📄 materialsolid.cpp
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- this file is part of rcssserver3D Fri May 9 2003 Copyright (C) 2002,2003 Koblenz University Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group $Id: materialsolid.cpp,v 1.5 2008/02/19 22:49:23 hedayat Exp $ 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; version 2 of the License. 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, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "materialsolid.h"#include <kerosin/openglserver/openglwrapper.h>#include <kerosin/openglserver/openglserver.h>using namespace kerosin;using namespace zeitgeist;using namespace salt;using namespace boost;using namespace std;MaterialSolid::MaterialSolid() : Material(), mAmbient(0.2f,0.2f,0.2f,1.0f), mDiffuse(1.0f,1.0f,1.0f,1.0f), mSpecular(0.0f,0.0f,0.0f,1.0f), mEmission(0.0f,0.0f,0.0f,1.0f), mDepthCheck(true), mShininess(128.0f){}MaterialSolid::~MaterialSolid(){}void MaterialSolid::SetupMaterial(){ // set ambient material reflectance glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,mAmbient); // set diffuse material reflectance glColor3fv(mDiffuse); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mDiffuse); // set specular material reflectance glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mSpecular); // set light emission glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,mEmission);}void MaterialSolid::Bind(){ SetupMaterial(); glDisable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);}void MaterialSolid::SetAmbient(const RGBA& ambient){ mAmbient = ambient;}const RGBA& MaterialSolid::GetAmbient() const{ return mAmbient;}void MaterialSolid::SetDiffuse(const RGBA& diffuse){ mDiffuse = diffuse;}const RGBA& MaterialSolid::GetDiffuse() const{ return mDiffuse;}void MaterialSolid::SetSpecular(const RGBA& specular){ mSpecular = specular;}const RGBA& MaterialSolid::GetSpecular() const{ return mSpecular;}void MaterialSolid::SetEmission(const RGBA& emission){ mEmission = emission;}const RGBA&MaterialSolid::GetEmission() const{ return mEmission;}boolMaterialSolid::DepthCheck() const{ return mDepthCheck;}voidMaterialSolid::SetDepthCheck(bool depthCheck){ mDepthCheck = depthCheck;}voidMaterialSolid::SetShininess(float val){ mShininess = val;}floatMaterialSolid::GetShininess() const{ return mShininess;}
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