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material.cpp
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material.cpp
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#include "material.h"
#include <iostream>
using namespace std;
int Material::textCount = 0;
Material::Material(std::string n){
name = n;
textName = "";
id = 0;
}
int Material::getTextCount(void){
return textCount;
}
void Material::setTextCount(int count){
textCount = count;
}
std::string Material::getName(void){
return name;
}
float* Material::getDiffuse(void){
// cout<<"Diffuse"<<endl;
// cout<<diffuse[0]<<endl;
// cout<<diffuse[1]<<endl;
// cout<<diffuse[2]<<endl;
return diffuse;
}
float* Material::getAmbient(void){
// cout<<"Ambient"<<endl;
// cout<<ambient[0]<<endl;
// cout<<ambient[1]<<endl;
// cout<<ambient[2]<<endl;
return ambient;
}
float* Material::getSpecular(void){
// cout<<"Specular"<<endl;
// cout<<specular[0]<<endl;
// cout<<specular[1]<<endl;
// cout<<specular[2]<<endl;
return specular;
}
float Material::getShininess(void){
return shininess;
}
int Material::getID(void){
return id;
}
std::string Material::getTextName(void){
return textName;
}
void Material::setDiffuse(float r, float g, float b){
diffuse[0] = r;
diffuse[1] = g;
diffuse[2] = b;
}
void Material::setAmbient(float r, float g, float b){
ambient[0] = r;
ambient[1] = g;
ambient[2] = b;
}
void Material::setSpecular(float r, float g, float b){
specular[0] = r;
specular[1] = g;
specular[2] = b;
}
void Material::setShininess(float n){
shininess = n;
}
void Material::setD(float d){
diffuse[3] = d;
ambient[3] = d;
specular[3] = d;
}
void Material::setTextName(std::string tn){
if(textName.empty()){
textCount++;
}
textName = tn;
}
void Material::setID(int i){
id = i;
}
bool Material::hasText(void){
return !textName.empty();
}