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Add a property in Blender for a custom shadow shader
[libs/gl.git] / source / materials / basicmaterial.h
1 #ifndef MSP_GL_BASICMATERIAL_H_
2 #define MSP_GL_BASICMATERIAL_H_
3
4 #include "material.h"
5
6 namespace Msp {
7 namespace GL {
8
9 class BasicMaterial: public Material
10 {
11 public:
12         class Loader: public DataFile::DerivedObjectLoader<BasicMaterial, Material::PropertyLoader<BasicMaterial> >
13         {
14         private:
15                 static ActionMap shared_actions;
16
17         public:
18                 Loader(BasicMaterial &);
19                 Loader(BasicMaterial &, Collection &);
20
21         private:
22                 virtual void init_actions();
23         };
24
25 private:
26         Property<Color> diffuse;
27         Property<Color> specular;
28         Property<float> shininess;
29         Property<Vector3> normal;
30         Property<Color> emission;
31         Property<float> reflectivity;
32
33         static const Tag texture_tags[];
34
35 public:
36         BasicMaterial();
37
38 protected:
39         virtual void fill_program_info(std::string &, std::map<std::string, int> &) const;
40
41 public:
42         DEPRECATED virtual void attach_textures_to(Texturing &, ProgramData &) const;
43
44         virtual const Tag *get_texture_tags() const { return texture_tags; }
45         virtual const Texture *get_texture(Tag) const;
46
47         void set_diffuse(const Color &);
48         void set_diffuse_map(const Texture *);
49         void set_specular(const Color &);
50         void set_specular_map(const Texture *);
51         void set_normal_map(const Texture *);
52         void set_emission(const Color &);
53         void set_emission_map(const Texture *);
54         void set_shininess(float);
55         void set_shininess_map(const Texture *);
56         void set_reflectivity(float);
57         void set_reflectivity_map(const Texture *);
58 };
59
60 } // namespace GL
61 } // namespace Msp
62
63 #endif