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blender-archive/source/blender/freestyle/intern/scene_graph/FrsMaterial.h
2019-08-18 04:26:34 +10:00

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/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __FREESTYLE_MATERIAL_H__
#define __FREESTYLE_MATERIAL_H__
/** \file
* \ingroup freestyle
* \brief Class used to handle materials.
*/
#include "../system/FreestyleConfig.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
namespace Freestyle {
/*! Class defining a material */
class FrsMaterial {
public:
/*! Default constructor */
inline FrsMaterial();
/*! Builds a Material from its line, diffuse, ambient, specular, emissive
* colors, a shininess coefficient and line color priority.
* \param iLine:
* A 4 element float-array containing the line color.
* \param iDiffuse:
* A 4 element float-array containing the diffuse color.
* \param iAmbiant:
* A 4 element float-array containing the ambient color.
* \param iSpecular:
* A 4 element float-array containing the specular color.
* \param iEmission:
* A 4 element float-array containing the emissive color.
* \param iShininess:
* The shininess coefficient.
* \param iPriority:
* The line color priority.
*/
inline FrsMaterial(const float *iLine,
const float *iDiffuse,
const float *iAmbiant,
const float *iSpecular,
const float *iEmission,
const float iShininess,
const int iPriority);
/*! Copy constructor */
inline FrsMaterial(const FrsMaterial &m);
/*! Destructor */
virtual ~FrsMaterial()
{
}
/*! Returns the line color as a 4 float array */
inline const float *line() const
{
return Line;
}
/*! Returns the red component of the line color */
inline const float lineR() const
{
return Line[0];
}
/*! Returns the green component of the line color */
inline const float lineG() const
{
return Line[1];
}
/*! Returns the blue component of the line color */
inline const float lineB() const
{
return Line[2];
}
/*! Returns the alpha component of the line color */
inline const float lineA() const
{
return Line[3];
}
/*! Returns the diffuse color as a 4 float array */
inline const float *diffuse() const
{
return Diffuse;
}
/*! Returns the red component of the diffuse color */
inline const float diffuseR() const
{
return Diffuse[0];
}
/*! Returns the green component of the diffuse color */
inline const float diffuseG() const
{
return Diffuse[1];
}
/*! Returns the blue component of the diffuse color */
inline const float diffuseB() const
{
return Diffuse[2];
}
/*! Returns the alpha component of the diffuse color */
inline const float diffuseA() const
{
return Diffuse[3];
}
/*! Returns the specular color as a 4 float array */
inline const float *specular() const
{
return Specular;
}
/*! Returns the red component of the specular color */
inline const float specularR() const
{
return Specular[0];
}
/*! Returns the green component of the specular color */
inline const float specularG() const
{
return Specular[1];
}
/*! Returns the blue component of the specular color */
inline const float specularB() const
{
return Specular[2];
}
/*! Returns the alpha component of the specular color */
inline const float specularA() const
{
return Specular[3];
}
/*! Returns the ambient color as a 4 float array */
inline const float *ambient() const
{
return Ambient;
}
/*! Returns the red component of the ambient color */
inline const float ambientR() const
{
return Ambient[0];
}
/*! Returns the green component of the ambient color */
inline const float ambientG() const
{
return Ambient[1];
}
/*! Returns the blue component of the ambient color */
inline const float ambientB() const
{
return Ambient[2];
}
/*! Returns the alpha component of the ambient color */
inline const float ambientA() const
{
return Ambient[3];
}
/*! Returns the emissive color as a 4 float array */
inline const float *emission() const
{
return Emission;
}
/*! Returns the red component of the emissive color */
inline const float emissionR() const
{
return Emission[0];
}
/*! Returns the green component of the emissive color */
inline const float emissionG() const
{
return Emission[1];
}
/*! Returns the blue component of the emissive color */
inline const float emissionB() const
{
return Emission[2];
}
/*! Returns the alpha component of the emissive color */
inline const float emissionA() const
{
return Emission[3];
}
/*! Returns the shininess coefficient */
inline const float shininess() const
{
return Shininess;
}
/*! Returns the line color priority */
inline const int priority() const
{
return Priority;
}
/*! Sets the line color.
* \param r:
* Red component
* \param g:
* Green component
* \param b:
* Blue component
* \param a:
* Alpha component
*/
inline void setLine(const float r, const float g, const float b, const float a);
/*! Sets the diffuse color.
* \param r:
* Red component
* \param g:
* Green component
* \param b:
* Blue component
* \param a:
* Alpha component
*/
inline void setDiffuse(const float r, const float g, const float b, const float a);
/*! Sets the specular color.
* \param r:
* Red component
* \param g:
* Green component
* \param b:
* Blue component
* \param a:
* Alpha component
*/
inline void setSpecular(const float r, const float g, const float b, const float a);
/*! Sets the ambient color.
* \param r:
* Red component
* \param g:
* Green component
* \param b:
* Blue component
* \param a:
* Alpha component
*/
inline void setAmbient(const float r, const float g, const float b, const float a);
/*! Sets the emissive color.
* \param r:
* Red component
* \param g:
* Green component
* \param b:
* Blue component
* \param a:
* Alpha component
*/
inline void setEmission(const float r, const float g, const float b, const float a);
/*! Sets the shininess.
* \param s:
* Shininess
*/
inline void setShininess(const float s);
/*! Sets the line color priority.
* \param priority:
* Priority
*/
inline void setPriority(const int priority);
/* operators */
inline FrsMaterial &operator=(const FrsMaterial &m);
inline bool operator!=(const FrsMaterial &m) const;
inline bool operator==(const FrsMaterial &m) const;
private:
/*! Material properties */
float Line[4];
float Diffuse[4];
float Specular[4];
float Ambient[4];
float Emission[4];
float Shininess;
int Priority;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:FrsMaterial")
#endif
};
FrsMaterial::FrsMaterial()
{
Line[0] = Line[1] = Line[2] = 0.0f;
Line[3] = 1.0f;
Ambient[0] = Ambient[1] = Ambient[2] = 0.2f;
Ambient[3] = 1.0f;
Diffuse[0] = Diffuse[1] = Diffuse[2] = 0.8f;
Diffuse[3] = 1.0f;
Emission[0] = Emission[1] = Emission[2] = 0.0f;
Emission[3] = 1.0f;
Specular[0] = Specular[1] = Specular[2] = 0.0f;
Specular[3] = 1.0f;
Shininess = 0.0f;
Priority = 0;
}
FrsMaterial::FrsMaterial(const float *iLine,
const float *iDiffuse,
const float *iAmbiant,
const float *iSpecular,
const float *iEmission,
const float iShininess,
const int iPriority)
{
for (int i = 0; i < 4; i++) {
Line[i] = iLine[i];
Diffuse[i] = iDiffuse[i];
Specular[i] = iSpecular[i];
Ambient[i] = iAmbiant[i];
Emission[i] = iEmission[i];
}
Shininess = iShininess;
Priority = iPriority;
}
FrsMaterial::FrsMaterial(const FrsMaterial &m)
{
for (int i = 0; i < 4; i++) {
Line[i] = m.line()[i];
Diffuse[i] = m.diffuse()[i];
Specular[i] = m.specular()[i];
Ambient[i] = m.ambient()[i];
Emission[i] = m.emission()[i];
}
Shininess = m.shininess();
Priority = m.priority();
}
void FrsMaterial::setLine(const float r, const float g, const float b, const float a)
{
Line[0] = r;
Line[1] = g;
Line[2] = b;
Line[3] = a;
}
void FrsMaterial::setDiffuse(const float r, const float g, const float b, const float a)
{
Diffuse[0] = r;
Diffuse[1] = g;
Diffuse[2] = b;
Diffuse[3] = a;
}
void FrsMaterial::setSpecular(const float r, const float g, const float b, const float a)
{
Specular[0] = r;
Specular[1] = g;
Specular[2] = b;
Specular[3] = a;
}
void FrsMaterial::setAmbient(const float r, const float g, const float b, const float a)
{
Ambient[0] = r;
Ambient[1] = g;
Ambient[2] = b;
Ambient[3] = a;
}
void FrsMaterial::setEmission(const float r, const float g, const float b, const float a)
{
Emission[0] = r;
Emission[1] = g;
Emission[2] = b;
Emission[3] = a;
}
void FrsMaterial::setShininess(const float s)
{
Shininess = s;
}
void FrsMaterial::setPriority(const int priority)
{
Priority = priority;
}
FrsMaterial &FrsMaterial::operator=(const FrsMaterial &m)
{
for (int i = 0; i < 4; i++) {
Line[i] = m.line()[i];
Diffuse[i] = m.diffuse()[i];
Specular[i] = m.specular()[i];
Ambient[i] = m.ambient()[i];
Emission[i] = m.emission()[i];
}
Shininess = m.shininess();
Priority = m.priority();
return *this;
}
bool FrsMaterial::operator!=(const FrsMaterial &m) const
{
if (Shininess != m.shininess()) {
return true;
}
if (Priority != m.priority()) {
return true;
}
for (int i = 0; i < 4; i++) {
if (Line[i] != m.line()[i]) {
return true;
}
if (Diffuse[i] != m.diffuse()[i]) {
return true;
}
if (Specular[i] != m.specular()[i]) {
return true;
}
if (Ambient[i] != m.ambient()[i]) {
return true;
}
if (Emission[i] != m.emission()[i]) {
return true;
}
}
return false;
}
bool FrsMaterial::operator==(const FrsMaterial &m) const
{
return (!((*this) != m));
}
} /* namespace Freestyle */
#endif // __FREESTYLE_MATERIAL_H__