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/*
* This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com> * Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors. * * 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, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */
/**
* @file 3d_material.h */
#ifndef STRUCT_3D_MATERIAL_H
#define STRUCT_3D_MATERIAL_H
#include <common.h>
#include <base_struct.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
class S3D_MASTER;
class S3D_MATERIAL : public EDA_ITEM // openGL "material" data
{public: wxString m_Name;
// Material list
std::vector< glm::vec3 > m_AmbientColor; std::vector< glm::vec3 > m_DiffuseColor; std::vector< glm::vec3 > m_EmissiveColor; std::vector< glm::vec3 > m_SpecularColor; std::vector< float > m_Shininess; std::vector< float > m_Transparency; bool m_ColorPerVertex;
public: S3D_MATERIAL( S3D_MASTER* father, const wxString& name );
S3D_MATERIAL* Next() const { return (S3D_MATERIAL*) Pnext; } S3D_MATERIAL* Back() const { return (S3D_MATERIAL*) Pback; }
/**
* Initialize the material prms. * @param aMaterialIndex = the index in list of available materials * @param aUseMaterial = true to use the values found in the available material * = false to use only the color, and other prms are fixed * @return true if the material is transparency */ bool SetOpenGLMaterial(unsigned int aMaterialIndex, bool aUseMaterial);
#if defined(DEBUG)
void Show( int nestLevel, std::ostream& os ) const { ShowDummy( os ); } // override
#endif
/** Get class name
* @return string "S3D_MATERIAL" */ virtual wxString GetClass() const { return wxT( "S3D_MATERIAL" ); }};
void SetOpenGlDefaultMaterial();
#endif
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