X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=material.cpp;h=49af1d4495b1b4128e441b442b3defe082dc3647;hp=06bf6fdeef06c3494229c03f7bd03a7003992351;hb=8abaf8f77191e1c660def0832d8036a8b4639ba8;hpb=ba9c738e8660304aa0341eb44118e63502a4a009 diff --git a/material.cpp b/material.cpp index 06bf6fd..49af1d4 100644 --- a/material.cpp +++ b/material.cpp @@ -1,7 +1,5 @@ #include "material.hpp" -#include -#include -#include +#include "image.hpp" Material::Material(const aiMaterial &ai, GLuint progId): progId(progId) { if (ai.GetTextureCount(aiTextureType_DIFFUSE) > 0) { @@ -9,72 +7,52 @@ 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_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); + 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); - 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); }