243 lines
7.9 KiB
C++
243 lines
7.9 KiB
C++
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/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _MATERIAL_HH_
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#define _MATERIAL_HH_
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#include <string>
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#include <iostream>
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#include "gazebo/common/Color.hh"
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#include "gazebo/util/system.hh"
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namespace gazebo
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{
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namespace common
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{
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/// \addtogroup gazebo_common Common
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/// \{
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/// \class Material Material.hh common/common.hh
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/// \brief Encapsulates description of a material
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class GZ_COMMON_VISIBLE Material
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{
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public: enum ShadeMode {FLAT, GOURAUD, PHONG, BLINN, SHADE_COUNT};
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public: static std::string ShadeModeStr[SHADE_COUNT];
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public: enum BlendMode {ADD, MODULATE, REPLACE, BLEND_COUNT};
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public: static std::string BlendModeStr[BLEND_COUNT];
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/// \brief Constructor
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public: Material();
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/// \brief Destructor
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public: virtual ~Material();
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/// \brief Create a material with a default color
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/// \param[in] _clr Color of the material
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public: Material(const Color &_clr);
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/// \brief Get the name of the material
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/// \return The name of the material
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public: std::string GetName() const;
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/// \brief Set a texture image
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/// \param[in] _tex The name of the texture, which must be in Gazebo's
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/// resource path
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public: void SetTextureImage(const std::string &_tex);
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/// \brief Set a texture image
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/// \param[in] _tex The name of the texture
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/// \param[in] _resourcePath Path which contains _tex
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public: void SetTextureImage(const std::string &_tex,
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const std::string &_resourcePath);
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/// \brief Get a texture image
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/// \return The name of the texture image (if one exists) or an empty
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/// string
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public: std::string GetTextureImage() const;
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/// \brief Set the ambient color
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/// \param[in] _clr The ambient color
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public: void SetAmbient(const Color &_clr);
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/// \brief Get the ambient color
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/// \return The ambient color
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public: Color GetAmbient() const;
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/// \brief Set the diffuse color
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/// \param[in] _clr The diffuse color
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public: void SetDiffuse(const Color &_clr);
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/// \brief Get the diffuse color
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/// \return The diffuse color
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public: Color GetDiffuse() const;
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/// \brief Set the specular color
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/// \param[in] _clr The specular color
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public: void SetSpecular(const Color &_clr);
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/// \brief Get the specular color
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/// \return The specular color
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public: Color GetSpecular() const;
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/// \brief Set the emissive color
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/// \param[in] _clr The emissive color
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public: void SetEmissive(const Color &_clr);
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/// \brief Get the emissive color
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/// \return The emissive color
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public: Color GetEmissive() const;
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/// \brief Set the transparency percentage (0..1)
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/// \param[in] _t The amount of transparency (0..1)
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public: void SetTransparency(double _t);
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/// \brief Get the transparency percentage (0..1)
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/// \return The transparency percentage
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public: double GetTransparency() const;
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/// \brief Set the shininess
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/// \param[in] _t The shininess value
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public: void SetShininess(double _t);
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/// \brief Get the shininess
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/// \return The shininess value
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public: double GetShininess() const;
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/// \brief Set the blende factors. Will be interpreted as:
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/// (texture * _srcFactor) + (scene_pixel * _dstFactor)
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/// \param[in] _srcFactor The source factor
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/// \param[in] _dstFactor The destination factor
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public: void SetBlendFactors(double _srcFactor, double _dstFactor);
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/// \brief Get the blend factors
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/// \param[in] _srcFactor Source factor is returned in this variable
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/// \param[in] _dstFactor Destination factor is returned in this variable
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public: void GetBlendFactors(double &_srcFactor, double &_dstFactor);
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/// \brief Set the blending mode
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/// \param[in] _b the blend mode
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public: void SetBlendMode(BlendMode _b);
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/// \brief Get the blending mode
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/// \return the blend mode
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public: BlendMode GetBlendMode() const;
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/// \brief Set the shading mode
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/// param[in] the shading mode
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public: void SetShadeMode(ShadeMode _b);
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/// \brief Get the shading mode
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/// \return the shading mode
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public: ShadeMode GetShadeMode() const;
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/// \brief Set the point size
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/// \param[in] _size the size
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public: void SetPointSize(double _size);
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/// \brief Get the point size
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/// \return the point size
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public: double GetPointSize() const;
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/// \brief Set depth write
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/// \param[in] _value the depth write enabled state
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public: void SetDepthWrite(bool _value);
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/// \brief Get depth write
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/// \return the depth write enabled state
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public: bool GetDepthWrite() const;
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/// \brief Set lighting enabled
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/// \param[in] _value the lighting enabled state
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public: void SetLighting(bool _value);
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/// \brief Get lighting enabled
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/// \return the lighting enabled state
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public: bool GetLighting() const;
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/// \brief Stream insertion operator
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/// param[in] _out the output stream to extract from
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/// param[out] _m the material information
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public: friend std::ostream &operator<<(std::ostream &_out,
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const gazebo::common::Material &_m)
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{
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_out << "Material:\n";
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_out << " Name: " << _m.name << "\n";
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_out << " Texture: " << _m.texImage << "\n";
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_out << " Ambient: " << _m.ambient << "\n";
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_out << " Diffuse: " << _m.diffuse << "\n";
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_out << " Specular: " << _m.specular << "\n";
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_out << " Emissive: " << _m.emissive << "\n";
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_out << " Transparency: " << _m.transparency << "\n";
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_out << " Shininess: " << _m.shininess << "\n";
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_out << " BlendMode: " << BlendModeStr[_m.blendMode] << "\n";
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_out << " ShadeMode: " << ShadeModeStr[_m.shadeMode] << "\n";
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_out << " DepthWrite: " << _m.depthWrite << "\n";
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return _out;
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}
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/// \brief the name of the material
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protected: std::string name;
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/// \brief the texture image file name
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protected: std::string texImage;
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/// \brief the ambient light color
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protected: Color ambient;
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/// \brief the diffuse ligth color
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protected: Color diffuse;
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/// \brief the specular light color
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protected: Color specular;
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/// \brief the emissive light color
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protected: Color emissive;
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/// \brief transparency value in the range 0 to 1
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protected: double transparency;
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/// \brief shininess value (0 to 1)
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protected: double shininess;
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/// \brief point size
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protected: double pointSize;
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/// \brief blend mode
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protected: BlendMode blendMode;
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/// \brief the shade mode
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protected: ShadeMode shadeMode;
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/// \brief the total number of instanciated Material instances
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private: static unsigned int counter;
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/// \brief flag to perform depth buffer write
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private: bool depthWrite;
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private: bool lighting;
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/// \brief source blend factor
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private: double srcBlendFactor;
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/// \brief destination blend factor
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private: double dstBlendFactor;
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};
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/// \}
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}
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}
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#endif
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