X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=material.cpp;h=df8ef8b1867b36ba9e8a80b8eab6e17a9009d393;hp=c10820cb576be23a21105086d2a26c70501f4b02;hb=a03f2bc751bbd7f91cbc2f52d2f0f6e753d6f776;hpb=3f58e3a13899a1b28ee7be6c0bf835670957aa6a diff --git a/material.cpp b/material.cpp index c10820c..df8ef8b 100644 --- a/material.cpp +++ b/material.cpp @@ -22,7 +22,8 @@ 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); - ai.Get(AI_MATKEY_OPACITY, opacity); + 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); @@ -38,27 +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); - glUniform1f(glGetUniformLocation(progId, "material.reflectivity"), reflectivity); - glUniform1f(glGetUniformLocation(progId, "material.refractiveIndex"), refractiveIndex); - glUniform1f(glGetUniformLocation(progId, "material.opacity"), opacity); + /* 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); */ - glUniform1i(glGetUniformLocation(progId, "material.hasTexture"), diffuseMap != nullptr); - glUniform1i(glGetUniformLocation(progId, "material.hasSpecularMap"), specularMap != nullptr); - glUniform1i(glGetUniformLocation(progId, "material.hasNormalMap"), normalMap != nullptr); + /* 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.diffuseMap"), 2); - glActiveTexture(GL_TEXTURE2); - if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId); + /* 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.specularMap"), 3); - glActiveTexture(GL_TEXTURE3); - if (specularMap) glBindTexture(GL_TEXTURE_2D, specularMap->texId); + /* glUniform1i(glGetUniformLocation(progId, "material.diffuseMap"), 2); */ + /* glActiveTexture(GL_TEXTURE2); */ + /* if (diffuseMap) glBindTexture(GL_TEXTURE_2D, diffuseMap->texId); */ - glUniform1i(glGetUniformLocation(progId, "material.normalMap"), 4); - glActiveTexture(GL_TEXTURE4); - if (normalMap) glBindTexture(GL_TEXTURE_2D, normalMap->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); */ }