437 lines
13 KiB
C++
437 lines
13 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/Material>
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#include <osg/BoundsChecking>
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using namespace osg;
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Material::Material()
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{
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_colorMode = OFF;
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_ambientFrontAndBack = true;
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_ambientFront.set(0.2f, 0.2f, 0.2f, 1.0f);
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_ambientBack.set(0.2f, 0.2f, 0.2f, 1.0f);
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_diffuseFrontAndBack = true;
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_diffuseFront.set(0.8f, 0.8f, 0.8f, 1.0f);
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_diffuseBack.set(0.8f, 0.8f, 0.8f, 1.0f);
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_specularFrontAndBack = true;
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_specularFront.set(0.0f, 0.0f, 0.0f, 1.0f);
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_specularBack.set(0.0f, 0.0f, 0.0f, 1.0f);
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_emissionFrontAndBack = true;
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_emissionFront.set(0.0f, 0.0f, 0.0f, 1.0f);
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_emissionBack.set(0.0f, 0.0f, 0.0f, 1.0f);
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_shininessFrontAndBack = true;
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_shininessFront = 0.0f;
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_shininessBack = 0.0f;
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}
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Material::~Material()
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{
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}
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Material& Material:: operator = (const Material& rhs)
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{
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if (&rhs==this) return *this;
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_colorMode= rhs._colorMode;
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_ambientFrontAndBack= rhs._ambientFrontAndBack;
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_ambientFront= rhs._ambientFront;
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_ambientBack= rhs._ambientBack;
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_diffuseFrontAndBack= rhs._diffuseFrontAndBack;
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_diffuseFront= rhs._diffuseFront;
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_diffuseBack= rhs._diffuseBack;
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_specularFrontAndBack= rhs._specularFrontAndBack;
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_specularFront= rhs._specularFront;
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_specularBack= rhs._specularBack;
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_emissionFrontAndBack= rhs._emissionFrontAndBack;
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_emissionFront= rhs._emissionFront;
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_emissionBack= rhs._emissionBack;
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_shininessFrontAndBack= rhs._shininessFrontAndBack;
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_shininessFront= rhs._shininessFront;
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_shininessBack= rhs._shininessBack;
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return *this;
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}
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void Material::setAmbient(Face face, const Vec4& ambient )
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{
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switch(face)
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{
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case(FRONT):
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_ambientFrontAndBack = false;
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_ambientFront = ambient;
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//clampArray4BetweenRange(_ambientFront,0.0f,1.0f,"osg::Material::setAmbient(..)");
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break;
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case(BACK):
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_ambientFrontAndBack = false;
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_ambientBack = ambient;
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//clampArray4BetweenRange(_ambientBack,0.0f,1.0f,"Material::setAmbient(..)");
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break;
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case(FRONT_AND_BACK):
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_ambientFrontAndBack = true;
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_ambientFront = ambient;
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//clampArray4BetweenRange(_ambientFront,0.0f,1.0f,"Material::setAmbient(..)");
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_ambientBack = _ambientFront;
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break;
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default:
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notify(NOTICE)<<"Notice: invalid Face passed to Material::setAmbient()."<<std::endl;
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}
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}
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const Vec4& Material::getAmbient(Face face) const
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{
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switch(face)
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{
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case(FRONT):
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return _ambientFront;
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case(BACK):
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return _ambientBack;
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case(FRONT_AND_BACK):
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if (!_ambientFrontAndBack)
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{
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notify(NOTICE)<<"Notice: Material::getAmbient(FRONT_AND_BACK) called on material "<< std::endl;
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notify(NOTICE)<<" with separate FRONT and BACK ambient colors."<< std::endl;
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}
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return _ambientFront;
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}
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notify(NOTICE)<<"Notice: invalid Face passed to Material::getAmbient()."<< std::endl;
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return _ambientFront;
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}
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void Material::setDiffuse(Face face, const Vec4& diffuse )
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{
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switch(face)
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{
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case(FRONT):
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_diffuseFrontAndBack = false;
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_diffuseFront = diffuse;
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//clampArray4BetweenRange(_diffuseFront,0.0f,1.0f,"Material::setDiffuse(..)");
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break;
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case(BACK):
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_diffuseFrontAndBack = false;
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_diffuseBack = diffuse;
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//clampArray4BetweenRange(_diffuseBack,0.0f,1.0f,"Material::setDiffuse(..)");
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break;
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case(FRONT_AND_BACK):
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_diffuseFrontAndBack = true;
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_diffuseFront = diffuse;
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//clampArray4BetweenRange(_diffuseFront,0.0f,1.0f,"Material::setDiffuse(..)");
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_diffuseBack = _diffuseFront;
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break;
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default:
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notify(NOTICE)<<"Notice: invalid Face passed to Material::setDiffuse()."<< std::endl;
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break;
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}
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}
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const Vec4& Material::getDiffuse(Face face) const
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{
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switch(face)
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{
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case(FRONT):
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return _diffuseFront;
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case(BACK):
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return _diffuseBack;
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case(FRONT_AND_BACK):
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if (!_diffuseFrontAndBack)
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{
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notify(NOTICE)<<"Notice: Material::getDiffuse(FRONT_AND_BACK) called on material "<< std::endl;
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notify(NOTICE)<<" with separate FRONT and BACK diffuse colors."<< std::endl;
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}
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return _diffuseFront;
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}
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notify(NOTICE)<<"Notice: invalid Face passed to Material::getDiffuse()."<< std::endl;
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return _diffuseFront;
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}
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void Material::setSpecular(Face face, const Vec4& specular )
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{
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switch(face)
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{
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case(FRONT):
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_specularFrontAndBack = false;
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_specularFront = specular;
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//clampArray4BetweenRange(_specularFront,0.0f,1.0f,"Material::setSpecular(..)");
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break;
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case(BACK):
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_specularFrontAndBack = false;
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_specularBack = specular;
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//clampArray4BetweenRange(_specularBack,0.0f,1.0f,"Material::setSpecular(..)");
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break;
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case(FRONT_AND_BACK):
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_specularFrontAndBack = true;
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_specularFront = specular;
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//clampArray4BetweenRange(_specularFront,0.0f,1.0f,"Material::setSpecular(..)");
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_specularBack = _specularFront;
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break;
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default:
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notify(NOTICE)<<"Notice: invalid Face passed to Material::setSpecular()."<< std::endl;
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break;
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}
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}
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const Vec4& Material::getSpecular(Face face) const
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{
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switch(face)
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{
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case(FRONT):
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return _specularFront;
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case(BACK):
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return _specularBack;
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case(FRONT_AND_BACK):
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if (!_specularFrontAndBack)
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{
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notify(NOTICE)<<"Notice: Material::getSpecular(FRONT_AND_BACK) called on material "<< std::endl;
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notify(NOTICE)<<" with separate FRONT and BACK specular colors."<< std::endl;
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}
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return _specularFront;
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}
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notify(NOTICE)<<"Notice: invalid Face passed to Material::getSpecular()."<< std::endl;
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return _specularFront;
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}
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void Material::setEmission(Face face, const Vec4& emission )
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{
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switch(face)
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{
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case(FRONT):
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_emissionFrontAndBack = false;
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_emissionFront = emission;
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//clampArray4BetweenRange(_emissionFront,0.0f,1.0f,"Material::setEmission(..)");
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break;
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case(BACK):
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_emissionFrontAndBack = false;
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_emissionBack = emission;
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//clampArray4BetweenRange(_emissionBack,0.0f,1.0f,"Material::setEmission(..)");
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break;
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case(FRONT_AND_BACK):
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_emissionFrontAndBack = true;
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_emissionFront = emission;
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//clampArray4BetweenRange(_emissionFront,0.0f,1.0f,"Material::setEmission(..)");
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_emissionBack = _emissionFront;
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break;
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default:
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notify(NOTICE)<<"Notice: invalid Face passed to Material::setEmission()."<< std::endl;
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break;
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}
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}
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const Vec4& Material::getEmission(Face face) const
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{
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switch(face)
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{
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case(FRONT):
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return _emissionFront;
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case(BACK):
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return _emissionBack;
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case(FRONT_AND_BACK):
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if (!_emissionFrontAndBack)
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{
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notify(NOTICE)<<"Notice: Material::getEmission(FRONT_AND_BACK) called on material "<< std::endl;
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notify(NOTICE)<<" with separate FRONT and BACK emission colors."<< std::endl;
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}
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return _emissionFront;
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}
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notify(NOTICE)<<"Notice: invalid Face passed to Material::getEmission()."<< std::endl;
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return _emissionFront;
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}
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void Material::setShininess(Face face, float shininess )
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{
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clampBetweenRange(shininess,0.0f,128.0f,"Material::setShininess()");
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switch(face)
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{
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case(FRONT):
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_shininessFrontAndBack = false;
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_shininessFront = shininess;
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break;
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case(BACK):
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_shininessFrontAndBack = false;
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_shininessBack = shininess;
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break;
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case(FRONT_AND_BACK):
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_shininessFrontAndBack = true;
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_shininessFront = shininess;
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_shininessBack = shininess;
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break;
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default:
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notify(NOTICE)<<"Notice: invalid Face passed to Material::setShininess()."<< std::endl;
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break;
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}
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}
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float Material::getShininess(Face face) const
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{
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switch(face)
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{
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case(FRONT):
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return _shininessFront;
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case(BACK):
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return _shininessBack;
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case(FRONT_AND_BACK):
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if (!_shininessFrontAndBack)
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{
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notify(NOTICE)<<"Notice: Material::getShininess(FRONT_AND_BACK) called on material "<< std::endl;
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notify(NOTICE)<<" with separate FRONT and BACK shininess colors."<< std::endl;
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}
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return _shininessFront;
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}
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notify(NOTICE)<<"Notice: invalid Face passed to Material::getShininess()."<< std::endl;
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return _shininessFront;
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}
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void Material::setTransparency(Face face,float transparency)
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{
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//clampBetweenRange(transparency,0.0f,1.0f,"Material::setTransparency()");
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if (face==FRONT || face==FRONT_AND_BACK)
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{
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_ambientFront[3] = 1.0f-transparency;
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_diffuseFront[3] = 1.0f-transparency;
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_specularFront[3] = 1.0f-transparency;
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_emissionFront[3] = 1.0f-transparency;
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}
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if (face==BACK || face==FRONT_AND_BACK)
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{
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_ambientBack[3] = 1.0f-transparency;
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_diffuseBack[3] = 1.0f-transparency;
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_specularBack[3] = 1.0f-transparency;
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_emissionBack[3] = 1.0f-transparency;
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}
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}
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void Material::setAlpha(Face face,float alpha)
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{
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clampBetweenRange(alpha,0.0f,1.0f,"Material::setAlpha()");
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if (face==FRONT || face==FRONT_AND_BACK)
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{
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_ambientFront[3] = alpha;
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_diffuseFront[3] = alpha;
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_specularFront[3] = alpha;
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_emissionFront[3] = alpha;
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}
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if (face==BACK || face==FRONT_AND_BACK)
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{
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_ambientBack[3] = alpha;
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_diffuseBack[3] = alpha;
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_specularBack[3] = alpha;
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_emissionBack[3] = alpha;
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}
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}
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void Material::apply(State&) const
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{
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if (_colorMode==OFF)
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{
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glDisable(GL_COLOR_MATERIAL);
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glColor4fv(_diffuseFront.ptr());
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}
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else
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{
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK,(GLenum)_colorMode);
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switch(_colorMode)
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{
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case(AMBIENT): glColor4fv(_ambientFront.ptr()); break;
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case(DIFFUSE): glColor4fv(_diffuseFront.ptr()); break;
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case(SPECULAR): glColor4fv(_specularFront.ptr()); break;
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case(EMISSION): glColor4fv(_emissionFront.ptr()); break;
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case(AMBIENT_AND_DIFFUSE): glColor4fv(_diffuseFront.ptr()); break;
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case(OFF): break;
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}
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}
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if (_colorMode!=AMBIENT && _colorMode!=AMBIENT_AND_DIFFUSE)
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{
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if (_ambientFrontAndBack)
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{
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glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, _ambientFront.ptr() );
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}
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else
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{
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glMaterialfv( GL_FRONT, GL_AMBIENT, _ambientFront.ptr() );
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glMaterialfv( GL_BACK, GL_AMBIENT, _ambientBack.ptr() );
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}
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}
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if (_colorMode!=DIFFUSE && _colorMode!=AMBIENT_AND_DIFFUSE)
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{
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if (_diffuseFrontAndBack)
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{
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glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, _diffuseFront.ptr() );
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}
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else
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{
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glMaterialfv( GL_FRONT, GL_DIFFUSE, _diffuseFront.ptr() );
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glMaterialfv( GL_BACK, GL_DIFFUSE, _diffuseBack.ptr() );
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}
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}
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if (_colorMode!=SPECULAR)
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{
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if (_specularFrontAndBack)
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{
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glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, _specularFront.ptr() );
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}
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else
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{
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glMaterialfv( GL_FRONT, GL_SPECULAR, _specularFront.ptr() );
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glMaterialfv( GL_BACK, GL_SPECULAR, _specularBack.ptr() );
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}
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}
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if (_colorMode!=EMISSION)
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{
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if (_emissionFrontAndBack)
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{
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glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, _emissionFront.ptr() );
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}
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else
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{
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glMaterialfv( GL_FRONT, GL_EMISSION, _emissionFront.ptr() );
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glMaterialfv( GL_BACK, GL_EMISSION, _emissionBack.ptr() );
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}
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}
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if (_shininessFrontAndBack)
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{
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glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, _shininessFront );
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}
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else
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{
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glMaterialf( GL_FRONT, GL_SHININESS, _shininessFront );
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glMaterialf( GL_BACK, GL_SHININESS, _shininessBack );
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}
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}
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