- 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); */