42 const float *iDiffuse,
43 const float *iAmbiant,
44 const float *iSpecular,
45 const float *iEmission,
56 inline const float *
line()
const
62 inline const float lineR()
const
68 inline const float lineG()
const
74 inline const float lineB()
const
80 inline const float lineA()
const
227 inline void setLine(
float r,
float g,
float b,
float a);
239 inline void setDiffuse(
float r,
float g,
float b,
float a);
263 inline void setAmbient(
float r,
float g,
float b,
float a);
304 MEM_CXX_CLASS_ALLOC_FUNCS(
"Freestyle:FrsMaterial")
309 Line[0] = Line[1] = Line[2] = 0.0f;
312 Ambient[0] = Ambient[1] = Ambient[2] = 0.2f;
315 Diffuse[0] = Diffuse[1] = Diffuse[2] = 0.8f;
318 Emission[0] = Emission[1] = Emission[2] = 0.0f;
321 Specular[0] = Specular[1] = Specular[2] = 0.0f;
329 const float *iDiffuse,
330 const float *iAmbiant,
331 const float *iSpecular,
332 const float *iEmission,
333 const float iShininess,
336 for (
int i = 0;
i < 4;
i++) {
338 Diffuse[
i] = iDiffuse[
i];
339 Specular[
i] = iSpecular[
i];
340 Ambient[
i] = iAmbiant[
i];
341 Emission[
i] = iEmission[
i];
344 Shininess = iShininess;
345 Priority = iPriority;
350 for (
int i = 0;
i < 4;
i++) {
414 for (
int i = 0;
i < 4;
i++) {
436 for (
int i = 0;
i < 4;
i++) {
437 if (Line[
i] != m.
line()[
i]) {
459 return (!((*
this) != m));
Configuration definitions.
Read Guarded memory(de)allocation.
const float * ambient() const
void setShininess(float s)
const float ambientB() const
const float specularR() const
const float lineB() const
const float * specular() const
const float specularB() const
const float specularG() const
void setPriority(int priority)
const float diffuseG() const
const float emissionA() const
const float emissionR() const
void setDiffuse(float r, float g, float b, float a)
const float ambientG() const
void setLine(float r, float g, float b, float a)
void setAmbient(float r, float g, float b, float a)
const float ambientR() const
const float * diffuse() const
const float lineR() const
bool operator!=(const FrsMaterial &m) const
const float * line() const
const int priority() const
const float * emission() const
void setSpecular(float r, float g, float b, float a)
const float emissionB() const
const float specularA() const
const float diffuseR() const
const float diffuseA() const
bool operator==(const FrsMaterial &m) const
const float lineA() const
const float ambientA() const
void setEmission(float r, float g, float b, float a)
FrsMaterial & operator=(const FrsMaterial &m)
const float lineG() const
const float diffuseB() const
const float shininess() const
const float emissionG() const