X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterial.cpp;h=a2814cff1ad6ccfdac3347e14f5a3ce130451e45;hp=989bb12e71b7ac51e5fd2223abbc591fa9a72006;hb=8bc776f177c7cf9d0c6fd9590273f086d38c23ca;hpb=42ace9ac1350d3ae009bdd2fb335ac1e57d1b36b diff --git a/source/material.cpp b/source/material.cpp index 989bb12e..a2814cff 100644 --- a/source/material.cpp +++ b/source/material.cpp @@ -1,95 +1,151 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include #include "gl.h" #include "material.h" +#include "resources.h" namespace Msp { namespace GL { -Material::Material(): - ambient(0.2), - diffuse(0.8), - specular(0), - emission(0), - shininess(0) -{ } +Material::Material() +{ + set_ambient(0.2); + set_diffuse(0.8); + set_specular(0); + set_emission(0); + set_shininess(0); + set_reflectivity(0); +} + +void Material::update_parameter(int mask) const +{ + if(cur_obj!=this) + return; + + if(mask&AMBIENT) + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r); + if(mask&DIFFUSE) + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r); + if(mask&SPECULAR) + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r); + if(mask&EMISSION) + glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &emission.r); + if(mask&SHININESS) + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); +} void Material::set_ambient(const Color &a) { ambient = a; + shdata.uniform("material.ambient", ambient); + update_parameter(AMBIENT); } void Material::set_diffuse(const Color &d) { diffuse = d; + shdata.uniform("material.diffuse", diffuse); + update_parameter(DIFFUSE); } void Material::set_specular(const Color &s) { specular = s; + shdata.uniform("material.specular", specular); + update_parameter(SPECULAR); } void Material::set_emission(const Color &e) { emission = e; + shdata.uniform("material.emission", emission); + update_parameter(EMISSION); } void Material::set_shininess(float s) { shininess = s; + shdata.uniform("material.shininess", shininess); + update_parameter(SHININESS); +} + +void Material::set_reflectivity(float r) +{ + reflectivity = r; + shdata.uniform("reflectivity", reflectivity); } void Material::bind() const { + static Require _req(MSP_legacy_features); + if(set_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); - } + update_parameter(-1); } -void Material::unbind() + +Material::Loader::Loader(Material &m): + DataFile::CollectionObjectLoader(m, 0) { - set_current(0); + init(); } +Material::Loader::Loader(Material &m, Collection &c): + DataFile::CollectionObjectLoader(m, &c) +{ + init(); +} -Material::Loader::Loader(Material &m): - DataFile::ObjectLoader(m) +void Material::Loader::init() { + if(Resources *res = dynamic_cast(coll)) + srgb = res->get_srgb_conversion(); + else + srgb = false; + add("ambient", &Loader::ambient); add("diffuse", &Loader::diffuse); add("specular", &Loader::specular); add("emission", &Loader::emission); - add("shininess", &Material::shininess); + add("shininess", &Loader::shininess); + add("reflectivity", &Loader::reflectivity); +} + +Color Material::Loader::make_color(float r, float g, float b, float a) +{ + Color c(r, g, b, a); + if(srgb) + c = c.to_linear(); + return c; } void Material::Loader::ambient(float r, float g, float b, float a) { - obj.ambient = GL::Color(r, g, b, a); + obj.set_ambient(make_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); + obj.set_diffuse(make_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); + obj.set_specular(make_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); + obj.set_emission(make_color(r, g, b, a)); +} + +void Material::Loader::shininess(float s) +{ + obj.set_shininess(s); +} + +void Material::Loader::reflectivity(float r) +{ + obj.set_reflectivity(r); } } // namespace GL