OZ++ Class: OpenGLMaterial |
/****************************************************************************** * * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions, and the following disclaimer. * * 2. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * * OpenGLMaterial.h * *****************************************************************************/ #pragma once #include <oz++/opengl/OpenGLObject.h> namespace OZ { class OpenGLMaterial :public OpenGLObject { private: GLenum face; public: OpenGLMaterial(GLenum face) :face(face) { //The parameter face will take CL_FRONT, CL_BACK, CL_FRONT_AND_BACK } void ambient(const GLfloat* values) { assert(values); glMaterialfv(this -> face , GL_AMBIENT , values); } void ambient(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { GLfloat values[] = {r, g, b, a}; glMaterialfv(this -> face , GL_AMBIENT , values); } void diffuse(const GLfloat* values) { assert(values); glMaterialfv(this -> face , GL_DIFFUSE, values); } void diffuse(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { GLfloat values[] = {r, g, b, a}; glMaterialfv(this -> face , GL_DIFFUSE, values); } void specular(const GLfloat* values) { assert(values); glMaterialfv(this -> face , GL_SPECULAR, values); } void specular(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { GLfloat values[] = {r, g, b, a}; glMaterialfv(this -> face , GL_SPECULAR, values); } void shininess(const GLfloat* values) { assert(values); glMaterialfv(this -> face , GL_SHININESS, values); } void shininess(GLfloat shine) { GLfloat values[] = {shine}; glMaterialfv(this -> face , GL_SHININESS, values); } void emission(const GLfloat* values) { assert(values); glMaterialfv(this -> face , GL_EMISSION, values); } void emission(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { GLfloat values[] = {r, g, b, a}; glMaterialfv(this -> face , GL_EMISSION, values); } void ambientAndDiffuse(const GLfloat* values) { assert(values); glMaterialfv(this -> face , GL_AMBIENT_AND_DIFFUSE, values); } void colorIndexes(const GLfloat* values) { assert(values); glMaterialfv(this -> face , GL_COLOR_INDEXES, values); } void colorIndexes(GLfloat r, GLfloat g, GLfloat b) { GLfloat values[] = {r, g, b}; glMaterialfv(this -> face , GL_COLOR_INDEXES, values); } }; }