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Material.cpp
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194 lines (167 loc) · 5.09 KB
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#include <fstream>
#include "Material.h"
#include "C3DS.h"
extern C3DS scene;
CMaterial::CMaterial()
{
this->emission[0] = 0;
this->emission[1] = 0;
this->emission[2] = 0;
this->emission[3] = 1;
}
CMaterial::~CMaterial()
{
}
void CMaterial::SetName(char* name)
{
this->name = string(name);
}
const char* CMaterial::GetName()
{
return name.c_str();
}
void CMaterial::SetAmbient(vec3 color)
{
this->ambient[0] = color.r;
this->ambient[1] = color.g;
this->ambient[2] = color.b;
this->ambient[3] = 1;
}
void CMaterial::SetDiffuse(vec3 color)
{
this->diffuse[0] = color.r;
this->diffuse[1] = color.g;
this->diffuse[2] = color.b;
this->diffuse[3] = 1;
}
void CMaterial::SetSpecular(vec3 color)
{
this->specular[0] = color.r;
this->specular[1] = color.g;
this->specular[2] = color.b;
this->specular[3] = 1;
}
void CMaterial::SetShininess(float shininess)
{
this->shininess = shininess;
}
void CMaterial::SetShininessStrength(float shininessStrength)
{
this->shininessStrength = shininessStrength;
}
void CMaterial::SetSelfIllum(float selfIllum)
{
this->selfIllum = selfIllum;
//this->emission[0] = color.r;
//this->emission[1] = color.g;
//this->emission[2] = color.b;
//this->emission[3] = 1;
}
void CMaterial::SetTransparency(float transparency)
{
this->transparency = transparency;
this->emission[3] = 1.0 - transparency / 100;
}
bool CMaterial::IsTransparent()
{
return transparency > 5.0;
}
// óñòàíîâêà ðåæèìà ôèëüòðàöèè
void CMaterial::SetFilterMode(char mode)
{
if (texture1.texture.imageData != NULL)
{
glBindTexture(GL_TEXTURE_2D,texture1.texture.texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
switch (mode)
{
case TEXTURE_FILTER_NEAREST:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case TEXTURE_FILTER_LINEAR:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case TEXTURE_FILTER_MIPMAP_LINEAR:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case TEXTURE_FILTER_ANISOTROPY:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
break;
}
}
if (textureSpecular.texture.imageData != NULL)
{
glBindTexture(GL_TEXTURE_2D,textureSpecular.texture.texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
switch (mode)
{
case TEXTURE_FILTER_NEAREST:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case TEXTURE_FILTER_LINEAR:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case TEXTURE_FILTER_MIPMAP_LINEAR:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case TEXTURE_FILTER_ANISOTROPY:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 8);
break;
}
}
}
void CMaterial::Apply(void* texCoordPtr)
{
GLfloat shininess=32.0;
bool _useTex1 = false;
bool _useTexSpec = false;
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR, specular);
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION, emission);
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS, &shininess);
//äàííûå òåêñòóðû
Texture* _tex = texture1.GetTexture();
if (_tex->imageData != NULL)
{
_useTex1 = true;
int _sampler = glGetUniformLocation(scene.shader->PShader, "tex1");
// Óñòàíîâêà òåêóùåãî ÒÁ
glUniform1i(_sampler,0);
// Ñâÿçûâàíèå ÒÁ ñ òåêñòóðîé
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,_tex->texID);
// Âêëþ÷åíèå ìàññèâà òåêñòóðíûõ êîîðäèíàò
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0, texCoordPtr);
}
//äàííûå òåêñòóðû
_tex = textureSpecular.GetTexture();
if (_tex->imageData != NULL)
{
_useTexSpec = true;
int _sampler = glGetUniformLocation(scene.shader->PShader, "texSpec");
// Óñòàíîâêà òåêóùåãî ÒÁ
glUniform1i(_sampler,1);
// Ñâÿçûâàíèå ÒÁ ñ òåêñòóðîé
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,_tex->texID);
// Âêëþ÷åíèå ìàññèâà òåêñòóðíûõ êîîðäèíàò
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0, texCoordPtr);
}
glUniform1i(glGetUniformLocation(scene.shader->PShader, "useTex1"), _useTex1);
glUniform1i(glGetUniformLocation(scene.shader->PShader, "useTexSpec"), _useTexSpec);
}