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