85 lines
2.7 KiB
C++
85 lines
2.7 KiB
C++
#include "phongmaterial.h"
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#include "texture.h"
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#include "sparrowrenderer.h"
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#include "shader.h"
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#include "mesh.h"
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#include <glm/ext.hpp>
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void PhongMaterial::bindAttributes(Shader* myShader)
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{
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if(SparrowRenderer::isModernOpenGLAvailable() && myShader != NULL)
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{
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// TODO store the attributes location (in the shader class maybe)
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myShader->bindFloat(myShader->getLocation("materialNs"), shininess);
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if(normal_map != NULL)
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{
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normal_map->bind(NORMALS_SLOT);
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myShader->bindInteger(myShader->getLocation("normalMap"), NORMALS_SLOT);
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}
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if(ambient_texture != NULL)
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{
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ambient_texture->bind(AMBIENT_SLOT);
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myShader->bindInteger(myShader->getLocation("ambientTexture"), AMBIENT_SLOT);
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}
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else
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myShader->bindVec3(myShader->getLocation("materialKa"), ambient);
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if(diffuse_texture != NULL)
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{
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diffuse_texture->bind(DIFFUSE_SLOT);
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myShader->bindInteger(myShader->getLocation("diffuseTexture"), DIFFUSE_SLOT);
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}
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else
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myShader->bindVec3(myShader->getLocation("materialKd"), diffuse);
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if(specular_texture != NULL)
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{
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specular_texture->bind(SPECULAR_SLOT);
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myShader->bindInteger(myShader->getLocation("specularTexture"), SPECULAR_SLOT);
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}
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else
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myShader->bindVec3(myShader->getLocation("materialKs"), specular);
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if(alpha_mask != NULL)
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{
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alpha_mask->bind(ALPHA_SLOT);
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myShader->bindInteger(myShader->getLocation("alphaMask"), ALPHA_SLOT);
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}
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}
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else
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{
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// Crappy rendering code
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, glm::value_ptr(glm::vec4(ambient, 1)));
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, glm::value_ptr(glm::vec4(diffuse, 1)));
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, glm::value_ptr(glm::vec4(specular, 1)));
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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if(diffuse_texture != NULL)
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diffuse_texture->bind(0);
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else
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{
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glActiveTexture(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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}
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unsigned int PhongMaterial::getFlags()
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{
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unsigned int flags = 1 << Mesh::MATERIAL_PHONG;
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if(normal_map != NULL)
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flags |= 1 << Mesh::MATERIAL_PHONG_NORMAL_MAP;
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if(ambient_texture != NULL)
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flags |= 1 << Mesh::MATERIAL_PHONG_AMBIENT_TEXTURE;
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if(diffuse_texture != NULL)
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flags |= 1 << Mesh::MATERIAL_PHONG_DIFFUSE_TEXTURE;
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if(specular_texture != NULL)
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flags |= 1 << Mesh::MATERIAL_PHONG_SPECULAR_TEXTURE;
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if(alpha_mask != NULL)
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flags |= 1 << Mesh::MATERIAL_ALPHA_MASK;
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return flags;
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}
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