ofBaseMaterial
begin( )
void begin()begin using this material's properties
end( )
void end()end using this material's properties
getAmbientColor( )
ofFloatColor getAmbientColor()\return the ambient reflectance
getDiffuseColor( )
ofFloatColor getDiffuseColor()\return the diffuse reflectance
getEmissiveColor( )
ofFloatColor getEmissiveColor()\return the emitted light intensity
getShader( ... )
const ofShader & getShader(int textureTarget, bool geometryHasColor, ofGLProgrammableRenderer &renderer)create and return a shader used to implement the materials effect for a given renderer
Parameters:
textureTarget an implementation-specific value to specify the type of shader to use
renderer programmable renderer instance to create the material shader for
getShininess( )
float getShininess()\return the specular exponent
getSpecularColor( )
ofFloatColor getSpecularColor()\return the specular reflectance
updateLights( ... )
void updateLights(const ofShader &shader, ofGLProgrammableRenderer &renderer)update the given renderer's lights to the material shader
Parameters:
shader the material shader, created by getShader()
renderer programmable renderer instance that uses the material shader
updateMaterial( ... )
void updateMaterial(const ofShader &shader, ofGLProgrammableRenderer &renderer)update the material properties to the material shader
Parameters:
shader the material shader, created by getShader()
renderer programmable renderer instance that uses the material shader
uploadMatrices( ... )
void uploadMatrices(const ofShader &shader, ofGLProgrammableRenderer &renderer)upload the given renderer's normal matrix to the material shader
Parameters:
shader the material shader, created by getShader()
renderer programmable renderer instance that uses the material shader
~ofBaseMaterial( )
~ofBaseMaterial()