SimpleEngine/include/simpleengine/gfx/material.h

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#pragma once
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#include "rendering_type.h"
#include "texture.h"
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#include <assimp/material.h>
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#include <unordered_map>
#include <memory>
namespace simpleengine::gfx {
class Material {
public:
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RenderingType rendering_type;
// TODO: Only one of each texture type.
std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures;
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float ambient_strength;
float diffuse_strength;
/**
* @brief This strengthens the brightness of a specular highlight.
*
*/
float specular_strength;
/**
* @brief The shininess value of the highlight. (Radius of specular highlight?)
* The higher the shininess value of an object, the more it properly reflects the light
* instead of scattering it all around and thus the smaller the highlight becomes.
*
* The shader multiplies this by 32 to get the specular highlight.
*
*/
float shine_factor;
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Material(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>> textures, RenderingType rendering_type, float shine = 1.f,
float specular_scalar = 1.f, float ambient_scalar = 1.f, float diffuse_scalar = 1.f) : textures(textures), rendering_type(rendering_type),
ambient_strength(ambient_scalar), diffuse_strength(diffuse_scalar), specular_strength(specular_scalar), shine_factor(shine) {
}
};
}