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#ifndef lint
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static const char RCSid[] = "$Id: rgldomat.c,v 3.3 2003/02/25 02:47:22 greg Exp $";
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#endif
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/*
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* Invocation routines for Radiance -> OpenGL materials.
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*/
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#include "copyright.h"
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#include "radogl.h"
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void
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domatobj(mp, cent) /* generate OpenGL material for object */
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register MATREC *mp;
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FVECT cent;
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{
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GLfloat vec[4];
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if ((mp == NULL) | !domats)
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return;
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if (islight(mp->type)) {
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vec[0] = colval(mp->u.l.emission,RED);
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vec[1] = colval(mp->u.l.emission,GRN);
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vec[2] = colval(mp->u.l.emission,BLU);
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vec[3] = 1.;
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glMaterialfv(GL_FRONT, GL_EMISSION, vec);
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vec[0] = vec[1] = vec[2] = 0.; vec[3] = 1.;
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vec);
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} else {
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vec[0] = colval(mp->u.m.ambdiff,RED);
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vec[1] = colval(mp->u.m.ambdiff,GRN);
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vec[2] = colval(mp->u.m.ambdiff,BLU);
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vec[3] = 1.;
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec);
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vec[0] = colval(mp->u.m.specular,RED);
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vec[1] = colval(mp->u.m.specular,GRN);
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vec[2] = colval(mp->u.m.specular,BLU);
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vec[3] = 1.;
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, vec);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mp->u.m.specexp);
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vec[0] = vec[1] = vec[2] = 0.; vec[3] = 1.;
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec);
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}
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rgl_checkerr("in domatobj");
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}
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void
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domatvert(mp, v, n) /* generate OpenGL material for vertex */
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MATREC *mp;
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FVECT v, n;
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{
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/* unimplemented */
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}
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