Describes minimum required functionality from BlinnPhongMaterial control.
You can find more information in comments below. Overrided methods can be found in corresponding base interface.
class IBlinnPhongMaterial :public virtual IMaterialControl
{
public:
virtual ITexture *getTexture() = 0; // Return associated texture
virtual Color getAmbientColor() = 0; // Return ambient color
virtual Color getDiffuseColor() = 0; // Return diffuse color
virtual Color getSpecularColor() = 0; // Return specular color
virtual Color getLightDiffuseColor() = 0; // Return light diffuse color
virtual Color getLightSpecularColor() = 0; // Return light specular color
virtual Vec3f getLightPosition() = 0; // Return light position
virtual float getLightX() = 0; // Return light X position
virtual float getLightY() = 0; // Return light Y position
virtual float getLightZ() = 0; // Return light Z position
virtual float getShininess() = 0; // Return shininess power
virtual bool setTexture(ITexture *value) = 0; // Assign texture
virtual bool setAmbientColor(const Color &value) = 0; // Set ambient color
virtual bool setDiffuseColor(const Color &value) = 0; // Set diffuse color
virtual bool setSpecularColor(const Color &value) = 0; // Set specular color
virtual bool setLightDiffuseColor(const Color &value) = 0; // Set light diffuse color
virtual bool setLightSpecularColor(const Color &value) = 0; // Set light specular color
virtual bool setLightPosition(const Vec3f &value) = 0; // Set light position
virtual bool setLightX(const float value) = 0; // Set light X position
virtual bool setLightY(const float value) = 0; // Set light Y position
virtual bool setLightZ(const float value) = 0; // Set light Z position
virtual bool setShininess(const float value) = 0; // Set shininess power
};
Namespace: | nitisa::opengl |
Include: | OpenGL/Controls/IBlinnPhongMaterial.h |