// material.hxx -- class to handle material properties // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program 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 GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifndef _MATERIAL_HXX #define _MATERIAL_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include "Include/compiler.h" #include #include #include STL_STRING // Standard C++ string library FG_USING_STD(string); // MSVC++ 6.0 kuldge - Need forward declaration of friends. class fgMATERIAL; istream& operator >> ( istream& in, fgMATERIAL& m ); // Material property class class FGMaterial { private: // texture loaded bool loaded; // OpenGL texture name GLuint texture_id; // file name of texture string texture_name; // alpha texture? int alpha; // texture size double xsize, ysize; // material properties GLfloat ambient[4], diffuse[4], specular[4], emissive[4]; GLint texture_ptr; public: // Constructor FGMaterial ( void ); // Destructor ~FGMaterial ( void ); void load_texture( const string& root ); friend istream& operator >> ( istream& in, FGMaterial& m ); inline bool is_loaded() const { return loaded; } inline GLuint get_texture_id() const { return texture_id; } inline double get_xsize() const { return xsize; } inline double get_ysize() const { return ysize; } inline GLfloat *get_ambient() { return ambient; } inline GLfloat *get_diffuse() { return diffuse; } inline GLfloat *get_specular() { return specular; } inline GLfloat *get_emissive() { return emissive; } }; #endif // _MATERIAL_HXX