nuclear@12: #include <stdio.h>
nuclear@11: #include <assert.h>
nuclear@11: #include <assimp/material.h>
nuclear@11: #include "opengl.h"
nuclear@11: #include "material.h"
nuclear@41: #include "renderer.h"
nuclear@11: 
nuclear@31: extern bool ass_obj_hack;
nuclear@31: 
nuclear@11: Material::Material()
nuclear@11: 	: kd(1.0, 1.0, 1.0), ks(0.0, 0.0, 0.0)
nuclear@11: {
nuclear@11: 	shin = 1.0;
nuclear@11: 	memset(tex, 0, sizeof tex);
nuclear@11: }
nuclear@11: 
nuclear@11: void Material::load(const aiMaterial *assmat, TextureSet *texset)
nuclear@11: {
nuclear@11: 	aiColor4D col;
nuclear@11: 	float val;
nuclear@11: 
nuclear@11: 	aiGetMaterialColor(assmat, AI_MATKEY_COLOR_DIFFUSE, &col);
nuclear@11: 	kd = Color(col[0], col[1], col[2]);
nuclear@11: 	aiGetMaterialColor(assmat, AI_MATKEY_COLOR_SPECULAR, &col);
nuclear@11: 	ks = Color(col[0], col[1], col[2]);
nuclear@11: 
nuclear@11: 	unsigned int sz = 1;
nuclear@11: 	val = 60.0;
nuclear@11: 	aiGetMaterialFloatArray(assmat, AI_MATKEY_SHININESS, &val, &sz);
nuclear@31: 	if(ass_obj_hack) {
nuclear@31: 		val /= 4.0;
nuclear@11: 	}
nuclear@31: 	shin = val > 127 ? 127 : val;
nuclear@11: 
nuclear@11: 	sz = 1;
nuclear@11: 	val = 1.0;
nuclear@11: 	aiGetMaterialFloatArray(assmat, AI_MATKEY_SHININESS_STRENGTH, &val, &sz);
nuclear@11: 	ks *= val;
nuclear@11: 
nuclear@11: 	// must match TEXTYPE enum in material.h
nuclear@14: 	unsigned int asstypes[][2] = {
nuclear@14: 		{aiTextureType_DIFFUSE, 0},
nuclear@14: 		{aiTextureType_NORMALS, aiTextureType_HEIGHT},
nuclear@14: 		{aiTextureType_SPECULAR, 0}
nuclear@11: 	};
nuclear@11: 
nuclear@11: 	for(int i=0; i<NUM_TEXTURE_TYPES; i++) {
nuclear@14: 		for(int j=0; j<2; j++) {
nuclear@14: 			aiString tex_name;
nuclear@14: 			if(asstypes[i][j] > 0 && aiGetMaterialString(assmat, AI_MATKEY_TEXTURE(asstypes[i][j], 0), &tex_name) == 0) {
nuclear@48: 				tex[i] = texset->get(tex_name.data);
nuclear@14: 				break;
nuclear@14: 			} else {
nuclear@14: 				tex[i] = 0;
nuclear@14: 			}
nuclear@11: 		}
nuclear@11: 	}
nuclear@11: }
nuclear@11: 
nuclear@11: void Material::setup() const
nuclear@11: {
nuclear@11: 	float dcol[] = {kd.x, kd.y, kd.z, 1.0};
nuclear@11: 	float scol[] = {ks.x, ks.y, ks.z, 1.0};
nuclear@11: 
nuclear@11: 	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
nuclear@11: 	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
nuclear@11: 	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@11: 
nuclear@11: 	if(tex[TEXTYPE_DIFFUSE]) {
nuclear@11: 		glActiveTextureARB(GL_TEXTURE0);
nuclear@11: 		glBindTexture(GL_TEXTURE_2D, tex[TEXTYPE_DIFFUSE]);
nuclear@11: 		glEnable(GL_TEXTURE_2D);
nuclear@11: 	} else {
nuclear@35: 		glActiveTextureARB(GL_TEXTURE0);
nuclear@11: 		glDisable(GL_TEXTURE_2D);
nuclear@11: 	}
nuclear@35: 
nuclear@41: 	if(rend->get_current_program() && tex[TEXTYPE_NORMAL]) {
nuclear@35: 		glActiveTextureARB(GL_TEXTURE1);
nuclear@35: 		glBindTexture(GL_TEXTURE_2D, tex[TEXTYPE_NORMAL]);
nuclear@35: 		glEnable(GL_TEXTURE_2D);
nuclear@35: 	} else {
nuclear@35: 		glActiveTextureARB(GL_TEXTURE1);
nuclear@35: 		glDisable(GL_TEXTURE_2D);
nuclear@35: 	}
nuclear@35: 
nuclear@11: 	glActiveTextureARB(GL_TEXTURE0);
nuclear@11: }