- if(mask&AMBIENT)
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r);
- if(mask&DIFFUSE)
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r);
- if(mask&SPECULAR)
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r);
- if(mask&EMISSION)
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &emission.r);
- if(mask&SHININESS)
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
-}
-
-void Material::set_ambient(const Color &a)
-{
- ambient = a;
- shdata.uniform("material.ambient", ambient);
- update_parameter(AMBIENT);
-}
-
-void Material::set_diffuse(const Color &d)
-{
- diffuse = d;
- shdata.uniform("material.diffuse", diffuse);
- update_parameter(DIFFUSE);
-}
-
-void Material::set_specular(const Color &s)
-{
- specular = s;
- shdata.uniform("material.specular", specular);
- update_parameter(SPECULAR);
-}
-
-void Material::set_emission(const Color &e)
-{
- emission = e;
- shdata.uniform("material.emission", emission);
- update_parameter(EMISSION);
-}
-
-void Material::set_shininess(float s)
-{
- shininess = s;
- shdata.uniform("material.shininess", shininess);
- update_parameter(SHININESS);
-}
-
-void Material::bind() const
-{
- if(set_current(this))
- update_parameter(-1);
-}
-
-
-Material::Loader::Loader(Material &m):
- DataFile::CollectionObjectLoader<Material>(m, 0)
-{
- init();
-}
-
-Material::Loader::Loader(Material &m, Collection &c):
- DataFile::CollectionObjectLoader<Material>(m, &c)
-{
- init();
-}
-
-void Material::Loader::init()
-{
- if(Resources *res = dynamic_cast<Resources *>(coll))
- srgb = res->get_srgb_conversion();
- else
- srgb = false;
-
- add("ambient", &Loader::ambient);
- add("diffuse", &Loader::diffuse);
- add("specular", &Loader::specular);
- add("emission", &Loader::emission);
- add("shininess", &Loader::shininess);
-}
-
-Color Material::Loader::make_color(float r, float g, float b, float a)
-{
- Color c(r, g, b, a);
- if(srgb)
- c = c.to_linear();
- return c;