/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ /** * \file graphics/core/material.h * \brief Material struct */ #pragma once #include "graphics/core/color.h" // Graphics module namespace namespace Gfx { /** * \struct Material * \brief Material of a surface * * This structure was created as analog to DirectX's D3DMATERIAL. * * It contains values of 3 material colors: diffuse, ambient and specular. * In D3DMATERIAL there are other fields, but they are not used * by the graphics engine. */ struct Material { //! Diffuse color Color diffuse; //! Ambient color Color ambient; //! Specular color Color specular; bool operator==(const Material &mat) const { return diffuse == mat.diffuse && ambient == mat.ambient && specular == mat.specular; } bool operator!=(const Material &mat) const { return ! operator==(mat); } }; } // namespace Gfx