dungeon_crawler

annotate prototype/src/material.cc @ 11:e5567ddbf2ef

- Texture set (texture manager) - materials
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 19 Aug 2012 03:11:36 +0300
parents
children e95462632f9a
rev   line source
nuclear@11 1 #include <assert.h>
nuclear@11 2 #include <assimp/material.h>
nuclear@11 3 #include "opengl.h"
nuclear@11 4 #include "material.h"
nuclear@11 5
nuclear@11 6 Material::Material()
nuclear@11 7 : kd(1.0, 1.0, 1.0), ks(0.0, 0.0, 0.0)
nuclear@11 8 {
nuclear@11 9 shin = 1.0;
nuclear@11 10 memset(tex, 0, sizeof tex);
nuclear@11 11 }
nuclear@11 12
nuclear@11 13 void Material::load(const aiMaterial *assmat, TextureSet *texset)
nuclear@11 14 {
nuclear@11 15 aiColor4D col;
nuclear@11 16 float val;
nuclear@11 17
nuclear@11 18 aiGetMaterialColor(assmat, AI_MATKEY_COLOR_DIFFUSE, &col);
nuclear@11 19 kd = Color(col[0], col[1], col[2]);
nuclear@11 20 aiGetMaterialColor(assmat, AI_MATKEY_COLOR_SPECULAR, &col);
nuclear@11 21 ks = Color(col[0], col[1], col[2]);
nuclear@11 22
nuclear@11 23 unsigned int sz = 1;
nuclear@11 24 val = 60.0;
nuclear@11 25 aiGetMaterialFloatArray(assmat, AI_MATKEY_SHININESS, &val, &sz);
nuclear@11 26 if(val > 127) {
nuclear@11 27 printf("GOT SHININESS: %f\n", val);
nuclear@11 28 val = 127;
nuclear@11 29 }
nuclear@11 30 shin = val;
nuclear@11 31
nuclear@11 32 sz = 1;
nuclear@11 33 val = 1.0;
nuclear@11 34 aiGetMaterialFloatArray(assmat, AI_MATKEY_SHININESS_STRENGTH, &val, &sz);
nuclear@11 35 ks *= val;
nuclear@11 36
nuclear@11 37 // must match TEXTYPE enum in material.h
nuclear@11 38 unsigned int asstypes[] = {
nuclear@11 39 aiTextureType_DIFFUSE,
nuclear@11 40 aiTextureType_NORMALS,
nuclear@11 41 aiTextureType_SPECULAR
nuclear@11 42 };
nuclear@11 43
nuclear@11 44 for(int i=0; i<NUM_TEXTURE_TYPES; i++) {
nuclear@11 45 aiString tex_name;
nuclear@11 46 if(aiGetMaterialString(assmat, AI_MATKEY_TEXTURE(asstypes[i], 0), &tex_name) == 0) {
nuclear@11 47 tex[i] = texset->get_texture(tex_name.data);
nuclear@11 48 } else {
nuclear@11 49 tex[i] = 0;
nuclear@11 50 }
nuclear@11 51 }
nuclear@11 52 }
nuclear@11 53
nuclear@11 54 void Material::setup() const
nuclear@11 55 {
nuclear@11 56 float dcol[] = {kd.x, kd.y, kd.z, 1.0};
nuclear@11 57 float scol[] = {ks.x, ks.y, ks.z, 1.0};
nuclear@11 58
nuclear@11 59 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
nuclear@11 60 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
nuclear@11 61 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@11 62
nuclear@11 63 if(tex[TEXTYPE_DIFFUSE]) {
nuclear@11 64 glActiveTextureARB(GL_TEXTURE0);
nuclear@11 65 glBindTexture(GL_TEXTURE_2D, tex[TEXTYPE_DIFFUSE]);
nuclear@11 66 glEnable(GL_TEXTURE_2D);
nuclear@11 67 } else {
nuclear@11 68 glDisable(GL_TEXTURE_2D);
nuclear@11 69 }
nuclear@11 70 glActiveTextureARB(GL_TEXTURE0);
nuclear@11 71 }