X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterial.h;h=e1bfec4caa0707419941b88476394955ab651244;hp=babf26763b887980eb66bb8dbbb3191eb2e50d4a;hb=03d3984ecd2c4e7c38b6a62b4b7a81bab69f8d40;hpb=cea3c333797cadd9629aefaa5b82243173a02d16 diff --git a/source/material.h b/source/material.h index babf2676..e1bfec4c 100644 --- a/source/material.h +++ b/source/material.h @@ -1,35 +1,106 @@ -/* $Id$ - -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 "bindable.h" #include "color.h" +#include "programdata.h" namespace Msp { namespace GL { -class Material +/** +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::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); - void apply() const; + +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; }; } // namespace GL