- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r);
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &emission.r);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
+ if(set_current(this))
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &emission.r);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
+ }
+}
+
+void Material::unbind()
+{
+ set_current(0);
+}
+
+
+Material::Loader::Loader(Material &m):
+ DataFile::ObjectLoader<Material>(m)
+{
+ add("ambient", &Loader::ambient);
+ add("diffuse", &Loader::diffuse);
+ add("specular", &Loader::specular);
+ add("emission", &Loader::emission);
+ add("shininess", &Material::shininess);
+}
+
+void Material::Loader::ambient(float r, float g, float b, float a)
+{
+ obj.ambient = GL::Color(r, g, b, a);
+}
+
+void Material::Loader::diffuse(float r, float g, float b, float a)
+{
+ obj.diffuse = GL::Color(r, g, b, a);
+}
+
+void Material::Loader::specular(float r, float g, float b, float a)
+{
+ obj.specular = GL::Color(r, g, b, a);
+}
+
+void Material::Loader::emission(float r, float g, float b, float a)
+{
+ obj.emission = GL::Color(r, g, b, a);