/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2014-2015 Mario Luzeiro * Copyright (C) 1992-2012 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_class.cpp */ #include #include <3d_struct.h> #include <3d_material.h> #include #ifdef __WXMAC__ # ifdef __DARWIN__ # include # else # include # endif #else # include #endif S3D_MATERIAL::S3D_MATERIAL( S3D_MASTER* father, const wxString& name ) : EDA_ITEM( father, NOT_USED ) { m_Name = name; m_AmbientColor.clear(); m_DiffuseColor.clear(); m_EmissiveColor.clear(); m_SpecularColor.clear(); m_Shininess.clear(); m_Transparency.clear(); } void SetOpenGlDefaultMaterial() { glm::vec4 ambient( 0.2f, 0.2f, 0.2f, 1.0f ); glm::vec4 specular( 0.0f, 0.0f, 0.0f, 1.0f ); glm::vec4 emissive( 0.0f, 0.0f, 0.0f, 1.0f ); glm::vec4 diffuse( 0.0f, 0.0f, 0.0f, 1.0f ); GLint shininess_value = 0; glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); glMateriali ( GL_FRONT_AND_BACK, GL_SHININESS, shininess_value ); glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x ); glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x ); glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x ); glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.x ); } bool S3D_MATERIAL::SetOpenGLMaterial( unsigned int aMaterialIndex, bool aUseMaterial ) { if( aUseMaterial ) { float transparency_value = 0.0f; if( m_Transparency.size() > aMaterialIndex ) { transparency_value = m_Transparency[aMaterialIndex]; } if( m_DiffuseColor.size() > aMaterialIndex ) { glm::vec3 color = m_DiffuseColor[aMaterialIndex]; glColor4f( color.x, color.y, color.z, 1.0 - transparency_value ); } if( m_Shininess.size() > aMaterialIndex ) { glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m_Shininess[aMaterialIndex] ); } // emissive if( m_EmissiveColor.size() > aMaterialIndex ) { glm::vec4 emissive; emissive[0] = m_EmissiveColor[aMaterialIndex].x; emissive[1] = m_EmissiveColor[aMaterialIndex].y; emissive[2] = m_EmissiveColor[aMaterialIndex].z; emissive[3] = 1.0f; glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, &emissive.x ); } // specular if( m_SpecularColor.size() > aMaterialIndex ) { glm::vec4 specular; specular[0] = m_SpecularColor[aMaterialIndex].x; specular[1] = m_SpecularColor[aMaterialIndex].y; specular[2] = m_SpecularColor[aMaterialIndex].z; specular[3] = 1.0f; glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, &specular.x ); } // ambient if( m_AmbientColor.size() > aMaterialIndex ) { glm::vec4 ambient; ambient[0] = m_AmbientColor[aMaterialIndex].x; ambient[1] = m_AmbientColor[aMaterialIndex].y; ambient[2] = m_AmbientColor[aMaterialIndex].z; ambient[3] = 1.0f; glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.x ); } return (transparency_value != 0.0f); } else { if( m_DiffuseColor.size() > aMaterialIndex ) { glm::vec3 color = m_DiffuseColor[aMaterialIndex]; glColor4f( color.x, color.y, color.z, 1.0 ); } } return false; }