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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
//! clanGL="Display 3D"
//! header=gl.h
#ifndef header_material
#define header_material
#ifdef CL_API_DLL
#ifdef CL_GL_EXPORT
#define CL_API_GL __declspec(dllexport)
#else
#define CL_API_GL __declspec(dllimport)
#endif
#else
#define CL_API_GL
#endif
#if _MSC_VER > 1000
#pragma once
#endif
#include "../Core/System/sharedptr.h"
class CL_Material_Generic;
//: glMaterial container.
class CL_API_GL CL_Material
{
//! Construction:
public:
//: Constructs a material.
CL_Material();
~CL_Material();
//! Attributes:
public:
//: Returns the ambient intensity of the material.
void get_ambient(float &red, float &green, float &blue, float &alpha) const;
//: Returns the diffuse (spread over wide area) intensity of the material.
void get_diffuse(float &red, float &green, float &blue, float &alpha) const;
//: Returns the specular (mirror reflective) intensity of the material.
void get_specular(float &red, float &green, float &blue, float &alpha) const;
//: Returns the combined ambient and diffuse intensity of the material.
void get_ambient_and_diffuse(float &red, float &green, float &blue, float &alpha) const;
//: Returns the emission of the material.
void get_emission(float &red, float &green, float &blue, float &alpha) const;
//: Returns the shininess of the material.
float get_shininess() const;
//! Operations:
public:
//: Set the ambient intensity of the material.
void set_ambient(float red, float green, float blue, float alpha);
//: Set the diffuse (spread over wide area) intensity of the material.
void set_diffuse(float red, float green, float blue, float alpha);
//: Set the specular (mirror reflective) intensity of the material.
void set_specular(float red, float green, float blue, float alpha);
//: Set the combined ambient and diffuse intensity of the material.
void set_ambient_and_diffuse(float red, float green, float blue, float alpha);
//: Set the emission of the material.
void set_emission(float red, float green, float blue, float alpha);
//: Set the shininess of the material.
void set_shininess(float value);
//: Send the material configuration to OpenGL.
void setup_material(CLenum face);
//! Implementation:
private:
CL_SharedPtr<CL_Material_Generic> impl;
};
#endif
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