71 lines
1.4 KiB
C++
71 lines
1.4 KiB
C++
#ifndef PHONGMATERIAL_H
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#define PHONGMATERIAL_H
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#include "material.h"
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#include "glm/vec3.hpp"
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class Texture;
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class PhongMaterial : public Material
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{
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public:
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glm::vec3 ambient;
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glm::vec3 diffuse;
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glm::vec3 specular;
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float shininess;
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Texture* ambient_texture;
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Texture* diffuse_texture;
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Texture* specular_texture;
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Texture* normal_map;
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PhongMaterial() :
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ambient(0),
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diffuse(0.5f),
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specular(0.5f),
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shininess(10),
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ambient_texture(NULL),
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diffuse_texture(NULL),
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specular_texture(NULL),
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normal_map(NULL)
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{
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updateShader();
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}
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PhongMaterial(glm::vec3 myKd, glm::vec3 myKs, float myNs) :
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ambient(0),
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diffuse(myKd),
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specular(myKs),
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shininess(myNs),
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ambient_texture(NULL),
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diffuse_texture(NULL),
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specular_texture(NULL),
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normal_map(NULL)
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{
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updateShader();
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}
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virtual void bindAttributes();
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virtual void bindAttributes(Shader* myShader);
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virtual unsigned int getFlags();
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Shader* getShader() {return shader;}
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/**
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* deprecated, you should use setDiffuseTexture instead
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*/
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void setTexture(Texture* myTexture);
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void setAmbientTexture(Texture* myTexture);
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void setDiffuseTexture(Texture* myTexture);
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void setSpecularTexture(Texture* myTexture);
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void setNormalMap(Texture* myNormalMap);
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void updateShader();
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private:
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Shader* shader;
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};
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#endif // PHONGMATERIAL_H
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