PBR checkpoint
[opengl.git] / material.cpp
index 49af1d4495b1b4128e441b442b3defe082dc3647..df8ef8b1867b36ba9e8a80b8eab6e17a9009d393 100644 (file)
@@ -21,6 +21,10 @@ Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) {
        }
        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);
@@ -35,24 +39,35 @@ 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.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);
-       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);
+       /* 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); */
+
+       /* 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); */
 }