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/* bzflag
* Copyright (c) 1993-2025 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* OpenGLMaterial:
* Encapsulates an OpenGL material.
*
* All materials are for front and back faces.
* OpenGLMaterial reference counts so copying or assigning a
* material keeps the same display list until the object is
* changed.
*
* operator==() returns true iff the two objects refer to the
* same display list. operator!=() returns true iff the two
* objects do not refer to the same display list. Materials
* that don't refer to the same display list but have exactly
* the same colors and shininess compare not-equal.
*
* <, <=, >, >= define an arbitrary ordering of materials.
*/
#ifndef BZF_OPENGL_MATERIAL_H
#define BZF_OPENGL_MATERIAL_H
#include "common.h"
#include "bzfgl.h"
class OpenGLMaterial
{
public:
OpenGLMaterial();
OpenGLMaterial(const GLfloat specularRGB[3],
const GLfloat emissiveRGB[3],
GLfloat shininess = 0.0f);
OpenGLMaterial(const OpenGLMaterial&);
~OpenGLMaterial();
OpenGLMaterial& operator=(const OpenGLMaterial&);
bool operator==(const OpenGLMaterial&) const;
bool operator!=(const OpenGLMaterial&) const;
bool operator<(const OpenGLMaterial&) const;
const GLfloat* getSpecularColor() const;
const GLfloat* getEmissiveColor() const;
GLfloat getShininess() const;
bool isValid() const;
void execute() const;
private:
class Rep
{
public:
~Rep();
void ref();
void unref();
void execute();
static Rep* getRep(const GLfloat* specular,
const GLfloat* emissive,
GLfloat shininess);
private:
Rep(const GLfloat* specular,
const GLfloat* emissive,
GLfloat shininess);
static void freeContext(void*);
static void initContext(void*);
public:
int refCount;
Rep* prev;
Rep* next;
GLuint list;
GLfloat specular[4];
GLfloat emissive[4];
GLfloat shininess;
static Rep* head;
};
Rep* rep;
};
//
// OpenGLMaterial
//
inline const GLfloat* OpenGLMaterial::getSpecularColor() const
{
return rep->specular;
}
inline const GLfloat* OpenGLMaterial::getEmissiveColor() const
{
return rep->emissive;
}
inline GLfloat OpenGLMaterial::getShininess() const
{
return rep->shininess;
}
#endif // BZF_OPENGL_MATERIAL_H
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
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