[2842] | 1 | /*! |
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[7785] | 2 | * @file material.h |
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| 3 | * @brief Contains the Material Class that handles Material for 3D-Objects. |
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| 4 | * @todo free SDL-surface when deleting Material. |
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| 5 | * @todo delete imgNameWithPath after use creation. |
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| 6 | */ |
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[2842] | 7 | |
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[2776] | 8 | #ifndef _MATERIAL_H |
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| 9 | #define _MATERIAL_H |
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[4584] | 10 | #include "base_object.h" |
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[2804] | 11 | |
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[7785] | 12 | |
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[4584] | 13 | #if HAVE_CONFIG_H |
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| 14 | #include <config.h> |
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[3140] | 15 | #endif /* HAVE_CONFIG_H */ |
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| 16 | |
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[7785] | 17 | #include <vector> |
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[6769] | 18 | #include "texture.h" |
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[8376] | 19 | #include "color.h" |
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[6769] | 20 | |
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[5405] | 21 | // FORWARD DECLARATIONS // |
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[3140] | 22 | |
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[2842] | 23 | //! Class to handle Materials. |
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[4584] | 24 | class Material : public BaseObject |
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[2776] | 25 | { |
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[7785] | 26 | public: |
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| 27 | Material (const std::string& mtlName = ""); |
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| 28 | virtual ~Material (); |
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[2778] | 29 | |
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[7785] | 30 | Material& operator=(const Material& material); |
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[6622] | 31 | |
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[7785] | 32 | bool select () const; |
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[8037] | 33 | bool activateTextureUnit(unsigned int textureNumber); |
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| 34 | static void unselect(); |
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[2778] | 35 | |
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[7785] | 36 | void setIllum (int illum); |
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| 37 | int getIllumModel() const { return this->illumModel; }; |
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[8376] | 38 | |
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[7785] | 39 | void setDiffuse (float r, float g, float b); |
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| 40 | void setAmbient (float r, float g, float b); |
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| 41 | void setSpecular (float r, float g, float b); |
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| 42 | void setShininess (float shini); |
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| 43 | void setTransparency (float trans); |
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| 44 | void setBlendFunc(GLenum sFactor, GLenum tFactor) { this->sFactor = sFactor; this->tFactor = tFactor; }; |
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[2776] | 45 | |
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[8376] | 46 | const Color& getDiffuseColor() const { return diffuse; }; |
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[7785] | 47 | |
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| 48 | // MAPPING // |
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[7788] | 49 | void setDiffuseMap(const Texture& texture, unsigned int textureNumber = 0); |
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[7785] | 50 | void setDiffuseMap(const std::string& dMap, GLenum target = GL_TEXTURE_2D, unsigned int textureNumber = 0); |
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| 51 | void setSDLDiffuseMap(SDL_Surface *surface, GLenum target = GL_TEXTURE_2D, unsigned int textureNumber = 0); |
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[8037] | 52 | void renderToTexture(unsigned int textureNumber, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); |
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[7785] | 53 | |
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| 54 | void setAmbientMap(const std::string& aMap, GLenum target = GL_TEXTURE_2D); |
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| 55 | void setSpecularMap(const std::string& sMap, GLenum target = GL_TEXTURE_2D); |
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| 56 | void setBump(const std::string& bump); |
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[7788] | 57 | GLuint getDiffuseTexture(unsigned int i = 0) const { return (this->textures.size() > i)? this->textures[i].getTexture() : 0; }; |
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[7785] | 58 | |
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| 59 | static void addTexturePath(const std::string& pathName); |
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| 60 | |
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| 61 | public: |
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| 62 | static const GLenum glTextureArbs[]; //!< The Texture ARB's |
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| 63 | |
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[8316] | 64 | static unsigned int getMaxTextureUnits(); |
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[7785] | 65 | |
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[5866] | 66 | private: |
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[7785] | 67 | static const Material* selectedMaterial; //!< The currently selected material. |
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[6622] | 68 | |
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[7785] | 69 | int illumModel; //!< The IlluminationModel is either flat or smooth. |
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[8376] | 70 | Color diffuse; //!< The diffuse color of the Material. (also transparency.) |
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| 71 | Color ambient; //!< The ambient color of the Material. |
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| 72 | Color specular; //!< The specular color of the Material. |
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[7785] | 73 | float shininess; //!< The shininess of the Material. |
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[8370] | 74 | GLenum sFactor; //!< The Blending Factor for the Source. |
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| 75 | GLenum tFactor; //!< The Blending Factor for the Destination. |
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[7785] | 76 | |
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[8370] | 77 | std::vector<Texture> textures; //!< An Array of Textures. |
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[7785] | 78 | |
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| 79 | Texture* ambientTexture; //!< The ambient texture of the Material. |
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| 80 | Texture* specularTexture; //!< The specular texture of the Material. |
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[8370] | 81 | }; |
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[7785] | 82 | |
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[2776] | 83 | #endif |
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