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occt/src/Graphic3d/Graphic3d_MaterialAspect.hxx
kgv a966542b8a 0031866: Documentation - add description to Graphic3d_NameOfMaterial enumeration values
Enumeration values have been renamed to use complete prefix Graphic3d_NOM_ -> Graphic3d_NameOfMaterial_
and to match string names (with old values preserved as aliases).
2020-10-22 17:40:42 +03:00

275 lines
12 KiB
C++

// Created by: NW,JPB,CAL
// Copyright (c) 1991-1999 Matra Datavision
// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_MaterialAspect_HeaderFile
#define _Graphic3d_MaterialAspect_HeaderFile
#include <Graphic3d_BSDF.hxx>
#include <Graphic3d_PBRMaterial.hxx>
#include <Graphic3d_NameOfMaterial.hxx>
#include <Graphic3d_TypeOfMaterial.hxx>
#include <Graphic3d_TypeOfReflection.hxx>
#include <TCollection_AsciiString.hxx>
#include <Quantity_Color.hxx>
//! This class allows the definition of the type of a surface.
//! Aspect attributes of a 3d face.
//! Keywords: Material, FillArea, Shininess, Ambient, Color, Diffuse,
//! Specular, Transparency, Emissive, ReflectionMode,
//! BackFace, FrontFace, Reflection, Absorbtion
class Graphic3d_MaterialAspect
{
public:
DEFINE_STANDARD_ALLOC
//! Returns the number of predefined textures.
static Standard_Integer NumberOfMaterials() { return Graphic3d_NameOfMaterial_DEFAULT; }
//! Returns the name of the predefined material of specified rank within range [1, NumberOfMaterials()].
Standard_EXPORT static Standard_CString MaterialName (const Standard_Integer theRank);
//! Returns the type of the predefined material of specified rank within range [1, NumberOfMaterials()].
Standard_EXPORT static Graphic3d_TypeOfMaterial MaterialType (const Standard_Integer theRank);
//! Finds the material for specified name.
//! @param theName [in] name to find
//! @param theMat [out] found material
//! @return FALSE if name was unrecognized
Standard_EXPORT static Standard_Boolean MaterialFromName (const Standard_CString theName,
Graphic3d_NameOfMaterial& theMat);
//! Returns the material for specified name or Graphic3d_NameOfMaterial_DEFAULT if name is unknown.
static Graphic3d_NameOfMaterial MaterialFromName (const Standard_CString theName)
{
Graphic3d_NameOfMaterial aMat = Graphic3d_NameOfMaterial_DEFAULT;
MaterialFromName (theName, aMat);
return aMat;
}
public:
//! Creates a material from default values.
Standard_EXPORT Graphic3d_MaterialAspect();
//! Creates a generic material.
Standard_EXPORT Graphic3d_MaterialAspect (const Graphic3d_NameOfMaterial theName);
//! Returns the material name (within predefined enumeration).
Graphic3d_NameOfMaterial Name() const { return myMaterialName; }
//! Returns the material name within predefined enumeration which has been requested (before modifications).
Graphic3d_NameOfMaterial RequestedName() const { return myRequestedMaterialName; }
//! Returns the given name of this material. This might be:
//! - given name set by method ::SetMaterialName()
//! - standard name for a material within enumeration
//! - "UserDefined" for non-standard material without name specified externally.
const TCollection_AsciiString& StringName() const { return myStringName; }
//! Returns the given name of this material. This might be:
Standard_CString MaterialName() const { return myStringName.ToCString(); }
//! The current material become a "UserDefined" material.
//! Set the name of the "UserDefined" material.
void SetMaterialName (const TCollection_AsciiString& theName)
{
// if a component of a "standard" material change, the
// result is no more standard (a blue gold is not a gold)
myMaterialName = Graphic3d_NameOfMaterial_UserDefined;
myStringName = theName;
}
//! Resets the material with the original values according to
//! the material name but leave the current color values untouched
//! for the material of type ASPECT.
void Reset()
{
init (myRequestedMaterialName);
}
//! Returns the diffuse color of the surface.
//! WARNING! This method does NOT return color for Graphic3d_MATERIAL_ASPECT material (color is defined by Graphic3d_Aspects::InteriorColor()).
const Quantity_Color& Color() const { return myColors[Graphic3d_TOR_DIFFUSE]; }
//! Modifies the ambient and diffuse color of the surface.
//! WARNING! Has no effect for Graphic3d_MATERIAL_ASPECT material (color should be set to Graphic3d_Aspects::SetInteriorColor()).
Standard_EXPORT void SetColor (const Quantity_Color& theColor);
//! Returns the transparency coefficient of the surface (1.0 - Alpha); 0.0 means opaque.
Standard_ShortReal Transparency() const { return myTransparencyCoef; }
//! Returns the alpha coefficient of the surface (1.0 - Transparency); 1.0 means opaque.
Standard_ShortReal Alpha() const { return 1.0f - myTransparencyCoef; }
//! Modifies the transparency coefficient of the surface, where 0 is opaque and 1 is fully transparent.
//! Transparency is applicable to materials that have at least one of reflection modes (ambient, diffuse, specular or emissive) enabled.
//! See also SetReflectionModeOn() and SetReflectionModeOff() methods.
//!
//! Warning: Raises MaterialDefinitionError if given value is a negative value or greater than 1.0.
Standard_EXPORT void SetTransparency (const Standard_ShortReal theValue);
//! Modifies the alpha coefficient of the surface, where 1.0 is opaque and 0.0 is fully transparent.
void SetAlpha (Standard_ShortReal theValue) { SetTransparency (1.0f - theValue); }
//! Returns the ambient color of the surface.
const Quantity_Color& AmbientColor() const { return myColors[Graphic3d_TOR_AMBIENT]; }
//! Modifies the ambient color of the surface.
Standard_EXPORT void SetAmbientColor (const Quantity_Color& theColor);
//! Returns the diffuse color of the surface.
const Quantity_Color& DiffuseColor() const { return myColors[Graphic3d_TOR_DIFFUSE]; }
//! Modifies the diffuse color of the surface.
Standard_EXPORT void SetDiffuseColor (const Quantity_Color& theColor);
//! Returns the specular color of the surface.
const Quantity_Color& SpecularColor() const { return myColors[Graphic3d_TOR_SPECULAR]; }
//! Modifies the specular color of the surface.
Standard_EXPORT void SetSpecularColor (const Quantity_Color& theColor);
//! Returns the emissive color of the surface.
const Quantity_Color& EmissiveColor() const { return myColors[Graphic3d_TOR_EMISSION]; }
//! Modifies the emissive color of the surface.
Standard_EXPORT void SetEmissiveColor (const Quantity_Color& theColor);
//! Returns the luminosity of the surface.
Standard_ShortReal Shininess() const { return myShininess; }
//! Modifies the luminosity of the surface.
//! Warning: Raises MaterialDefinitionError if given value is a negative value or greater than 1.0.
Standard_EXPORT void SetShininess (const Standard_ShortReal theValue);
//! Increases or decreases the luminosity.
//! @param theDelta a signed percentage
Standard_EXPORT void IncreaseShine (const Standard_ShortReal theDelta);
//! Returns the refraction index of the material
Standard_ShortReal RefractionIndex() const { return myRefractionIndex; }
//! Modifies the refraction index of the material.
//! Warning: Raises MaterialDefinitionError if given value is a lesser than 1.0.
Standard_EXPORT void SetRefractionIndex (const Standard_ShortReal theValue);
//! Returns BSDF (bidirectional scattering distribution function).
const Graphic3d_BSDF& BSDF() const { return myBSDF; }
//! Modifies the BSDF (bidirectional scattering distribution function).
void SetBSDF (const Graphic3d_BSDF& theBSDF) { myBSDF = theBSDF; }
//! Returns physically based representation of material
const Graphic3d_PBRMaterial& PBRMaterial () const { return myPBRMaterial; }
//! Modifies the physically based representation of material
void SetPBRMaterial (const Graphic3d_PBRMaterial& thePBRMaterial) { myPBRMaterial = thePBRMaterial; }
//! Returns TRUE if the reflection mode is active, FALSE otherwise.
Standard_Boolean ReflectionMode (const Graphic3d_TypeOfReflection theType) const
{
return !myColors[theType].IsEqual (Quantity_NOC_BLACK);
}
//! Returns material type.
Graphic3d_TypeOfMaterial MaterialType() const { return myMaterialType; }
//! Returns TRUE if type of this material is equal to specified type.
Standard_Boolean MaterialType (const Graphic3d_TypeOfMaterial theType) const { return myMaterialType == theType; }
//! Set material type.
Standard_EXPORT void SetMaterialType (const Graphic3d_TypeOfMaterial theType);
//! Returns TRUE if this material differs from specified one.
Standard_Boolean IsDifferent (const Graphic3d_MaterialAspect& theOther) const { return !IsEqual (theOther); }
//! Returns TRUE if this material differs from specified one.
Standard_Boolean operator!= (const Graphic3d_MaterialAspect& theOther) const { return IsDifferent (theOther); }
//! Returns TRUE if this material is identical to specified one.
Standard_Boolean IsEqual (const Graphic3d_MaterialAspect& theOther) const
{
return myTransparencyCoef == theOther.myTransparencyCoef
&& myRefractionIndex == theOther.myRefractionIndex
&& myBSDF == theOther.myBSDF
&& myPBRMaterial == theOther.myPBRMaterial
&& myShininess == theOther.myShininess
&& myColors[Graphic3d_TOR_AMBIENT] == theOther.myColors[Graphic3d_TOR_AMBIENT]
&& myColors[Graphic3d_TOR_DIFFUSE] == theOther.myColors[Graphic3d_TOR_DIFFUSE]
&& myColors[Graphic3d_TOR_SPECULAR] == theOther.myColors[Graphic3d_TOR_SPECULAR]
&& myColors[Graphic3d_TOR_EMISSION] == theOther.myColors[Graphic3d_TOR_EMISSION];
}
//! Returns TRUE if this material is identical to specified one.
Standard_Boolean operator== (const Graphic3d_MaterialAspect& theOther) const { return IsEqual (theOther); }
//! Dumps the content of me into the stream
Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
public:
//! Deactivates the reflective properties of the surface with specified reflection type.
Standard_DEPRECATED("Deprecated method, specific material component should be zerroed instead")
void SetReflectionModeOff (const Graphic3d_TypeOfReflection theType)
{
if (!ReflectionMode (theType))
{
return;
}
switch (theType)
{
case Graphic3d_TOR_AMBIENT: SetAmbientColor (Quantity_NOC_BLACK); break;
case Graphic3d_TOR_DIFFUSE: SetDiffuseColor (Quantity_NOC_BLACK); break;
case Graphic3d_TOR_SPECULAR: SetSpecularColor(Quantity_NOC_BLACK); break;
case Graphic3d_TOR_EMISSION: SetEmissiveColor(Quantity_NOC_BLACK); break;
}
}
private:
//! Initialize the standard material.
Standard_EXPORT void init (const Graphic3d_NameOfMaterial theName);
//! Mark material as user defined.
void setUserMaterial()
{
// if a component of a "standard" material change, the
// result is no more standard (a blue gold is not a gold)
if (myMaterialName != Graphic3d_NameOfMaterial_UserDefined)
{
myMaterialName = Graphic3d_NameOfMaterial_UserDefined;
myStringName = "UserDefined";
}
}
private:
Graphic3d_BSDF myBSDF;
Graphic3d_PBRMaterial myPBRMaterial;
TCollection_AsciiString myStringName;
Quantity_Color myColors[Graphic3d_TypeOfReflection_NB];
Standard_ShortReal myTransparencyCoef;
Standard_ShortReal myRefractionIndex;
Standard_ShortReal myShininess;
Graphic3d_TypeOfMaterial myMaterialType;
Graphic3d_NameOfMaterial myMaterialName;
Graphic3d_NameOfMaterial myRequestedMaterialName;
};
#endif // _Graphic3d_MaterialAspect_HeaderFile