OpenSceneGraph/include/osg/Material
2012-03-21 17:36:20 +00:00

206 lines
7.9 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_MATERIAL
#define OSG_MATERIAL 1
#include <osg/Vec4>
#include <osg/StateAttribute>
#ifndef OSG_GL_FIXED_FUNCTION_AVAILABLE
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_EMISSION 0x1600
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_MATERIAL 0x0B57
#endif
namespace osg {
/** Material - encapsulates OpenGL glMaterial state.*/
class OSG_EXPORT Material : public StateAttribute
{
public :
Material();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Material(const Material& mat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(mat,copyop),
_colorMode(mat._colorMode),
_ambientFrontAndBack(mat._ambientFrontAndBack),
_ambientFront(mat._ambientFront),
_ambientBack(mat._ambientBack),
_diffuseFrontAndBack(mat._diffuseFrontAndBack),
_diffuseFront(mat._diffuseFront),
_diffuseBack(mat._diffuseBack),
_specularFrontAndBack(mat._specularFrontAndBack),
_specularFront(mat._specularFront),
_specularBack(mat._specularBack),
_emissionFrontAndBack(mat._emissionFrontAndBack),
_emissionFront(mat._emissionFront),
_emissionBack(mat._emissionBack),
_shininessFrontAndBack(mat._shininessFrontAndBack),
_shininessFront(mat._shininessFront),
_shininessBack(mat._shininessBack) {}
META_StateAttribute(osg, 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_Parameter macros below.
COMPARE_StateAttribute_Types(Material,sa)
// compare each parameter 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 macros, must be equal.
}
Material& operator = (const Material& rhs);
virtual bool getModeUsage(StateAttribute::ModeUsage& /*usage*/) const
{
// note, since Material does it's own glEnable/glDisable of GL_COLOR_MATERIAL
// we shouldn't declare usage of that mode, so commenting out the below usage.
// usage.usesMode(GL_COLOR_MATERIAL);
return true;
}
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(ColorMode mode) { _colorMode = mode; }
inline ColorMode getColorMode() const { return _colorMode; }
void setAmbient( Face face, const Vec4& ambient );
const Vec4& getAmbient(Face face) const;
inline bool getAmbientFrontAndBack() const { return _ambientFrontAndBack; }
void setDiffuse( Face face, const Vec4& diffuse );
const Vec4& getDiffuse(Face face) const;
inline 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( Face face, const Vec4& specular );
/** Get the specular value for specified face. */
const Vec4& getSpecular(Face face) const;
/** Return whether specular values are equal for front and back faces
* or not.
*/
inline bool getSpecularFrontAndBack() const { return _specularFrontAndBack; }
/** Set emission value of specified face(s) of the material,
* valid emission[0..3] range is 0.0 to 1.0.
*/
void setEmission( Face face, const Vec4& emission );
/** Get the emission value for specified face. */
const Vec4& getEmission(Face face) const;
/** Return whether emission values are equal for front and back faces
* or not.
*/
inline bool getEmissionFrontAndBack() const { return _emissionFrontAndBack; }
/** Set shininess of specified face(s) of the material.
* valid shininess range is 0.0 to 128.0.
*/
void setShininess(Face face, float shininess );
/** Get the shininess value for specified face. */
float getShininess(Face face) const;
/** Return whether shininess values are equal for front and back faces
* or not.
*/
inline 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(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(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 - 128.0
float _shininessBack; // values 0 - 128.0
};
}
#endif