SOL9 2.0 Class: OpenGLMateria
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Source code
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* OpenGLMateria.h
*
*****************************************************************************/
#pragma once
#include <sol/opengl/Color4.h>
#include <sol/opengl/OpenGLObject.h>
namespace SOL {
class OpenGLMateria :public OpenGLObject {
private:
GLenum _face;
Color4 _ambient;
Color4 _diffuse;
Color4 _specular;
Color4 _emission;
GLfloat _shininess;
bool _enabled;
public:
static const int AMBIENT =0x00001;
static const int DIFFUSE =0x00010;
static const int SPECULAR =0x00100;
static const int EMISSION =0x01000;
static const int SHININESS =0x10000;
static const int ALL_MATERIAS = (AMBIENT|DIFFUSE|SPECULAR|EMISSION|SHININESS);
private:
void initialize()
{
_ambient = {0.0f, 0.0f, 0.0f, 0.0f};
_diffuse = {0.0f, 0.0f, 0.0f, 0.0f};
_specular = {0.0f, 0.0f, 0.0f, 0.0f};
_emission = {0.0f, 0.0f, 0.0f, 0.0f};
_shininess = 0.0f;
}
public:
OpenGLMateria(GLenum face=GL_FRONT)
:_face(face),
_enabled(false)
{
initialize();
}
public:
OpenGLMateria(GLenum face, ////The parameter face will take CL_FRONT, CL_BACK, CL_FRONT_AND_BACK
Color4& cambient,
Color4& cdiffuse,
Color4& cspecular,
Color4& cemission,
float shininess)
:_face(face),
_enabled(true)
{
initialize();
_ambient = cambient;
_diffuse = cdiffuse;
_specular = cspecular;
_emission = cemission;
_shininess = shininess;
}
OpenGLMateria(const OpenGLMateria& mat)
{
initialize();
_face = mat._face;
_ambient = mat._ambient;
_diffuse = mat._diffuse;
_specular = mat._specular;
_emission = mat._emission;
_shininess = mat._shininess;
_enabled = mat._enabled;
}
void enable()
{
_enabled = true;
}
void disable()
{
_enabled = false;
}
void face(GLenum face)
{
_face = face;
}
GLenum face()
{
return _face;
}
void ambient(Color4& color)
{
_ambient = color;
}
void ambient(const GLfloat* value, GLsizei size)
{
assert(value);
assert(size==4);
_ambient = {value[0], value[1], value[2], value[3]};
}
void ambient(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
_ambient = {r, g, b, a};
}
void diffuse(Color4& color)
{
_diffuse = color;
}
void diffuse(const GLfloat* value, GLsizei size)
{
assert(value);
assert(size == 4);
_diffuse = {value[0], value[1], value[2], value[3]};
}
void diffuse(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
_diffuse = {r, g, b, a};
}
void specular(Color4& color)
{
_specular = color;
}
void specular(const GLfloat* value, GLsizei size)
{
assert(value);
assert(size==4);
_specular = {value[0], value[1], value[2], value[3]};
}
void specular(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
_specular = {r, g, b, a};
}
void shininess(GLfloat shine)
{
_shininess = shine;
}
void emission(Color4& color)
{
_emission = color;
}
void emission(const GLfloat* value, GLsizei size)
{
assert(value);
assert(size==4);
_emission = {value[0], value[1], value[2], value[3]};
}
void emission(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
_emission = {r, g, b, a};
}
void materialize(OpenGLGC* gc, int flags=ALL_MATERIAS)
{
if (_enabled ) {
if (flags & AMBIENT) {
GLfloat value[4] = {_ambient.r, _ambient.g, _ambient.b, _ambient.a};
glMaterialfv(this -> _face , GL_AMBIENT , value);
}
if (flags & DIFFUSE) {
GLfloat value[4] = {_diffuse.r, _diffuse.g, _diffuse.b, _diffuse.a};
glMaterialfv(this -> _face , GL_DIFFUSE, value);
}
if (flags & SPECULAR) {
GLfloat value[4] = {_specular.r, _specular.g, _specular.b, _specular.a};
glMaterialfv(this -> _face , GL_SPECULAR, value);
}
if (flags & EMISSION ) {
GLfloat value[4] = {_emission.r, _emission.g, _emission.b, _emission.a};
glMaterialfv(this -> _face , GL_EMISSION, value);
}
if (flags & SHININESS) {
GLfloat value[1] = {_shininess};
glMaterialfv(this -> _face , GL_SHININESS, value);
}
}
}
};
}
Last modified: 5 May 2019
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