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- /* -*-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
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