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GLMaterial.hxx
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149 lines (130 loc) · 4 KB
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////////////////////////////////////////////////////////////////////
//
// $Id: GLMaterial.hxx 2021/06/05 13:21:59 kanai Exp $
//
// Material setting class for OpenGL
//
// Copyright (c) 2021 Takashi Kanai
// Released under the MIT license
//
////////////////////////////////////////////////////////////////////
#ifndef _GLMATERIAL_HXX
#define _GLMATERIAL_HXX 1
#include "envDep.h"
#ifdef __APPLE__
#include <OpenGL/gl.h>
#elif defined(_WIN32) || defined(_WIN64)
#include <GL/gl.h>
#else
#endif
#include "mtldata.h"
#define DEFAULT_MAT 0
static GLfloat diffuseColors[] = {
.8f, .8f, .8f, 1.0f, // default
.8f, .2f, .2f, 1.0f, // red
.2f, .8f, .2f, 1.0f, // green
.2f, .2f, .8f, 1.0f, // blue
.8f, .8f, .2f, 1.0f, // yellow
.8f, .2f, .8f, 1.0f, // magenta
.2f, .8f, .8f, 1.0f, // cyan
.2f, .2f, .2f, 1.0f, // black
.4f, .4f, .4f, 1.0f,
.8f, .4f, .4f, 1.0f,
.4f, .8f, .4f, 1.0f,
.4f, .4f, .8f, 1.0f,
.8f, .8f, .4f, 1.0f,
.8f, .4f, .8f, 1.0f,
.4f, .8f, .8f, 1.0f
};
class GLMaterial {
public:
GLMaterial() { init(); };
GLMaterial( float* mtl ) { set( mtl ); };
GLMaterial( float* ambient, float* diffuse, float* specular,
float* emission, float shininess ) {
set( ambient, diffuse, specular, emission, shininess );
};
~GLMaterial() {};
void init() {
set( DEFAULT_MAT );
};
void set( float* ambient, float* diffuse, float* specular,
float* emission, float shininess ) {
int i;
for ( i = 0; i < 4; ++i ) ambient_[i] = ambient[i];
for ( i = 0; i < 4; ++i ) diffuse_[i] = diffuse[i];
for ( i = 0; i < 4; ++i ) specular_[i] = specular[i];
for ( i = 0; i < 4; ++i ) emission_[i] = emission[i];
shininess_[0] = shininess;
};
void set( float* mtl ) {
ambient_[0] = mtl[0];
ambient_[1] = mtl[1];
ambient_[2] = mtl[2];
ambient_[3] = mtl[3];
diffuse_[0] = mtl[4];
diffuse_[1] = mtl[5];
diffuse_[2] = mtl[6];
diffuse_[3] = mtl[7];
emission_[0] = mtl[8];
emission_[1] = mtl[9];
emission_[2] = mtl[10];
emission_[3] = mtl[11];
specular_[0] = mtl[12];
specular_[1] = mtl[13];
specular_[2] = mtl[14];
specular_[3] = mtl[15];
shininess_[0] = mtl[16];
};
// set materials from database
void set( int no ) {
int id = no * NUM_MTL_ITEMS;
ambient_[0] = (GLfloat) mtlall[id+0];
ambient_[1] = (GLfloat) mtlall[id+1];
ambient_[2] = (GLfloat) mtlall[id+2];
ambient_[3] = (GLfloat) mtlall[id+3];
diffuse_[0] = (GLfloat) mtlall[id+4];
diffuse_[1] = (GLfloat) mtlall[id+5];
diffuse_[2] = (GLfloat) mtlall[id+6];
diffuse_[3] = (GLfloat) mtlall[id+7];
emission_[0] = (GLfloat) mtlall[id+8];
emission_[1] = (GLfloat) mtlall[id+9];
emission_[2] = (GLfloat) mtlall[id+10];
emission_[3] = (GLfloat) mtlall[id+11];
specular_[0] = (GLfloat) mtlall[id+12];
specular_[1] = (GLfloat) mtlall[id+13];
specular_[2] = (GLfloat) mtlall[id+14];
specular_[3] = (GLfloat) mtlall[id+15];
shininess_[0] = (GLfloat) mtlall[id+16];
};
float* getDiffuseColor() { return &(diffuse_[0]); };
void setDiffuseColor( float r, float g, float b, float a ) {
diffuse_[0] = r;
diffuse_[1] = g;
diffuse_[2] = b;
diffuse_[3] = a;
::glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse_ );
};
void setDiffuseColor( int n ) {
int i = n; if ( n > 14 ) i = 14;
diffuse_[0] = diffuseColors[ 4 * i ];
diffuse_[1] = diffuseColors[ 4 * i + 1 ];
diffuse_[2] = diffuseColors[ 4 * i + 2 ];
diffuse_[3] = diffuseColors[ 4 * i + 3 ];
::glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse_ );
};
void bind() {
::glMaterialfv( GL_FRONT, GL_AMBIENT, ambient_ );
::glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse_ );
::glMaterialfv( GL_FRONT, GL_SPECULAR, specular_ );
::glMaterialfv( GL_FRONT, GL_EMISSION, emission_ );
::glMaterialfv( GL_FRONT, GL_SHININESS, shininess_ );
};
private:
GLfloat ambient_[4];
GLfloat diffuse_[4];
GLfloat emission_[4];
GLfloat specular_[4];
GLfloat shininess_[1];
};
#endif // _GLMATERIAL_H