💿🐜 Antkeeper source code https://antkeeper.com
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7 years ago
  1. /*
  2. * Copyright (C) 2017 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper Source Code.
  5. *
  6. * Antkeeper Source Code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper Source Code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #ifndef MATERIALS
  20. #define MATERIALS
  21. #include <emergent/emergent.hpp>
  22. using namespace Emergent;
  23. enum class MaterialFormat
  24. {
  25. UI,
  26. PHYSICAL
  27. };
  28. class UIMaterial: public Material
  29. {
  30. public:
  31. UIMaterial(): texture(nullptr) {}
  32. virtual ~UIMaterial() {}
  33. virtual unsigned int getMaterialFormatID() const;
  34. Texture* texture;
  35. };
  36. inline unsigned int UIMaterial::getMaterialFormatID() const
  37. {
  38. return static_cast<unsigned int>(MaterialFormat::UI);
  39. }
  40. class PhysicalMaterial: public Material
  41. {
  42. public:
  43. PhysicalMaterial():
  44. colorMap(nullptr),
  45. roughnessMap(nullptr),
  46. metallicMap(nullptr),
  47. specularMap(nullptr),
  48. opacityMap(nullptr),
  49. normalMap(nullptr)
  50. {};
  51. virtual ~PhysicalMaterial() {};
  52. virtual unsigned int getMaterialFormatID() const;
  53. Vector3 color;
  54. float roughness;
  55. float metallic;
  56. float specular;
  57. float opacity;
  58. Texture* colorMap;
  59. Texture* roughnessMap;
  60. Texture* metallicMap;
  61. Texture* specularMap;
  62. Texture* opacityMap;
  63. Texture* normalMap;
  64. bool shadowCaster;
  65. bool shadowReceiver;
  66. };
  67. inline unsigned int PhysicalMaterial::getMaterialFormatID() const
  68. {
  69. return static_cast<unsigned int>(MaterialFormat::PHYSICAL);
  70. }
  71. #endif // MATERIALS