X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterial.h;h=a38dddd6a8d5efe097882e44623a3f1f7474a118;hb=e37851b98dde5082ee92570354746f2f92e21940;hp=fa1612e142d1dca596fe58a59e03491d74b0fc70;hpb=42ace9ac1350d3ae009bdd2fb335ac1e57d1b36b;p=libs%2Fgl.git diff --git a/source/material.h b/source/material.h index fa1612e1..a38dddd6 100644 --- a/source/material.h +++ b/source/material.h @@ -1,16 +1,10 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_MATERIAL_H_ #define MSP_GL_MATERIAL_H_ #include #include "bindable.h" #include "color.h" +#include "programdata.h" namespace Msp { namespace GL { @@ -19,30 +13,52 @@ 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: public Bindable +class Material: public BindableWithDefault { public: - class Loader: public DataFile::ObjectLoader + class Loader: public DataFile::CollectionObjectLoader { + private: + bool srgb; + public: Loader(Material &); - + 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); }; 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); @@ -53,9 +69,8 @@ public: 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; - - static void unbind(); }; } // namespace GL