86 lines
3.1 KiB
Objective-C
86 lines
3.1 KiB
Objective-C
//
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// KRMaterial.h
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// gldemo
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//
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// Copyright 2011 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#import <OpenGLES/ES2/gl.h>
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#import <OpenGLES/ES2/glext.h>
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#import <stdint.h>
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#import <list>
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#import <string>
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using std::list;
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#ifndef KRMATERIAL_H
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#define KRMATRIAL_H
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#import "KRTexture.h"
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#import "KRShaderManager.h"
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#import "KRShader.h"
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#import "KRCamera.h"
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class KRMaterial {
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public:
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KRMaterial(char *szName, KRShaderManager *pShaderManager);
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~KRMaterial();
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void setAmbientMap(KRTexture *pTexture);
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void setDiffuseMap(KRTexture *pTexture);
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void setSpecularMap(KRTexture *pTexture);
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void setNormalMap(KRTexture *pTexture);
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void setAmbient(GLfloat r, GLfloat g, GLfloat b);
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void setDiffuse(GLfloat r, GLfloat g, GLfloat b);
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void setSpecular(GLfloat r, GLfloat g, GLfloat b);
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void setTransparency(GLfloat a);
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void setShininess(GLfloat s);
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void bind(KRCamera *pCamera, KRMat4 &mvpMatrix, Vector3 &cameraPosition, Vector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers);
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bool isTransparent();
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char *getName();
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private:
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char m_szName[64];
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KRTexture *m_pAmbientMap; // mtl map_Ka value
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KRTexture *m_pDiffuseMap; // mtl map_Kd value
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KRTexture *m_pSpecularMap; // mtl map_Ks value
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KRTexture *m_pNormalMap; // mtl map_Normal value
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GLfloat m_ka_r, m_ka_g, m_ka_b; // Ambient rgb
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GLfloat m_kd_r, m_kd_g, m_kd_b; // Diffuse rgb
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GLfloat m_ks_r, m_ks_g, m_ks_b; // Specular rgb
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GLfloat m_tr; // Transparency
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GLfloat m_ns; // Shininess
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KRShaderManager *m_pShaderManager;
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};
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#endif
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