X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterial.h;h=e1bfec4caa0707419941b88476394955ab651244;hp=3a65f339344787512f59597c1483a3596ec4376c;hb=03d3984ecd2c4e7c38b6a62b4b7a81bab69f8d40;hpb=28e0d3968ae72b0df0e7193a417eb30d1097f734 diff --git a/source/material.h b/source/material.h index 3a65f339..e1bfec4c 100644 --- a/source/material.h +++ b/source/material.h @@ -4,48 +4,102 @@ #include #include "bindable.h" #include "color.h" +#include "programdata.h" namespace Msp { namespace GL { /** -Stores OpenGL material properties. Since OpenGL does not support material -objects, application of material is done with several calls to glMaterial. +Stores basic material properties. This includes color and reflection +parameters, but does not include texturing. Materials interact with light +soucres and ambient lighting to produce the base color of a surface. Textures +can be used to add detail. + +Material provides a set of uniform variables for use with shaders. Standard +shaders generated by ProgramBuilder only use it when legacy mode is disabled. + +In legacy mode, materials are applied with several calls to glMaterial. */ 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); + 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(); - 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); + +private: + void update_parameter(int) const; + +public: + /** Sets the ambient color of the material. Provided to shaders with the + name material.ambient. */ + void set_ambient(const Color &); + + /** Sets the diffuse (direction-independent) color of the material. + Provided to shaders with the name material.diffuse. */ + void set_diffuse(const Color &); + + /** Sets the specular (direction-dependent) color of the material. Provided + to shaders with the name material.specular. */ + void set_specular(const Color &); + void set_emission(const Color &); + + /** Sets the specular exponent of the material. Provided to shaders with + the name material.shininess. */ + void set_shininess(float); + + /** Sets the reflectivity of the material. Provided to shaders with the + name reflectivity. Has no effect when shaders are not used. */ + 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; } + float get_reflectivity() const { return reflectivity; } + + /** Returns the uniforms for the material. Not needed for shaders that use + the legacy built-in uniform gl_FrontMaterial and have no reflections. */ + const ProgramData &get_shader_data() const { return shdata; } + void bind() const; };