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/*
* 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
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