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>
{
void update_parameter(int) const;
public:
- 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);
+ /** 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;
};