gpuray_glsl

annotate src/material.h @ 4:2ed3da7dc0bc

broken
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 10 Nov 2014 01:26:00 +0200
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nuclear@0 1 /*
nuclear@0 2 Simple introductory ray tracer
nuclear@0 3 Copyright (C) 2012 John Tsiombikas <nuclear@member.fsf.org>
nuclear@0 4
nuclear@0 5 This program is free software: you can redistribute it and/or modify
nuclear@0 6 it under the terms of the GNU General Public License as published by
nuclear@0 7 the Free Software Foundation, either version 3 of the License, or
nuclear@0 8 (at your option) any later version.
nuclear@0 9
nuclear@0 10 This program is distributed in the hope that it will be useful,
nuclear@0 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@0 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@0 13 GNU General Public License for more details.
nuclear@0 14
nuclear@0 15 You should have received a copy of the GNU General Public License
nuclear@0 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@0 17 */
nuclear@0 18 #ifndef MATERIAL_H_
nuclear@0 19 #define MATERIAL_H_
nuclear@0 20
nuclear@0 21 #include "vmath/vmath.h"
nuclear@0 22
nuclear@0 23 // colors are simply RGB vectors
nuclear@0 24 typedef Vector3 Color;
nuclear@0 25
nuclear@0 26 class Texture;
nuclear@0 27
nuclear@0 28 class Material {
nuclear@0 29 public:
nuclear@0 30 // phong model parameters
nuclear@0 31 Color diffuse; // amount of diffuse light scattering (per color channel)
nuclear@0 32 Color specular; // amount of specular light reflection (per color channel)
nuclear@0 33 float shininess; // higher shininess values -> more focused specular refl.
nuclear@0 34
nuclear@0 35 Color emission; // emissive light
nuclear@0 36
nuclear@0 37 // additional raytracing parameters
nuclear@0 38 float reflectivity; // range [0, 1]
nuclear@0 39 float transparency; // range [0, 1]
nuclear@0 40 float ior; // index of refraction
nuclear@0 41
nuclear@0 42 Texture *tex;
nuclear@0 43 Vector4 mega_rect; // tex coords for the megatexture
nuclear@0 44
nuclear@0 45 Material();
nuclear@0 46 Material(const Color &dcol, const Color &scol = Color(1.0, 1.0, 1.0), float spow = 60.0,
nuclear@0 47 float refl = 0.0, float refr = 0.0, float ior = 1.0);
nuclear@0 48 };
nuclear@0 49
nuclear@0 50 #endif // MATERIAL_H_