Fix material textures
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fbb7980ce7
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6d687e63d8
@ -63,24 +63,25 @@ Mesh::~Mesh() {
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delete material;
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}
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static void bindTextureUniform(Shader *shader, std::string name, std::shared_ptr<Texture> texture, GLuint *textureIndex) {
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GLint loc = glGetUniformLocation(shader->id, name.c_str());
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if(loc != -1) {
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texture->use(*textureIndex);
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glUniform1i(loc, *textureIndex - GL_TEXTURE0);
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(*textureIndex)++;
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}
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}
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void Mesh::draw(Shader *shader) {
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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GLint ambient = glGetUniformLocation(shader->id, "material.ambient");
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// FIXME: is -1
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if(ambient != -1) { // Material can be passed to shader
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material->ambient->use(GL_TEXTURE0);
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glUniform1i(ambient, 0);
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material->diffuse->use(GL_TEXTURE1);
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glUniform1i(glGetUniformLocation(shader->id, "material.diffuse"), 1);
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material->specular->use(GL_TEXTURE2);
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glUniform1i(glGetUniformLocation(shader->id, "material.specular"), 2);
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glUniform1f(glGetUniformLocation(shader->id, "material.shininess"), material->shininess);
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}else {
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std::cerr << "oof" << std::endl;
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}
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GLuint textureIndex = GL_TEXTURE0;
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bindTextureUniform(shader, "material.ambient", material->ambient, &textureIndex);
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bindTextureUniform(shader, "material.diffuse", material->diffuse, &textureIndex);
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bindTextureUniform(shader, "material.specular", material->specular, &textureIndex);
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glUniform1f(glGetUniformLocation(shader->id, "material.shininess"), material->shininess);
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// Bind vertices + texture coordinates
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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@ -108,14 +108,21 @@ Mesh *parseMesh(MemoryBuffer *buf, std::string folderPath) {
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}
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Mesh *loadMesh(std::string path) {
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std::size_t n = path.find('/');
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std::string folderPath = n == std::string::npos ? "" : path.substr(n + 1);
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std::size_t n = path.find_last_of('/');
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std::string folderPath = n == std::string::npos ? "" : path.substr(0, n + 1);
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MemoryBuffer *buf = Resource::loadResource(path);
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Mesh *mesh = parseMesh(buf, folderPath);
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delete buf;
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return mesh;
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}
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static Material *makeMaterial(std::shared_ptr<Texture> ambient, std::shared_ptr<Texture> diffuse, std::shared_ptr<Texture> specular, float shininess) {
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if(!ambient) ambient = Texture::generateColor(glm::vec3(1.0f));
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if(!diffuse) diffuse = Texture::generateColor(glm::vec3(1.0f));
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if(!specular) specular = Texture::generateColor(glm::vec3(1.0f));
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return new Material(ambient, diffuse, specular, shininess);
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}
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std::map<std::string, Material *> parseMaterials(MemoryBuffer *buf, std::string folderPath) {
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std::map<std::string, Material *> mats;
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@ -136,10 +143,7 @@ std::map<std::string, Material *> parseMaterials(MemoryBuffer *buf, std::string
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if(cmd == "#") continue;
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if(cmd == "newmtl") {
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if(name.length() > 0) {
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Material *mat = new Material(ambient, diffuse, specular, shininess);
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mats.emplace(name, mat);
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}
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if(name.length() > 0) mats.emplace(name, makeMaterial(ambient, diffuse, specular, shininess));
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str >> name;
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}else if(cmd == "Ka") {
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@ -163,17 +167,14 @@ std::map<std::string, Material *> parseMaterials(MemoryBuffer *buf, std::string
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}
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}
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if(name.length() > 0) {
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Material *mat = new Material(ambient, diffuse, specular, shininess);
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mats.emplace(name, mat);
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}
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if(name.length() > 0) mats.emplace(name, makeMaterial(ambient, diffuse, specular, shininess));
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return mats;
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}
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std::map<std::string, Material *> loadMaterials(std::string path) {
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std::size_t n = path.find('/');
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std::string folderPath = n == std::string::npos ? "" : path.substr(n + 1);
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std::size_t n = path.find_last_of('/');
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std::string folderPath = n == std::string::npos ? "" : path.substr(0, n + 1);
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MemoryBuffer *buf = Resource::loadResource(path);
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std::map<std::string, Material *> mats = parseMaterials(buf, folderPath);
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delete buf;
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@ -8,7 +8,7 @@
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namespace kek {
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static unsigned int allocTexture(unsigned char *data, int width, int height, float borderColor[4]) {
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static GLuint allocTexture(unsigned char *data, int width, int height, float borderColor[4]) {
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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@ -37,7 +37,7 @@ Texture::Texture(std::string texturePath) {
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delete buf;
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float borderColor[] = { 1.0f, 0.0f, 1.0f, 1.0f };
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allocTexture(data, width, height, borderColor);
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id = allocTexture(data, width, height, borderColor);
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stbi_image_free(data);
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}
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@ -19,19 +19,13 @@ int main(int argc, char **argv) {
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Scene *scene = new Scene();
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scene->addObject(test);
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MemoryBuffer *buf2 = Resource::loadResource("object/cube_colored/Cube.obj");
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Mesh *mesh2 = ObjParser::parseMesh(buf2, "object/cube_colored/");
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delete buf2;
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for(int i = 0; i < 1; i++) {
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GameObject *test2 = new GameObject();
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test2->addMesh(new Mesh(mesh2->vertices, mesh2->indices, mesh2->material));
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test2->addMesh(ObjParser::loadMesh("object/cube_colored/Cube.obj"));
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test2->moveTo(glm::vec3(0.0f, 5.0f, 3 * i));
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scene->addObject(test2);
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}
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delete mesh2;
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Engine::setActiveScene(scene);
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Engine::start();
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