#ifndef MATERIAL_STRUCT #define MATERIAL_STRUCT #ifdef HAVE_GL #include namespace camp { inline bool operator < (const glm::vec4& m1, const glm::vec4& m2) { return m1[0] < m2[0] || (m1[0] == m2[0] && (m1[1] < m2[1] || (m1[1] == m2[1] && (m1[2] < m2[2] || (m1[2] == m2[2] && (m1[3] < m2[3])))))); } inline glm::vec4 GLparameters(GLfloat shininess, GLfloat metallic, GLfloat fresnel0) { return glm::vec4(shininess,metallic,fresnel0,0.0); } struct Material { public: glm::vec4 diffuse,emissive,specular; glm::vec4 parameters; Material() {} Material(const glm::vec4& diffuse, const glm::vec4& emissive, const glm::vec4& specular, double shininess, double metallic, double fresnel0) : diffuse(diffuse), emissive(emissive), specular(specular), parameters(GLparameters(shininess,metallic,fresnel0)) {} Material(Material const& m): diffuse(m.diffuse), emissive(m.emissive), specular(m.specular), parameters(m.parameters) {} ~Material() {} Material& operator=(Material const& m) { diffuse=m.diffuse; emissive=m.emissive; specular=m.specular; parameters=m.parameters; return *this; } friend bool operator < (const Material& m1, const Material& m2) { return m1.diffuse < m2.diffuse || (m1.diffuse == m2.diffuse && (m1.emissive < m2.emissive || (m1.emissive == m2.emissive && (m1.specular < m2.specular || (m1.specular == m2.specular && (m1.parameters < m2.parameters)))))); } }; extern size_t Nmaterials; // Number of materials compiled in shader extern size_t nmaterials; // Current size of materials buffer extern size_t Maxmaterials; // Maxinum size of materials buffer void clearMaterialBuffer(bool draw=false); } #endif #endif