📄 materialsolid.h
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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.h,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.*/#ifndef KEROSIN_MATERIALSOLID_H#define KEROSIN_MATERIALSOLID_H#include "material.h"#include <kerosin/openglserver/glbase.h>#include <salt/vector.h>namespace kerosin{class MaterialSolid : public Material{ // // Functions //public: MaterialSolid(); virtual ~MaterialSolid(); virtual void Bind(); /** sets the ambient material reflectance */ void SetAmbient(const RGBA& ambient); /** returns the ambient material reflectance */ const RGBA& GetAmbient() const; /** sets the diffuse material reflectance */ void SetDiffuse(const RGBA& diffuse); /** returns the diffuse material reflectancee */ const RGBA& GetDiffuse() const; /** sets the specular material reflectance */ void SetSpecular(const RGBA& specular); /** returns the specular material reflectance */ const RGBA& GetSpecular() const; /** sets the light emission */ void SetEmission(const RGBA& emission); /** returns the light emission */ const RGBA& GetEmission() const; /** a hint for the graphics engine if the depth-buffer should be checked for this material or not. @returns true if the depth-check should be enabled for this material */ bool DepthCheck() const; //! set the flag if the depth-buffer should be checked. void SetDepthCheck(bool depthCheck); /** Set the shininess of the material. When specular light is reflected, this value determines the size of the region that appears shiny. @param val */ void SetShininess(float val); /** get the shininess of the material. @return a value representing the shininess. */ float GetShininess() const;protected: /** sets up all lighting material properties */ void SetupMaterial(); // // Members //protected: /** the ambient material refeflectance */ RGBA mAmbient; /** the diffuse material reflectance */ RGBA mDiffuse; /** the specular material reflectance */ RGBA mSpecular; /** the emitted light intensity of the material */ RGBA mEmission; //! flag if depth-buffer should be checked bool mDepthCheck; //! value for the size of the reflecting region float mShininess;};DECLARE_CLASS(MaterialSolid);};#endif // KEROSIN_MATERIALSOLID_H
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