git-svn-id: svn://db.shs.com.ru/libs@45 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -183,10 +183,10 @@ Material::Material(): map_reflection(512) {
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color_self_illumination = Qt::black;
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glass = false;
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transparency = reflectivity = 0.f;
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roughness = 0.5f;
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map_specularity.color_amount = 0.5f;
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map_specular.color_amount = 1.f;
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iof = 1.f;
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dispersion = 0.05f;
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specular = 1.f;
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}
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@@ -201,16 +201,16 @@ void Material::apply(QGLShaderProgram * prog) {
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mat_diffuse[1] = color_diffuse.greenF();
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mat_diffuse[2] = color_diffuse.blueF();
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mat_diffuse[3] = color_diffuse.alphaF() * (1.f - transparency);
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mat_specular[0] = specular * color_specular.redF();
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mat_specular[1] = specular * color_specular.greenF();
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mat_specular[2] = specular * color_specular.blueF();
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mat_specular[0] = map_specular.color_amount * color_specular.redF();
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mat_specular[1] = map_specular.color_amount * color_specular.greenF();
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mat_specular[2] = map_specular.color_amount * color_specular.blueF();
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mat_emission[0] = color_self_illumination.redF();
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mat_emission[1] = color_self_illumination.greenF();
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mat_emission[2] = color_self_illumination.blueF();
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glColor4f(mat_diffuse[0], mat_diffuse[1], mat_diffuse[2], mat_diffuse[3]);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, (1. - roughness)*100.);
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glMaterialf(GL_FRONT, GL_SHININESS, (1. - map_specularity.color_amount)*100.);
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glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_diffuse);
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}
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@@ -221,9 +221,9 @@ void Material::loadTextures(GLTextureManagerBase * tm) {
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//qDebug() << "load textures";
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if (tm == 0) tm = (GLTextureManagerBase*)currentGLTextureManager;
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if (!map_diffuse.bitmap_path.isEmpty()) map_diffuse.bitmap_id = tm->loadTexture(map_diffuse.bitmap_path);
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if (!map_bump.bitmap_path.isEmpty()) map_bump.bitmap_id = tm->loadTexture(map_bump.bitmap_path, true, true);
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if (!map_normal.bitmap_path.isEmpty()) map_normal.bitmap_id = tm->loadTexture(map_normal.bitmap_path, true, true);
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if (!map_relief.bitmap_path.isEmpty()) map_relief.bitmap_id = tm->loadTexture(map_relief.bitmap_path);
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if (!map_roughness.bitmap_path.isEmpty()) map_roughness.bitmap_id = tm->loadTexture(map_roughness.bitmap_path);
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if (!map_specularity.bitmap_path.isEmpty()) map_specularity.bitmap_id = tm->loadTexture(map_specularity.bitmap_path);
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if (!map_specular.bitmap_path.isEmpty()) map_specular.bitmap_id = tm->loadTexture(map_specular.bitmap_path);
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if (!map_self_illumination.bitmap_path.isEmpty()) map_self_illumination.bitmap_id = tm->loadTexture(map_self_illumination.bitmap_path);
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//if (!map_diffuse_2.bitmap_path.isEmpty()) map_diffuse_2.bitmap_id = tm->loadTexture(map_diffuse_2.bitmap_path);
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