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flightgear/Simulator/Objects/material.hxx
1999-05-13 02:34:49 +00:00

103 lines
2.5 KiB
C++

// 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 <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include "Include/compiler.h"
#include <GL/glut.h>
#include <XGL/xgl.h>
#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