X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterial.cpp;h=b5ec6a5cd913209940acdd68558f1dc072fda8aa;hb=927a1aa0a3a27e463ec0efc08bd08e7c4e969909;hp=f165c744fcdf06277c362977954b800c06e6e6df;hpb=5c59a04e253bf7868796fc0dc8e9768ad1988b33;p=libs%2Fgl.git diff --git a/source/material.cpp b/source/material.cpp index f165c744..b5ec6a5c 100644 --- a/source/material.cpp +++ b/source/material.cpp @@ -1,10 +1,11 @@ /* $Id$ This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions +Copyright © 2007-2008 Mikko Rasa, Mikkosoft Productions Distributed under the LGPL */ +#include "gl.h" #include "material.h" namespace Msp { @@ -43,18 +44,29 @@ void Material::set_shininess(float s) shininess=s; } -void Material::apply() const +void Material::bind() const { - 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(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); + current=this; + } } +void Material::unbind() +{ + current=0; +} + +const Material *Material::current=0; + Material::Loader::Loader(Material &m): - mat(m) + DataFile::ObjectLoader(m) { add("ambient", &Loader::ambient); add("diffuse", &Loader::diffuse); @@ -65,22 +77,22 @@ Material::Loader::Loader(Material &m): void Material::Loader::ambient(float r, float g, float b, float a) { - mat.ambient=GL::Color(r, g, b, a); + obj.ambient=GL::Color(r, g, b, a); } void Material::Loader::diffuse(float r, float g, float b, float a) { - mat.diffuse=GL::Color(r, g, b, a); + obj.diffuse=GL::Color(r, g, b, a); } void Material::Loader::specular(float r, float g, float b, float a) { - mat.specular=GL::Color(r, g, b, a); + obj.specular=GL::Color(r, g, b, a); } void Material::Loader::emission(float r, float g, float b, float a) { - mat.emission=GL::Color(r, g, b, a); + obj.emission=GL::Color(r, g, b, a); } } // namespace GL