X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterial.cpp;fp=source%2Fmaterial.cpp;h=7d90dd5a5878f51fb7de27fddef0b89b28ffbf6e;hb=a6acc6fc98f8571eaaa66f726c1ff4d60abe4f58;hp=d6e21683d2a7f3b8fb08498b269419d386d7d9d7;hpb=2579be0c3bf50f060364b937e6b2446ea3547e4b;p=libs%2Fgl.git diff --git a/source/material.cpp b/source/material.cpp index d6e21683..7d90dd5a 100644 --- a/source/material.cpp +++ b/source/material.cpp @@ -4,13 +4,14 @@ namespace Msp { namespace GL { -Material::Material(): - ambient(0.2), - diffuse(0.8), - specular(0), - emission(0), - shininess(0) -{ } +Material::Material() +{ + set_ambient(0.2); + set_diffuse(0.8); + set_specular(0); + set_emission(0); + set_shininess(0); +} void Material::update_parameter(int mask) const { @@ -32,30 +33,35 @@ void Material::update_parameter(int mask) const 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); } @@ -73,27 +79,32 @@ Material::Loader::Loader(Material &m): add("diffuse", &Loader::diffuse); add("specular", &Loader::specular); add("emission", &Loader::emission); - add("shininess", &Material::shininess); + add("shininess", &Loader::shininess); } void Material::Loader::ambient(float r, float g, float b, float a) { - obj.ambient = GL::Color(r, g, b, a); + obj.set_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); + obj.set_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); + obj.set_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); + obj.set_emission(GL::Color(r, g, b, a)); +} + +void Material::Loader::shininess(float s) +{ + obj.set_shininess(s); } } // namespace GL