X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=material.cpp;h=df8ef8b1867b36ba9e8a80b8eab6e17a9009d393;hp=0e655a19bb2fcb39d04a043d9bb1cbaafd840eaa;hb=a03f2bc751bbd7f91cbc2f52d2f0f6e753d6f776;hpb=c44e69ec78367fb2957324026894aef970f2481a diff --git a/material.cpp b/material.cpp index 0e655a1..df8ef8b 100644 --- a/material.cpp +++ b/material.cpp @@ -7,17 +7,24 @@ 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); @@ -32,27 +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); - 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); - glActiveTexture(GL_TEXTURE2); - 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); */ }