X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=material.cpp;h=3da687c3a87d0c40d20577a06848be7f6a520d2e;hp=0e655a19bb2fcb39d04a043d9bb1cbaafd840eaa;hb=511a2c92fcb9dda82dd5d38b91ea03790d0cb7b2;hpb=c44e69ec78367fb2957324026894aef970f2481a diff --git a/material.cpp b/material.cpp index 0e655a1..3da687c 100644 --- a/material.cpp +++ b/material.cpp @@ -2,57 +2,45 @@ #include "image.hpp" Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) { - if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) { - aiString path; - 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_DIFFUSE, 1, &path); + albedo = new Texture(std::string(path.C_Str())); + 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_COLOR_AMBIENT, ambient); - ai.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); - ai.Get(AI_MATKEY_COLOR_SPECULAR, specular); + normal = new Texture(std::string(path.C_Str())); + path = ""; + + ai.GetTexture(aiTextureType_UNKNOWN, 0, &path); + metallicRoughness = new Texture(std::string(path.C_Str())); + path = ""; + + ai.GetTexture(aiTextureType_LIGHTMAP, 0, &path); + ambientOcclusion = new Texture(std::string(path.C_Str())); } Material::Texture::Texture(const std::string &fileName) { glGenTextures(1, &texId); glBindTexture(GL_TEXTURE_2D, texId); Image img("models/" + fileName); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.data()); + 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 { - 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); - 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); + glUniform1i(glGetUniformLocation(progId, "albedoMap"), 0); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, diffuseMap->texId); - } - if (specularMap) { - glUniform1i(glGetUniformLocation(progId, "material.specularMap"), 1); + glBindTexture(GL_TEXTURE_2D, albedo->texId); + + glUniform1i(glGetUniformLocation(progId, "normalMap"), 1); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, specularMap->texId); - } - if (normalMap) { - glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 2); + glBindTexture(GL_TEXTURE_2D, normal->texId); + + glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2); glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, normalMap->texId); - } + glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId); + + glUniform1i(glGetUniformLocation(progId, "aoMap"), 3); + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId); }