IGouraudMaterial



Describes minimum required functionality from GouraudMaterial control.

You can find more information in comments below. Overrided methods can be found in corresponding base interface.

class IGouraudMaterial :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; // Associate 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/IGouraudMaterial.h