PCG-FPS
v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
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Go to the documentation of this file. 1 #ifndef SKR_FPS2_RENDERER_OPENGL_SIMPLEMATERIAL_H
2 #define SKR_FPS2_RENDERER_OPENGL_SIMPLEMATERIAL_H
34 MaterialParameters(glm::vec3 amb, glm::vec3 diff, glm::vec3 spec,
float shine = 32.0f);
55 #endif // !SKR_FPS2_RENDERER_OPENGL_SIMPLEMATERIAL_H
void ApplyShininess(Shader shader)
apply shininess to object through given shader
Definition: MaterialParameters.cpp:37
handles shader loading, compiling and linking. Also provides access to set uniform ids and usage.
Definition: Shader.h:31
glm::vec3 specular
specular color
Definition: MaterialParameters.h:22
float shininess
shininess factor
Definition: MaterialParameters.h:23
MaterialParameters()
default constructor
Definition: MaterialParameters.cpp:12
interface for material types
Definition: Material.h:17
holding material parameters for objects without textures
Definition: MaterialParameters.h:18
Definition: AssetPath.h:10
glm::vec3 ambient
ambient color
Definition: MaterialParameters.h:20
void SetMaterialProperties(glm::vec3 amb, glm::vec3 diff, glm::vec3 spec, float shine=32.0f)
set material properties
Definition: MaterialParameters.cpp:22
glm::vec3 diffuse
diffuse color
Definition: MaterialParameters.h:21
void ApplyMaterial(Shader shader) override
apply material to object through given shader
Definition: MaterialParameters.cpp:30