PBR checkpoint
[opengl.git] / material.cpp
index 06bf6fdeef06c3494229c03f7bd03a7003992351..df8ef8b1867b36ba9e8a80b8eab6e17a9009d393 100644 (file)
@@ -1,7 +1,5 @@
 #include "material.hpp"
-#include <iostream>
-#include <fstream>
-#include <CoreGraphics/CoreGraphics.h>
+#include "image.hpp"
 
 Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
        if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) {
@@ -9,72 +7,67 @@ 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);
 }
 
-Material::Texture::Texture(const std::string &path) {
-
-       auto provider = CGDataProviderCreateWithFilename(path.c_str());
-       std::ifstream file(path);
-       long magic;
-       file.read((char*)&magic, 8);
-       file.close();
-
-       CGImageRef ref;
-
-       if (magic == 0x0a1a0a0d474e5089) // png magic number
-               ref = CGImageCreateWithPNGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
-       else
-               ref = CGImageCreateWithJPEGDataProvider(provider, nullptr, false, kCGRenderingIntentDefault);
-       
-       auto dataRef = CGDataProviderCopyData(CGImageGetDataProvider(ref));
-       auto img = (unsigned char*) CFDataGetBytePtr(dataRef);
-
+Material::Texture::Texture(const std::string &fileName) {
        glGenTextures(1, &texId);
        glBindTexture(GL_TEXTURE_2D, texId);
-       auto width = CGImageGetWidth(ref), height = CGImageGetHeight(ref);
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
+       Image img("models/" + fileName);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data());
        glGenerateMipmap(GL_TEXTURE_2D);
-
-       CGImageRelease(ref);
-       CFRelease(dataRef);
 }
 
 void Material::bind() const {
-       glUniform3f(glGetUniformLocation(progId, "material.ambient"), ambient.r, ambient.g, ambient.b);
-       glUniform3f(glGetUniformLocation(progId, "material.diffuse"), diffuse.r, diffuse.g, diffuse.b);
-       glUniform3f(glGetUniformLocation(progId, "material.specular"), specular.r, specular.g, specular.b);
-       glUniform1f(glGetUniformLocation(progId, "material.shininess"), shininess);
-       glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr);
-       glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr);
-       glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr);
+       /* glUniform3f(glGetUniformLocation(progId, "albedo"), 0.5f, 0.f, 0.f); */
+       /* glUniform1f(glGetUniformLocation(progId, "metallic"), 0.2f); */
+       /* glUniform1f(glGetUniformLocation(progId, "roughness"), 0.3f); */
+       /* glUniform1f(glGetUniformLocation(progId, "ao"), 1.f); */
 
-       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);
-               glActiveTexture(GL_TEXTURE2);
-               glBindTexture(GL_TEXTURE_2D, normalMap->texId);
-       }
+       /* 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); */
+
+       /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
+       /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
+       /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
+       /* glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); */
+       /* glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); */
+       /* glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); */
+       
+       /* glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2); */
+       /* glActiveTexture(GL_TEXTURE2); */
+       /* 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); */
 }