VIZ++ Class: OpenGLMaterial
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Source code
/*
* OpenGLMaterial.h
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#pragma once
#include <viz++/opengl/OpenGLObject.h>
namespace VIZ {
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);
}
};
}
Last modified: 10 Feb 2017
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