diff options
Diffstat (limited to 'source/blender/freestyle/intern/scene_graph/FrsMaterial.h')
-rwxr-xr-x | source/blender/freestyle/intern/scene_graph/FrsMaterial.h | 304 |
1 files changed, 304 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/scene_graph/FrsMaterial.h b/source/blender/freestyle/intern/scene_graph/FrsMaterial.h new file mode 100755 index 00000000000..1cbadab2bd3 --- /dev/null +++ b/source/blender/freestyle/intern/scene_graph/FrsMaterial.h @@ -0,0 +1,304 @@ +// +// Filename : FrsMaterial.h +// Author(s) : Stephane Grabli +// Purpose : Class used to handle materials. +// Date of creation : 10/10/2002 +// +/////////////////////////////////////////////////////////////////////////////// + + +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#ifndef FRS_MATERIAL_H +# define FRS_MATERIAL_H + +# include "../system/FreestyleConfig.h" + +/*! Class defining a material */ +class FrsMaterial +{ +public: + /*! Default constructor */ + inline FrsMaterial(); + /*! Builds a Material from its diffuse, ambiant, specular, emissive + * colors and a shininess coefficient. + * \param iDiffuse + * A 4 element float-array containing the diffuse color. + * \param iAmbiant + * A 4 element float-array containing the ambiant color. + * \param iSpecular + * A 4 element float-array containing the specular color. + * \param iEmission + * A 4 element float-array containing the emissive color. + * \param iShininess + * The shininess coefficient. + */ + inline FrsMaterial(const float *iDiffuse, + const float *iAmbiant, + const float *iSpecular, + const float *iEmission, + const float iShininess); + + /*! Copy constructor */ + inline FrsMaterial(const FrsMaterial& m); + /*! Destructor */ + virtual ~FrsMaterial() {} + + + /*! Returns the diffuse color as a 4 float array */ + inline const float * diffuse() const { return Diffuse; } + /*! Returns the red component of the diffuse color */ + inline const float diffuseR() const { return Diffuse[0]; } + /*! Returns the green component of the diffuse color */ + inline const float diffuseG() const { return Diffuse[1]; } + /*! Returns the blue component of the diffuse color */ + inline const float diffuseB() const { return Diffuse[2]; } + /*! Returns the alpha component of the diffuse color */ + inline const float diffuseA() const { return Diffuse[3]; } + + /*! Returns the specular color as a 4 float array */ + inline const float * specular() const { return Specular; } + /*! Returns the red component of the specular color */ + inline const float specularR() const { return Specular[0]; } + /*! Returns the green component of the specular color */ + inline const float specularG() const { return Specular[1]; } + /*! Returns the blue component of the specular color */ + inline const float specularB() const { return Specular[2]; } + /*! Returns the alpha component of the specular color */ + inline const float specularA() const { return Specular[3]; } + + /*! Returns the ambiant color as a 4 float array */ + inline const float * ambient() const { return Ambient; } + /*! Returns the red component of the ambiant color */ + inline const float ambientR() const { return Ambient[0]; } + /*! Returns the green component of the ambiant color */ + inline const float ambientG() const { return Ambient[1]; } + /*! Returns the blue component of the ambiant color */ + inline const float ambientB() const { return Ambient[2]; } + /*! Returns the alpha component of the ambiant color */ + inline const float ambientA() const { return Ambient[3]; } + + /*! Returns the emissive color as a 4 float array */ + inline const float * emission() const { return Emission; } + /*! Returns the red component of the emissive color */ + inline const float emissionR() const { return Emission[0]; } + /*! Returns the green component of the emissive color */ + inline const float emissionG() const { return Emission[1]; } + /*! Returns the blue component of the emissive color */ + inline const float emissionB() const { return Emission[2]; } + /*! Returns the alpha component of the emissive color */ + inline const float emissionA() const { return Emission[3]; } + + /*! Returns the shininess coefficient */ + inline const float shininess() const { return Shininess; } + + /*! Sets the diffuse color. + * \param r + * Red component + * \param g + * Green component + * \param b + * Blue component + * \param a + * Alpha component + */ + inline void setDiffuse(const float r, const float g, const float b, const float a); + /*! Sets the specular color. + * \param r + * Red component + * \param g + * Green component + * \param b + * Blue component + * \param a + * Alpha component + */ + inline void setSpecular(const float r, const float g, const float b, const float a); + /*! Sets the ambiant color. + * \param r + * Red component + * \param g + * Green component + * \param b + * Blue component + * \param a + * Alpha component + */ + inline void setAmbient(const float r, const float g, const float b, const float a); + + /*! Sets the emissive color. + * \param r + * Red component + * \param g + * Green component + * \param b + * Blue component + * \param a + * Alpha component + */ + inline void setEmission(const float r, const float g, const float b, const float a); + + /*! Sets the shininess. + * \param s + * Shininess + */ + inline void setShininess(const float s); + + /* operators */ + inline FrsMaterial& operator=(const FrsMaterial& m); + inline bool operator!=(const FrsMaterial& m) const; + inline bool operator==(const FrsMaterial& m) const; + +private: + + /*! Material properties */ + float Diffuse[4]; + float Specular[4]; + float Ambient[4]; + float Emission[4]; + float Shininess; + +}; + +FrsMaterial::FrsMaterial() +{ + Ambient[0] = Ambient[1] = Ambient[2] = 0.2f; + Ambient[3] = 1.f; + + Diffuse[0] = Diffuse[1] = Diffuse[2] = 0.8f; + Diffuse[3] = 1.f; + + Emission[0] = Emission[1] = Emission[2] = 0.f; + Emission[3] = 1.f; + + Specular[0] = Specular[1] = Specular[2] = 0.f; + Specular[3] = 1.f; + + Shininess = 0.f; +} + +FrsMaterial::FrsMaterial(const float *iDiffuse, + const float *iAmbiant, + const float *iSpecular, + const float *iEmission, + const float iShininess) +{ + for(int i=0; i<4; i++) + { + Diffuse[i] = iDiffuse[i]; + Specular[i] = iSpecular[i]; + Ambient[i] = iAmbiant[i]; + Emission[i] = iEmission[i]; + } + + Shininess = iShininess; +} + +FrsMaterial::FrsMaterial(const FrsMaterial& m) +{ + for(int i=0; i<4; i++) + { + Diffuse[i] = m.diffuse()[i]; + Specular[i] = m.specular()[i]; + Ambient[i] = m.ambient()[i]; + Emission[i] = m.emission()[i]; + } + + Shininess = m.shininess(); +} + +void FrsMaterial::setDiffuse(const float r, const float g, const float b, const float a) +{ + Diffuse[0] = r; + Diffuse[1] = g; + Diffuse[2] = b; + Diffuse[3] = a; +} + +void FrsMaterial::setSpecular(const float r, const float g, const float b, const float a) +{ + Specular[0] = r; + Specular[1] = g; + Specular[2] = b; + Specular[3] = a; +} + +void FrsMaterial::setAmbient(const float r, const float g, const float b, const float a) +{ + Ambient[0] = r; + Ambient[1] = g; + Ambient[2] = b; + Ambient[3] = a; +} + +void FrsMaterial::setEmission(const float r, const float g, const float b, const float a) +{ + Emission[0] = r; + Emission[1] = g; + Emission[2] = b; + Emission[3] = a; +} + +void FrsMaterial::setShininess(const float s) +{ + Shininess = s; +} + +FrsMaterial& FrsMaterial::operator=(const FrsMaterial& m) +{ + for(int i=0; i<4; i++) + { + Diffuse[i] = m.diffuse()[i]; + Specular[i] = m.specular()[i]; + Ambient[i] = m.ambient()[i]; + Emission[i] = m.emission()[i]; + } + + Shininess = m.shininess(); + + return *this; +} + +bool FrsMaterial::operator!=(const FrsMaterial& m) const +{ + if(Shininess != m.shininess()) + return true; + for(int i=0; i<4; i++) + { + if(Diffuse[i] != m.diffuse()[i]) + return true; + if(Specular[i] != m.specular()[i]) + return true; + if(Ambient[i] != m.ambient()[i]) + return true; + if(Emission[i] != m.emission()[i]) + return true; + } + + return false; +} + +bool FrsMaterial::operator==(const FrsMaterial& m) const +{ + return (!((*this)!=m)); +} + +#endif // FRS_MATERIAL_H |