ofMaterial
begin( )
void begin()end( )
void end()getAmbientColor( )
ofFloatColor getAmbientColor()getDiffuseColor( )
ofFloatColor getDiffuseColor()getEmissiveColor( )
ofFloatColor getEmissiveColor()getSettings( )
ofMaterialSettings getSettings()getShader( ... )
const ofShader & getShader(int textureTarget, bool geometryHasColor, ofGLProgrammableRenderer &renderer)getShininess( )
float getShininess()getSpecularColor( )
ofFloatColor getSpecularColor()initShaders( ... )
void initShaders(ofGLProgrammableRenderer &renderer)ofMaterial( )
ofMaterial()setAmbientColor( ... )
void setAmbientColor(ofFloatColor oAmbient)set the ambient reflectance
Parameters:
oAmbient the ambient reflectance
setColors( ... )
void setColors(ofFloatColor oDiffuse, ofFloatColor oAmbient, ofFloatColor oSpecular, ofFloatColor emissive)set all material colors: reflectance type & light intensity
Parameters:
oDiffuse the diffuse reflectance
oAmbient the ambient reflectance
oSpecular the specular reflectance
oEmmissive the emitted light intensity
setCustomUniform1f( ... )
void setCustomUniform1f(const string &name, float value)setCustomUniform1i( ... )
void setCustomUniform1i(const string &name, int value)setCustomUniform2f( ... )
void setCustomUniform2f(const string &name, glm::vec2 value)setCustomUniform3f( ... )
void setCustomUniform3f(const string &name, glm::vec3 value)setCustomUniform4f( ... )
void setCustomUniform4f(const string &name, glm::vec4 value)setCustomUniformMatrix3f( ... )
void setCustomUniformMatrix3f(const string &name, glm::mat3 value)setCustomUniformMatrix4f( ... )
void setCustomUniformMatrix4f(const string &name, glm::mat4 value)setCustomUniformTexture( ... )
void setCustomUniformTexture(const string &name, const ofTexture &value, int textureLocation)setCustomUniformTexture( ... )
void setCustomUniformTexture(const string &name, int textureTarget, GLint textureID, int textureLocation)setDiffuseColor( ... )
void setDiffuseColor(ofFloatColor oDiffuse)set the diffuse reflectance
Parameters:
oDiffuse the diffuse reflectance
setEmissiveColor( ... )
void setEmissiveColor(ofFloatColor oEmmisive)set the emitted light intensity
Parameters:
oEmmissive the emitted light intensity
setShininess( ... )
void setShininess(float nShininess)set the specular exponent
setSpecularColor( ... )
void setSpecularColor(ofFloatColor oSpecular)set the specular reflectance
Parameters:
oSpecular the specular reflectance
setup( ... )
void setup(const ofMaterialSettings &settings)setup using settings struct
Parameters:
settings color & other properties struct
updateLights( ... )
void updateLights(const ofShader &shader, ofGLProgrammableRenderer &renderer)updateMaterial( ... )
void updateMaterial(const ofShader &shader, ofGLProgrammableRenderer &renderer)~ofMaterial( )
~ofMaterial()