83 lines
2.6 KiB
C++
83 lines
2.6 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
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* Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file 3d_material.h
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*/
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#ifndef STRUCT_3D_MATERIAL_H
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#define STRUCT_3D_MATERIAL_H
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#include <common.h>
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#include <base_struct.h>
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#define GLM_FORCE_RADIANS
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#include <gal/opengl/glm/glm.hpp>
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class S3D_MASTER;
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class S3D_MATERIAL : public EDA_ITEM // openGL "material" data
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{
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public:
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wxString m_Name;
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// Material list
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std::vector< glm::vec3 > m_AmbientColor;
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std::vector< glm::vec3 > m_DiffuseColor;
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std::vector< glm::vec3 > m_EmissiveColor;
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std::vector< glm::vec3 > m_SpecularColor;
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std::vector< float > m_Shininess;
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std::vector< float > m_Transparency;
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public:
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S3D_MATERIAL( S3D_MASTER* father, const wxString& name );
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S3D_MATERIAL* Next() const { return (S3D_MATERIAL*) Pnext; }
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S3D_MATERIAL* Back() const { return (S3D_MATERIAL*) Pback; }
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/**
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* Initialize the material prms.
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* @param aMaterialIndex = the index in list of available materials
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* @param aUseMaterial = true to use the values found in the available material
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* = false to use only the color, and other prms are fixed
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* @return true if the material is transparency
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*/
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bool SetOpenGLMaterial(unsigned int aMaterialIndex, bool aUseMaterial);
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#if defined(DEBUG)
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void Show( int nestLevel, std::ostream& os ) const { ShowDummy( os ); } // override
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#endif
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/** Get class name
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* @return string "S3D_MATERIAL"
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*/
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virtual wxString GetClass() const
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{
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return wxT( "S3D_MATERIAL" );
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}
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};
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void SetOpenGlDefaultMaterial();
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#endif
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