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materialsolid.cpp

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00001 /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-
00002 
00003    this file is part of rcssserver3D
00004    Fri May 9 2003
00005    Copyright (C) 2002,2003 Koblenz University
00006    Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group
00007    $Id: materialsolid.cpp,v 1.3 2004/04/18 16:30:29 rollmark Exp $
00008 
00009    This program is free software; you can redistribute it and/or modify
00010    it under the terms of the GNU General Public License as published by
00011    the Free Software Foundation; version 2 of the License.
00012 
00013    This program is distributed in the hope that it will be useful,
00014    but WITHOUT ANY WARRANTY; without even the implied warranty of
00015    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016    GNU General Public License for more details.
00017 
00018    You should have received a copy of the GNU General Public License
00019    along with this program; if not, write to the Free Software
00020    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00021 */
00022 #include "materialsolid.h"
00023 #include <kerosin/openglserver/openglserver.h>
00024 
00025 using namespace kerosin;
00026 using namespace zeitgeist;
00027 using namespace salt;
00028 using namespace boost;
00029 using namespace std;
00030 
00031 MaterialSolid::MaterialSolid()
00032     : Material(),
00033       mAmbient(0.2f,0.2f,0.2f,1.0f),
00034       mDiffuse(1.0f,1.0f,1.0f,1.0f),
00035       mSpecular(0.0f,0.0f,0.0f,1.0f),
00036       mEmission(0.0f,0.0f,0.0f,1.0f)
00037 {
00038 }
00039 
00040 MaterialSolid::~MaterialSolid()
00041 {
00042 }
00043 
00044 void MaterialSolid::SetupMaterial()
00045 {
00046     // set ambient material reflectance
00047     glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,mAmbient);
00048 
00049     // set diffuse material reflectance
00050     glColor3fv(mDiffuse);
00051     glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mDiffuse);
00052 
00053     // set specular material reflectance
00054     glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mSpecular);
00055 
00056     // set light emission
00057     glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,mEmission);
00058 }
00059 
00060 void MaterialSolid::Bind()
00061 {
00062     SetupMaterial();
00063     glDisable(GL_TEXTURE_2D);
00064     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
00065 }
00066 
00067 void MaterialSolid::SetAmbient(const RGBA& ambient)
00068 {
00069     mAmbient = ambient;
00070 }
00071 
00072 const RGBA& MaterialSolid::GetAmbient()
00073 {
00074     return mAmbient;
00075 }
00076 
00077 void MaterialSolid::SetDiffuse(const RGBA& diffuse)
00078 {
00079     mDiffuse = diffuse;
00080 }
00081 
00082 const RGBA& MaterialSolid::GetDiffuse()
00083 {
00084     return mDiffuse;
00085 }
00086 
00087 void MaterialSolid::SetSpecular(const RGBA& specular)
00088 {
00089     mSpecular = specular;
00090 }
00091 
00092 const RGBA& MaterialSolid::GetSpecular()
00093 {
00094     return mSpecular;
00095 }
00096 
00097 void MaterialSolid::SetEmission(const RGBA& emission)
00098 {
00099     mEmission = emission;
00100 }
00101 
00102 const RGBA& MaterialSolid::GetEmission()
00103 {
00104     return mEmission;
00105 }
00106 
00107 
00108 

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