//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_MATERIAL #define OSG_MATERIAL 1 #include #include #include namespace osg { /** Material - encapsulates OpenGL glMaterial state.*/ class SG_EXPORT Material : public StateAttribute { public : Material(); META_StateAttribute(Material, MATERIAL); /** 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 }; 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 emission 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 emission 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 emission colors, * of specified face, to 1-transparency. Valid transparency range is 0.0 to 1.0.*/ void setTransparency(const Face face,float trans); /** Set the alpha value of ambient,diffuse,specular and emission colors. * Valid transparency range is 0.0 to 1.0.*/ void setAlpha(const Face face,float alpha); protected : virtual ~Material(); 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