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#ifndef MATERIAL_STRUCT
#define MATERIAL_STRUCT
#ifdef HAVE_GL
#include <glm/glm.hpp>
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
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