added documentation, merged mesh and meshbuilder, deleted useless classes

This commit is contained in:
Anselme 2016-03-30 23:05:08 +02:00
parent cd3a1d12c0
commit c2039b331c
14 changed files with 295 additions and 232 deletions

View File

@ -1,9 +1,8 @@
#include "buffer.h"
#include "sparrowrenderer.h"
#include <cstdio>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
template <typename T>
GLenum Buffer<T>::getGLEnum(BufferType type)
{
@ -65,7 +64,7 @@ Buffer<T>::Buffer(const std::vector<T> &data, BufferType type, bool isDynamic) :
template <typename T>
void Buffer<T>::setVertexAttrib(int location, int nbComponents, int offset, int instanceDivisor)
{
if(m_type == VBO)
if(m_type == VBO && SparrowRenderer::isModernOpenGLAvailable())
{
glBindBuffer(GL_ARRAY_BUFFER, m_id);
glEnableVertexAttribArray(location);
@ -74,8 +73,18 @@ void Buffer<T>::setVertexAttrib(int location, int nbComponents, int offset, int
glVertexAttribPointer(location, nbComponents, GL_FLOAT, GL_FALSE, sizeof(T), BUFFER_OFFSET(offset));
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else
fprintf(stderr, "WTF\n");
}
template <typename T>
void Buffer<T>::bind()
{
glBindBuffer(getGLEnum(m_type), m_id);
}
template <typename T>
void Buffer<T>::unbind()
{
glBindBuffer(getGLEnum(m_type), 0);
}
template <typename T>

View File

@ -4,6 +4,8 @@
#include "glew.h"
#include <vector>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
template <typename T>
class Buffer
{
@ -32,6 +34,9 @@ public:
void setVertexAttrib(int location, int nbComponents, int offset = 0, int instanceDivisor = 0);
void bind();
void unbind();
GLuint getId() {return m_id;}
BufferType getType() {return m_type;}
bool isDynamic() {return m_isDynamic;}

View File

@ -7,9 +7,8 @@ class Camera{
public:
virtual glm::mat4 getProjectionMatrix() = 0;
virtual glm::mat4 getViewMatrix() = 0;
virtual void resize(int width, int height) = 0;
virtual ~Camera(){}//polymorphism
virtual ~Camera() {}
};
#endif // CAMERA_H

View File

@ -7,6 +7,8 @@
class Shader;
class PhongEntity;
// TODO : everything
class GBuffer : public FrameBuffer
{
public:

View File

@ -1,11 +0,0 @@
#ifndef ENTITY
#define ENTITY
class Entity
{
public:
virtual void draw(const glm::mat4 viewMatrix, const glm::mat4 projectionMatrix) = 0;
};
#endif // ENTITY

View File

@ -55,6 +55,7 @@ void FrameBuffer::deleteTextures()
for(Texture* t : textures)
delete(t);
textures.clear();
glDrawBuffer(GL_NONE);
}
void FrameBuffer::bindFBO(GLenum target) const

View File

@ -9,21 +9,53 @@ class Texture;
class FrameBuffer
{
protected:
/**
* @brief check() checks the state of the framebuffer and returns false if it isn't ready for use
*/
bool check();
const bool allocated;
GLuint fbo;
std::vector<Texture*> textures;
std::vector<GLuint> attachments;
public:
/**
* @brief this constructor should be used to create a framebuffer, once created,
* use addTexture to attach textures to the framebuffer, then use initColorAttachments to
* effectively bind them to the Framebuffer, at this point, the framebuffer should be ready to use.
*/
FrameBuffer();
/**
* @brief this constructor is only used to get a handle on an existing Framebuffer created by another library
*/
FrameBuffer(GLuint id) : allocated(false), fbo(id) {}
/**
* @brief the destructor does not destroy the textures, however, deleteTextures will do that
*/
~FrameBuffer();
void addTexture(Texture* tex, GLenum attachment);
void initColorAttachments();
void deleteTextures();
/**
* @brief bindFBO binds the framebuffer on the specified target
*/
void bindFBO(GLenum target = GL_FRAMEBUFFER) const;
/**
* @brief getTexture returns an attached texture, indexed from their adding order.
*/
Texture* getTexture(int texId);
/**
* @brief screen is a Framebuffer handle on the screen
*/
static const FrameBuffer* screen;
};

View File

@ -12,9 +12,12 @@ public:
*/
virtual void bindAttributes(Shader*) = 0;
/**
* @brief getFlags should return flags beginning with MATERIAL from the enum available in mesh.h
*/
virtual unsigned int getFlags() = 0;
virtual ~Material(){}
virtual ~Material() {}
};
#endif // MATERIAL_H

View File

@ -21,6 +21,7 @@ const char* const Mesh::flagStr[Mesh::NB_FLAGS] =
"COLOR_TEXTURE",
"ALPHA_MASK",
"PHONG",
"DIFFUSE_TEXTURE",
"AMBIENT_TEXTURE",
"SPECULAR_TEXTURE",
@ -36,13 +37,30 @@ Mesh::Mesh() :
depth(0),
vao(0),
primitive_type(GL_TRIANGLES)
{}
{
clearBuffers();
}
Mesh::~Mesh()
{
destroyGL();
}
void Mesh::addBuffer(Buffer *b, int bufferType)
{
buffersId[bufferType] = buffers.size();
buffers.push_back(b);
}
void Mesh::clearBuffers()
{
for(int i=0; i<NB_BUFFERS; ++i)
buffersId[i] = -1;
for(Buffer *b : buffers)
delete(b);
buffers.clear();
}
void Mesh::initGL()
{
destroyGL();
@ -58,14 +76,14 @@ void Mesh::initGL()
{
b = new Buffer(positions3D, Buffer::VBO);
b->setVertexAttrib(0, 3);
buffers.push_back(b);
addBuffer(b, POSITION_BUFFER);
// init normals vbo
if(!normals.empty())
{
b = new Buffer(normals, Buffer::VBO);
b->setVertexAttrib(1, 3);
buffers.push_back(b);
addBuffer(b, NORMAL_BUFFER);
}
// init tangents vbo
if(!tangents.empty())
@ -73,14 +91,14 @@ void Mesh::initGL()
b = new Buffer(tangents, Buffer::VBO);
b->setVertexAttrib(3, 3);
b->setVertexAttrib(4, 3);
buffers.push_back(b);
addBuffer(b, TANGENT_BUFFER);
}
}
else if(!positions2D.empty())
{
b = new Buffer(positions2D, Buffer::VBO);
b->setVertexAttrib(0, 2);
buffers.push_back(b);
addBuffer(b, POSITION_BUFFER);
}
else
{
@ -92,7 +110,7 @@ void Mesh::initGL()
{
b = new Buffer(texCoords, Buffer::VBO);
b->setVertexAttrib(2, 2);
buffers.push_back(b);
addBuffer(b, TEXCOORD_BUFFER);
}
// init instances vbo
@ -100,14 +118,14 @@ void Mesh::initGL()
{
b = new Buffer(instances_offsets, Buffer::VBO);
b->setVertexAttrib(5, 3, 0, 1);
buffers.push_back(b);
addBuffer(b, INSTANCE_BUFFER);
}
// init EBO
if(!indices.empty())
{
b = new Buffer(indices, Buffer::EBO);
buffers.push_back(b);
addBuffer(b, INDICES_BUFFER);
}
// unbind vao
@ -117,37 +135,51 @@ void Mesh::initGL()
void Mesh::draw(Shader* shader, bool drawNormals, bool drawTexCoord, bool drawTangents)
{
if(isDoubleSided)
{
glDisable(GL_CULL_FACE);
}
bool crappy = (shader == NULL);
material->bindAttributes(shader);
glBindVertexArray(vao);
if(crappy)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo[POSITION_BUFFER]);
Buffer *b = buffers[buffersId[POSITION_BUFFER]];
b->bind();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); // TODO : check 2D positions
if(!texCoords.empty() && drawTexCoord)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]);
b = buffers[buffersId[TEXCOORD_BUFFER]];
b->bind();
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(0));
}
if(!normals.empty() && drawNormals)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]);
b = buffers[buffersId[NORMAL_BUFFER]];
b->bind();
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, BUFFER_OFFSET(0));
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
b->unbind();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getEBO());
if(indices.empty())
{
int size = positions3D.empty() ? positions2D.size() : positions3D.size();
if(!instances_offsets.empty() && !crappy)
glDrawArraysInstanced(primitive_type, 0, size, instances_offsets.size());
else
glDrawArrays(primitive_type, 0, size);
}
else
{
Buffer *b = buffers[buffersId[INDICES_BUFFER]];
b->bind();
if(!instances_offsets.empty() && !crappy)
glDrawElementsInstanced(primitive_type, indices.size(), GL_UNSIGNED_INT, NULL, instances_offsets.size());
else
glDrawElements(primitive_type, indices.size(), GL_UNSIGNED_INT, NULL);
b->unbind();
}
if(crappy)
{
@ -160,9 +192,7 @@ void Mesh::draw(Shader* shader, bool drawNormals, bool drawTexCoord, bool drawTa
glBindVertexArray(0);
if(isDoubleSided)
{
glEnable(GL_CULL_FACE);
}
}
void Mesh::destroyGL()
@ -172,9 +202,7 @@ void Mesh::destroyGL()
glDeleteVertexArrays(1, &vao);
vao = 0;
}
for(Buffer *b : buffers)
delete(b);
buffers.clear();
clearBuffers();
}
unsigned int Mesh::getFlags()
@ -217,14 +245,14 @@ struct VertexComparator
return (mesh->positions3D[vertId1].y < mesh->positions3D[vertId2].y);
if(mesh->positions3D[vertId1].z != mesh->positions3D[vertId2].z)
return (mesh->positions3D[vertId1].z < mesh->positions3D[vertId2].z);
if(mesh->hasTexCoords())
if(!mesh->texCoords.empty())
{
if(mesh->texCoords[vertId1].x != mesh->texCoords[vertId2].x)
return (mesh->texCoords[vertId1].x < mesh->texCoords[vertId2].x);
if(mesh->texCoords[vertId1].y != mesh->texCoords[vertId2].y)
return (mesh->texCoords[vertId1].y < mesh->texCoords[vertId2].y);
}
if(mesh->hasNormals())
if(!mesh->normals.empty())
{
if(mesh->normals[vertId1].x != mesh->normals[vertId2].x)
return (mesh->normals[vertId1].x < mesh->normals[vertId2].x);
@ -241,6 +269,8 @@ Mesh* VertexComparator::mesh = NULL;
void Mesh::mergeVertices()
{
if(positions3D.empty())
return;
bool *deleted = new bool[positions3D.size()];
int *offsets = new int[positions3D.size()];
std::set<int, VertexComparator> vertexSet;
@ -252,7 +282,7 @@ void Mesh::mergeVertices()
deleted[indices[i]] = !ret.second && *(ret.first) != indices[i];
if(deleted[indices[i]])
{
if(hasTangents())
if(!tangents.empty())
{
tangents[*(ret.first)].tangent += tangents[indices[i]].tangent;
tangents[*(ret.first)].binormal += tangents[indices[i]].binormal;
@ -272,11 +302,11 @@ void Mesh::mergeVertices()
if(offset != 0)
{
positions3D[pos] = positions3D[i];
if(hasTexCoords())
if(!texCoords.empty())
texCoords[pos] = texCoords[i];
if(hasNormals())
if(!normals.empty())
normals[pos] = normals[i];
if(hasTangents())
if(!tangents.empty())
tangents[pos] = tangents[i];
}
++pos;
@ -286,11 +316,11 @@ void Mesh::mergeVertices()
indices[i] -= offsets[indices[i]];
positions3D.resize(positions3D.size()-offset);
if(hasTexCoords())
if(!texCoords.empty())
texCoords.resize(texCoords.size()-offset);
if(hasNormals())
if(!normals.empty())
normals.resize(normals.size()-offset);
if(hasTangents())
if(!tangents.empty())
tangents.resize(tangents.size()-offset);
for(Tangents &t : tangents)
{
@ -299,8 +329,17 @@ void Mesh::mergeVertices()
}
}
void Mesh::computeNeighbors()
{
if(positions3D.empty())
return;
// TODO : compute adjacency and change primitivetype
}
void Mesh::computeNormals()
{
if(positions3D.empty())
return;
normals.resize(positions3D.size());
std::memset(normals.data(), 0, normals.size());
for (std::size_t i=0; i < indices.size(); i += 3)
@ -319,7 +358,7 @@ void Mesh::computeNormals()
void Mesh::computeTangents()
{
if(!hasTexCoords())
if(texCoords.empty())
return;
tangents = std::vector<Tangents>(positions3D.size());

View File

@ -14,6 +14,10 @@ struct Mesh
{
public:
/*************************************************************/
/* MESH AND MATERIAL FLAGS */
/*************************************************************/
// Mesh properties
enum {
// Geometric properties
@ -34,6 +38,7 @@ public:
MATERIAL_ALPHA_MASK,
// 3D phong material
MATERIAL_PHONG,
MATERIAL_PHONG_DIFFUSE_TEXTURE,
MATERIAL_PHONG_AMBIENT_TEXTURE,
MATERIAL_PHONG_SPECULAR_TEXTURE,
@ -41,34 +46,160 @@ public:
// 3D Beckman-like materials
MATERIAL_BACKMANN_BUMP_MAP,
// TODO
NB_FLAGS
};
// define strings associated to the properties
// shader "#define" strings associated to the properties
static const char* const flagStr[NB_FLAGS];
// geometry data
/*************************************************************/
/* GEOMETRY DATA */
/*************************************************************/
// 3D public data
std::vector<glm::vec3> positions3D;
std::vector<glm::vec3> normals;
// 2D public data
std::vector<glm::vec2> positions2D;
// public data common to 2D and 3D
std::vector<glm::vec2> texCoords;
std::vector<glm::vec3> instances_offsets;
std::vector<GLuint> indices;
/*************************************************************/
/* MAIN METHODS */
/*************************************************************/
/**
* @brief Mesh builds an empty mesh, to be renderable, a mesh must have vertices and a material.
*/
Mesh();
virtual ~Mesh();
/**
* OpenGL methods :
* - initGL allocates the GPU buffers and sends the mesh data to the GPU
* - draw binds the material attributes and draws the mesh geometry
* - destroyGL releases the allocated GPU memory, destroyGL is called automatically in Mesh's destructor and at the beginning of initGL
*/
void initGL();
void draw(Shader* shader = NULL, bool drawNormals = true, bool drawTexCoord = true, bool drawTangents = true);
void destroyGL();
/**
* @brief getFlags returns the flags that defines the specificities of the mesh and his material
*/
unsigned int getFlags();
/*************************************************************/
/* MESH BUILDING METHODS */
/*************************************************************/
// add vertex
void addVertex(float x, float y, float z) {addVertex(glm::vec3(x, y, z));}
void addVertex(const glm::vec3 &position) {positions3D.push_back(position);}
void addVertex(float x, float y) {addVertex(glm::vec2(x, y));}
void addVertex(const glm::vec2 &position) {positions2D.push_back(position);}
void addVertex(const glm::vec3 &position, const glm::vec2 &texCoord) {addVertex(position); addTexCoord(texCoord);}
void addVertex(const glm::vec2 &position, const glm::vec2 &texCoord) {addVertex(position); addTexCoord(texCoord);}
void addVertex(const glm::vec3 &position, const glm::vec3 &normal) {addVertex(position); addNormal(normal);}
void addVertex(const glm::vec3 &position, const glm::vec3 &normal, const glm::vec2 &texCoord) {addVertex(position, normal); addTexCoord(texCoord);}
// add indices
void addTriangle(int i1, int i2, int i3) {indices.push_back(i1), indices.push_back(i2), indices.push_back(i3);}
void addLine(int i1, int i2) {indices.push_back(i1), indices.push_back(i2);}
// Material accessers
void setMaterial(Material* mat) {material = mat;}
Material *getMaterial() {return material;}
// other accessers
void addNormal(float x, float y, float z) {addNormal(glm::vec3(x, y, z));}
void addNormal(const glm::vec3 &normal) {normals.push_back(normal);}
void addTexCoord(float u, float v) {addTexCoord(glm::vec2(u, v));}
void addTexCoord(const glm::vec2 &texCoord) {texCoords.push_back(texCoord);}
/*************************************************************/
/* 2D MESH PROPERTIES */
/*************************************************************/
/**
* @brief setDepth allows to set the depth of a 2D mesh, the depth must be between -1 and 1, -1 being the closest to the camera
*/
void setDepth(float d) {depth = d;}
/*************************************************************/
/* 3D MESH PROPERTIES */
/*************************************************************/
/**
* @brief setIsDoubleSided allows to enable or disable face culling for this Mesh
*/
void setIsDoubleSided(bool val) {isDoubleSided = val;}
/**
* @brief setIsBillboard allows to enable or disable billboarding,
* a billboard mesh will always follow the camera orientation
*/
void setIsBillboard(bool val) {isBillboard = val;}
/*************************************************************/
/* 3D MESH TOOLS */
/*************************************************************/
/**
* @brief mergeVertices simplifies an indexed mesh by merging all vertices that
* have exactly the same position, texcoord, and normals, the tangents will be averaged.
*/
void mergeVertices();
/**
* @brief computeNormals computes adjacency for a triangle mesh, the mesh type changes to GL_TRIANGLES_ADJACENCY
*/
void computeNeighbors();
/**
* compute normals from an indexed mesh (positions + indices)
*/
void computeNormals();
/**
* compute tangent space from a textured indexed mesh (positions + normals + texcoords + indices)
*/
void computeTangents();
/*************************************************************/
/* ADVANCED CUSTOMISATION */
/*************************************************************/
/**
* Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY,
* GL_LINES_ADJACENCY, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, GL_TRIANGLE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY and GL_PATCHES are accepted.
*
* default is GL_TRIANGLES
*/
void setPrimitiveType(GLenum type) {primitive_type = type;}
protected:
typedef struct
{
glm::vec3 tangent;
glm::vec3 binormal;
} Tangents;
std::vector<Tangents> tangents;
Material* material;
bool isDoubleSided;
bool isBillboard;
float depth;
std::vector<glm::vec3> positions3D;
std::vector<glm::vec2> positions2D;
std::vector<glm::vec3> normals;
std::vector<glm::vec2> texCoords;
std::vector<glm::vec3> instances_offsets;
std::vector<Tangents> tangents;
std::vector<GLuint> indices;
GLenum primitive_type;
std::vector<Buffer*> buffers;
@ -90,47 +221,12 @@ public:
NB_BUFFERS
};
int buffersId[NB_BUFFERS];
void addBuffer(Buffer *b, int bufferType);
void clearBuffers();
GLuint vao;
protected:
GLenum primitive_type;
public:
Mesh();
virtual ~Mesh();
void initGL();
void draw(Shader* shader = NULL, bool drawNormals = true, bool drawTexCoord = true, bool drawTangents = true);
void destroyGL();
/**
* @brief getFlags returns the flags that defines the specificities of the mesh and his material
*/
unsigned int getFlags();
/**
* this class is intended to be used with a 3D mesh of the default GL_TRIANGLES primitives,
* the methods mergeVertices, computeNormals, and computeTangents will not
* work with other primitive types.
*/
void setPrimitiveType(GLenum type) {primitive_type = type;}
/**
* @brief mergeVertices simplifies an indexed mesh by merging all vertices that
* have exactly the same position, texcoord, and normals, the tangents will be averaged.
*/
void mergeVertices();
/**
* compute normals from an indexed mesh (positions + indices)
*/
void computeNormals();
/**
* compute tangent space from a textured indexed mesh (positions + normals + texcoords + indices)
*/
void computeTangents();
};
#endif // MESH_H

View File

@ -1,63 +0,0 @@
#include "meshbuilder.h"
void MeshBuilder::addPosition(float x, float y, float z)
{
addPosition(glm::vec3(x, y, z));
}
void MeshBuilder::addPosition(const glm::vec3 &position)
{
positions3D.push_back(position);
}
void MeshBuilder::addNormal(float x, float y, float z)
{
addNormal(glm::vec3(x, y, z));
}
void MeshBuilder::addNormal(const glm::vec3 &normal)
{
normals.push_back(normal);
}
void MeshBuilder::addTexCoord(float u, float v)
{
addTexCoord(glm::vec2(u, v));
}
void MeshBuilder::addTexCoord(const glm::vec2 &texCoord)
{
texCoords.push_back(texCoord);
}
void MeshBuilder::addVertex(const glm::vec3 &position, const glm::vec3 &normal)
{
addPosition(position);
addNormal(normal);
}
void MeshBuilder::addVertex(const glm::vec3 &position, const glm::vec2 &texCoord)
{
addPosition(position);
addTexCoord(texCoord);
}
void MeshBuilder::addVertex(const glm::vec3 &position, const glm::vec3 &normal, const glm::vec2 &texCoord)
{
addVertex(position, normal);
addTexCoord(texCoord);
}
void MeshBuilder::addTriangle(int i1, int i2, int i3)
{
indices.push_back(i1);
indices.push_back(i2);
indices.push_back(i3);
}
void MeshBuilder::setMaterial(Material* myMaterial)
{
material = myMaterial;
}

View File

@ -1,25 +0,0 @@
#ifndef MESHBUILDER_H
#define MESHBUILDER_H
#include "mesh.h"
class MeshBuilder : public Mesh
{
public:
void addTriangle(int i1, int i2, int i3);
void addPosition(float x, float y, float z);
void addPosition(const glm::vec3 &position);
void addNormal(float x, float y, float z);
void addNormal(const glm::vec3 &normal);
void addTexCoord(float u, float v);
void addTexCoord(const glm::vec2 &texCoord);
void addVertex(const glm::vec3 &position, const glm::vec3 &normal);
void addVertex(const glm::vec3 &position, const glm::vec2 &texCoord);
void addVertex(const glm::vec3 &position, const glm::vec3 &normal, const glm::vec2 &texCoord);
void setMaterial(Material* myMaterial);
};
#endif // MESHBUILDER_H

View File

@ -68,41 +68,17 @@ void PhongMaterial::bindAttributes(Shader* myShader)
unsigned int PhongMaterial::getFlags()
{
unsigned int flags = 0;
unsigned int flags = 1 << Mesh::MATERIAL_PHONG;
if(normal_map != NULL)
flags |= Mesh::MATERIAL_PHONG_NORMAL_MAP;
flags |= 1 << Mesh::MATERIAL_PHONG_NORMAL_MAP;
if(ambient_texture != NULL)
flags |= Mesh::MATERIAL_PHONG_AMBIENT_TEXTURE;
flags |= 1 << Mesh::MATERIAL_PHONG_AMBIENT_TEXTURE;
if(diffuse_texture != NULL)
flags |= Mesh::MATERIAL_PHONG_DIFFUSE_TEXTURE;
flags |= 1 << Mesh::MATERIAL_PHONG_DIFFUSE_TEXTURE;
if(specular_texture != NULL)
flags |= Mesh::MATERIAL_PHONG_SPECULAR_TEXTURE;
flags |= 1 << Mesh::MATERIAL_PHONG_SPECULAR_TEXTURE;
if(alpha_mask != NULL)
flags |= Mesh::MATERIAL_ALPHA_MASK;
flags |= 1 << Mesh::MATERIAL_ALPHA_MASK;
return flags;
}
void PhongMaterial::setAmbientTexture(Texture* myTexture)
{
ambient_texture = myTexture;
}
void PhongMaterial::setDiffuseTexture(Texture* myTexture)
{
diffuse_texture = myTexture;
}
void PhongMaterial::setSpecularTexture(Texture* myTexture)
{
specular_texture = myTexture;
}
void PhongMaterial::setNormalMap(Texture* myNormalMap)
{
normal_map = myNormalMap;
}
void PhongMaterial::setAlphaMask(Texture* myAlphaMask)
{
alpha_mask = myAlphaMask;
}

View File

@ -50,11 +50,11 @@ public:
virtual unsigned int getFlags();
void setAmbientTexture(Texture* myTexture);
void setDiffuseTexture(Texture* myTexture);
void setSpecularTexture(Texture* myTexture);
void setNormalMap(Texture* myNormalMap);
void setAlphaMask(Texture* myAlphaMask);
void setAmbientTexture(Texture* myTexture) {ambient_texture = myTexture;}
void setDiffuseTexture(Texture* myTexture) {diffuse_texture = myTexture;}
void setSpecularTexture(Texture* myTexture) {specular_texture = myTexture;}
void setNormalMap(Texture* myNormalMap) {normal_map = myNormalMap;}
void setAlphaMask(Texture* myAlphaMask) {alpha_mask = myAlphaMask;}
};
#endif // PHONGMATERIAL_H