/usr/include/osg/Material is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_MATERIAL
#define OSG_MATERIAL 1
#include <osg/Vec4>
#include <osg/StateAttribute>
#ifndef OSG_GL_FIXED_FUNCTION_AVAILABLE
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_EMISSION 0x1600
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_MATERIAL 0x0B57
#endif
namespace osg {
/** Material - encapsulates OpenGL glMaterial state.*/
class OSG_EXPORT Material : public StateAttribute
{
public :
Material();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
Material(const Material& mat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(mat,copyop),
_colorMode(mat._colorMode),
_ambientFrontAndBack(mat._ambientFrontAndBack),
_ambientFront(mat._ambientFront),
_ambientBack(mat._ambientBack),
_diffuseFrontAndBack(mat._diffuseFrontAndBack),
_diffuseFront(mat._diffuseFront),
_diffuseBack(mat._diffuseBack),
_specularFrontAndBack(mat._specularFrontAndBack),
_specularFront(mat._specularFront),
_specularBack(mat._specularBack),
_emissionFrontAndBack(mat._emissionFrontAndBack),
_emissionFront(mat._emissionFront),
_emissionBack(mat._emissionBack),
_shininessFrontAndBack(mat._shininessFrontAndBack),
_shininessFront(mat._shininessFront),
_shininessBack(mat._shininessBack) {}
META_StateAttribute(osg, Material, MATERIAL);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macros below.
COMPARE_StateAttribute_Types(Material,sa)
// compare each parameter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_colorMode)
COMPARE_StateAttribute_Parameter(_ambientFrontAndBack)
COMPARE_StateAttribute_Parameter(_ambientFront)
COMPARE_StateAttribute_Parameter(_ambientBack)
COMPARE_StateAttribute_Parameter(_diffuseFrontAndBack)
COMPARE_StateAttribute_Parameter(_diffuseFront)
COMPARE_StateAttribute_Parameter(_diffuseBack)
COMPARE_StateAttribute_Parameter(_specularFrontAndBack)
COMPARE_StateAttribute_Parameter(_specularFront)
COMPARE_StateAttribute_Parameter(_specularBack)
COMPARE_StateAttribute_Parameter(_emissionFrontAndBack)
COMPARE_StateAttribute_Parameter(_emissionFront)
COMPARE_StateAttribute_Parameter(_emissionBack)
COMPARE_StateAttribute_Parameter(_shininessFrontAndBack)
COMPARE_StateAttribute_Parameter(_shininessFront)
COMPARE_StateAttribute_Parameter(_shininessBack)
return 0; // passed all the above comparison macros, must be equal.
}
Material& operator = (const Material& rhs);
virtual bool getModeUsage(StateAttribute::ModeUsage& /*usage*/) const
{
// note, since Material does it's own glEnable/glDisable of GL_COLOR_MATERIAL
// we shouldn't declare usage of that mode, so commenting out the below usage.
// usage.usesMode(GL_COLOR_MATERIAL);
return true;
}
virtual void apply(State& state) const;
enum Face {
FRONT = GL_FRONT,
BACK = GL_BACK,
FRONT_AND_BACK = GL_FRONT_AND_BACK
};
enum ColorMode {
AMBIENT = GL_AMBIENT,
DIFFUSE = GL_DIFFUSE,
SPECULAR = GL_SPECULAR,
EMISSION = GL_EMISSION,
AMBIENT_AND_DIFFUSE = GL_AMBIENT_AND_DIFFUSE,
OFF
};
inline void setColorMode(ColorMode mode) { _colorMode = mode; }
inline ColorMode getColorMode() const { return _colorMode; }
void setAmbient( Face face, const Vec4& ambient );
const Vec4& getAmbient(Face face) const;
inline bool getAmbientFrontAndBack() const { return _ambientFrontAndBack; }
void setDiffuse( Face face, const Vec4& diffuse );
const Vec4& getDiffuse(Face face) const;
inline bool getDiffuseFrontAndBack() const { return _diffuseFrontAndBack; }
/** Set specular value of specified face(s) of the material,
* valid specular[0..3] range is 0.0 to 1.0.
*/
void setSpecular( Face face, const Vec4& specular );
/** Get the specular value for specified face. */
const Vec4& getSpecular(Face face) const;
/** Return whether specular values are equal for front and back faces
* or not.
*/
inline bool getSpecularFrontAndBack() const { return _specularFrontAndBack; }
/** Set emission value of specified face(s) of the material,
* valid emission[0..3] range is 0.0 to 1.0.
*/
void setEmission( Face face, const Vec4& emission );
/** Get the emission value for specified face. */
const Vec4& getEmission(Face face) const;
/** Return whether emission values are equal for front and back faces
* or not.
*/
inline bool getEmissionFrontAndBack() const { return _emissionFrontAndBack; }
/** Set shininess of specified face(s) of the material.
* valid shininess range is 0.0 to 128.0.
*/
void setShininess(Face face, float shininess );
/** Get the shininess value for specified face. */
float getShininess(Face face) const;
/** Return whether shininess values are equal for front and back faces
* or not.
*/
inline bool getShininessFrontAndBack() const { return _shininessFrontAndBack; }
/** Set the alpha value of ambient, diffuse, specular and emission
* colors of specified face, to 1-transparency.
* Valid transparency range is 0.0 to 1.0.
*/
void setTransparency(Face face,float trans);
/** Set the alpha value of ambient, diffuse, specular and emission
* colors. Valid transparency range is 0.0 to 1.0.
*/
void setAlpha(Face face,float alpha);
protected :
virtual ~Material();
ColorMode _colorMode;
bool _ambientFrontAndBack;
Vec4 _ambientFront; // r, g, b, w
Vec4 _ambientBack; // r, g, b, w
bool _diffuseFrontAndBack;
Vec4 _diffuseFront; // r, g, b, w
Vec4 _diffuseBack; // r, g, b, w
bool _specularFrontAndBack;
Vec4 _specularFront; // r, g, b, w
Vec4 _specularBack; // r, g, b, w
bool _emissionFrontAndBack;
Vec4 _emissionFront; // r, g, b, w
Vec4 _emissionBack; // r, g, b, w
bool _shininessFrontAndBack;
float _shininessFront; // values 0 - 128.0
float _shininessBack; // values 0 - 128.0
};
}
#endif
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