| 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 | |
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| 33 | void setIllum (int illum); |
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| 34 | int getIllumModel() const { return this->illumModel; }; |
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| 35 | void setDiffuse (float r, float g, float b); |
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| 36 | void setAmbient (float r, float g, float b); |
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| 37 | void setSpecular (float r, float g, float b); |
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| 38 | void setShininess (float shini); |
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| 39 | void setTransparency (float trans); |
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| 40 | void setBlendFunc(GLenum sFactor, GLenum tFactor) { this->sFactor = sFactor; this->tFactor = tFactor; }; |
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| 41 | |
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| 42 | |
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| 43 | // TODO Move them out of here |
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| 44 | void setIllum (char* illum); |
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| 45 | void setDiffuse (char* rgb); |
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| 46 | void setAmbient (char* rgb); |
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| 47 | void setSpecular (char* rgb); |
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| 48 | void setShininess (char* shini); |
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| 49 | void setTransparency (char* trans); |
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| 50 | |
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| 51 | void getDiffuseColor(float& r, float& g, float& b) const { r = diffuse[0], g = diffuse[1], b = diffuse[2]; } |
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| 52 | |
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| 53 | // MAPPING // |
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| 54 | void setDiffuseMap(const Texture& texture, unsigned int textureNumber = 0); |
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| 55 | void setDiffuseMap(const std::string& dMap, GLenum target = GL_TEXTURE_2D, unsigned int textureNumber = 0); |
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| 56 | void setSDLDiffuseMap(SDL_Surface *surface, GLenum target = GL_TEXTURE_2D, unsigned int textureNumber = 0); |
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| 57 | |
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| 58 | void setAmbientMap(const std::string& aMap, GLenum target = GL_TEXTURE_2D); |
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| 59 | void setSpecularMap(const std::string& sMap, GLenum target = GL_TEXTURE_2D); |
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| 60 | void setBump(const std::string& bump); |
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| 61 | GLuint getDiffuseTexture(unsigned int i = 0) const { return (this->textures.size() > i)? this->textures[i].getTexture() : 0; }; |
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| 62 | |
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| 63 | static void addTexturePath(const std::string& pathName); |
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| 64 | |
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| 65 | public: |
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| 66 | static const GLenum glTextureArbs[]; //!< The Texture ARB's |
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| 67 | |
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| 68 | static int getMaxTextureUnits(); |
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| 69 | |
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| 70 | private: |
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| 71 | static const Material* selectedMaterial; //!< The currently selected material. |
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| 72 | |
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| 73 | int illumModel; //!< The IlluminationModel is either flat or smooth. |
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| 74 | float diffuse [4]; //!< The diffuse color of the Material. |
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| 75 | float ambient [4]; //!< The ambient color of the Material. |
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| 76 | float specular [4]; //!< The specular color of the Material. |
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| 77 | float shininess; //!< The shininess of the Material. |
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| 78 | float transparency; //!< The transperency of the Material. |
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| 79 | GLenum sFactor; |
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| 80 | GLenum tFactor; |
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| 81 | |
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| 82 | std::vector<Texture> textures; //!< An Array of Textures. |
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| 83 | |
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| 84 | Texture* ambientTexture; //!< The ambient texture of the Material. |
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| 85 | Texture* specularTexture; //!< The specular texture of the Material. |
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| 86 | |
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| 87 | |
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| 88 | }; |
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| 89 | #endif |
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