X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterial.h;h=a149f6d4131fe0ee928f361aabd6065605948921;hb=5ae4b00;hp=b0c9cd0d3510c2e2d76612bea410f8b13670423a;hpb=530ace590ddb8024fbffc944d006aae7876a25f9;p=libs%2Fgl.git diff --git a/source/material.h b/source/material.h index b0c9cd0d..a149f6d4 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 { @@ -18,45 +13,68 @@ 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::CollectionObjectLoader { private: - Material &mat; + bool srgb; public: Loader(Material &); - Material &get_object() const { return mat; } - + Loader(Material &, Collection &); private: + void init(); + + Color make_color(float, float, float, float); 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); + void reflectivity(float); }; private: + enum ParameterMask + { + AMBIENT = 1, + DIFFUSE = 2, + SPECULAR = 4, + EMISSION = 8, + SHININESS = 16 + }; + Color ambient; Color diffuse; Color specular; Color emission; float shininess; + float reflectivity; + 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 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; } - void apply() const; + float get_reflectivity() const { return reflectivity; } + const ProgramData &get_shader_data() const { return shdata; } + void bind() const; }; } // namespace GL