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// * This file is part of the COLOBOT source code
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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://www.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
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