CamSim  0.0.0
A rasterization-based simulator for various types of cameras
List of all members
CamSim::Material Class Reference

The Material class. More...

Public Member Functions

Constructors for basic materials
 Material ()
 Default material (phong, greyish, with diffuse and specular components) More...
 
 Material (const QVector3D &diffuse, const QVector3D &specular=QVector3D(0.0f, 0.0f, 0.0f), float shininess=100.0f)
 Construct a phong-type material with the given diffuse and specular colors. If the specular color is 0 (the default), then the material will be lambertian. More...
 

Public Attributes

Type description
MaterialType type
 Material type. More...
 
bool isTwoSided
 Flag: is this material two-sided? More...
 
Simulated geometric detail
unsigned int bumpTex
 Texture containing a bump map, or 0. More...
 
float bumpScaling
 Scaling factor for the bump map. More...
 
unsigned int normalTex
 Texture containing a normal map (overrides bumpTex), or 0. More...
 
Opacity
float opacity
 Opacity value in [0,1]. More...
 
unsigned int opacityTex
 Texture containing an opacity map (overrides opacity) More...
 
Simulation parameters (depend on material type)
QVector3D ambient
 Ambient color (for Phong) More...
 
QVector3D diffuse
 Diffuse color (for Phong) More...
 
QVector3D specular
 Specular color (for Phong) More...
 
QVector3D emissive
 Emissive color (for Phong) More...
 
float shininess
 Shininess parameter (for Phong) More...
 
unsigned int ambientTex
 Texture containing ambient color map (overrides ambient), or 0 (for Phong) More...
 
unsigned int diffuseTex
 Texture containing diffuse color map (overrides diffuse), or 0 (for Phong) More...
 
unsigned int specularTex
 Texture containing specular color map (overrides specular), or 0 (for Phong) More...
 
unsigned int emissiveTex
 Texture containing emissive color map (overrides emissive), or 0 (for Phong) More...
 
unsigned int shininessTex
 Texture containing shininess map (overrides shininess), or 0 (for Phong) More...
 
unsigned int lightnessTex
 Texture containing lightness map, or 0 (for Phong) More...
 

Detailed Description

The Material class.

Describes a material suitable for OpenGL-based rendering

Constructor & Destructor Documentation

◆ Material() [1/2]

CamSim::Material::Material ( )

Default material (phong, greyish, with diffuse and specular components)

◆ Material() [2/2]

CamSim::Material::Material ( const QVector3D &  diffuse,
const QVector3D &  specular = QVector3D(0.0f, 0.0f, 0.0f),
float  shininess = 100.0f 
)

Construct a phong-type material with the given diffuse and specular colors. If the specular color is 0 (the default), then the material will be lambertian.

Member Data Documentation

◆ ambient

QVector3D CamSim::Material::ambient

Ambient color (for Phong)

◆ ambientTex

unsigned int CamSim::Material::ambientTex

Texture containing ambient color map (overrides ambient), or 0 (for Phong)

◆ bumpScaling

float CamSim::Material::bumpScaling

Scaling factor for the bump map.

◆ bumpTex

unsigned int CamSim::Material::bumpTex

Texture containing a bump map, or 0.

◆ diffuse

QVector3D CamSim::Material::diffuse

Diffuse color (for Phong)

◆ diffuseTex

unsigned int CamSim::Material::diffuseTex

Texture containing diffuse color map (overrides diffuse), or 0 (for Phong)

◆ emissive

QVector3D CamSim::Material::emissive

Emissive color (for Phong)

◆ emissiveTex

unsigned int CamSim::Material::emissiveTex

Texture containing emissive color map (overrides emissive), or 0 (for Phong)

◆ isTwoSided

bool CamSim::Material::isTwoSided

Flag: is this material two-sided?

◆ lightnessTex

unsigned int CamSim::Material::lightnessTex

Texture containing lightness map, or 0 (for Phong)

◆ normalTex

unsigned int CamSim::Material::normalTex

Texture containing a normal map (overrides bumpTex), or 0.

◆ opacity

float CamSim::Material::opacity

Opacity value in [0,1].

◆ opacityTex

unsigned int CamSim::Material::opacityTex

Texture containing an opacity map (overrides opacity)

◆ shininess

float CamSim::Material::shininess

Shininess parameter (for Phong)

◆ shininessTex

unsigned int CamSim::Material::shininessTex

Texture containing shininess map (overrides shininess), or 0 (for Phong)

◆ specular

QVector3D CamSim::Material::specular

Specular color (for Phong)

◆ specularTex

unsigned int CamSim::Material::specularTex

Texture containing specular color map (overrides specular), or 0 (for Phong)

◆ type

MaterialType CamSim::Material::type

Material type.


The documentation for this class was generated from the following file: