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#include "glt_material.h"
/*! \file
\ingroup GLT
$Id: material.cpp,v 1.10 2002/10/09 15:09:38 nigels Exp $
$Log: material.cpp,v $
Revision 1.10 2002/10/09 15:09:38 nigels
Added RCS Id and Log tags
*/
#include "glt_error.h"
#include <cassert>
#include <cstring>
#include <iostream>
using namespace std;
GltMaterial::GltMaterial(const GLenum face,const bool getIt)
: _face(face)
{
assert(_face==GL_FRONT_AND_BACK || _face==GL_FRONT || _face==GL_BACK);
// TODO - OpenGL Defaults
_shininess = 0.0;
memset(_colorIndex,0,sizeof(_colorIndex));
if (getIt)
get();
}
GltMaterial::GltMaterial
(
const GltColor &ambient,
const GltColor &diffuse,
const GltColor &specular,
const GltColor &emission,
const GLfloat shininess,
const GLenum face
)
:
_face(face),
_ambient(ambient),
_diffuse(diffuse),
_specular(specular),
_emission(emission),
_shininess(shininess)
{
assert(_face==GL_FRONT_AND_BACK || _face==GL_FRONT || _face==GL_BACK);
memset(_colorIndex,0,sizeof(_colorIndex));
}
GltMaterial::GltMaterial(const std::string &name,const GLenum face)
: _face(face)
{
assert(_face==GL_FRONT_AND_BACK || _face==GL_FRONT || _face==GL_BACK);
// Do a binary search through the list of names
int i=0;
int j=_matSize;
for (;;)
{
int k = ((j-i)>>1)+i;
const int res = strcmp(name.c_str(),_matName[k]);
if (res<0)
j = k;
else
if (res>0)
i = k+1;
else
{
operator=(*_matValue[k]);
return;
}
if (i==k && j==k || i==_matSize)
{
assert(!"Material not found");
operator=(GltMaterial());
return;
}
}
}
GltMaterial::~GltMaterial()
{
}
void
GltMaterial::get()
{
// Can't query front and back at same time - beware
const GLenum face = (_face==GL_FRONT_AND_BACK ? GL_FRONT : _face);
GLERROR(std::cerr);
_ambient. glGetMaterial(face,GL_AMBIENT);
_diffuse. glGetMaterial(face,GL_DIFFUSE);
_specular.glGetMaterial(face,GL_SPECULAR);
_emission.glGetMaterial(face,GL_EMISSION);
glGetMaterialfv(face, GL_SHININESS, &_shininess);
GLERROR(std::cerr);
}
void
GltMaterial::set() const
{
GLERROR(std::cerr);
_ambient. glMaterial(_face,GL_AMBIENT);
_diffuse. glMaterial(_face,GL_DIFFUSE);
_specular.glMaterial(_face,GL_SPECULAR);
_emission.glMaterial(_face,GL_EMISSION);
glMaterialfv(_face, GL_SHININESS, &_shininess);
GLERROR(std::cerr);
}
GLenum &GltMaterial::face() { return _face; }
GltColor &GltMaterial::ambient() { return _ambient; }
GltColor &GltMaterial::diffuse() { return _diffuse; }
GltColor &GltMaterial::specular() { return _specular; }
GltColor &GltMaterial::emission() { return _emission; }
GLfloat &GltMaterial::shininess() { return _shininess; }
GLint *GltMaterial::colorIndex() { return _colorIndex; }
const GLenum &GltMaterial::face() const { return _face; }
const GltColor &GltMaterial::ambient() const { return _ambient; }
const GltColor &GltMaterial::diffuse() const { return _diffuse; }
const GltColor &GltMaterial::specular() const { return _specular; }
const GltColor &GltMaterial::emission() const { return _emission; }
const GLfloat &GltMaterial::shininess() const { return _shininess; }
const GLint *GltMaterial::colorIndex() const { return _colorIndex; }
//
// Adapted from
// http://www.cs.utk.edu/~kuck/materials_ogl.htm
// http://devernay.free.fr/cours/opengl/materials.html
// http://www.sgi.com/software/opengl/advanced98/notes/node119.html
//
/// Black Plastic Material
const GltMaterial blackPlasticMaterial
(
GltColor(0.00, 0.00, 0.00), // Ambient
GltColor(0.01, 0.01, 0.01), // Diffuse
GltColor(0.50, 0.50, 0.50), // Specular
GltColor(0.00, 0.00, 0.00), // Emission
32.0f // Shininess
);
/// Black Rubber Material
const GltMaterial blackRubberMaterial
(
GltColor(0.02, 0.02, 0.02), // Ambient
GltColor(0.01, 0.01, 0.01), // Diffuse
GltColor(0.40, 0.40, 0.40), // Specular
GltColor(0.00, 0.00, 0.00), // Emission
10.0f // Shininess
);
/// Brass Material
const GltMaterial brassMaterial
(
GltColor(0.329412, 0.223529, 0.027451), // Ambient
GltColor(0.780392, 0.568627, 0.113725), // Diffuse
GltColor(0.992157, 0.941176, 0.807843), // Specular
GltColor(0.0,0.0,0.0), // Emission
27.8974f // Shininess
);
/// Bronze Material
const GltMaterial bronzeMaterial
(
GltColor(0.2125 , 0.1275 , 0.054 ), // Ambient
GltColor(0.714 , 0.4284 , 0.18144 ), // Diffuse
GltColor(0.393548, 0.271906, 0.166721), // Specular
GltColor(0.0,0.0,0.0), // Emission
25.6f // Shininess
);
/// Chrome Material
const GltMaterial chromeMaterial
(
GltColor(0.25, 0.25, 0.25 ), // Ambient
GltColor(0.4, 0.4, 0.4 ), // Diffuse
GltColor(0.774597, 0.774597, 0.774597), // Specular
GltColor(0.0,0.0,0.0), // Emission
76.8f // Shininess
);
/// Copper Material
const GltMaterial copperMaterial
(
GltColor(0.19125, 0.0735, 0.0225 ), // Ambient
GltColor(0.7038, 0.27048, 0.0828 ), // Diffuse
GltColor(0.256777, 0.137622, 0.086014), // Specular
GltColor(0.00,0.00,0.00), // Emission
12.8f // Shininess
);
/// Emerald Material
const GltMaterial emeraldMaterial
(
GltColor(0.0215, 0.1745, 0.0215 ), // Ambient
GltColor(0.07568, 0.61424, 0.07568), // Diffuse
GltColor(0.633, 0.727811, 0.633 ), // Specular
GltColor(0.00,0.00,0.00), // Emission
76.8f // Shininess
);
/// Gold Material
const GltMaterial goldMaterial
(
GltColor(0.24725, 0.1995, 0.0745), // Ambient
GltColor(0.75164, 0.60648, 0.22648), // Diffuse
GltColor(0.628281, 0.555802, 0.366065), // Specular
GltColor(0.00,0.00,0.00), // Emission
51.2f // Shininess
);
/// Jade Material
const GltMaterial jadeMaterial
(
GltColor(0.135, 0.2225, 0.1575 ), // Ambient
GltColor(0.135, 0.2225, 0.1575 ), // Diffuse
GltColor(0.316228, 0.316228, 0.316228), // Specular
GltColor(0.00,0.00,0.00), // Emission
12.8f // Shininess
);
/// Obsidian Material
const GltMaterial obsidianMaterial
(
GltColor(0.05375, 0.05, 0.06625 ), // Ambient
GltColor(0.18275, 0.17, 0.22525 ), // Diffuse
GltColor(0.332741, 0.328634, 0.346435), // Specular
GltColor(0.00,0.00,0.00), // Emission
38.4f // Shininess
);
/// Pearl Material
const GltMaterial pearlMaterial
(
GltColor(0.25, 0.20725, 0.20725 ), // Ambient
GltColor(1.0, 0.829, 0.829 ), // Diffuse
GltColor(0.296648, 0.296648, 0.296648), // Specular
GltColor(0.00,0.00,0.00), // Emission
11.264f // Shininess
);
/// Pewter Material
const GltMaterial pewterMaterial
(
GltColor(0.105882, 0.058824, 0.113725), // Ambient
GltColor(0.427451, 0.470588, 0.541176), // Diffuse
GltColor(0.333333, 0.333333, 0.521569), // Specular
GltColor(0.00,0.00,0.00), // Emission
9.84615f // Shininess
);
/// Polished Bronze Material
const GltMaterial polishedBronzeMaterial
(
GltColor(0.25 , 0.148 , 0.06475 ), // Ambient
GltColor(0.4 , 0.2368 , 0.1036 ), // Diffuse
GltColor(0.774597, 0.458561, 0.200621), // Specular
GltColor(0.0,0.0,0.0), // Emission
76.8f // Shininess
);
/// Polished Copper Material
const GltMaterial polishedCopperMaterial
(
GltColor(0.2295, 0.08825, 0.0275 ), // Ambient
GltColor(0.5508, 0.2118, 0.066 ), // Diffuse
GltColor(0.580594, 0.223257, 0.0695701), // Specular
GltColor(0.0,0.0,0.0), // Emission
51.2f // Shininess
);
/// Polished Gold Material
const GltMaterial polishedGoldMaterial
(
GltColor(0.24725, 0.2245, 0.0645 ), // Ambient
GltColor(0.34615, 0.3143, 0.0903 ), // Diffuse
GltColor(0.797357, 0.723991, 0.208006), // Specular
GltColor(0.0,0.0,0.0), // Emission
83.2f // Shininess
);
/// Polished Silver Material
const GltMaterial polishedSilverMaterial
(
GltColor(0.23125, 0.23125, 0.23125), // Ambient
GltColor(0.2775, 0.2775, 0.2775), // Diffuse
GltColor(0.773911, 0.773911, 0.773911), // Specular
GltColor(0.0,0.0,0.0), // Emission
89.6f // Shininess
);
/// Ruby Material
const GltMaterial rubyMaterial
(
GltColor(0.1745, 0.01175, 0.01175), // Ambient
GltColor(0.61424, 0.04136, 0.04136), // Diffuse
GltColor(0.727811, 0.626959, 0.626959), // Specular
GltColor(0.00,0.00,0.00), // Emission
76.8f // Shininess
);
/// Silver Material
const GltMaterial silverMaterial
(
GltColor(0.19225, 0.19225, 0.19225 ), // Ambient
GltColor(0.50754, 0.50754, 0.50754 ), // Diffuse
GltColor(0.508273, 0.508273, 0.508273), // Specular
GltColor(0.00,0.00,0.00), // Emission
51.2f // Shininess
);
/// Turquoise Material
const GltMaterial turquoiseMaterial
(
GltColor(0.1, 0.18725, 0.1745 ), // Ambient
GltColor(0.396, 0.74151, 0.69102 ), // Diffuse
GltColor(0.297254, 0.30829, 0.306678), // Specular
GltColor(0.00,0.00,0.00), // Emission
12.8f // Shininess
);
/// White Plastic Material
const GltMaterial whitePlasticMaterial
(
GltColor(0.00, 0.00, 0.00), // Ambient
GltColor(0.55, 0.55, 0.55), // Diffuse
GltColor(0.70, 0.70, 0.70), // Specular
GltColor(0.00, 0.00, 0.00), // Emission
32.0f // Shininess
);
//
const int GltMaterial::_matSize = 20;
const char *GltMaterial::_matName[20] =
{
"blackPlastic",
"blackRubber",
"brass",
"bronze",
"chrome",
"copper",
"emerald",
"gold",
"jade",
"obsidian",
"pearl",
"pewter",
"polishedBronze",
"polishedCopper",
"polishedGold",
"polishedSilver",
"ruby",
"silver",
"turquoise",
"whitePlastic"
};
const GltMaterial *GltMaterial::_matValue[20] =
{
&::blackPlasticMaterial,
&::blackRubberMaterial,
&::brassMaterial,
&::bronzeMaterial,
&::chromeMaterial,
&::copperMaterial,
&::emeraldMaterial,
&::goldMaterial,
&::jadeMaterial,
&::obsidianMaterial,
&::pearlMaterial,
&::pewterMaterial,
&::polishedBronzeMaterial,
&::polishedCopperMaterial,
&::polishedGoldMaterial,
&::polishedSilverMaterial,
&::rubyMaterial,
&::silverMaterial,
&::turquoiseMaterial,
&::whitePlasticMaterial
};
|