kicad-source/3d-viewer/3d_material.h
unknown d40ea8adcb 3D viewer: fix issues with transparencies in some models (material issues in VRML2 parser)
Fix some issues in filling zones normals.
Fix an issue with some models that have materials but didn't defined the diffuse color.
Workaround for Bug #1443431.
Implement some missing "code logic" for pervertexperface normals.
Remove some not used functions.
Calculate normals using double type.
2015-04-16 09:43:27 +02:00

84 lines
2.7 KiB
C++

/*
* This program source code file is part of KiCad, a free EDA CAD application.
*
* Copyright (C) 2014-2015 Mario Luzeiro <mrluzeiro@gmail.com>
* Copyright (C) 1992-2014 KiCad Developers, see AUTHORS.txt for contributors.
*
* 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, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/**
* @file 3d_material.h
*/
#ifndef STRUCT_3D_MATERIAL_H
#define STRUCT_3D_MATERIAL_H
#include <common.h>
#include <base_struct.h>
#define GLM_FORCE_RADIANS
#include <gal/opengl/glm/glm.hpp>
class S3D_MASTER;
class S3D_MATERIAL : public EDA_ITEM // openGL "material" data
{
public:
wxString m_Name;
// Material list
std::vector< glm::vec3 > m_AmbientColor;
std::vector< glm::vec3 > m_DiffuseColor;
std::vector< glm::vec3 > m_EmissiveColor;
std::vector< glm::vec3 > m_SpecularColor;
std::vector< float > m_Shininess;
std::vector< float > m_Transparency;
bool m_ColorPerVertex;
public:
S3D_MATERIAL( S3D_MASTER* father, const wxString& name );
S3D_MATERIAL* Next() const { return (S3D_MATERIAL*) Pnext; }
S3D_MATERIAL* Back() const { return (S3D_MATERIAL*) Pback; }
/**
* Initialize the material prms.
* @param aMaterialIndex = the index in list of available materials
* @param aUseMaterial = true to use the values found in the available material
* = false to use only the color, and other prms are fixed
* @return true if the material is transparency
*/
bool SetOpenGLMaterial(unsigned int aMaterialIndex, bool aUseMaterial);
#if defined(DEBUG)
void Show( int nestLevel, std::ostream& os ) const { ShowDummy( os ); } // override
#endif
/** Get class name
* @return string "S3D_MATERIAL"
*/
virtual wxString GetClass() const
{
return wxT( "S3D_MATERIAL" );
}
};
void SetOpenGlDefaultMaterial();
#endif