kicad/3d-viewer/3d_material.h

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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; }
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/**
* 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
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*/
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