient"), 0.2, 0.2, 0.2, 1);
        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);
+
        glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
        glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
        glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
        
-       if (diffuseMap) {
-               glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 0);
-               glActiveTexture(GL_TEXTURE0);
-               glBindTexture(GL_TEXTURE_2D, diffuseMap->texId);
-       }
-       if (specularMap) {
-               glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1);
-               glActiveTexture(GL_TEXTURE1);
-               glBindTexture(GL_TEXTURE_2D, specularMap->texId);
-       }
-       if (normalMap) {
-               glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2);
+       glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2);
        glActiveTexture(GL_TEXTURE2);
-               glBindTexture(GL_TEXTURE_2D, normalMap->texId);
-       }
+       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);
+
+       glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4);
+       glActiveTexture(GL_TEXTURE4);
+       if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->texId);
 }