#include <msp/datafile/objectloader.h>
#include "bindable.h"
#include "color.h"
+#include "programdata.h"
namespace Msp {
namespace GL {
/**
-Stores OpenGL material properties. Since OpenGL does not support material
-objects, application of material is done with several calls to glMaterial.
+Stores basic material properties. This includes color and reflection
+parameters, but does not include texturing. Materials interact with light
+soucres and ambient lighting to produce the base color of a surface. Textures
+can be used to add detail.
+
+Material provides a set of uniform variables for use with shaders. Standard
+shaders generated by ProgramBuilder only use it when legacy mode is disabled.
+
+In legacy mode, materials are applied with several calls to glMaterial.
*/
class Material: public BindableWithDefault<Material>
{
public:
- class Loader: public DataFile::ObjectLoader<Material>
+ class Loader: public DataFile::CollectionObjectLoader<Material>
{
+ private:
+ bool srgb;
+
public:
Loader(Material &);
-
+ Loader(Material &, Collection &);
private:
+ void init();
+
+ Color make_color(float, float, float, float);
void ambient(float, float, float, float);
void diffuse(float, float, float, float);
void specular(float, float, float, float);
void emission(float, float, float, float);
+ void shininess(float);
+ void reflectivity(float);
};
private:
+ enum ParameterMask
+ {
+ AMBIENT = 1,
+ DIFFUSE = 2,
+ SPECULAR = 4,
+ EMISSION = 8,
+ SHININESS = 16
+ };
+
Color ambient;
Color diffuse;
Color specular;
Color emission;
float shininess;
+ float reflectivity;
+ ProgramData shdata;
public:
Material();
- void set_ambient(const Color &a);
- void set_diffuse(const Color &d);
- void set_specular(const Color &s);
- void set_emission(const Color &e);
- void set_shininess(float s);
+
+private:
+ void update_parameter(int) const;
+
+public:
+ /** Sets the ambient color of the material. Provided to shaders with the
+ name material.ambient. */
+ void set_ambient(const Color &);
+
+ /** Sets the diffuse (direction-independent) color of the material.
+ Provided to shaders with the name material.diffuse. */
+ void set_diffuse(const Color &);
+
+ /** Sets the specular (direction-dependent) color of the material. Provided
+ to shaders with the name material.specular. */
+ void set_specular(const Color &);
+ void set_emission(const Color &);
+
+ /** Sets the specular exponent of the material. Provided to shaders with
+ the name material.shininess. */
+ void set_shininess(float);
+
+ /** Sets the reflectivity of the material. Provided to shaders with the
+ name reflectivity. Has no effect when shaders are not used. */
+ void set_reflectivity(float);
+
const Color &get_ambient() const { return ambient; }
const Color &get_diffuse() const { return diffuse; }
const Color &get_specular() const { return specular; }
const Color &get_emission() const { return emission; }
float get_shininess() const { return shininess; }
+ float get_reflectivity() const { return reflectivity; }
+
+ /** Returns the uniforms for the material. Not needed for shaders that use
+ the legacy built-in uniform gl_FrontMaterial and have no reflections. */
+ const ProgramData &get_shader_data() const { return shdata; }
+
void bind() const;
};