Program Listing for File ObjMaterial.hpp
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)
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
class ObjMaterial
{
public:
ObjMaterial();
ObjMaterial(glm::vec3 ambient,
glm::vec3 diffuse,
glm::vec3 specular,
glm::vec3 transmittance,
glm::vec3 emission,
float shininess,
float ior,
float dissolve,
int illum,
int textureID);
glm::vec3 get_ambient() const { return ambient; };
glm::vec3 get_diffuse() const { return diffuse; };
glm::vec3 get_specular() const { return specular; };
glm::vec3 get_transmittance() const { return transmittance; };
glm::vec3 get_emission() const { return emission; };
float get_shininess() const { return shininess; };
float get_ior() const { return ior; };
float get_dissolve() const { return dissolve; };
int get_illum() const { return illum; };
int get_textureID() const { return textureID; };
glm::vec3 ambient = glm::vec3(0.1f, 0.1f, 0.1f);
glm::vec3 diffuse = glm::vec3(0.7f, 0.7f, 0.7f);
glm::vec3 specular = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 transmittance = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 emission = glm::vec3(0.0f, 0.0f, 0.10);
float shininess = 0.f;
float ior = 1.0f;// index of refraction
float dissolve = 1.f;// 1 == opaque; 0 == fully transparent
int illum = 0;
int textureID = -1;
~ObjMaterial();
private:
};