OpenSceneGraph/include/osg/Material

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#ifndef OSG_MATERIAL
#define OSG_MATERIAL 1
#include <osg/Vec4>
#include <osg/StateAttribute>
#include <osg/StateSet>
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namespace osg {
/** Material - encapsulates OpenGL glMaterial state.*/
class SG_EXPORT Material : public StateAttribute
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{
public :
Material();
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META_StateAttribute(Material, MATERIAL);
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(Material,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_colorMode)
COMPARE_StateAttribute_Parameter(_ambientFrontAndBack)
COMPARE_StateAttribute_Parameter(_ambientFront)
COMPARE_StateAttribute_Parameter(_ambientBack)
COMPARE_StateAttribute_Parameter(_diffuseFrontAndBack)
COMPARE_StateAttribute_Parameter(_diffuseFront)
COMPARE_StateAttribute_Parameter(_diffuseBack)
COMPARE_StateAttribute_Parameter(_specularFrontAndBack)
COMPARE_StateAttribute_Parameter(_specularFront)
COMPARE_StateAttribute_Parameter(_specularBack)
COMPARE_StateAttribute_Parameter(_emissionFrontAndBack)
COMPARE_StateAttribute_Parameter(_emissionFront)
COMPARE_StateAttribute_Parameter(_emissionBack)
COMPARE_StateAttribute_Parameter(_shininessFrontAndBack)
COMPARE_StateAttribute_Parameter(_shininessFront)
COMPARE_StateAttribute_Parameter(_shininessBack)
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
// Have to think about the role of _colorMode
// in setting the colormaterial... also need to take the
// color material enable/disable out of the the apply()...
ds.setMode(GL_COLOR_MATERIAL,value);
}
virtual void apply(State& state) const;
enum Face {
FRONT = GL_FRONT,
BACK = GL_BACK,
FRONT_AND_BACK = GL_FRONT_AND_BACK
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};
enum ColorMode {
AMBIENT = GL_AMBIENT,
DIFFUSE = GL_DIFFUSE,
SPECULAR = GL_SPECULAR,
EMISSION = GL_EMISSION,
AMBIENT_AND_DIFFUSE = GL_AMBIENT_AND_DIFFUSE,
OFF
};
inline void setColorMode(const ColorMode mode) { _colorMode = mode; }
inline const ColorMode getColorMode() const { return _colorMode; }
void setAmbient( const Face face, const Vec4& ambient );
const Vec4& getAmbient(const Face face) const;
inline const bool getAmbientFrontAndBack() const { return _ambientFrontAndBack; }
void setDiffuse( const Face face, const Vec4& diffuse );
const Vec4& getDiffuse(const Face face) const;
inline const bool getDiffuseFrontAndBack() const { return _diffuseFrontAndBack; }
/** Set specular value of specified face(s) of the material,
* valid specular[0..3] range is 0.0 to 1.0.*/
void setSpecular( const Face face, const Vec4& specular );
/** Get the specular value for specified face.*/
const Vec4& getSpecular(const Face face) const;
/** Get the whether specular values are equal for front and back faces.*/
inline const bool getSpecularFrontAndBack() const { return _specularFrontAndBack; }
/** Set emmision value of specified face(s) of the material,
* valid emmison[0..3] range is 0.0 to 1.0.*/
void setEmission( const Face face, const Vec4& emission );
/** Get the emmsion value for specified face.*/
const Vec4& getEmission(const Face face) const;
/** Get the whether emmision values are equal for front and back faces.*/
inline const bool getEmissionFrontAndBack() const { return _emissionFrontAndBack; }
/** Set shininess of specified face(s) of the material, valid shininess range is 0.0 to 1.0.*/
void setShininess( const Face face, float shininess );
/** Get the shininess value for specified face.*/
const float getShininess(const Face face) const;
/** Get the whether shininess values are equal for front and back faces.*/
inline const bool getShininessFrontAndBack() const { return _shininessFrontAndBack; }
/** Set the alpha value of ambient,diffuse,specular and emmission colors,
* of specified face, to 1-transparancy. Valid transparancy range is 0.0 to 1.0.*/
void setTransparency(const Face face,float trans);
/** Set the alpha value of ambient,diffuse,specular and emmission colors.
* Valid transparancy range is 0.0 to 1.0.*/
void setAlpha(const Face face,float alpha);
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protected :
virtual ~Material();
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ColorMode _colorMode;
bool _ambientFrontAndBack;
Vec4 _ambientFront; // r, g, b, w
Vec4 _ambientBack; // r, g, b, w
bool _diffuseFrontAndBack;
Vec4 _diffuseFront; // r, g, b, w
Vec4 _diffuseBack; // r, g, b, w
bool _specularFrontAndBack;
Vec4 _specularFront; // r, g, b, w
Vec4 _specularBack; // r, g, b, w
bool _emissionFrontAndBack;
Vec4 _emissionFront; // r, g, b, w
Vec4 _emissionBack; // r, g, b, w
bool _shininessFrontAndBack;
float _shininessFront; // values 0 - 1.0
float _shininessBack; // values 0 - 1.0
};
};
#endif