X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterial.cpp;h=eee1ebc6152057d8799db1a118fa3dcda2bfcd2c;hb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;hp=58cd15cb8e122169803ce5015be54681df948173;hpb=cea3c333797cadd9629aefaa5b82243173a02d16;p=libs%2Fgl.git diff --git a/source/material.cpp b/source/material.cpp index 58cd15cb..eee1ebc6 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 { @@ -20,36 +21,78 @@ Material::Material(): void Material::set_ambient(const Color &a) { - ambient=a; + ambient = a; } void Material::set_diffuse(const Color &d) { - diffuse=d; + diffuse = d; } void Material::set_specular(const Color &s) { - specular=s; + specular = s; } void Material::set_emission(const Color &e) { - emission=e; + emission = e; } void Material::set_shininess(float s) { - shininess=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): + DataFile::ObjectLoader(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); } } // namespace GL