- 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);
- void apply();
+
+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;