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CMSC23700 Common Code Library
Support code for CS23700 programming projects
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Structure that defines a material in a model. More...
#include <obj.hpp>
Public Attributes | |
| std::string | name |
| name of material | |
| int | illum |
| illumination mode (NoLight, etc.) | |
| int | ambientC |
| how is the ambient light specified? | |
| int | emissiveC |
| how is the emissive light specified? | |
| int | diffuseC |
| how is the diffuse light specified? | |
| int | specularC |
| how is the specular light specified? | |
| glm::vec3 | ambient |
| uniform ambient component | |
| glm::vec3 | emissive |
| uniform emissive component | |
| glm::vec3 | diffuse |
| uniform diffuse component | |
| glm::vec3 | specular |
| uniform specular component | |
| float | shininess |
| uniform specular exponent | |
| std::string | ambientMap |
| optional texture map for ambient | |
| std::string | emissiveMap |
| optional texture map for emissive lighting | |
| std::string | diffuseMap |
| optional texture map for diffuse lighting | |
| std::string | specularMap |
| optional texture map for specular highlights | |
| std::string | normalMap |
| optional normal map for bump mapping | |
Structure that defines a material in a model.
| glm::vec3 OBJ::Material::ambient |
uniform ambient component
| int OBJ::Material::ambientC |
how is the ambient light specified?
| std::string OBJ::Material::ambientMap |
optional texture map for ambient
| glm::vec3 OBJ::Material::diffuse |
uniform diffuse component
| int OBJ::Material::diffuseC |
how is the diffuse light specified?
| std::string OBJ::Material::diffuseMap |
optional texture map for diffuse lighting
| glm::vec3 OBJ::Material::emissive |
uniform emissive component
| int OBJ::Material::emissiveC |
how is the emissive light specified?
| std::string OBJ::Material::emissiveMap |
optional texture map for emissive lighting
| int OBJ::Material::illum |
illumination mode (NoLight, etc.)
| std::string OBJ::Material::name |
name of material
| std::string OBJ::Material::normalMap |
optional normal map for bump mapping
| float OBJ::Material::shininess |
uniform specular exponent
| glm::vec3 OBJ::Material::specular |
uniform specular component
| int OBJ::Material::specularC |
how is the specular light specified?
| std::string OBJ::Material::specularMap |
optional texture map for specular highlights