X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterial.h;h=5a71aa34bae2be1470016f1c9ef7a3848447503a;hb=61ff840cd211f10d45dca8c4dad2cca5f68aaa42;hp=0e0033b46e0f3544d477f76185b4f8956701c5ce;hpb=5c59a04e253bf7868796fc0dc8e9768ad1988b33;p=libs%2Fgl.git diff --git a/source/material.h b/source/material.h index 0e0033b4..5a71aa34 100644 --- a/source/material.h +++ b/source/material.h @@ -1,15 +1,10 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_MATERIAL_H_ #define MSP_GL_MATERIAL_H_ -#include +#include +#include "bindable.h" #include "color.h" +#include "programdata.h" namespace Msp { namespace GL { @@ -18,40 +13,58 @@ namespace GL { Stores OpenGL material properties. Since OpenGL does not support material objects, application of material is done with several calls to glMaterial. */ -class Material +class Material: public BindableWithDefault { public: - class Loader: public DataFile::Loader + class Loader: public DataFile::ObjectLoader { - private: - Material &mat; - public: Loader(Material &); - Material &get_object() const { return mat; } - + private: void ambient(float, float, float, float); void diffuse(float, float, float, float); void specular(float, float, float, float); void emission(float, float, float, float); + void shininess(float); }; private: + enum ParameterMask + { + AMBIENT = 1, + DIFFUSE = 2, + SPECULAR = 4, + EMISSION = 8, + SHININESS = 16 + }; + Color ambient; Color diffuse; Color specular; Color emission; float shininess; + ProgramData shdata; public: Material(); + +private: + void update_parameter(int) const; + +public: 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() const; + 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; } + const ProgramData &get_shader_data() const { return shdata; } + void bind() const; }; } // namespace GL