paysages3d/src/definition/MaterialNode.cpp
2016-07-23 22:58:32 +02:00

62 lines
1.9 KiB
C++

#include "MaterialNode.h"
#include "ColorNode.h"
#include "FloatNode.h"
#include "FractalNoise.h"
#include "NoiseNode.h"
#include "SurfaceMaterial.h"
MaterialNode::MaterialNode(DefinitionNode *parent, const string &name) : DefinitionNode(parent, name, "material") {
material = make_unique<SurfaceMaterial>();
diffuse = new ColorNode(this, "diffuse");
ambient = new FloatNode(this, "ambient");
hardness = new FloatNode(this, "hardness");
reflection = new FloatNode(this, "reflection");
shininess = new FloatNode(this, "shininess");
bump = new NoiseNode(this, "bump");
}
const SurfaceMaterial &MaterialNode::getSurfaceMaterial() const {
return *material;
}
void MaterialNode::setSurfaceMaterial(const SurfaceMaterial &material) {
diffuse->setValue(*material.base);
ambient->setValue(material.ambient);
hardness->setValue(material.hardness);
reflection->setValue(material.reflection);
shininess->setValue(material.shininess);
}
void MaterialNode::setSurfaceMaterial(const Color &color, double reflection, double shininess, double hardness,
double ambient) {
this->diffuse->setValue(color);
this->reflection->setValue(reflection);
this->shininess->setValue(shininess);
this->hardness->setValue(hardness);
this->ambient->setValue(ambient);
}
bool MaterialNode::hasBump() const {
return bump->getGenerator()->getHeight() > 0.0;
}
const FractalNoise *MaterialNode::getBumpGenerator() const {
return bump->getGenerator();
}
void MaterialNode::onChildChanged(int depth, const string &relpath) {
updateMaterial();
DefinitionNode::onChildChanged(depth, relpath);
}
void MaterialNode::updateMaterial() {
*material->base = diffuse->getValue();
material->ambient = ambient->getValue();
material->hardness = hardness->getValue();
material->reflection = reflection->getValue();
material->shininess = shininess->getValue();
}