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include/cinder/gl/Material.h

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00001 /*
00002  Copyright (c) 2010, The Barbarian Group
00003  All rights reserved.
00004 
00005  Redistribution and use in source and binary forms, with or without modification, are permitted provided that
00006  the following conditions are met:
00007 
00008     * Redistributions of source code must retain the above copyright notice, this list of conditions and
00009     the following disclaimer.
00010     * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and
00011     the following disclaimer in the documentation and/or other materials provided with the distribution.
00012 
00013  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
00014  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
00015  PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
00016  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
00017  TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
00018  HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
00019  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
00020  POSSIBILITY OF SUCH DAMAGE.
00021 */
00022 
00023 #pragma once
00024 
00025 #include "cinder/gl/gl.h"
00026 #include "cinder/Color.h"
00027 
00028 namespace cinder { namespace gl {
00029 
00030 class Material {
00031  public:
00032     Material();
00033     Material( const Color &aAmbient, const Color &aDiffuse = Color( 0, 0, 0 ), const Color &aSpecular = Color( 0, 0, 0 ),
00034             float aShininess = 1.0f, const Color &aEmission = Color( 0, 0, 0 ), GLenum aFace = GL_FRONT );
00035     
00036     void    apply() const;
00037     void    setAmbient( const Color &aAmbient ) { mAmbient = aAmbient; }
00038     void    setDiffuse( const Color &aDiffuse ) { mDiffuse = aDiffuse; }
00039     void    setSpecular( const Color &aSpecular ) { mSpecular = aSpecular; }
00040     void    setShininess( float aShininess ) { mShininess = aShininess; }
00041     void    setEmission( const Color &aEmission ) { mEmission = aEmission; }
00042     void    setFace( GLenum aFace ) { mFace = aFace; }
00043     
00044  protected:
00045     Color           mAmbient;
00046     Color           mDiffuse;
00047     Color           mSpecular;
00048     float           mShininess;     
00049     Color           mEmission;
00050     GLenum          mFace;  
00051 };
00052 
00053 } } // namesapce