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Material.cpp
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#include "Material.h"
#include <string>
#include <iostream>
using std::cout;
Material::Material(string name, ShaderProgram * prog)
{
this->name = name;
this->shaderProgram = prog;
}
Material::Material(string name, ShaderProgram * prog, vector<Texture> textures)
{
this->name = name;
this->shaderProgram = prog;
this->textures = textures;
}
Material::Material(const Material & mat)
{
this->name = mat.name;
this->shaderProgram = mat.shaderProgram;
this->shaderParameters = mat.shaderParameters;
}
Material::~Material()
{
}
bool Material::Initialize()
{
if (shaderProgram == NULL)
{
cout << "Error in Material::Initialize: shaderProgram is NULL!\n";
return false;
}
else if (shaderProgram->is_Linked == false)
{
cout << "Error in Material::Initialize: shaderProgram is not yet linked!\n";
return false;
}
for (std::vector<ShaderParameter>::const_iterator it = shaderProgram->shaderInputParameters.begin(); it != shaderProgram->shaderInputParameters.end(); it++)
{
//shaderProgramParameters[it->first] = NULL;
shaderParameters.push_back(ShaderParameterData(it->name));
}
// Initialize shader program (if not already initialized).
return true;
}
bool Material::AddTexture(Texture & texToAdd)
{
textures.push_back(texToAdd);
return true;
}
void Material::SetTextures(vector<Texture>& tex)
{
this->textures = tex;
}
void Material::ActivateMaterial()
{
if (shaderProgram == NULL)
{
cout << "Error in Material::ActivateMaterial(): trying to activate NULL shader program.\n";
}
shaderProgram->UseProgram();
this->BindTextures();
for (int i = 0; i < shaderParameters.size(); i++) {
if (shaderParameters[i].data != nullptr)
shaderProgram->SetParameter(i, shaderParameters[i].data);
}
/*
for (map<string, void*>::iterator it = shaderProgramParameters.begin(); it != shaderProgramParameters.end(); it++)
{
if (it->second != NULL)
shaderProgram->SetParameter(it->first, it->second);
}
*/
}
void Material::BindTextures()
{
// bind appropriate textures
unsigned int numDiffuse = 1;
unsigned int numSpecular = 1;
unsigned int numNormalMaps = 1;
unsigned int numHeightMaps = 1;
for (unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(numDiffuse++);
else
continue;
// enable these later.
/*
else if (name == "texture_specular")
number = std::to_string(numSpecular++); // transfer unsigned int to stream
else if (name == "texture_normal")
number = std::to_string(numNormalMaps++); // transfer unsigned int to stream
else if (name == "texture_height")
number = std::to_string(numHeightMaps++); // transfer unsigned int to stream
*/
string textureParameterName = name + number;
int* j;
/*
if (shaderProgramParameters[textureParameterName] != NULL)
{
j = (int*)shaderProgramParameters[textureParameterName];
delete j;
}
j = new int;
*j = i;
*/
ShaderParameterData* spd = GetShaderParameter(textureParameterName);
if (spd == nullptr) continue;
if (spd->data != nullptr) {
j = (int*)spd->data;
delete j;
}
j = new int;
*j = i;
// now set the sampler to the correct texture unit
SetParameterValue(textureParameterName, j);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
}
Material::ShaderParameterData* Material::GetShaderParameter(string parameterName) {
for (auto& par : shaderParameters) {
if (par.name == parameterName) {
return ∥
}
}
return nullptr;
}
int Material::GetParameterID(string parameterName) {
int i = 0;
for (auto& par : shaderParameters) {
if (par.name == parameterName) {
return i;
}
i++;
}
return -1;
}
bool Material::SetParameterValue(string parameterName, void* parameterValue) {
for (auto& par : shaderParameters) {
if (par.name == parameterName) {
par.data = parameterValue;
return true;
}
}
return false;
}
bool Material::SetParameterValue(int id, void* parameterValue)
{
/*
if (shaderProgramParameters.find(parameterName) == shaderProgramParameters.end())
{
// cout << "Error in Material::SetParameterValue(str, const void*): trying to set material parameter [" << parameterName << "] which is not in the shader program.\n";
return false;
}
else if (parameterValue == NULL)
{
// cout << "Error in Material::SetParameterValue(str, const void*): trying to set material parameter to NULL pointer.\n";
return false;
}
else
{
shaderProgramParameters[parameterName] = parameterValue;
return true;
}
*/
if (id >= shaderParameters.size() || id < 0) {
// cout << "Error in Material::SetParameterValue(str, const void*): trying to set material parameter [" << parameterName << "] which is not in the shader program.\n";
return false;
}
shaderParameters[id].data = parameterValue;
}
int Material::GetParameterLocation(string name)
{
if (shaderProgram == NULL)
return -1;
else
return shaderProgram->GetParameterLocation(name);
}