1 | /*! |
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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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7 | |
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8 | #ifndef _MATERIAL_H |
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9 | #define _MATERIAL_H |
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10 | #include "base_object.h" |
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11 | |
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12 | |
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13 | #if HAVE_CONFIG_H |
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14 | #include <config.h> |
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15 | #endif /* HAVE_CONFIG_H */ |
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16 | |
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17 | #include <vector> |
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18 | #include "texture.h" |
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19 | |
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20 | // FORWARD DECLARATIONS // |
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21 | |
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22 | //! Class to handle Materials. |
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23 | class Material : public BaseObject |
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24 | { |
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25 | public: |
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26 | Material (const std::string& mtlName = ""); |
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27 | virtual ~Material (); |
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28 | |
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29 | Material& operator=(const Material& material); |
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30 | |
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31 | bool select () const; |
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32 | bool activateTextureUnit(unsigned int textureNumber); |
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33 | static void unselect(); |
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34 | |
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35 | void setIllum (int illum); |
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36 | int getIllumModel() const { return this->illumModel; }; |
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37 | void setDiffuse (float r, float g, float b); |
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38 | void setAmbient (float r, float g, float b); |
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39 | void setSpecular (float r, float g, float b); |
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40 | void setShininess (float shini); |
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41 | void setTransparency (float trans); |
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42 | void setBlendFunc(GLenum sFactor, GLenum tFactor) { this->sFactor = sFactor; this->tFactor = tFactor; }; |
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43 | |
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44 | |
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45 | // TODO Move them out of here |
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46 | void setIllum (char* illum); |
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47 | void setDiffuse (char* rgb); |
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48 | void setAmbient (char* rgb); |
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49 | void setSpecular (char* rgb); |
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50 | void setShininess (char* shini); |
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51 | void setTransparency (char* trans); |
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52 | |
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53 | void getDiffuseColor(float& r, float& g, float& b) const { r = diffuse[0], g = diffuse[1], b = diffuse[2]; } |
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54 | |
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55 | // MAPPING // |
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56 | void setDiffuseMap(const Texture& texture, unsigned int textureNumber = 0); |
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57 | void setDiffuseMap(const std::string& dMap, GLenum target = GL_TEXTURE_2D, unsigned int textureNumber = 0); |
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58 | void setSDLDiffuseMap(SDL_Surface *surface, GLenum target = GL_TEXTURE_2D, unsigned int textureNumber = 0); |
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59 | 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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60 | |
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61 | void setAmbientMap(const std::string& aMap, GLenum target = GL_TEXTURE_2D); |
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62 | void setSpecularMap(const std::string& sMap, GLenum target = GL_TEXTURE_2D); |
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63 | void setBump(const std::string& bump); |
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64 | GLuint getDiffuseTexture(unsigned int i = 0) const { return (this->textures.size() > i)? this->textures[i].getTexture() : 0; }; |
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65 | |
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66 | static void addTexturePath(const std::string& pathName); |
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67 | |
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68 | public: |
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69 | static const GLenum glTextureArbs[]; //!< The Texture ARB's |
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70 | |
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71 | static int getMaxTextureUnits(); |
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72 | |
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73 | private: |
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74 | static const Material* selectedMaterial; //!< The currently selected material. |
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75 | |
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76 | int illumModel; //!< The IlluminationModel is either flat or smooth. |
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77 | float diffuse [4]; //!< The diffuse color of the Material. |
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78 | float ambient [4]; //!< The ambient color of the Material. |
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79 | float specular [4]; //!< The specular color of the Material. |
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80 | float shininess; //!< The shininess of the Material. |
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81 | float transparency; //!< The transperency of the Material. |
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82 | GLenum sFactor; |
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83 | GLenum tFactor; |
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84 | |
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85 | std::vector<Texture> textures; //!< An Array of Textures. |
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86 | |
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87 | Texture* ambientTexture; //!< The ambient texture of the Material. |
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88 | Texture* specularTexture; //!< The specular texture of the Material. |
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89 | |
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90 | |
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91 | }; |
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92 | #endif |
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