/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Magnus Norddahl ** (if your name is missing here, please add it) */ //! clanGL="Display 3D" //! header=gl.h #ifndef header_material #define header_material #ifdef CL_API_DLL #ifdef CL_GL_EXPORT #define CL_API_GL __declspec(dllexport) #else #define CL_API_GL __declspec(dllimport) #endif #else #define CL_API_GL #endif #if _MSC_VER > 1000 #pragma once #endif #include "../Core/System/sharedptr.h" class CL_Material_Generic; //: glMaterial container. class CL_API_GL CL_Material { //! Construction: public: //: Constructs a material. CL_Material(); ~CL_Material(); //! Attributes: public: //: Returns the ambient intensity of the material. void get_ambient(float &red, float &green, float &blue, float &alpha) const; //: Returns the diffuse (spread over wide area) intensity of the material. void get_diffuse(float &red, float &green, float &blue, float &alpha) const; //: Returns the specular (mirror reflective) intensity of the material. void get_specular(float &red, float &green, float &blue, float &alpha) const; //: Returns the combined ambient and diffuse intensity of the material. void get_ambient_and_diffuse(float &red, float &green, float &blue, float &alpha) const; //: Returns the emission of the material. void get_emission(float &red, float &green, float &blue, float &alpha) const; //: Returns the shininess of the material. float get_shininess() const; //! Operations: public: //: Set the ambient intensity of the material. void set_ambient(float red, float green, float blue, float alpha); //: Set the diffuse (spread over wide area) intensity of the material. void set_diffuse(float red, float green, float blue, float alpha); //: Set the specular (mirror reflective) intensity of the material. void set_specular(float red, float green, float blue, float alpha); //: Set the combined ambient and diffuse intensity of the material. void set_ambient_and_diffuse(float red, float green, float blue, float alpha); //: Set the emission of the material. void set_emission(float red, float green, float blue, float alpha); //: Set the shininess of the material. void set_shininess(float value); //: Send the material configuration to OpenGL. void setup_material(CLenum face); //! Implementation: private: CL_SharedPtr impl; }; #endif